#ue4-general

1 messages · Page 679 of 1

normal burrow
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i hope the viewport doesn't run at 5fps anymore though 🤔

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Have you checked the log file or launched through vs?

surreal glen
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yeah

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it's less so irritation at having to fix things and moreso irritation that the tooling surrounding it is a pain in the ass

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open level -> it crashes -> now I have to build the game in visual studio, look through the logs, hope the file it points to is the right broken one, remake the entire file from scratch because unreal crashes if I try to even open it etc

normal burrow
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Yeah

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if you try and see the reference map of the level before loading it does it still crash?

surreal glen
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I can't even right click on the level in the content editor X_X

normal burrow
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you mean without a crash?

surreal glen
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yeah

normal burrow
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yeah hm

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no good 🙅

surreal glen
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luckily it's just a testing type level and I can recreate it easily but man if this was something real

normal burrow
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it doesn't sound like a common issue though

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did you forcibly remove a redirector in your life ever?

next jetty
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yeah, sometimes, shit happens for no reason...
source control to the rescue!

surreal glen
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I don't remember doing something like that

normal burrow
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sounds like pretty bad corruption

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not sure what would cause it

next jetty
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perhaps the editor was quit / crashed while the level file was being written to?

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check your Autosaves folder, maybe you can recover a slightly earlier version

rain pumice
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hello hello unreal peeps

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pat i found out how to get the tribes movement without having to do anythign to crazy

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vr marco pointed me in the right direction

plush yew
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Hey guys

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is there anyway i can hide the tools when i go full screen inside the editor?

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TaskBar*

fading vector
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Does anyone here have any experience with TAA or FXAA?

dire fjord
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Why does the engine just randomly freeze up when you go to drag some files around to reorganize or something like that.

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I grabbed like 6 materials and one directory (holding 1-2 of those materials) to drag them into a different folder, and the editor has been frozen for over 5 minutes.

abstract relic
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It’s a know bugs as of .24 (maybe.23, haven’t tested it). Moving files take a god awful long time.

dire fjord
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This is .22

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I've also seen it in .23

normal burrow
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Wait for it

dire fjord
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obviously, but I've had times where it never recovered. 20 minutes in 4.23 once and I ended up just forcing the engine closed.

fading vector
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So I am trying to create a progress bar per each level. All my levels are the exact same in length, however I can't think of a way to get around the fact that the player starts at -17000 on x and the end is 18000.

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If it was say 0 to 35000 I could create a progress bar pretty easily, just divide by 35000 and bind it to the bar

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Any suggestions for how I can work around this?

scarlet birch
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map range -x : +x to 0 to 1

fading vector
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This?

scarlet birch
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yeah,

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In is your x range, out is 0,1

fading vector
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Okay

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and value is the location of the ball

scarlet birch
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yep

fading vector
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I see

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This is very nice, thanks for the help. Ill let ya know if it works

scarlet birch
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I'd take a few minutes and look over all the math nodes.

next jetty
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@plush yew use Shift + F11

plush yew
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Thanks mate

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that really helped

surreal hamlet
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where can i find trees and vegetation for free...i have already downloaded garden and lush plant from unreal

odd lantern
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Hi everyone, does anyone here encounter this issue like I describe below ?

So I got encounter this issue from 4.22, until now on 4.23 it's still happens.

Basically I have a landscape with road created by using landscape spline. But when I try to resample my landscape
This is the result after resampling. The spline get offset totally from the landscape and no matter how I tried, I cannot get it back to the right position.

I've posted a thread on forum with more screenshot describing this.
https://forums.unrealengine.com/community/general-discussion/1731846-need-help-landscape-spline-landscape-spline-mesh-get-offset-after-resampling-landscape

plush yew
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hi all. I want to add an impulse to a player; but I want to add the impulse from parallel to the ground (instead of from where the player is looking which is what is currently happening). Any idea how I can set up the vector calculations on this? It's hurting my brain. Thanks!

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got it through PM, thanks!

south kernel
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Hey i was wondering using Culling on everything would be bad right cause of Visibilty command that run so often?

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But what is best to cull like better to do small assets or just bigger ones ?

heady moon
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hi guys, me and my friends are working on a game with UE4, we decided to share our files with OneDrive. anyways when sharing the files with onedrive and building them on my PC I got a black screen when testing the project

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they all have the latest version of ue4 installed

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i do too

zealous cloak
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what is a good way to include output and error messages in mails?

glass flare
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Hello! I have questions about text colors in output window. Do somebody know method to change text color with blueprints only? I know its easy in c++ and UE_Log but i want to know (if exist) solution in blueprint. Thanks.

inland shuttle
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Hey Guys. I have small problem with executing test from command line. Running more that one tests does not work.
This is working: -ExecCmds="Automation RunTests FTEST_1"
This is not working: -ExecCmds="Automation RunTests FTEST_1 FTEST_2"
Have someone faced this problem?

Message in log says:*** Found 0 Automation Tests based on FTEST_1 FTEST_2***

rotund scroll
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maybe it needs a separator?

inland shuttle
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This guy uses spaces.

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I other article i saw <FTEST_1>+<FTEST_2>, does not work too.

heady moon
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hi guys, where are the documentations of character movement?

twin orchid
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@normal burrow Hey, mate! Thanx for the reply to my houdini question. It's more clear now but not really. So i have two giant landscapes. Each one comes from houdini scene. Each one in separate hda asset. The sizes in meters are: 1) 20000 m x 20000m 2) 2500 m x 5000 m . When i import them in unreal i see this in scales parameter: 1) 4000 x 4000 x 2012 2) 493 x 493 x 542 . What are these values? I mean what is it. ? And why.

rotund scroll
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@inland shuttle I got nothing. Brute force separators until you find it?

inland shuttle
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@rotund scroll yeah, doing it right now, googlin also

plush yew
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In the 2D Side scroller example can I make the character jump by applying some force in the x and y direction rather than calling the "Jump" event?

smoky sonnet
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when will epic gamed make a livestream where they show the new functions of 4.25

plush yew
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guys I got idea for my saving system but I have question: for now it saves the location of the player, but I have these 2 buttons of the menu

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the first "new game" button starts from the beginning and when you click "J" it saves your location of the player, now I want to do it, when you close the game and when you click on continue game to load the last location of the player, if you didn't save anything to write you no data and to select you the button new game, I did this with the print string to write you that there is no data but idk how to make to show the player to pulse the button "New Game" or something to can see the user that he needs to click there, you know it like the tutorials

zealous cloak
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i cant find any input settings for joystick in input settings :/

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got it raw input mode was not activated

plush yew
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this bp is for the continue game button

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^

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it basically print the things but didn't load the last location of the player, it loads from the begining when you start the game

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idk why

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someone to help?

plush yew
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guys, is it possible to have a landscape layer that doesn't affect basecolor but does affect lets say roughness?

spark niche
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@plush yew are you able to show the code where you are saving your data? Because I suspect you aren't saving the players location properly. Because that continue button doesn't seem wrong to me.

vale silo
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Oculus wants my project for testing (bugs), but they want it to be lean (only assets that are in the level, not entire content folder). Is there any way to automatically zip project with only level and the assets that are referenced on the level?

mossy nymph
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whats preventing you from just cooking?

gleaming lotus
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Where is the location of the log when a packaged game crashes?

vale silo
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@mossy nymph because they need source, so to speak?

abstract relic
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Depends on whether you enabled debugging

gleaming lotus
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Ah, looks like I didnt

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I should probably do that lol

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thanks HighTide

austere scroll
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can u not put skeletal meshes in foliage ???

