#ue4-general

1 messages · Page 681 of 1

runic fern
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in your character blueprint

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drag wire write create widget

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from beginplay

rocky pond
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i have this one

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i mean the 3rd one

runic fern
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Ok drag wire from Return Value and choose promote to variable

rocky pond
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oh ok🙂

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i see

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ok done

runic fern
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Great

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is it working now ?

rocky pond
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when i click escape game just turn off or i get cursor and i am in editing mode

runic fern
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try Standealone mode

rocky pond
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ok

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ok works

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but i need to add cursor

runic fern
rocky pond
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where i am supposed to link set to?

runic fern
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after add to view port

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tick the box

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and after remove from parent

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untick it

rocky pond
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ok i already managed to know but when i move cursor my screen moves like i am playing

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you know what i mean?

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game just dont stop

runic fern
rocky pond
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thank you a lot

runic fern
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When I try importing an animation from mixamo I get this error. What does it mean?
@ebon linden Are you trying to import Animation without skin ?

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Welcome no worry

thank you a lot
@rocky pond

rocky pond
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you helped me a lot and there is one more thing cause i wanted to this menu show up while game start not like a pause menu but start menu. I really feel well with that that there is someone like you to help some beginners😄

runic fern
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Try to export from mixamo Idle animation with skin and the rest without skin because its have something with the root

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you helped me a lot and there is one more thing cause i wanted to this menu show up while game start not like a pause menu but start menu. I really feel well with that that there is someone like you to help some beginners😄
@rocky pond no worry goodluck you can create Pause Menu and change it with the one after beginplay

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  • create new widget blueprint rename it PauseMenu_BP and add 2 buttons Resume and Main Menu
  • On Resume Button Release Add Remove From Parent
  • On Main Menu button Release Create Widget " Main Menu"
    """
  • Go to Character Blueprint Change Create Widget Main menu to Pause menu and Promote it to variable again
  • Change the Reference of the Mainmenu on Escape Action
    And that all
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@ebon linden If its worked tell me please here and if not also tell me xD

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Happy its worked

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Now i need someone can answer my question 😄

rotund scroll
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what was your question

scarlet birch
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Those BPs you shared seem problematic to me unless I misunderstand how things work.

runic fern
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About Client Animation

rotund scroll
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something about network smoothing

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perhaps

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idk

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not an animator

scarlet birch
rotund scroll
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or a multiplayer programmer

runic fern
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This is bad:
@scarlet birch Yes i wrote that might work 😄

scarlet birch
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...

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Why do you call remove from viewport after a hard level load?

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Doesn't that already happen?

runic fern
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oh yea its for Pause menu

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not main menu

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but i have no pause menu i used this as an example

rotund scroll
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it's not going to work though

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once you remove from parent you don't have the reference anymore

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so it'll run once

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and never again

scarlet birch
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But what happens when you call open level? What gets destroyed and created.

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There's issues in most of those above.

rotund scroll
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I mean the controller isn't transient is it

runic fern
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So yea he can change Remove from parent to other thing and its will be ok

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i said im not very experienced but trying to help as much as i can

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if there is an issue you guys can advice so everyone can get it

rotund scroll
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@runic fern well Mike is right in that you either want to spawn things constantly or keep them in the background constantly

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there is no middle ground

scarlet birch
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Isn't there a flow chart that shows what happens on level open?

zenith flower
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I'm having a small issue with a custom version of the engine, its the microsoft UWP (for xbox) version:
There is a file called GetUWPDependencies.ps1 that is not a part of the repo, as far as I can tell...

If I modify it, I see the changes in smart git and github desktop.
If I commit those changes, the changes are lost.

Is there a special place for repo initialization that copies files from somewhere

scarlet birch
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I thought the UWP branch was dead?

zenith flower
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nope, someone got it fixed up for 4.20

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I've just finished cleaning it up for easy re-base on newer engines xD

rotund scroll
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sounds risky af

scarlet birch
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Ah, you'll probably have to ask on it's dedicated forums or groups. I've never seen anyone post about it here. I messed with it a little over a year ago and it was a PITA.

zenith flower
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nah, I pulled all changes into two commits:
Added all new files
Added all modifications to existing files

rotund scroll
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yeah what Mike said

zenith flower
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(Oh I got it working finally)

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I was literally about to delete my question

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I also fixed cook on the fly on xbox xD

scarlet birch
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Nice.

zenith flower
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Turns out, WindowsDevicePortalWrapper's nuget is from 2017, while the repo has new changes, latest being jan, 2020 xD

scarlet birch
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You have a link to the repo you're using?

zenith flower
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I've cleaned it up really nice. You can rebase the changes on newer engine versions now

scarlet birch
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Nice.

zenith flower
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Hacks are also clearly identified, for example emmetjnr, hardcoded the windows sdk, which I plan on fixing

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it gets really easy once you have all the UWP changes in a single commit

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you can literally see it actually didn't take a whole lot of modification to get UWP support

scarlet birch
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I might check it out. It'd be kinda cool to throw some little games up.

zenith flower
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Okay, I also have setup a UWP channel on the ocean project discord

rotund scroll
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is it supported for xbox validation though

zenith flower
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with a FAQ channel that is current

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(98% of the guides out there are outdated as hell)

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What do you mean? Like for the store?

rotund scroll
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yeah it sounds like if it was ditched then it's probably not supported and won't be verified

zenith flower
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In its last working state, it was possible to get it on to the microsoft store

rotund scroll
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on xbox too?

scarlet birch
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Does it still have UWP? There use to be like two teirs on Xbox one for if you had Live access and one using UWP.

zenith flower
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You get the same functionality for both
UWP
UWP + Xbox Live Services

scarlet birch
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ok, I think I might have joined the wrong discord

zenith flower
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They upped the ram too

scarlet birch
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Nice. I sort of remember some of that being talked about. I don't remember why I gave up on it. I think it was becuase the last time I looked UWP couldn't have access to live services.

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Thansk.

zenith flower
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when you have it, let me know so I can delete it

scarlet birch
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got it

zenith flower
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To be fair, I just got back into it again, I've only tested basic stuff

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like packaging, compiling, and cook on the fly

plush yew
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Can someone tell me how do I export a .upk file to a .fbx?

novel summit
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ok discord back up on my pc

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how do I make grass more dense

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I'm using procedural foliage and when I put grass in it just does it in spots

next badger
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@plush yew UPK is UDK file

plush yew
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it doesn't want to lead in UE4 though

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Hello again

next badger
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ofc...it's UDK...not UE4

plush yew
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I ain't leaving this time

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then why isn't it working

rotund scroll
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UDK is not the same as UE4

next badger
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UDK is UE3

plush yew
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so I open it in UE3?

next badger
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yes

plush yew
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well thats retarded

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but ok thanks

novel summit
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@next badger how do I make it more dense?

next badger
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are those spots - individual grass meshes? or packs of those?

novel summit
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packs

next badger
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are you using one grass type?

novel summit
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what do you mean? like one mesh or...

next badger
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FoliageType

novel summit
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how do I check that?

next badger
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umm open your proc spawner an look there

novel summit
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4

plush yew
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so er where would I get UE3?

novel summit
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wait why would you want ue3

plush yew
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I have a folder with .upk files

toxic cosmos
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Try looking around Google or Reddit @plush yew. It's not really actively distributed anymore

plush yew
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I DID JASON

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soz for caps

novel summit
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It ain't free

plush yew
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frig that

novel summit
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ooooooooof

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they removed all download links

plush yew
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that's such bs of them

novel summit
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well it is old and no longer needed

plush yew
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so wait u mean im screwed with this crap

toxic cosmos
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Basically

plush yew
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well shit

toxic cosmos
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Where did you even get UDK files?

plush yew
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HardSuit Labs

novel summit
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what do you even want to use them fior

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for*

polar viper
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I need help. I can't load my project on my pc. I can in uni but it's closed.