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please help !

abstract relic
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No. But it does take actors though

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Don’t use skeletal mesh, especially for grass. You’re going to experience a performance hit the likes you’ve never seen

austere scroll
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@abstract relic i just changed the import settings and it turned into a skeletal mesh

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but its LAGGY af

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and my pc is pretty good

ancient otter
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Hey guys

woven cliff
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I cleared up my dervied cache folders and I am no longer able to package even after compiling shaders

inland shuttle
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@rotund scroll FTEST_1+FTEST_2 is working 🙂

rotund scroll
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what was wrong?

digital anchor
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@ancient otter try using forward translucency

plush yew
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which code you want to see exactly? @spark niche

midnight root
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hi just wondering a little apprehensive aBout using megascans although I understand epic bought them so naturaly a project using them should have free access and get anything without required funds, but I got this verify from someone who works at megascans and the wording is odd , just looking for clarification from someone who KNOWS possibly, " The Unreal Unlimited plan does not offer "Free assets". ?

abstract relic
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Basically you can’t use it outside of your unreal project

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If you want to get verification through a credible source, I would suggest emailing them directly.

midnight root
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Thats the funny thing the response I got was from a company exec, its just ODD she would refer to assets as ,'none are 'free',,,

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but ya, long as its only used in ue4

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in the context of she knows I'm signed in as ue4 user

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I think she just used poor wording

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anyway

abstract relic
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No, that is correct

midnight root
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ya but to use 'free' is confusing

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so its either free USING ue4 or itsnot

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especially given epic now owns it , right?

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or is that a rumor

plush yew
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can i have some help?

craggy flax
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Just ask your question and if someone can they will

plush yew
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I'm new to unreal

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came from unity

elder moat
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So I kinda need help with a horror game I am making, pretty much I want to start off simple before making the jumpscare. How do I make it so that if the monster touches you, you die

plush yew
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why unreal stuck 75% on loading a map

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??

elder moat
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I think your computer may still be loading it in, it's probably a bit slow.

hoary locust
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that's the magic number, just wait

elder moat
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does the map have like a ton of stuff

hoary locust
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either it will crash (not enough RAM) or it will load eventually

plush yew
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my pc is bad then?

hoary locust
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try to open assets one at a time

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and materials

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before opening the map

spare sun
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who knows, we dont know which map ur opening nor ur pc specs nor ur engine version nor how long u been waiting nor if its the first time you open

plush yew
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i have amd ryzen 5 1600 af with 12 gigs of ram

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first time

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gtx 1650 super that much bad? for ue?

spare sun
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ssd?

hoary locust
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doesnt really matter for opening a map

plush yew
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i though 12 gigs of ram will be enough

hoary locust
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12gb ram is on the low side

plush yew
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yes I have ssd

spare sun
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its prolly still loading if its the first time you open

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afterwards its gonna compile shaders for a while

plush yew
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how much estimate?

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15 gb project size

hoary locust
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how could we possibly know

spare sun
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prolly around 5-15 minutes

hoary locust
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i always open a few assets (double click on the static mesh), open the landscape material and stuff before i open the main map when it's something from the marketplace or a project i havent opened before

spare sun
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first time unreal opens it caches alot

plush yew
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it takes forever 😦

spare sun
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next times will be faster

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like a lot faster

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if theres nothing wrong with the map

hoary locust
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yeah but 75% is always where it stalls

ancient otter
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Hi guys

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what do i do if ue4 is stuck at 39%?

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its because its compiling shaders right? if i remember correctly

empty smelt
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Hello Everyone
I keep on getting this error
PackagingResults:Error: Error Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>

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please help

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what should I do?

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this problem didn't exist before!

hoary locust
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it literally says what you should do?

craggy flax
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It’s amazing to me how people see error codes and it’s like their eyes and brain go blank on it. As if it’s just a generic red flag they don’t know the meaning of.

I know I myself was guilty of it when starting

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“Ah crap words. Why are there words?!”

rancid lynx
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VR Question. Whats a wise way to keep the player pawns collision capsule under a HMD camera ? I got it working by moving the collision capsule (Player location) to the cameras location, which causes a movement loop, so i offset the loop. but thats like alot of hack math, surely there is a smarter or simple way.

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i want to keep body collision in the same general area as the camera. or at least test the option some more.

empty smelt
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1cgToday at 7:19 PM
it literally says what you should do?

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I have no background of coding or what so ever

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im using unreal engine as an Archviz artist

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should type in the log UE4Game <Platform> <Configuration>?

rancid lynx
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you guys are assuming hes a native english speaker.

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even if he was, "build" isnt a term everyone understands. nor is IDE. sure, those are great google keywords but. its obvious, but its also notso obvious to people who dont know computers too well.

empty smelt
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RobCardIV Thank you!

rancid lynx
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amer, i think "building" with an "IDE" might mean, installing a compiler, and building with that, im not sure. ill check google.

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as an english computer nerd, they were right though X_x

empty smelt
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Rob I tried copying the message and going to Window, Log and trying to paste it there, it would give me the line in green but i have no idea what does it represent

rancid lynx
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the message said "May" have too

empty smelt
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as an english computer nerd, they were right though X_x
Tell me what would you do here

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honestly im like a blind cat in the jungle man! 😛

rancid lynx
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copy and paste - Missing UE4Game binary.You may have to build the UE4 project with your IDE - into google. im not sure. but it might be easy to find

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ill check a little also

empty smelt
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I dont know what does a compiler mean to associate it with IDE

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what is a compiler and what does IDE stand for

rancid lynx
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i found that.

empty smelt
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you all I know you are all busy and you could be way more advanced to the stuff im asking but we all were in my place one day and needed help

rancid lynx
empty smelt
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I did research in the forum

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it didnt make sense because im not building for android

rancid lynx
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i copy and pasted - Error Missing UE4Game binary.You may have to build the UE4 project with your IDE. - in google.

empty smelt
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im building for windows desktop

fading vector
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Does anyone have experience with spacescape and dds files? I'm trying to create a space skybox, but everytime it is cut off by the box. I've been watching tutorials but they don't happen there.

rancid lynx
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i accidently deleted some files from my unreal engine "unreal content" folder when i was new, i had to reinstall unreal engine.

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im not sure if thats your solution though. idk what to do . other than google

empty smelt
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RobCardIV yeah I will try to delete the Android thing and reinstall it

spare sun
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I had the same problem once but cant remember how I fixed it, sorry. Prolly something along the lines of reinstalling ue, recompiling the project or regenerating vs files

empty smelt
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you see the way I see things here are absolute I don't know what does it have to do with android but I will follow the steps anyways

spare sun
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id try recompiling first if I was you

empty smelt
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Red what do you mean recompiling

spare sun
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says at the top of ur screen in the editor - Compile

empty smelt
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how do I do that?

spare sun
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just press the button

empty smelt
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but i believe everything is compiled

spare sun
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if everything is, it wont take any time

empty smelt
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Im trying to package an empty VR template, because the VR is not working on play mode its working on preview mode, and I think not playing on play mode is a problem, so i thought maybe if I package it would be working you know? so not much has been done to recompile

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but I will check this compile thing cause I've never done it before

spare sun
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oh its a bp project?

empty smelt
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Yes

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I deleted the Android platform from the EpicGames launcher under Libraries

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I will try to reinstall it and see what happens

rancid lynx
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he might have been using android. that may or may not work for ya.

empty smelt
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Yeah I know

rancid lynx
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you make sure to click VR Preview right ?

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i set my shortcut hotkey to Alt D = VR Prieview, because i spam it all day

empty smelt
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Yes the VR works with all the interactions when I do preview mode, and the Play Mode used to work for me I'm sure! but now it's not working, it only works on VR Prievew mode

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and the Packaging is not working for some reason

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do you recommend I uninstall 4.22 and reinstall it?

spare sun
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there should be lines above that error

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could you print out where it actually goes wrong

elder moat
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So I need some help on something: I want to make it so that when the NPC touches the character he plays an animation which I have. Though, when it does touch the player this animation is not played, does anybody know what to do?

empty smelt
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Red Sure Im on it

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this is the output log I didn't want to post it and spam discord

fading vector
fierce tulip
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teen angst

sweet relic
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Your cubemap is not set up correctly

fading vector
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I knew it

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I've never done a cubemap before

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Here is what I currently have

sweet relic
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I think you need to edit the cubemap texture so the edges are seamless

fading vector
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Well I'm getting it from spacescape, its a dds file and it looks fine in there.

normal burrow
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why custom normal there?

fading vector
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I followed a tutorial

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In spacescape^

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Completely seamless

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I export for unreal into a dds file

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Ohh, I guess I have to export source and not unreal

novel agate
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Any one around who can help with a screen resolution problem? I am using 4.23 with VivePro

midnight root
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the thing is they are changing their whole lighting/exposure system< is that why lighting , white washing is troubling me in 4.24.3

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wash out lighting only in some areas,,perfect in others depending where directional light is focused

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via sun&sky

heady moon
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are there any specific docs for flying games?

midnight root
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If memory serves, there is project template for tht

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that

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I think

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verifies

heady moon
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ok thanks

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uh

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its just testing

rancid lynx
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is tthere any CPU GPU difference between using 100 different materials and 100 different material instances? same cpu demand right ? just faster editor option editing right?

midnight root
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@heady moon HM well its a start

fierce tulip
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depends mostly on how they are utilized @rancid lynx

heady moon
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well, i want to import a custom character and make it have the same controls

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in the flying template

midnight root
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Never having used such template Im unable to aid you 😭

heady moon
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then i will import the map etc..

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oh its ok then

rancid lynx
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so in general , i shuold just use all instances? no materials ?

fierce tulip
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in general make the material that fits best for specific things. like walls, and then create instances. same for other surfaces

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and create instances from that

heady moon
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are there any movement-specific tutorials for unreal engine (C++)

empty smelt
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@heady moon check CGPeers

runic fern
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Hey Guys How can i make a character close to Human Fall Flat one ? i've tried the physics animation but still not close

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In youtube tutorials they are using the pelvis bone when i use that even the legs will be effected

rich reef
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As of today (after a automatic Windows 10 Pro update I believe) I keep getting this error when trying to boot UE4

Used to be running UE4 2.24.1, tried updating to 2.24.3 and verifying the files just to make sure nothing is corrupted, also tried removing the file that is mentioned in the crash report.

UE4 2.23 still works fine.

fierce tulip
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i am using my moderator powers to tell people to join the voice chat!

runic fern
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For What ?

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xD

fading vector
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So I have a sem-working skybox. However when playing my game which is in a vertical orientation for android. The skybox seems to get distorted.

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I'm thinking it might have to do with the LOD, but im not sure. any ideas?

brisk urchin
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I converted a box brush into a static mesh but the lighting is coming up weird after building it. I need some help/advice on how i can fix this. Thanks.

brisk urchin
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I'll check it out. Thank you

ancient otter
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Quick question: Is there a way to make volumetric fog not affect a bp_sky spehere color?

fading vector
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Does anyone know how I can make a Parameter cube stop scaling to the size of the screen?

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This is the best example I can provide.

woven cliff
primal plank
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Red color font maybe🤔 have you tried white ?

fading vector
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Messing around with scroll boxes, I want the users to be able to scroll without the bar. Is there a way to have the user/player scroll by holding on a button and moving left or right?

proper hatch
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Quick question: I can do "On Input Touch Begin" events from outside a giant sphere mesh, but can't make it work when I'm inside that sphere mesh. Any idea how to make it work from within the mesh?

gleaming lotus
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Quick question: I can do "On Input Touch Begin" events from outside a giant sphere mesh, but can't make it work when I'm inside that sphere mesh. Any idea how to make it work from within the mesh?
@proper hatch You want to use complex collision for this

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It works as you'd like afaik

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Question: When I package my project and send to people, everyone seems to start on the 'high' graphical quality, not 'ultra' (which everyone can handle). Any idea how to change this?

proper hatch
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@gleaming lotus Thanks. I'm gonna try that

normal burrow
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i think its a project setting

gleaming lotus
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I tried looking for it there, couldnt find anything

mighty oak
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Hello, has anyone played around with the new Virtual Texture feature?

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I've been adding it to my game, and I like it, seems nice to be able to bake in road and decal mesh textures into one texture,

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but I'm using it in world composition context, and I'm wondering if there are any caveats or suggestions as to how to use it in that scenario

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Do I have to have a separate Runtime Virtual Texture asset for each streamed level and landscape chunk?

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Or can I use one of those RVT assets and have multiple Runtime Virtual Texture Volume somehow stream the correct texture when I enter it's bounds?

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I'm a bit confused on how to scale it beyond one landscape asset

obsidian veldt
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Yo, how long has there been a support VC channel?

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I literally had no idea it existed,

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until like,

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10 seconds ago. XD

coarse wigeon
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A while 🙂

obsidian veldt
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That's pretty neat. How often is it used?

coarse wigeon
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Not often IIRC but we have allot of people in here right now

oblique sorrel
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I have a few room levels that I stream into a persistent level, multiple instances of each. How should I handle baking static lighting on those rooms?
They're separated by small airlocks, so lighting looking odd on connection points is not a concern.

quiet token
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Id like the 3 billion projectiles spawned by my actors to go in its own folder, is possible ?

next current
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how could i remove a widget from view after doing input mode ui only? i cant seem to get it so when t is pressed again the menu closes, it goes to game and ui and mouse is re-captured.

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can i do keyboard events in a widget blueprint?