Can someone export my project please so i can work on it in max (including textures)

plush yew
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Bro I'm a game designer what do u expect

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I will Ross

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how big is the file though?

polar viper
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My file is 10GB zipped

plush yew
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yea I aint doing that

novel summit
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dats a lot

polar viper
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😆

plush yew
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if it was like 7 gb or 8 then I would've

novel summit
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zip the zip file XD

polar viper
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I left it overnight to load and it's deas

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Dead

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My screen is black

ocean hemlock
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My pc specs are above reccomended
any idea why? i havent touched a single thing

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i have been compiling shaders for 6 hrs

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started at 10k

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now its at 8k

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Any idea on how to speed it up

rotund scroll
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lol what does a game designer need UDK files for

polar viper
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I'm a 3D artist and i need unreal engine

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@ocean hemlock my specs are better than my unis pcs but my pc isn't fond of it

rotund scroll
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have you tried with the latest drivers for your graphics card? if you're using NVIDIA cards you should use studio drivers

ocean hemlock
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Oh, should it really take 6 hours for 2 thousand shaders

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studio drivers?

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where can i find that

novel summit
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@next badger how would I fix this?

ocean hemlock
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ill try it thank you

empty smelt
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hello everyone

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where do I download GPU lightmass for UE4.24

mossy nymph
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should also have enough hard drive space for the derived data cache @ocean hemlock

ocean hemlock
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this look good?.

mossy nymph
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yes

ocean hemlock
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Alright, thanks for the help, im updating drivers. hoping it will help

abstract relic
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And for future ref. Zip up your file from within the project. File>>package project>>zip. Doing so externally doesn’t compress the files well. Sometimes an external zip is bigger than the project itself

ocean hemlock
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yeah, i downloaded a project which was compressed, i just dragged to desktop and launched

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and greeted with 10k shaders to suffer with

plush yew
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Am having a problem

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with aim and shoot animation transition

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do i need a montage for that?

rotund scroll
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@ocean hemlock you will always have to build shaders for a project you download

ocean hemlock
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yeah, but shouldnt be taking 6hrs

rotund scroll
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well it's only taking 6 hours for you

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your best bet is to find out if the project is corrupt or if your drivers are outdated

grim ore
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If it's taking a while for shaders (more than 30m) do you have Visual Studio installed?

plush yew
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@grim ore If i may ask you

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I need to Aim and shoot

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I need to use animation montage for that?

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Am trying to blend these 2 animations

grim ore
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you do not, you can use a layered blend

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or use the built in aim offset stuff

novel summit
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ok so tf am I doing wrong

plush yew
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@grim ore Do you recommend a video?

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Am searching atm

scarlet birch
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Look at how it's done in the paragon assets and some of the other learning projects.

grim ore
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the official docs cover the aim offset asset and there is an example in the content examples project

midnight bolt
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seems like i can't complete my light build, im doing preview on a quite simple level, and it gets stuck at 8%. i removed intermediate/saved folders and it's the same. sometimes its stuck, sometimes it cancels at 8%. like now i got error MapCheck: Error: WorldSettings_1 Maps need lighting rebuilt

next badger
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@novel summit that is super weird, have you set the tile size to some small value?

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@midnight bolt that error is just about lighting not being built, nothing critical
when you building the lighting, the swarm agent will pop in tray...
open it...go to settings, and set the verbosity to one of the latest ones

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then go to log

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sometimes it's just lack of memory to build the lighting...it may be caused by incorrect settigns etc

midnight bolt
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I reset my lightmass to default, and it went through

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But it killed my gpu

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It's black screen all the time, even after restart

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I can hear windows sounds

next badger
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jss

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gpu is not ded if windows booted up

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do you have any other outputs on gpu?

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hdmi/dvi?

midnight bolt
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I only have hdmi cable for now tho

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2080ti lol

opaque plover
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I am in distress, I cannot build my solution anymore. VS is stuck on "Building 16 actions with 4 processes...". Anyone knows a way to find more logging/output to fix that problem?
EDIT: Even a fresh project from templates do not work (stuck on Generating code...). I tried to reinstall both VS and UE4

next badger
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@midnight bolt should have multiple hdmi, no?

midnight bolt
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Not the one i have. There is only one and ports i dont have cable for

novel summit
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@next badger it's set to 1000

next badger
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@novel summit by defauilt it's like 100000 no?

novel summit
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I thought 10000

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ye its 1000

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10000*

novel summit
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that was me being stupid and messing with settings

next badger
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@novel summit i've suggested you to remove all the spawners and start with one type...or even start with one sphere type mesh

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then add more stuff to it

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every FT may mess up your procgen

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@midnight bolt it's not working in bios as well?

midnight bolt
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No, i can see monitor waking up from 'input', but there is only black screen, not even first bios screen

novel summit
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I think I fixed it

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it's just rly laggy

next badger
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@midnight bolt generally that happens for me when i plug my VIVE...it's usign it as default monitor

midnight bolt
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i have quest, but its not plugged in right now, no other screens too

next badger
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you have igpu?

ocean hemlock
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@grim ore

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yeah i do

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i got vs 2017

plush yew
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hey guys, i want to ask something but before i should know, can i send a video link in here?

next badger
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@opaque plover are you running compile from VS or from UE4?

ocean hemlock
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yeah you can

next badger
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@plush yew as soon as it's SFW =)))

plush yew
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im trying to reverse engineer that sky....i kinda managed to do half of it but im stucked, is there anyone interested?

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i mean 2 brains is better than 1

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no one?

next badger
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@plush yew you have a sequence of HDRs?

plush yew
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well kinda

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i mean its just a video

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im trying to just strat with a video

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if that works out i can gather around my own sequence of hdrs

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@next badger wanna do this? we can talk in dm

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i can tell you more about what ive done so far

next badger
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if it's 2d, i'm not interested

plush yew
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2d?

next badger
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not panoramic

plush yew
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well im trying to get same result as in the video but rn all i have a basic video of sky

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so... what do you say?

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what do you say buddy, 20 min adventure in and out (quote from rick and morty xD)

next badger
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is that video 2d or 360degree panorama? that's what i'm asking

plush yew
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the result is 360 panaroma

next badger
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if it's 2d, you can just use camera projection on sphere and that's it

plush yew
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no the result is like, this:

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when its done, you can change the sun direction in any direction you want

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full 360

next badger
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so it's panoramic video

plush yew
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yeah

next badger
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i'm pretty sure you can't change sun direction

plush yew
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its possible lemme show you this

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idk how he did this but i know itspossible

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look at this

next badger
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rotating the dome != rotating the sun

plush yew
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i mean the sun ...the light source direction changed

next badger
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if you just using the spherical panorama, drop it on skysphere, half done

plush yew
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here is the problem

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its video format....idk how to do that part

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its not like a simple texture

next badger
midnight bolt
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i let my pc cool down and it seems to turn on again... @next badger despite default world settings, it does not finish light building.