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i cant find them at all

cold bramble
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This is probably an incredibly basic question, but how can I merge cubes and objects into one object, if possible? (I imagine it is)

ornate hamlet
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I just found something real strange. Disabling an actors collision using "Set Actor enable Collision" will remove all references to a variable storing that actor after 50 seconds

swift spindle
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right click in editor... > merge actors

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@cold bramble

cold bramble
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Using that it says that there are Insufficient mesh components found for merging, though

ornate hamlet
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most likely because a brush is not the same datatype as a mesh

plush yew
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🙂

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in details convert to static mesh or something

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there is brush options

cold bramble
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Doesn't actually give me the option to convert to static mesh

swift spindle
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under brush settings.. click the small down arrow

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and select create static mesh

cold bramble
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I'm sorry, I see it! I was trying to convert the actor by mistake.

quick goblet
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so guys how can cast to a non inherited class?

south ridge
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In what sense @quick goblet

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What's the source type and what do you want to cast to?

quick goblet
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@south ridge so i have a animBP and i want to cast from third person character

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but it gives me an warning back

fading vector
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Is there anyway to add a glow to say a button or text in a widget?

mighty oak
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Figured out my RVT problems: each landscape had to have a reference to its own separate instance material -- which references the RVT asset, also separate RVT volume and RVT asset per streamed level. (posting for posterity)

errant venture
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Hey, I'm super new to this

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When I'm trying to drag objects in

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I feel like they snap to a different grid.

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And then when I'm moving objects around they snap to the right grid.

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also what are unbuilt objects?

swift spindle
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this means they are expecting lightmaps to be baked for them

errant venture
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Do I have to do anything about it?

swift spindle
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you can always build your lighting

fading vector
#

Does anyone know how to rotate a parameter cube? I have a dds file I used with a paramcube to create a skybox, and I would like to have it rotate slowly over time.

swift spindle
#

@plush yew I wish I was

fading vector
#

I've tried rotating the staticmesh SM_skysphere itself but it doesn't move at all

swift spindle
#

🍺

fading vector
#

Alas, it seems no one knows the answer to this question. I've been asking a lot of people lol

#

possibly

plush yew
#

hi guys

fading vector
#

Back to google 😛

plush yew
#

any idea why my gamemode is pending kill?!

#

Blueprint Runtime Error: "Attempted to access FINPVPGameMode_C_0 via property K2Node_DynamicCast_AsFINPVPGame_Mode, but FINPVPGameMode_C_0 is pending kill". O_o

plush yew
#

I know not where is best to ask this, but is there a good place I can look for freelance or contract work for game development, preferably Unreal Engine related? Warehouse contract scene is faltering, especially since the COVID-19 crisis and I am jobless once more. I've been for 2 months now.

#

The jobs on the server seems scarce and the clients barely respond to my messages after I send them my portfolio, or they claim they found someone already.

normal burrow
#

if your looking for sites and such maybe ask in #career-chat (I don't know of any)

fading vector
#

Does anyone know how to rotate a parameter cube? I have a dds file I used with a paramcube to create a skybox, and I would like to have it rotate slowly over time.

rancid lynx
#

RADIAL Impulse effects "BLOCKALL" collision types, but not custom collisions? even if the custom collision is set to block on every channel ?

#

why ? wtf ?

#

clearly im missing something

#

why do physics bodies recieve radial impulse, but custom collision meshes with BLOCK ALL, do not ?

#

oh. i found an array drop down menu inside the blueprints addradialforce details. thats a new one X_x

#

for me.

#

they didnt teach me that at pizza hut

spare dust
#

Is there a way to prevent light from adopting the color of the skysphere?

rain pumice
#

what becomes of the brokenhearted?

#

they go to unity is the answer

plush yew
#

I been testing emitters in the scene by pressing reset on Detach and it shows it

#

but now its not working

#

i cant see what the emitter do

#

any1 had this problem b4?

glass raft
#

hi guys, so i need program in 3d scene with equirectangular output at real time is there's anyway to do that in unreal?, or maybe any alternative way?, thanks...

austere scroll
#

how do u get a "mesh" the one with the pink tag from a static mesh ?

fading vector
#

Any ideas as to why the bottom of my ball is dark at the start and end of the level but lights up entirely when in the middle?

austere scroll
#

@fading vector im no exprt but in the first picture the wall behind it , seems like its not giving light

fading vector
#

It's not the wall, good thought tho. It's something to do with lighting, just not sure what

#

I can see the shadow literally disappear

#

clean off around 1/3 into the level

spare dust
#

Are hidden meshes "free" in terms of performance?

obsidian nimbus
#

yea pretty much

spare dust
#

Sick, thanks

obsidian nimbus
#

might wunna go huge scale to test for urself

spare dust
#

Will-do
I just didnt wanna put all the work into making the system I had in mind if it wasnt gonna work conceptually, haha

obsidian nimbus
#

spawn invisible meshes on tick in a random location in range

#

put a counter and u see how many u can handle

spare dust
#

Will do

#

also

fading vector
#

Before

#

after

spare dust
#

Any idea how to get rid of these fuzzy black borders around my texture?
It's relatively high resolution, so idk why it's doing this

plush yew
#

Epic Games shameful company, took and threw copyright to my game, you will encounter this too when your game will be hype, good luck boys.

#

@plush yew what happened?

spare dust
#

So Ive got something working
kinda

The system im working on is chunk terrain generation
When the player exceeds a certain distance from a chunk, I want to set it's visibility to hidden
And then when the player comes back into the render distance, I'd like it to be shown again

As of right now, leaving the render distance causes the chunks to be caught in some kind of loop
Being hidden and shown multiple times a frame

obsidian nimbus
#

my guess is you used copyrighted material

#

otherwize it wouldnt stick

plush yew
#

@plush yew DMCA In Steam

obsidian nimbus
#

what game?

plush yew
#

@plush yew what did you use of ue4 stuff?

#

i dont understand

#

What i do know

#

if you used Unreal packs or assets

#

its 100% legal

#

unless you took them to another engine

#

You did that?

#

no

obsidian nimbus
#

it does have unreal in the name

plush yew
#

@obsidian nimbus explain more please

obsidian nimbus
#

i think unreal is trademark but im no lawyer

#

you also have to ask if you want their logo in a splash screen

plush yew
#

You must have there logo

#

you used there engine

#

isnt that right?

obsidian nimbus
#

no

#

and again im no lawyer

#

but some games were allowed to sell but had to remove the logo

#

i think hatred was one

#

looks a lil wonky but an allright sandbox i think

#

well u didnt use their logo, not quite sure what goin on

fading vector
#

Does anyone know how I can make this reflection less bright on this specific piece?

obsidian nimbus
#

there is engine stuff you are not supposed to use in a game but thats not goin on here i think

#

unless you used the landscape tool to deform the ground

#

if u did that, damn good job tho

fading vector
#

Nah, this is just a geometry piece

obsidian nimbus
#

you could up the roughness?

fading vector
#

Well I like the glossy look of it

#

But dont want like insane reflection

#

lol

obsidian nimbus
#

this is not reflection but light bounce right?

fading vector
#

More or less

#

There is a light above it, its the sun essentially

obsidian nimbus
#

less directional light and more skylight?

fading vector
#

I could try

obsidian nimbus
#

im totally not the person to advice u here tho

#

like i see screenshots of 2 cubes in a lvl with a spotlight and it looks better than all my levels combined 😛

fading vector
#

haha, all good

#

It took a lot of time

#

but tbh in the long run it wasn't too hard

#

It's just the learning process

obsidian nimbus
#

@plush yew i would contact em and ask whats up

austere scroll
obsidian nimbus
#

you change the color of the material

fading vector
#

Yeah I think my directional light was too bright

obsidian nimbus
#

yea prolly dont need that with these emissives

#

might want those to pop more

fading vector
#

mhm

austere scroll
#

@obsidian nimbus what ?

#

wdym change the color ?

obsidian nimbus
#

@fading vector also i never been in outerspace 😛

fading vector
#

this is what happens when you screw with contrast lmao

obsidian nimbus
#

why is there a hole in the middle now?

#

ahh its another spot

fading vector
#

negative geometry

#

Im gonna roll with this

#

@obsidian nimbus You dont happen to know how to rotate a parameter cube do you?

#

I have this material and I want it to slowly rotate but haven't figured it out yet

obsidian nimbus
#

rotator node

surreal hamlet
#

How/where to find mesh id or the name of mesh in HTML5 exported webfiles

austere scroll
#

Does anyone know where to find the best grass foliage ??

pulsar kite
#

"best" is subjective

#

as or changing the colour, the vest material is cream, so the vest itself is cream. Just drag a pink texture onto it and it should work

austere scroll
#

like how do people put good looking grass in their game ?/

#

i found a megascan

#

but its too heavy on the foliage tool and makes the engine crash

pulsar kite
#

They.. make it? or just use billboards, using pictures they took themselves as the sprites

austere scroll
#

@pulsar kite billboards ?

#

what are these

pulsar kite
#

Like, 2d images that change angle depending on what angle your looking at them

#

For example, Doom 2's enemies usually look like their standing up straight, but if you turn freelook on and jump above them, they look like their lying down. might be wrong about it though

plush yew
#

Where can i get animated weapons except for ironbelly?

plush yew
#

is there a way to disable one input only?

wet sphinx
#

hi, is it possible to import data from text file or csv file into the data asset file ?

proper stump
#

Hey, using the 3rd person platform, i need to make my character (default mannequin) who is holding a rifle to be able to aim up (45 degrees) or down - so basicly it has 3 aiming modes, 0 degress - straigt forward, 45 degrees - upward, -45 degrees - downward. where do i start with that? could use any pointers you can offer, new to unreal.

plush yew
#

this is a ground

#

only the top of it has colors

#

why?

#

i did put mat on it its only taking the upper side

#

Can someone help me with the 2DSidescroller example?

radiant haven
#

How can I restrict area of TocuhInput

worldly axle
#

Hello, i followed a video and in the desc there is written Material Pastebin: https://pastebin.com/vdxBbUUs
But i dont know how could i import this thing in ue4, if its the purpose of the pastebin

scenic stirrup
#

Hi Guys, How can I cast to a character from within my GameInstance.

What is the object of this character? It is an AI controller Character.

solid gazelle
#

You need a pointer to the object you wish to cast

scenic stirrup
#

how does that work?

solid gazelle
#

Game Instance is a management class, it doesn't have anything to do with any players, so it needs to find which player you care about somehow

#

your event "Possess This Player" could pass along which player to possess, but it doesnt. What calls that function?

scenic stirrup
#

ah ok

#

I can cast this from within my player i saw

#

thanks!

glad karma
austere scroll
#

how do i fix one-sided textures ?

exotic cave
#

@austere scroll : Turn on double-sided rendering in the Material Editor

#

If that's water, though, don't be surprised if it doesn't fix all your issues. Good water is very hard. I recommend one of the many fine water plugins on the Marketplace for new users' water solutions.

mortal quarry
#

When I create a Film project, it gets stuck at 39% initializing 4.24.3 - does it just take really long? or whats up ?

austere scroll
#

@exotic cave i dont HAVE the marketplace

#

its a long story

#

and the problem is from my pc

exotic cave
#

🧐

#

You literally can't access the Unreal Engine Marketplace?

austere scroll
#

no

#

the epic games launcher

#

is unable to install

exotic cave
#

Well, then, good luck with your water 😄

austere scroll
#

thx 👍

exotic cave
#

Oh, I remember what I came in here for now!

#

Anyone know why UE might continue updating an editor rendering window automatically even though Realtime is turned off?

#

...and the second I say it, UE stops rendering automatically 😄

austere scroll
#

yes,yes

trim dawn
#

is there a way to revert an uproject to the previous compile? as ive removed some code and now it crashes on startup

honest vale
#

that's why you use a version control system

rich reef
languid aurora
#

So everyone I have an odd issue. Just following a simple tutorial and when I go to pickup an item I have to press the assigned pickup key twice in order to pickup the item. It works but I have to press the key twice for it to work. Does anyone have any ideas?

thick herald
#

sounds like it's trying to pick up an item it hasn't added into a variable or something so the second time the variable is already set.

languid aurora
#

Well I did a simple print string, it recognizes that I'm overlapping a valid object each time, so how would find out if it's doing what you're suggesting?

wanton wadi
#

anyone familiar with materials on geometry? Initially no texture showed up, so I checked and unchecked "crack free displacement", now a texture does show up, but only partially.. Why isn't it all around the cube? 🤔 I've tried checking "double sided" but that didn't help

#

-_-

quiet token
#

thats not a cube its surface bsp

wanton wadi
#

there's multiple surfaces

quiet token
#

u gatta put it

#

yup

wanton wadi
#

by bad

#

hahaha

#

what the shit, i thought I used a "box brush" but yeah this makes sense

#

thanks @quiet token 😄

ember notch
#

Is there a plugin that give support for Rust?

wet sphinx
#

so i guess there is no way how to autofill (create) udataasset file from some other file (text, csv), will i have to do all work one by one ?

honest vale
#

@ember notch no as far as I know

regal mulch
#

@wet sphinx Well DataTables are for csv files.

wet sphinx
#

And i can import datatables into the dataasset?

regal mulch
#

You can just use the DataTable directly

#

But yeah, if you want to, you can also add a reference to the DataTable in your DataAsset.

#

Either just to the DT, or via DataTableRowHandle or whatever it was called to just one selected row of it.

trim dawn
regal mulch
#

It should be clickable, otherwise -> Restart.

trim dawn
#

its never clickable for me

#

and allways there

#

obscures the compile messages aswell

#

restarting changes nothing

#

@regal mulch could it be a KDE issue?

regal mulch
#

Honestly not sure. I can usually click it :<

trim dawn
#

in that case, can i remove/disable the whole popup-box thing?

#

im not getting any use from it as it is now anyway

quiet token
#

there must be a way to set "dont show again" in some editor .ini file

#

@trim dawn some promising settings when i searched for import in Editor Preferences

foggy raft
#

Has anyone had an issue with a cooked build having a black screen in 4.24?

trim dawn
#

@quiet token that works for now ty

little warren
#

Any one know of a way to batch/instance meshes on actors? Say I have 2000 actor cubes at the same time, if I do it the regular instanced mesh way I'd have 2000 draw calls, I'm trying to reduce that.