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is it possible to see how many times UE4 has crashed? maybe it keeps count in log or something

next badger
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all logs are in appdata\unrealengine

frozen pollen
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for some reason whenever i start up this project it gets stuck at 39%

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and any project with the blueprints from this in them also gets stuck at 39%

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all my other projects launch fine

honest vale
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it's not stuck

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it's compiling shaders

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just wait

frozen pollen
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how long does it take

glad karma
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Hey guys, somebody know maybe site with models for projects? Right now i looking for meshes of folliage. Thanks

next badger
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@frozen pollen depends on your cpu...may be 10min may be hour...

hearty walrus
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Shaders are one hell of a nightmare, trust me

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It's just a one-time thing, don't worry

frozen pollen
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ok good

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time to watch a movie while i wait lol

hearty walrus
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ha! Hope it isn't too bad, good luck

next badger
hearty walrus
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I'm trying to finish something to load it into unreal as a proof of concept

glad karma
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Try with downgrade version of unreal engine

next badger
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you can't downgrade ue4 project

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it's one way road

glad karma
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Áaaa okey sorry, i think hes got it when starting ue

frozen pollen
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oh its done now

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that was quicker than expected lol

hearty walrus
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That's good

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What does the file look like now?

next badger
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@frozen pollen it's probably not done yet =)))

frozen pollen
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😳

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damn you right

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ok back to watching the matrix

coral bolt
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he is not even meant to move

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im just trying to put a sphere above him😂

green star
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Hey! i downloaded unreal engine earlier today and its really exciting. i have a question for us beginners, what is the best tutorial to creating an open world realistic style survival game? i have issues with world making and making some good worlds that seem real. thanks for any help :))

fallen marten
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Start smaller lol... Best tip I could give you, and am speaking from experience

next badger
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````i have a question for us beginners, what is the best tutorial to creating an open world realistic style survival game?```

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I'd put it in a frame...unfortunately it's too common to see that kind of question our days

grim ore
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@ocean hemlock sorry was AFK, if you have VS intalled and slow compiles look for incredibuild being installed as well. If it was, uninstall it.

quiet island
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Is it possible to import a demo project inside another project?

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I bougth some things on the marketplace but they arent really easily to port over to my project

grim ore
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you would have to use the migrate tools to move from one project to the other safely. Otherwise you can "try" and move them in your windows explorer but thats prone to failure

ocean hemlock
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i lost all my unreal engine projects for no apparent reason, im recovering them with a program, how do i recover them properly with no corruption?

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5 years of work gone, lesson learnt to use source control

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:(

spark sonnet
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How did you lose it?

ocean hemlock
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I was deleting some old ue4 projects, like 2 and then i decided to download the newest ue4 update, after watching youtube i go to look in epic games and theres nothing

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all i did was delete a few projects

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not all of them

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Oh

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i did delete an older engine

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but none of the projects used the engine

normal burrow
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Please set up source control still

ocean hemlock
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Yes

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Definitly

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i am on the verge of suicide of this shit

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school tomorrow and im slaving away to get my stuff back

spark sonnet
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So they are just not showing up in the epic launcher or are they completely gone from your computer too?

ocean hemlock
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Completly gone

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Im using a data recoverer

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the stuff is there

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but i have to pay for the software

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im looking for another software

grim ore
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did you create the projects in the folder where the old engine was installed, it sounds like that.

ocean hemlock
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I probably did

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do you know what the folder name would be called?

grim ore
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looks like "C:\Program Files\Epic Games\VersionNumber" but I never use the default

ocean hemlock
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Okay thanks

quiet island
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you would have to use the migrate tools to move from one project to the other safely. Otherwise you can "try" and move them in your windows explorer but thats prone to failure
@grim ore It failed big time, I think I saw your youtube channel btw.You have a few thousand videos if im right :O. But indeed as u said it failed to do it via copy pasting the general files and editing the blueprint of my character with the missing components and stuff. Is there a way to import everything like the variables, etc?

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Honor to meet you btw Mathew!

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im looking for another software
@ocean hemlock wondershare has a good one but they will never recover entire UE projects the way they were, im afraid your screwed

ocean hemlock
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So you cant recover projects without corruption?

quiet island
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if you could I would be amazed let me put it that way, data recovery especially overwritten data is such a terrible thing and when it comes to thousands of files to recover who all were in specific folders and stuff it might be the longest shot you ever attempt

ocean hemlock
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haha

quiet island
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recovering pictures, videos, music, etc is possible quite doable ( Still a challenge to find what you need)

ocean hemlock
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i guess i should just start over

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i never fucking learn

quiet island
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I think you have better luck finding nudes on a second hand camera u buy that still has the original SD card in it

ocean hemlock
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Lmao

quiet island
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by recovering the data offcourse

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I did data recovery gigs in the past for my own machines + clients so I have experience but man what a disaster it is usually

ocean hemlock
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yeah i can tell

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plus, are you horrified from what you found?

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anything illegal?

quiet island
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when you deleted that old version did you see any buttons of data deleting?

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Never found something illegal but certainly saw some good nudes

ocean hemlock
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Lol

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buttons of data?

quiet island
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not sure why im sharing that to 😛

ocean hemlock
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😂

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whats buttons of data

quiet island
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folks were still happy I saved their data to

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are you sure your projects arent in your documents folder Ragin?

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mine are there

ocean hemlock
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No, they were in my c drive

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main drive

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Shit i found it

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the content

plush yew
#

i bought asset from marketplace. I changed the material with my own material to the asset. The said material is greenish colour. Now when applied to the new mesh its colour is red. why? how to change?

quiet island
#

well documents is still in C drive

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C:\Users\jamy_\Documents

ocean hemlock
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Yeah it was in the documents then probably

quiet island
#

so ur stuff is all good?

ocean hemlock
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i hope, lets hope it doesnt corrupt on recover

quiet island
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hmmmm

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is it only a content folder what you got there?

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or is it a whole bunch of stuff?

ocean hemlock
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no, only the content folder of the game, got to find the uproject and rest

zenith flower
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@ocean hemlock use testdisk

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its free

quiet island
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how are you finding this, via a recovery software you mean?

zenith flower
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but every moment you use the computer, you can loose more data

ocean hemlock
#

im using easeus

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Why?

zenith flower
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and DO NOT RECOVER TO THE SAME DRIVE

quiet island
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I thougt you had found the stuff

ocean hemlock
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Okay

quiet island
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on your drive

ocean hemlock
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I found part of it

quiet island
#

man I feel so bad for you

zenith flower
#

easeus can only find "known type" files

quiet island
#

I know Recuva is free and decent but if it will work...

zenith flower
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which is limited

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testdisk can "undelete" entire directories

quiet island
#

easeus can only find "known type" files
@zenith flower Yep was about to mention that

ocean hemlock
#

Oh nice

zenith flower
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its takes a bit of a learning cure, I can help you if you have teamviewer

ocean hemlock
#

can it undelete up to a certain time or something?

zenith flower
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but try not to use the drive you have yoru projects on

ocean hemlock
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Okay

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can you do teamviewer?

#

I would appreciate it so much

quiet island
#

I hope you find back your stuff Ragin

ocean hemlock
#

Thank you

#

yeah i see, easeus doesnt recognise all data

#

im gonna get testdisk

zenith flower
#

yea, I can, just PM me

ocean hemlock
#

Okay

zenith flower
#

everything you are doing is putting those files at risk

#

testdisk is amazing for two reasons

  1. Very small dl size, less risk if you only have 1 drive
  2. Can find files of any type

Has 1 issue:
Depends on the fat table (scans deleted fat entries) so if you create files, its likely the needed "deleted" fat entries are overwritten

pale verge
#

I have a question about unreal engine blueprinting. Can I ask it in here?

craggy flax
pale verge
#

thanks

zenith flower
#

RIP that project

quiet island
#

unrecoverable right?

#

I was afraid so

#

I have 3 project files that I need to connect to each other, I know @grim ore mentioned I need migrate tools but im not familiar with this yet

#

I figured how to use the build in migrate function, lets hope it works

#

that would help me alot!

#

Awesome I managed it

polar viper
#

I'm still looking for someone to help export my project due to not being able to access it

glass egret
#

SOMEONE HELP ME

fierce tulip
#

only if you ask nicely

rotund scroll
#

wow this chat is on fire

#

as in, everything is burning

#

not as in, it is going well

fierce tulip
#

sounds like a metaphor for real life

glass egret
#

can someone please help me 😦

#

i have this

#

and i need it to be like this

#

trying to get the emissive material to cast to the back wall

fierce tulip
#

why not set the emissiveness in the material, just like the ring?

glass egret
#

it's not casting light on to the back wall

fierce tulip
#

is it one mesh?

glass egret
#

yes

fierce tulip
#

then my answer remains the same

glass egret
#

dont really understand what you mean

fierce tulip
#

create a mask for that lightglow and set up the material just like you set up that right of light.

glass egret
#

um

grim juniper
#

If I'm understanding correctly, build the light glow directly into the wall

glass egret
#

how

grim juniper
#

create a mask for that lightglow and set up the material just like you set up that right of light.

fierce tulip
frozen pollen
#

I want to set up a cheat code room where you can you click on each of the 6 digits of the pad to cycle through the numbers and letters and then put in a code which unlocks certain stuff in the game, kind of like the cheat code room from the Lego games. How should i go about doing this?

dull vessel
#

For some people who posted about editor hitching/stuttering, I had the problem randomly happen on my editor (all projects) and narrowed the problem to UDP Messaging Transport, every 2 seconds it was having an error and spiking. I saw some posts earlier from people that had the issue, so it's a potential culprit to check out.

rancid lynx
#

how can i make this sound finish playing, even if the actor is destroyed ? other than changing its parent.

#

giess i could just destroy the mesh and delay 1 second. but surely there is a option somewhere.

grim ore
#

dont play the sound using an audio component on the mesh, fire off a one shot event like play sound at location

fallen marten
#

Guys I've asked a question in graphics, any chance one of you may be able to point me in the right direction?

next badger
#

@glass egret you can't see glow from another side of the circle, as ue4 does not make it for pixels that are invisible
but you can set that lighting mesh to emit light to static

#

the problem is...you have to up the lightmass settings to have nice image

#

this one is 0.05 scale and 512px lightmap, you still can see the artifacts

quiet island
#

Im trying to find out whats wrong with my set health but i cant find it,

next badger
#

you have no health...it seems

#

@glass egret here, lowered the emissive boost, and it seems to look ok

#

left one is just emissive, right one is injected to static light

quiet island
#

hmmm but I do have it

next badger
#

@quiet island maybe you referencing it wrong way

#

ue4 says it's None...means it's not exist at place where you accessing it

polar viper
#

Ah welp. I know i aint getting help.

plush yew
#

pls help me someone i dont get it

#

why some mesh has this one material showing different color

quiet island
#

Think I got it

next badger
#

@plush yew screenshot to compare

quiet island
#

De gast, your question is not really clear man

polar viper
#

I feel like I'm going to need to repeat myself 10 more times

quiet island
#

wat probeer je?

plush yew
#

very clear jesus christ

fierce tulip
#

english only, thanks

quiet island
#

I feel like I'm going to need to repeat myself 10 more times
@polar viper Lol.... try being polite

#

english only, thanks
@fierce tulip Sorry man lol lol lol

#

very clear jesus christ
@plush yew ok whatever, goodluck

fierce tulip
#

@plush yew behave, its bizarrely unclear

#

also, read the #old-rules asking the same question in multiple channels is not allowed

plush yew
#

lol

worn granite
#

the reason one mesh is very clear is that you have a transparent material on it

plush yew
#

tried to rephrase the question in more appropriate channel

polar viper
#

@quiet island I've asked 2 times already

worn granite
quiet island
#

@quiet island I've asked 2 times already
@polar viper Wow....

normal burrow
quiet island
#

Im going to sleep, its a odd night

dire fjord
#

I have a map I can't delete. it's not a map that it is in use. It's not loaded when the editor starts. In fact, I just opened the editor, browsed to the map, and it claims that it is in use when I tried to delete it. Any idea how to figure out what's going on with that? Reference viewer shows nothing.

next badger
#

@polar viper i've just searched through your posts
and you only asked...if anyone will export your project
Probably answer is no, as exporting from ue4 is real pain in the butt

polar viper
#

I can't work on it in ue4 i just need to to be exported as a fbx with textures

scarlet birch
#

@dire fjord Did you try doing what it suggests?

polar viper
#

@next badger my uni is closed and i have to get it finished so the only thing i can do is work in 3Ds Max with it

dire fjord
#

@scarlet birch it says "if the object is loaded at startup" but there is no evidence that it is. It's just one of those Demo maps that is included in an asset pack as far as I can tell.

polar viper
#

Because i tried to load it up and it juat black screened

scarlet birch
#

Isn't the fact that it's in use an indication it might be?

#

You could always just move the file out of the content folder in the file explorer and see if it breaks the project or not. Likely it won't

dire fjord
#

Except that won't really help me understand how or why it's being referenced.

#

Deleting it in explorer doesn't seem to cause any issue, but with nothing referencing it, I'm not sure how it was loaded at startup

next badger
#

to understand how or why it's referenced you will need to learn how UObjects work, how they enumerated and how garbage collection works...you need that?

dire fjord
#

What I mean by "how" is where in the editor the map is being called at startup. There is nothing in the default level that references that level, so if that map is being loaded at startup, something else in the editor is doing that.

next badger
dire fjord
#

That might be it then. I'm not sure if there were particles in it or not and it's gone now. thanks.

#

a bit of an usual bug as well.

next badger
#

if its unresolved - it is...simple bugs are commonly fixed asap

old thorn
#

Does anyone have any experience with releasing a dedicated server + packaged game on steam? Our client can't see any servers even though the dedicated server is online, it was all fine before we changed our product status to "pre-release" state, it also works without steam

green sky
#

@next badger So do i add SuppressRestorePreviouslyOpenAssetsNotification=True to it? Because i noticed it wasnt there.

next badger
#

yep, try it

green sky
#

😦 Nope didnt work 😦 (S-ed)

rancid lynx
#

how do i reduce the rediculous difference of the lighting on this grass ?

#

same grass, same area, if i face north, wonderful lighting, if i face south, terrible.

#

my Directional light is only like 1.5 , its not blown out, in fact unreal once recommended 3.14 on directional light, would makes this even more terrible.