#

But I need the functionality on the actors to remain, so if every actor has a collision volume it would remain, so that's why I'm thinking I can't use instanced meshes

signal jetty
#

Anyone knows how to open Subdivier

mossy nymph
#

instanced meshes can have collisions

#

the index on hit result would be the index of instance hit

signal jetty
#

What Keys I Use to open this

little warren
#

instanced meshes can have collisions
@mossy nymph But they can't have tick functionality or functions for every one of them right?

mossy nymph
#

there is just one actor, so no

graceful sky
#

I'm abit confused over the build exclusions for Server/Clients. Why would WidgetBlueprints be excluded from clients by default?

signal jetty
#

Umm

mossy nymph
#

but going with 2000 actors, draw calls are the least of your concerns performance wise

little warren
#

@mossy nymph they are all idle and not doing anything except 1 at a given time

mossy nymph
#

then replace the ISM with an actor when you need to

little warren
#

and they all have very simple meshes like just a cube, so I'm thinking my biggest problem is draw calls

#

good idea

#

I know all ISM have the same material instance, but can I change the material properties on one of them?

#

like lets say all are colored white, but I want only 10 to be colored red, can I do that with ISM or do I need to have 2 separate ISMs

graceful sky
#

very limited by default.

#

2 ISMs would be the way

#

there are some node "perInstanceRandom" , but its.. random

little warren
#

I see, I'll read more on it and see if I can use it with my project

bitter iris
#

could anyone help me with ue4 visual studio real quick, says the build.bat failed with code 5 with 0 sufficient rights

elder moat
#

So I recently created a main menu and whenever I click "Play" on the main menu to open the level. The AI which I set up does not move at all and this message appears, please help my game has become unplayable because of this

normal burrow
#

You can hide the message if you'd like tableprinterdoor

#

but it will hide screen logs as well

elder moat
#

No the thing is it broke my AI

normal burrow
#

ah

elder moat
#

Oh

#

My AI is working again

#

I just clicked "Build" at the top right and poof it fixed

normal burrow
#

neat

elder moat
#

Is there a way of making it so that you dont have to click that everytime

regal mulch
#

You shouldn't need to do that every time :<

elder moat
#

How do I change it to dynamic on the navmesh, I heard that fixes it

little warren
#

the index on hit result would be the index of instance hit
@mossy nymph What do you mean by this? Is it the OtherBodyIndex in the overlap signatures or is it something else?

regal mulch
#

@elder moat On the RecastNavMesh or so. You have the Volume you put into the scene and then that spawns another actor into the scene that allows you to change settings.

#

Can't remember the name.

mossy nymph
#

its the HitResult.Item

elder moat
#

Ok

mossy nymph
#

don't know for overlaps off the top of my head, its easy enough to test tho

little warren
#

but hit result is for raycasts right?

mossy nymph
#

it can do a sweep

little warren
#

there's a hitresult in overlaps called SweepResult

#

ahh so its probably that one

mossy nymph
#

with a shape component

little warren
#

alright thanks a lot

elder moat
#

I fixed it, thanks for you both's help @regal mulch @normal burrow

runic fern
#

Hey Guys What is the Easiest way to switch between GameModes when the player Overlap Box Collision ?
Like Make New Level Change the Widgets etc.

vestal lion
#

Is anyone here to give tips on where to start with this C++?

#

DM if you got tips please thank you

abstract relic
#

Horde the tips. No sharing 😉

normal burrow
#

@vestal lion have you started with blueprints?

vestal lion
#

No

#

I find that blueprints will confuse me in the longrun

normal burrow
#

I would highly recommend it

#

the C++ you'd be writing in unreal would be likely all talking to blueprints

abstract relic
#

Do you have programming experience in general

normal burrow
#

so getting idea of the direct there, its good

abstract relic
#

Foundational concepts

vestal lion
#

No HighTide I wanted to learn to work with my brother

abstract relic
#

Then I’d recommend learning some basic python first.

#

Typically an easy language to learn the fundamentals

normal burrow
serene quiver
#

How do I change the camera angle? I want it to be farther away, how would I do that?

vestal lion
#

Idk man youtube said C++ is good as a starting language.

abstract relic
#

We’re talking print “hello world” basic Pat. Chill 😜

grim ore
#

if YouTube is saying C++ is good as a starting language we need to burn it to the ground

vestal lion
#

Oh.

normal burrow
#

Lol 😂 just surprised

#

Eh idk, proper understanding of any language is good. python is a good one because of the console though

abstract relic
#

looks at all the fake life hacks videos on YouTube

vestal lion
#

no I did C++ Visual studio totorial

normal burrow
#

javascript is another one you might want to consider snipe

abstract relic
#

Then keep watching YouTube. You’ve already got started

vestal lion
#

I cant find the correct version on youtube of the Visual Studio

normal burrow
#

it wont matter

abstract relic
#

Doesn’t matter

normal burrow
#

use 2019 community

vestal lion
#

Oh

#

Ok il remove this one

normal burrow
#

well, if you've got one, no reason to change

#

unless these videos are teaching you c++20 stuff and your using vs2010

vestal lion
#

Do you know a good youtube totourial?

abstract relic
#

Watch them all

#

I kid you not

#

They all teach bad practices in some form

normal burrow
vestal lion
#

what?

grim ore
normal burrow
#

oof mathew

#

i thought mine was bad lol

vestal lion
#

...

grim ore
#

Hey all they asked for was a YT tutorial

normal burrow
#

Snipe

vestal lion
#

?

normal burrow
#

what hightide said.

#

find a series, watch it

grim ore
#

people are annoying with the answers because you don't seem to be asking any focused questions. "I want learn game dev" is too broad

vestal lion
#

See that guy ponkkis sent is using Code Blocks

normal burrow
#

snipe c++ is a written language

#

they could be using notepad

vestal lion
#

So whatever they are using its good?

normal burrow
#

yeah

#

watch and absorb the information once

#

follow along the second time

vestal lion
#

Aight

abstract relic
#

Then find another video

grim ore
#

figure out what you want to do, figure out how to do that, figure out how that is done then figure out how to do that, keep breaking it down till you are like "ah hah I need to learn XXX" then learn X

normal burrow
#

trust information questioning tomatoes.

vestal lion
#

and one last thing

#

oh nevermind

grim ore
#

if you listen to any of the crap we spouted atleast listen to trying to not jump into UE4 by learning C++

normal burrow
#

What are you and your brother doing snipe?

vestal lion
#

My brother is more into arts

normal burrow
#

So making a game?

vestal lion
#

still learning for now.

normal burrow
#

well i learned stuff i know from mostly trial by fire in being thrown directly into a mod sdk. You could do something like that by starting with a ShooterGame project.

vestal lion
manic pawn
normal burrow
#

what version of windows is this snipe?

vestal lion
#

10

normal burrow
#

avoid unity if you can, it'll teach you everything wrong

#

roblox would be a better learning experience

vestal lion
#

isnt roblox a seperate language?

normal burrow
#

much better

#

roblox is lua

vestal lion
#

yeah lua and a bit different

normal burrow
#

C# is completely different too

rotund scroll
#

I love C#

#

might be my favorite language

#

but I wouldn't use it for games really

normal burrow
#

quick: how many interfaces does int fill?