#

surely there is a better option other than a second directional light from the south

#

when i stand in the sun, my ass isnt 22 shades darker.

old thorn
#

Is the bottom one the one you want, and is the bottom one what it looks like when the sun is directly hitting it? The top one just looks like it has a shadow on it, you could try turning off "cast shadow" in the grass' material, or put the base texture node into emissive instead so it casts its own light, but this will make it glow in the dark

rancid lynx
#

thanks. ill try that now. i forgot that that would also apply to the grass itself, not just the terrain

old thorn
#

I'd try this, to blend your grass into the landscape grass, if it fits your style https://www.youtube.com/watch?v=_oTzRjiVhiE&t=604s

Tutorial showing how to 3d model stylized grass for video games using blender, and showing a UE4 grass shader to go with it.

Blend4Web Add-on: https://www.blend4web.com/en/downloads/ (under Blender Add-on)

Twitch: https://www.twitch.tv/mrtripie
Twitter: https://twitter.com/M...

▶ Play video
#

More the texture part at the end of the vid

rancid lynx
#

tyvm. ill check it out. the light does indeed look much less drastic. im going for a smooth difference in lighting effect across everything, kind of like zelda windwaker

#

cast shadow didnt seem to effect the blade of grass in the slightest. which is a little odd.

#

well, im rebuilding lighting now. maybe thatll trigger an update

old thorn
#

is each individual grass blade a single mesh? You acn get away with a "fuller" looking grass like in the vid above if you have a grass texture on a plane

rancid lynx
#

oh.. hes controlling the normals for the grass. straight up normals

#

thats a great idea.

#

that might solve it. idk. ill test it

wide gorge
#

Why would my hardware cursor not show up in a packaged build until I hit alt tab?

rancid lynx
#

something about "focus" google search ue4 focus. common setting

#

maybe. im not sure

novel summit
wide gorge
#

yea it seems to be related to that, no matter what I toggle around I can't get it to work right - I can just tap alt-tab or mouse out of window (if capture is off) and the mouse back in and the custom hardware cursor shows up

#

just can't get it to appear at start, and yet it does in PIE

#

you'd think Set User Focus would do it =/

wide gorge
wide gorge
#

Thanks for that link @rancid lynx I actually managed to get it working, needed to turn off all Capture but keep Always Lock on for the mouse - somehow that just works

exotic cave
#

Hey all, question about how landscapes and foliage actors work in UE:

#

Are foliage actors meant to be specific per landscape-instance or are they reusable?

#

I'm almost done with my first autolandscape kit for UE, but I'd like to include both a premade stage and a blank stage for my users, both with all my possible foliage actors and layers already attached.

hoary locust
#

they don't really care which landscape or mesh they sit on

exotic cave
#

So the instancing information is saved per-landscape and not per-actor?

#

That would be helpful if so

half turtle
#

question, if i use an interface to call the function add force on an actor, and multiple actors are calling this interface on the actor, do the forces get added together? or do they get overriden?and only one of them does its effect?

exotic cave
#

@half turtle : I believe all forces put on an actor per tick are added together, but am not entirely sure. It would be very odd if it didn't work that way (and would break a lot of physics engines out there).

half turtle
#

oh okay, i just wanted to make sure

half turtle
#

i am having a headachee, if i have a shpi that uses force to accelerate, how can i make it such that it stops accelerating from its own thrusters at some point, but other things (gravity) can still further accelerate it?

primal plank
#

Skeletal frames/bones can be added to frames correct. Now the question is how hard is it to do.. Is it worth buying just a model and making the skeleton frame/ animations to make it move 🤔

fallen marten
#

I can do it for you for a small fee 😏

plush yew
#

is the PlayerController the only reasonable place to put server-client communication (that isn't related to Player or GameState)? e.g. requesting clients' HUDs to update

half turtle
#

so i dont know what exactly i did but now when my ships move the shield doesnt

#

and now i fixed that but ... when my ship crashes with a 500000 mass planet, (while the ship itself has a mass of 2kg) it sends the planet flying away

opaque plover
#

[Q] Hi guys, anyone knows which .NET framework version is currently required for UE4?
EDIT: Seems to be 4.6.2 as of v4.24

austere scroll
#

just a general question

#

what is better ? making animations in blender (or the 3d modeling program ur using) or in UE4 itself

#

?

next badger
#

you can't make skeletal animations in ue4 (yet)

#

there are tools for rigging, but they are for quite advanced tasks

#

/users

slate basalt
#

anyone benched the difference betwen compiling on nvme sdd vs sata ssd?

fierce tulip
#

i think a few people did, but not sure where to find the data

#

@normal burrow might know

slate basalt
#

yeah, for some reason google is not really useful at getting me this info nice and clean

fierce tulip
#

all I can say is, its faster on nvme. but thats about the limit of my knowledge about compiling :p

slate basalt
#

people on google didn't seem to think it was worth it but maybe they're not working with the ue4 codebase

fierce tulip
#

generally with those things, their comments mean "its not worth it to me"

slate basalt
#

yeah i know. anyway, i've just kicked off my first nvme build so i'll see how it goes

next badger
#

hdd not a bottleneck

slate basalt
#

it was before i installed this drive

next badger
#

cpu is

slate basalt
#

as in, i'd look at my disk performances and it'd be maxed out 100% in the stats

fierce tulip
#

@next badger tis, the faster pc can load from hdd/ssd the better

next badger
#

if you have 3990x...sure, you need an optane...but generally sata3 is fine

slate basalt
#

3990x?

#

it's really just an i7 9th gen

#

and i think i have a xeon at work

#

which might have a few more cores

next badger
#

@fierce tulip well, ofc, but 95% of the time it's compilation (cpu load)...you can only affect those 5%

fierce tulip
#

give or take a few %

slate basalt
#

i was also looking for a faster visual studio

next badger
#

@slate basalt 3990x is 64-core, 128-thread

slate basalt
#

ah yeah the new amd

#

well we'll all get 64cores soon enough

#

give it a few years

next badger
#

@fierce tulip few % of 5%...you can double the speed theoretically, but that gives you 50% of 5%...2.5%

slate basalt
#

and i dunno... with unreal i see my computer spend time not using cpu during build

#

linking for instance

#

seems to read a crap load of data from disk

#

i figured it might help a bit iwth those

#

clearly, compiling is just compiling and that's a cpu thing although it needs ot write back to disk and those files can be a fair few megs

next badger
#

yep, linking may be affected...but, generally it's 5-10 mb dll?

slate basalt
#

they get bigger with their debug symbols

next badger
#

ue4 binaries not recompiled during build

slate basalt
#

i work in the engine so i build a lot

next badger
#

yeah, the source build for sure a pain in the butt

slate basalt
#

for some reason, none of our projects use stock version

#

we cache our binaries for the people who don't care but most engineers build from source

next badger
#

but then you need like...1tb ssd

slate basalt
#

that's what i just loaded in 🙂

next badger
#

source build itself is 120Gb

slate basalt
#

i get easily to 200gb

#

per workspace

next badger
#

92Gb...not source version...not PBR game

midnight gate
#

where do i add the loop for it to keep chekcing if the key is down

half turtle
#

do once

#

?

#

wait

#

no just use a toogle

#

when you stop pressing toogle again

midnight gate
#

how does that keep checking every frame?

rotund scroll
#

you need a timer for that

midnight gate
#

ok how do i get a timer

rotund scroll
#

you look up a tutorial

slate basalt
#

are you sure you want to check every frame? aren't you better to just listen to the key down event?

midnight gate
#

i just need this mecahnic

#

when player walks near object and presses e he collects the object

rotund scroll
#

there's an e key event

midnight gate
#

yea i cant plug things into it

rotund scroll
#

sure you can

midnight gate
#

nope

slate basalt
#

yes!

rotund scroll
#

show me how it looks

midnight gate
rotund scroll
#

so why can't you plug things into it?

midnight gate
#

well theres no arrow to plug things into

#

are you blind

#

hm

quiet island
#

The borders of my terrain are making the map feel very buggy. What is the best way to make such landscape thicker? I am using the 99$ voxel editor plugin from the assetmarketplace

midnight gate
#

arennt you underneath the terrain

quiet island
#

yeah like if I walk out of it

#

I get under it

#

but thats something Im trying to avoid as well as making it possible to walk on water

thick herald
#

@midnight gate use a boolean and set it with pressed and released.

slate basalt
#

alright, pretty damn sure the nvme is giving me a boost in linking. about to do a full rebuild in 40min

midnight gate
#

@thick herald but how do i make it check every frame

#

i need to figure out the loops

quiet island
#

Anyone has an idea about my terrain issue?

#

Another issue im having is that all of a sudden on a specific ui if I set a texture to my button it puts it all in the wrong order like very unlogical..

#

It was the damn margin! got it

rotund scroll
#

@midnight gate I think you're thinking about it the wrong way. the E event gets triggered if you press the E button. so you don't want it to be called. rather, you want IT to call whatever logic you need to perform

green star
#

I imported some grass and rocks from bridge into my project thats in a github folder(if that matters idk). why didn't it show up in contents in my unreal level?

midnight gate
#

is it posible to make a glass material without lerp

#

its imposible to add lerp

#

it just doesnt add

#

the one that all the ones in the youtube add

#

they say to press l

#

but that does nothing

#

that does nothing

#

and i searched for it

#

none of them are the right ones

misty creek
#

Can you post screen shots?

zealous cloak
#

My PC crashed and now my whole UNreal versions wont start anymore.
I reinstalled 4.243 but still crashing. Currently im deinstalling everything and install epic launcher and UE 4.24.4 again

misty creek
#

That sounds like one of your blueprint classes might be corrupted

#

Try moving the last one that you were working on

#

And then see if you can open the project

midnight gate
#

here

amber marlin
#

any idea why collisions are broken on assets i import from blender

urban basin
#

guys can i stance the lght color and have one color for many lights ?

amber marlin
#

obj or fbx

#

doesnt matter

midnight gate
#

can we see the asset

#

and also you gotta switch the right settings

amber marlin
#

im not home rn but its a road with paving

midnight gate
#

a enviorment

amber marlin
#

simple shapes

midnight gate
#

yes i had that too

#

my map the whole big map was done in blender it doesnt matter simple shapes or not you have to switch it to complex as simple comlision

#

the deafult import settings are bad

amber marlin
#

thanks :+1:

midnight gate
#

i cant add it

#

and i cant find it

misty creek
midnight gate
#

hmmmmmmm

#

thank you

misty creek
#

np 🙂

urban basin
#

can i have one color for multible lights ?

#

and the defult color mangmnet in unreal engine kinda sucks for night scene or am doing somthing wrong ?

abstract plank
#

Hey guys, I am trying to get my demo going, been working on my project a while now and I finally think it is almost ready for a demo phase, however I am wanting it to have some co-op ability in the demo. What would the recommended way to do that be? I can't decide if it should be client hosted or setup on a rented server

urban basin
#

@abstract plank not sure what you want but we used github for hour project for a collabration work beween the team it gives you many options including version control we can work on the scene together with no problem

abstract plank
#

Oh I am working on the project solo, I was meaning network capabilities in game

#

I also just noticed there is an entire chat topic for it so i am going to ask in there

half turtle
#

is there anything like "get variable by name from Actor"

#

so that i dont have to cast because the actor class might change often?

grim ore
#

use blueprint interfaces

half turtle
#

Fuck

grim ore
#

create function to get the variable

half turtle
#

thats exactly what i didnt want to do Lol

grim ore
#

add function to classes that want to give the variable

#

well if you have the variables on a parent class you can use that as well

half turtle
#

yeah and then if the class is not being controlled by the player donjt call

grim ore
#

assuming you can have parents and children

half turtle
#

i didnt knew about how the hierarchy worked on unreal before... so when i started creating this project a week ago i didnt create parents and child classes...
sigh guess i should start now with that

#

question, perfomance wise, if i have things like a branch that checks if a ship is used by the player and it fails it does nothing, how much of a load is all that unused code on the branch that never ran ?

#

memory wise

#

also if i create a parent class and childs, if i update the parent class, will it propagate to all the childs?

#

or do i have to then update the childs manually?

#

or is it more like java?

grim ore
#

the children would be updated, thats why inheritence is good

half turtle
#

oh okay

grim ore
#

technically they arent updated they just have whatever the parent has

half turtle
#

yaeh i know, i just started using unreal for actual programming and not modding recently

grim ore
#

gotcha.

half turtle
#

so i kind of crash course learned everything in like a week or two...

grim ore
#

there is nothing wrong with BP Interfaces, they are a great way of generically doing stuff

half turtle
#

ah yeah but i feel like at every step of anything i do, i keep adding mroe and more "send message to something" on this space ship

#

so like 80% of all my bps nodes are on a single actor ship...

#

that just keeps sending messages like a radio station

grim ore
#

if they are all things that are part of that ship then that is where they should be

#

basically if you dropped that ship into a new level by itself is all the code inside of it relevant to itself

half turtle
#

sometimes, yeah i mean, send message to child actor weapons to fire, send message to shield actor, send message to GUi to tell its speed and stuff

grim ore
#

sounds good, I do the same thing with weapons on my rpg character

half turtle
#

i created 3d gravity by sending messages from celestial objects towards every overlapping actor in a collision radius

#

messages everywhere!

#

it cannot be healthy code like that...

grim ore
#

I ask it to handle damage when it swings, I ask it what the montages are for it's animations when the character plays it

half turtle
#

i mean the game is like super asteroids on stereoids with RPG and RTS elements but so far it looks more like Hotmail.com when i look at my blueprints

grim ore
#

compartmentalizing stuff is usually good practice

half turtle
#

and my AI itself is a childactor that... is a cluthu nightmare

#

yeah i do like that i made verything into modules, with so many messages... i just feel like some of my get actors and stuff are going to turn expensive cpu wise

#

like... for the weapons i am getting all the child actors... and then sending a message to all of them

#

if they implement the interface they fire

grim ore
#

keep a reference to the child actors instead of getting them every time?

half turtle
#

because the number of child actors that can fire is dynamic and changes based on the ship condition, hull, etc, (upgrades etc)

#

for fucks sake...