#

public struct Int32 : IComparable, IComparable<int>, IConvertible, IEquatable<int>, IFormattable

vestal lion
normal burrow
#

getting off topic snipe

#

look for a programming discord

vestal lion
#

this is the one i found lmao

rotund scroll
#

this isn't a general programming discord though

normal burrow
#

can't give you an invite but look around for "The Programmer's Hangout"

rotund scroll
#

the cpp used here is UE4's cpp

vestal lion
#

hm

rotund scroll
#

which I'm told isn't the way to say it, but I don't know how to say it otherwise

normal burrow
#

if its got int main() in it it's likely not ue4

abstract relic
vestal lion
#

thanks

normal burrow
#

that sounds very friendly yeah

fading vector
#

Hey high tide

#

may you know the trick to this

#

How can I rotate a parameter cube in a material

#

I have a dds file plugged into the paramcube, but I want it to rotate slowly. It's the skybox for my game

#

rotators dont work

abstract relic
#

Did you try what we suggested last time?

fading vector
#

Um? we?

#

Have I talked to you about this before.....

#

Oh wait you sent a link to a forum question

#

Yeah, I tried messing with that. No luck

#

and no one really seems to no an answer

abstract relic
#

oops

#

I'm going crazy

#

ignore me

fading vector
#

lol

normal burrow
#

are you sure that 0,0,0 is supposed to be a thing?

fading vector
#

According to the tutorial

normal burrow
#

would you try disconnecting it?

fading vector
#

I can try

#

Looks the same

normal burrow
#

k cause that seems like nonsense to me and was preventing my mind from going anywhere

#

are you trying to rotate it 90 degrees or something?

fading vector
#

Not exactly

#

Just trying to do small rotations over time

normal burrow
#

k holdup

fading vector
#

To make a smooth looking rotation of the galaxy

#

A panner

#

I've heard od that

#

of*

#

I dont understand how its much different from a rotator tho

#

same error with the Panner

normal burrow
fading vector
#

oh

#

nice

#

mine warps and spins lol

normal burrow
#

because you have a reflection reflection

fading vector
#

now its just warped and it spins

#

doesn't unwarp

normal burrow
fading vector
#

what does he mean by this?

#

I did take the reflection out

normal burrow
#

have got no clue

#

if its the same person telling you to plug 0,0,0 into custom world normal though ignore it

fading vector
#

haha alright

#

So should I copy what you did or try to fix what I have?

normal burrow
#

up to you

fading vector
#

Well what would make the cube warp so much?

normal burrow
#

you don't want to add though

#

idk crypto, all mine does is rotate xy

#

it shouldn't warp anything

#

that axis rotation function should be identical in theory

#

unless it produces an offset or something?

#

pretty sure it does not though

fading vector
#

I'm not sure

#

This is way beyond anything I've learned

normal burrow
fading vector
#

I like to consider myself good at math and all but none of this makes much sense

normal burrow
#

i basically just used cpvrotate there

#

rotation vector r.x,r.y = v1.x * v2.x - v1.y * v2.y, v1.x * v2.y + v1.y * v2.x

fading vector
#

hmmm

#

so instead of 0, 0, 1

#

Iset it to 111

#

and its not warping the same

#

It rotates normally for a few moments and then it looks like it implodes and all the particles get sucked inand spat back out in an instant

abstract plank
#

why would changing the color change the behavior of the material?

fading vector
#

Well from what I understand that represents more than color

#

It represents a set of numbers

#

which are plugged into NormalizedRotationAxis

abstract relic
#

rbg <=> xyz

abstract plank
#

then if that node is not used to change the color, but is instead used to provide a float input, why not just use a float input for more consistency since the color spectrum fluctuates?

#

or is the randomness the desired outcome?

normal burrow
#

its an axis

#

your providing it a different axis to get the same incorrect result

abstract plank
#

ah

#

ok

polar hawk
#

hue is an axis

#

leaves

abstract plank
#

and i get that is is an axis, that much is easy to see

fading vector
#

Still not sure why its warping like crazy tho

abstract plank
#

i was trying to figure out the reason why you would use a non static x,y,z (one that changes) instead of a constant x,y,z

#

but i think i understand now

polar hawk
#

oh, we're rotating a cubemap?

#

oh god

fading vector
#

yeahh

#

It's been rough finding answers

polar hawk
#

it is a solved problem

#

but a very undocumented solved problem

abstract plank
#

lol ain't they all

fading vector
#

Haha, I see that for sure

abstract plank
#

undocumented solved problem = secretive game trade secret

fading vector
#

Well does anyone know the rest of the secret so my skybox stops looking like its being flushed down a toilet

polar hawk
#

write a blog post and post a material function on github once you solve it

polar hawk
#

so others don't have to suffer

#

when you solve an undocumented solve problem, be a nice person and document it

normal burrow
#

if you missed it, i solved this. we're just trying to find the less node version or something?

polar hawk
#

iunno I haven't scrolled up

#

either way blog post

normal burrow
#

ye, was to crypto too. idk why we're still talking about it

#

but yeah its blog worthy

fading vector
#

I mean I can copy what you have

#

but I feel like this method should work too

normal burrow
#

changing the rotation axis argument wont get it to not warp

#

what is that off-screen multiply for?

abstract plank
#

oh, yea p@ts solution makes a lot more sense mathematically

normal burrow
#

have to add back the position that rotation around axis is for world position offset

#

@plush yew 's referenced advice was correct

fading vector
#

Ohhh

normal burrow
#

But would compare shader instructions between versions.

fading vector
#

Well I was using yours

normal burrow
#

that seems like it could potentially be doing more than my version

fading vector
#

While it works mostly alright, I see very small warps

normal burrow
#

but maybe not

warm pelican
#

Anyone got a link to the GitHub for unreal? The links on the wiki don't work and the chaos destruction says it needs to use the GitHub version

normal burrow
#

you need an account and to agree to epic

#

then those links will work (unless they don't lol)

warm pelican
#

Ahh... Kinda wished GitHub actually said so instead of pretending it doesn't exist

normal burrow
#

believe they don't say it because then people would mine for private repos this way

fading vector
#

Works pretty good

#

Okay @normal burrow

#

I have a related question

#

How come the skysphere is warping to my screen size

normal burrow
#

idk what that means

fading vector
#

if I change the screen size

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the skybox changes with it

#

dramatically

normal burrow
#

how?

fading vector
#

Actually, I think the warping isn't related. However it zooms in a crazy amount if I change the screen size

#

regardless of the skysphere size

normal burrow
#

lol warping 🤷

fading vector
plush yew
#

Hello everybody, i hope you are well.
I have a question; I am trying to make a interactive music video, where the "player/viewer" moves through 3D space at a certain tempo and in a set path. The viewer/player should be able to look around, but not move on its own.
How do i define this in my search? Lock player to Spline? I cant find information about this.

fading vector
#

Getting some weird warping issues like this once I load the level, but not on the material its self

normal burrow
#

idk crypto. I'm not familiar with that rotate node

fading vector
#

hmm

#

Its split right down the middle

normal burrow
#

wouldn't expect any warping unless its using a fast version of sin cos or something

fading vector
#

Thats the only place its warping

normal burrow
#

sounds like you just want to parent the camera component to something that is moving with the spline IX.FX

next current
#

how could i make a inventory menu properly? i cant get it to close after i open it and have the mouse not move the view at the same time.