#

right... set an array wtih all the actors... and just message that

#

update the array when childs change only

grim ore
#

yep and the weapon can handle adding or removing itself

#

like "hey ship I am destroyed, remove me"

#

or the opposite

half turtle
#

yeah

grim ore
#

so you make it 1 message

half turtle
#

yeah juts message the array

#

see... this is the kind of stuff i didnt think of at first, thanks!

grim ore
#

you would have

#

iteration 🙂

half turtle
#

i owe you a cup of coffee

#

ill go sleep and redo all this garbage i made tomorrow

#

thanks a lot

ancient lotus
#

question. im looking through the shooter example and i see that it has 2 skeletal meshes and 2 animation blueprints set for the character. eventhough the third person mesh is hidden from the owner, would the animation blueprint still be running on that client or does setting it to hidden from owner prevent that? im wondering if its better to go with a single mesh and set it along with what animation blueprint to use if the owner is the local player or not (such as if local use first person mesh/anim blueprint)

grim ore
#

setting it to hidden probably does not stop the animation but that is a good question. Have the anim BP that is running on that mesh print out a tick and see if it fires even hidden

#

I know setting to hidden doesnt stop other stuff like collision for example

ancient lotus
#

good point, ill check it out

grim ore
#

I would be curious that even if the graph is running due to it being hidden the actual display stuff never fires off

ancient lotus
#

it runs once for the owing client, after that it only runs where the anim blueprint is suppose to run (such as the server or if there are more than 1 client)

#

well thats good that they have it setup that way, one less thing to do

grim ore
#

oh well that is good to know

#

I know there is some hidden stuff they do for us apparently behind the scenes

ancient lotus
#

epic is so kind lol. do you have any experience working with/making first person animations? i can animate a little but im struggling with getting a decent blender project setup so when i look through my camera in blender its what i would be seeing in UE4. no matter what it ends up wonky lol

exotic cave
#

@ancient lotus : You might want to try Mixamo animations as a starter, that will teach you how to work with animations in UE and give you a better basis for making your own one day

ancient lotus
#

checking it out now thank you

alpine thunder
#

hey im having an issue is it ok if i ask here?

ancient lotus
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yes

alpine thunder
#

when i build the lighting for my level it blacks-out and i cant figure out why. Wondering if i made a mistake anywhere?

worldly axle
#

Is that normal that bridge from quixel mega scans doesnt works with my ue 4 (both .23 and .24)?*

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not only :/

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just installing the plugin made my ue not working anymore

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it crashes at 70 % percent

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😦

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contacted the support but it looks like they dont know why it happens

alpine thunder
#

oof...

worldly axle
#

i did

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the editor works after deleting the folders

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but whenever i reinstall it doesnt

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yes

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thanks anyways

alpine thunder
exotic cave
#

We see it @alpine thunder but it's very possible no one has any ideas

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Yes, that looks like broken lighting. When's the last time it built and worked?

alpine thunder
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before i added assets

exotic cave
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Which assets did you add?

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The ones in your lowercase "assets" folder?

alpine thunder
#

just objs i made

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yes

exotic cave
#

K. And do the old assets still work or does everything break?

alpine thunder
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im not sure i deleted them

exotic cave
#

Well, that's not good for bug testing. Put some of the starter assets back and see what happens.

alpine thunder
#

ok thanks

exotic cave
#

May I see the material setup for any given one of your new assets?

alpine thunder
exotic cave
#

So you didn't actually make any materials for your stuff

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You just used whatever the default import settings were

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That's not really best-practices for UE. You're going to want to make actual materials for your assets.

alpine thunder
#

ah ok, thanks

exotic cave
#

This might be of use to you

alpine thunder
#

thanks 👍

exotic cave
#

Materials are pretty important. You can probably get away with just having a master hard-surfaces material for the kind of thing you want to do, though you'll want to parametrize the parameters so you can make instances with different settings for different models with different roughness/specular/etc. needs.

abstract relic
#

Looks more like bad Lightmaps

trail bison
#

I'm running into this extremely annoying error, wondering if anyone has had a similar issue - this is on 4.24.3

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[Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')

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Just happens randomly inside Blueprint editors and what not, I looked up some things on it but so far it's still happening

grim ore
#

bad driver, bad card, bad operating system install, bad PSU. Lots of possible causes 😦

exotic cave
#

Yup, it means UE is losing its Windows handle/reference to your rendering window

grim ore
#

It seems to be reported more than normal on .24 and from what I can suggest try older versions of the display driver if using Nvidia

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or just say fudge it and install linux and compile the engine for it. Can't lose D3D driver if not using D3D 🤔

trail bison
#

Hmm, shoot - yeah this did not happen before when I was looking at an old project on 4.18

grim ore
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no one who fixed it seems to come back and tell us what fixed it soo.... no real answer 😦

trail bison
#

I did find one thread about forcing it to launch with dx12, so I am trying that

grim ore
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thats an easy test, just change the default RHI for windows in settings

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all I can say from personal experience is a 1050ti with new drivers has no issues and a 2070super with older drivers has no issues and I have no plans on changing anything lol

novel prairie
#

What is the naming convention for Capsules and Spheres? I know UBX and UCX for Box and Convex..

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I can't find any documentation or mention of this online 😐

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Nice, thank you very much!

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I was googling the ones I knew but they didn't bring me to that page ^^

drowsy turtle
grim ore
#

overlapping stationary lights?

rotund scroll
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^

drowsy turtle
#

oh thanks

opal ocean
#

My project is currently in 4.23, and I'm about to start doing some audio work on my game/first level. Is it worth it to switch to 4.24? or more trouble than its worth?

abstract relic
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More trouble than it’s worth

drowsy turtle
#

why play sound at location doesn't work properly?

opal ocean
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Even with the other bugfixes and improvements with .24?

grim ore
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your speakers are muted? your sound is not loud enough? your sound card got unplugged? your uh... hands are over your ears?

digital anchor
#

hey im not sure if im missing something or there was a bug in 4.23, my child blueprints dont have the reset to default icon

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this is a child of another blueprint, all configs are different yet they dont have the reset to default

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nevermind, apparently it doesnt work like that on the collisions settings 🤷‍♂️

alpine thunder
#

CaliCoastReplay according to the link you sent my material should be fine?

grim ore
#

Do your items have UV maps that are correct? If you move the item and it looks "ok" then build lighting and it goes black there is a good chance your UV map is bad

alpine thunder
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ah that's it then because if i understand correctly they don't have UV maps?

fallow elk
#

what do you guys think is the best method of real time destruction for ue4?

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I've seen all kinds of variations, addons, and programs dedicated solely to it

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I'm not talking about something as crazy as teardown, but some red faction likeness would be pretty neat.

grim ore
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@alpine thunder You would have to open them up (double click the mesh) and check out the UV layouts

alpine thunder
grim ore
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well it says 2 uv channels but if you see nothing in the bottom left with one selected then yep it's not good

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no UV channel -> no way for the material to have any idea where to put it's materialness

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when doing lightmap baking

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and I dont think UE4 can auto generate one for channel 1 if there is none in 0

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in .24 there is experimental tools for UV mapping if you want to go that route, otherwise uh... fix it outside of UE4

alpine thunder
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how would i fix it? will i have to use a 3DModelling software like blender?

grim ore
#

yes or you can switch to movable lighting and it wont use lightmaps

alpine thunder
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all channels

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and im assuming there is a catch to using moveable lighting?

grim ore
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I would guess 1 was created on import by UE4 but it can't make it due to 0 being bad

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performance cost

gaunt vine
#

Hello All. . . I'm using multi 'rectangle area lights' to mimic rows of incandescence lights, like you'd see in a classroom or locker room. . . And I'm using 'Raytrace' with these as well. I do run into slower updating. But it is hard to get more bounced light out of these through camera settings as well as Post Process Volume. Wondered if anyone has more knowledge or experience with Rectangle lights in this manner. Thx....

drowsy turtle
#

@grim ore why th you're so rude for me?

grim ore
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Dunno where the rude part was asked, I gave valid answers to a general question.

smoky sonnet
#

hey guys i need help i have a parameter collection and i try to change the values during the game if i print the value its correct but the color of my object doesnt change

drowsy turtle
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welp they doesn't seems valid and they didn't helped me

alpine thunder
grim ore
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you got as detailed of an answer as you gave for the question