#

after it hits input mode ui only it refuses to close no matter what i do

abstract plank
#

there are numerous youtube tutorials over that walter, a simple search could solve your problem

tame stag
#

why is the spectator pawn movement not replicated?

abstract plank
#

Otherwise it would be hard to give you an answer without being able to see all your code for the ui

manic pawn
#

input mode ui only completely stops routing inputs to the game

#

this includes your player controller, and "listen for input action" nodes in umg widgets

next current
fathom whale
#

Hello, quick question. I'm having an issue with an existing project which crashes when I try to open any widget or level, but without giving me any kind of error message or output log. Which channel would be best for me to ask about this? Havnt been able to find anything online.

serene nest
#

I was just watching that video for something completely unrelated...

plush yew
#

@normal burrow Do you think a Film, Television and Live Events template would be better for something like this?

normal burrow
#

not familiar with that stuff at all tbh

#

dunno what selecting that does

serene nest
#

I have an AR project, and I have some z-axis fighting on my materials when I'm close to the object. Anyone have any thoughts on why my blueprint is displaying like this: https://i.imgur.com/yTjx8f3.png

#

sorry for the potato quality, it's from a screen recording

abstract plank
#

@next current https://www.youtube.com/watch?v=yxqSkFNAzE0
here is a fairly up to date video that does a good job at breaking things down and explaining them at an intro level. If it is not exactly what you need, you may need to dig deeper

In this new series I go through a method of creating an inventory system, similar to a survival game. In this first part I introduce the system and go through the process of setting up some key assets that we will need going forward.

There are unlimited ways to create a tutor...

▶ Play video
elder moat
#

I keep getting an issue saying there is no variable called "can see player" when there is...

next current
#

@abstract plank thanks :D

elder moat
#

Anybody know why?

#

Nevermind, found it, I had spaces in the variable when the code had none

#

I dun goofed

fading vector
#

It doesn't warp if I dont attempt to rotate it

misty creek
#

Any idea why launching on a device would produce different results than actually building the project?

fierce tulip
#

is there is a way to make an actor in editor undeletable?

#

I keep fricking deleting my camera's for some reason :p

next badger
#

@fierce tulip iirc yes, gimme a sec

#

remove hands

fierce tulip
#

lol

next badger
#

@fierce tulip so...make a sublevel, place camera there, lock it

fierce tulip
#

lol

#

not a bad idea

next badger
#

you will be able to posess camera from dropdown

fading vector
#

Does anyone have any suggestions or ideas as to why I'm getting that warp ^?

next badger
fierce tulip
#

@next badger yea, thats how I always select it

next badger
#

@fading vector it's UV distortion near edge

fading vector
#

Oh wonderful

#

Nice to have a name for it tho lol

next badger
#

i doubt it has one

fading vector
#

rotating Parameter cubes is a pain

next badger
#

but it's there cause UV interpolated in a triangle, and you have 2 of them

fading vector
#

Oh

#

Hmm, do you have a suggestion for a better method?

fallen elbow
#

so i have like big issue, whenever i create second texture sample parameter and change its grouping to existing one, engine crashes in 4.25.2

#

every time

#

i created new material

#

and all

#

ill try in empty project

#

now

#

anyone else witht this issue?

next badger
#

@fading vector yes...gimme a sec

fading vector
#

Whenever you get a chance, I appreciate the help

normal burrow
#

would still recommend trying the other approach to rotation crypto

fading vector
#

@normal burrow I did

#

same warping

elder moat
#

is there a way of getting another one of these- whenever I duplicate it it comes up as "custom event" with a warning

next badger
#

@fading vector are you projecting it to a sphere?

fading vector
#

SkySphere

spare sun
#

@fallen elbow well I kinda had similar crashes with textures on 4.25 when trying to apply textures to a landscape layer blend in material editor. So I rolled back to 4.24 for the time being.

fallen elbow
#

im doing same thing, i am unable to create a second parameter in same Category. Even if its None @spare sun

#

engine insta crashes

#

issue appeared in 4.25.2

#

4.25.0 didnt have that issue

fading vector
#

@next badger Any ideas on it?

fierce tulip
#

iirc yes, but always best to rightclick on the main content folder (in content browser) > clean up redirectors

fresh oasis
normal burrow
#

that goes to #work-in-progress

proper hatch
#

I have this black line on Android 6.0. It's a 2k texture, not actual meshes.

#

Anyone knows the problem?

#

I suspect it's antialiasing but not sure how to remove it.

next badger
#

@fading vector You need to make more dense sky sphere i guess...or orient it along rotation axis

fading vector
#

I see

#

Ill try it out

next badger
#

that sh*t will make anyone in VR to puke

fading vector
#

No joke xD

#

Hmm

next badger
fading vector
#

Oh jeez

proper hatch
#

@fading vector do you have an idea about my question above?

fading vector
#

you can check the project settings for any of those sorts of settings

#

it'll be under rendering

next badger
#

@proper hatch is that an edge of the texture?

proper hatch
#

No it's not an edge

next badger
#

just a random line?

fading vector
#

Hmm, so the material its self looks fine but in the preview of the level I'm still getting distortion. Not sure why, I'm gonna mess with it more.

proper hatch
#

I checked "none" under "Anti-Aliasing method" still the same problem.

#

yes.. at the rendering level. In viewport it looks fine

#

Some other textures look fine too

next badger
#

@fading vector probably the mesh UV's...i had some distortions on default sphere too

fading vector
#

Yeah, not sure why its so difficult to get a working skybox xD

next badger
fading vector
next badger
#

@proper hatch wait, is that a rendertarget?

fading vector
#

Im gonna mess with the numbers some

proper hatch
#

@next badger What do you mean?

#

It's actually pretty much like the Skybox method

next badger
#

@proper hatch what you mean by

at the rendering level

proper hatch
#

@next badger oh, I meant on mobile when I launch the app

#

@next badger I think it's the edge of the texture that's giving me the black. Just noticed

#

I'm using a sphere much like a skybox with a rendered 360 image

fading vector
#

@next badger What if Instead of rotating the material I could rotate the sphere itself, I've tried a couple things like rotating movement which did not work but there might be a way.

next badger
#

what's the image original file format?

proper hatch
#

png 2048x1024

next badger
#

@fading vector rotating material is cheaper, just in case

#

@proper hatch is it set to clamp or wrap?

proper hatch
#

wrap

obsidian nimbus
#

i would rip my rift off in 3 sec

next badger
#

@proper hatch and you can't see it in the viewport?

proper hatch
#

@next badger No. In the viewport on pc it's look fine.

#

Does it have to do with the Sphere I'm using, maybe? It's actually a shelled sphere

obsidian nimbus
#

ow damn thats not so many nodes