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give us some more details about the problem and we might be able to help more

abstract relic
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They are all valid answers

alpine thunder
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GG 👍 can agree

grim ore
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as far as anyone knows in here the "Play Sound at Location" node in Blueprints works as intended

drowsy turtle
#

(expect Mathew one) Well, PSAL works like PS 2D. I hear sound everywhere instead in a specific location

grave nebula
#

Actually, checking, if your earways are not obstructed, is a valid troubleshooting path, when dealing with audio issues.

abstract relic
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Had this issue recently. Turned out my headset amps the bass by a silly amount

alpine thunder
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lmao how'd that sound

abstract relic
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Well I’m also hard of hearing, so about the same 😜

alpine thunder
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GG

grim ore
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@drowsy turtle is the sound set for a 3d sound or is it set for a 2d sound? is the location valid and not just near the player

drowsy turtle
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3d, the location is valid and it's not near player

smoky sonnet
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@grim ore you know why my problem occur

grim ore
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well poop. Beyond showing us the blueprint #audio might have specific ideas on what might be broke. HAve you tried the same thing in a new level, just playing a sound at a distant location and seeing it it works to eliminate your level and any BP in it

fair storm
grim ore
#

@smoky sonnet show your code is about all I can suggest. It should work assuming your material is set to that MPC and the MPC is being updated

drowsy turtle
#

nvm i realised why it's not working

fair storm
#

any help? :c

smoky sonnet
alpine thunder
#

skeletal mesh?

fair storm
#

ye

smoky sonnet
#

i set the scalar parameter in a other world where my menu widgets are loaded

alpine thunder
#

are the fingers included

smoky sonnet
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if i change the value manually (pause the game and change it it works) but not during the game (at the start)

fair storm
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are the fingers included
@alpine thunder is in the same skeleton ofc

smoky sonnet
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and the print string shows me the correct value but the parameter uses the default value

alpine thunder
#

I mean in the animation

fair storm
#

is in the physical asset. im creating the ragdolls

abstract relic
#

Where’s your create dynamic material node pascal

bitter iris
#

Trying to open menu in game, then hit the same input to close it. But it doesnt seem to work, could anyone help

grim ore
#

@smoky sonnet HighTide asks a good question, is your mesh set to use a dynamic material so it can use the changes in the parameter?

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@bitter iris by input do you mean a keyboard press? if so are you setting input away from the game like to UI only? if so you can't do that and expect the keyboard input to work as the game is not taking input anymore.

smoky sonnet
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where do i change this

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or can see if it is set to dynamic material

bitter iris
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Like press Escape to open menu, Escape to close the menu @grim ore

abstract relic
#

Should be in begin play or construction

fair storm
#

fixed. somehow. i god 2 different bones where i have to create collision

abstract relic
#

Dynamic material is required in order to update your mats in real-time.

grim ore
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@bitter iris and do you change your input mode at all ?

smoky sonnet
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oh

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you mean an instance

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@grim ore

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?

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and i change the emission value during the game

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but the instances dont update

grim ore
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that doesnt look like a parameter collection node

abstract relic
#

Again

grim ore
abstract relic
#

You need dynamic material

grim ore
#

and you dont need to create a dynamic material instance, I just tested

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I think you are just using a normal parameter and no the parameter collection node is the issue

smoky sonnet
grim ore
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yes that is a parameter in the material

smoky sonnet
#

kms

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ks

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kjms

grim ore
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you want a collection parameter

smoky sonnet
#

fiuckk

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yeah

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retarded

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i just used the correct one in another bp but the false in this case

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literally retarded

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thx

bitter iris
#

@grim ore yeah so when i 1st hit Escape it opens the in game menu, then sets input mode to UI only

grim ore
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yep, input goes thru the player controller when its in game mode. setting to input only breaks that

bitter iris
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Then i want to able to hit Escape again, then it removes the in game menu from screen then puts it to game

grim ore
#

you need to set it to listen for input on the UMG widget, or set it to game and ui mode

bitter iris
#

ahh okay

trail bison
#

I think I found an easy work around to the issue with the D3D being lost

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After more digging someone recommended using the studio graphics card driver, for NVIDIA

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Switching to the studio driver, it seems to have fixed the issue

grim ore
#

yay

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I saw that suggestion before so noted 🙂

bitter iris
#

@grim ore actually just found your video on the pause menu 😄

grim ore
frozen pollen
#

Can i have an actor only get destroyed after audio finishes playing in a blueprint?

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I have the sound set up as a variable and i want to be able to use it with any sound and still have it be destroyed

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nvm i got it

fathom abyss
#

This may be a stupid question, but: what does this do? Does it automatically save variable or do I have to manually save it?

runic fern
#

Good Evening guys
Is it possible to Replicate the physics animation ?

next badger
#

@runic ferndo you need to replicate physics or just fact of them being enabled?

runic fern
#

Because the Player is Using this animation like Human fall flat style

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So idk if the whole function must be replicated or just the phyiscalAnimation

grim ore
#

@fathom abyss That is used for C++ as of now, you can use it when serializing out data as a flag for what should be saved.

fathom abyss
#

I see, thanks

next badger
runic fern
#

Ok mate ❤️ thanks

slate basalt
#

if in my level, i parent a bunch of actors to an empty actor, within that level's blueprint, i can reference the parent actor but is there a function to obtain all its children?

apparently GetAllChildActors is not it

next badger
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try Get Attached Actors

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child actor is a component

slate basalt
#

thank you so much

#

that works

willow void
#

hey guys. Could someone Dm me and help me out with some bone issues im having in ue4 hmmmCoffeeSmile Ive replaced the mannequin but in crouch animation the left foot is higher for some odd reason. As in its not touching the ground

opaque vector
#

Are there any icon replacement themes?

plush yew
bitter iris
#

sorry

next badger
#

@opaque vector for ue4 editor?

opaque vector
#

ye

next badger
#

unfortunately, no...not aware of any

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if you find one - ping me

patent raptor
#

Evening All - Maybe a silly question but "ServerTravel" is there a way of testing this function without packaging up a development build all the time?

next badger
#

@patent raptor have you tried to run standalone with dedicated server console?

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UE4Editor.exe MyGame.uproject /Game/Maps/MyMap?listen -server

patent raptor
#

@next badger I've not tried using dedicated console no - will give it a whirl thanks.

rotund scroll
#

is the an elegant way of triggering a for loop's break in BP besides using a custom event?

next badger
#

since when custom events breaking the loops?

patent raptor
#

@next badger I'm getting the following error and my map path seems to be correct

plush yew
#

How would i go about setting a state if a blackboard AI entry is met?
For example, if my enemy loses sight of me, i want him to go from walking to looking

next badger
#

yep, that's loop with break

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you can break it with anything

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break on 50

grim ore
#

nothing wrong there, great for iterating over large amounts of stuff

rotund scroll
#

@next badger I was asking if there was an elegant way of doing that. if I tried doing what you did it I would have a wire tracing a massive amount of space

grim ore
#

nothing wrong with having it call an event that breaks it

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or just wire the hell out of it, whooo spaghetti!

rotund scroll
#

yeah okay that's what I meant by custom event... so I guess that's the best case option for elegance?

grim ore
#

elegance would be using lines and reroute nodes to draw a picture on the way back

rotund scroll
#

lol

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I think you and I have different ideas about elegance

next badger
#

i've seen a fork of ue4 with "radio" nodes...but it was rejected from PR