#ue4-general

1 messages · Page 682 of 1

next badger
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elegant BP does not have spaces where you have

wire tracing a massive amount of space

rotund scroll
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that's a lie

grim ore
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put more than 1 nodes in it's own macro or function for elegance!

next badger
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sequence nodes, macroses, functions...all that makes BP clean

rotund scroll
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elegance should be a function of readability

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every time you change scope you make it less readable

next badger
#

pwahahahah

latent moth
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notice the hand misplacement

rotund scroll
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looks like a hand IK issue

latent moth
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what could cause this?

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there’s no ik

rotund scroll
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exactly

latent moth
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not my point

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i just “create montage from anim”

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and the anim changes..?

rotund scroll
next badger
#

@latent moth looks like lengths of the bones if different...

latent moth
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it’s an anim that i just create a montage from...

rotund scroll
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it's perspective

latent moth
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how could the bones be of different length?

rotund scroll
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still, better go ask the animation people

latent moth
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no it’s not

rotund scroll
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well yeah it's perspective, not bone length

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probably some added rotation from who knows where

latent moth
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“create anim montage” adds rotation?

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but i’m sure you know better.

abstract relic
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For a moment, I thought you were talking to yourself

latent moth
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lol

next badger
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@latent moth are you using slots?

latent moth
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no

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i’m not doing anything besides “create ...”

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oh well. time to go to bed.

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thanks anyway

rotund scroll
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I still don't understand why you wouldn't wanna ask animation

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oh well

latent moth
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i still don’t understand why you add noise ¯_(ツ)_/¯

next badger
#

well, you don't have to add slots if they are already there

latent moth
#

we all have questions

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🙂

rotund scroll
#

people who actually know about animation frequent there, not here

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but sure, be a dick about it

latent moth
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❤️

next badger
latent moth
#

thank you akexey, default is the only one in there

scarlet birch
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The animation is probably using curve key frames and losing them in the montage.

latent moth
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the animation does have an added curve in there

scarlet birch
#

to move one of the joints?

latent moth
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more than one

scarlet birch
#

yeah, that's your issue.

latent moth
#

hum

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without those curves the hands are holding a gun in front

scarlet birch
#

You'll have to actually edit the animation or use ik

latent moth
#

so apparently it keeps them but they become a little different

next badger
#

@latent moth maybe you have many skel meshes?, is the correct picked here?

latent moth
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yes

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ok thank you both

scarlet birch
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or not use it in a montage

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I think you can use a sequence in a montage though instead of the curves

latent moth
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he... i’m using it to raise arms when close to walls

scarlet birch
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I've seen it done, but it's above my knowledge

latent moth
#

still weird that it does not lose the keys, it keeps them, but slightly offset

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yeah time to go to sleep

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thank you

next badger
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@latent moth you have time sampling setting in montage, check tomorrow

latent moth
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oh that’s interesting

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didn’t think of that

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thank you

brave lark
#

anyone have a set up for notifications when the project starts and finishes a build? I know of a jenkins thing that does this through slack, but I'm looking to set up my discord bot to say when a build was kicked off and finished or failed

atomic onyx
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WIP Stealth Template 🙂

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by me for marketplace

rotund scroll
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#work-in-progress

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@atomic onyx

fierce tulip
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wip goes into #work-in-progress :p

atomic onyx
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sorry guys, will upload there next time, haha 🙂

plush yew
rancid lynx
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when i make a new "Landscale Grass Type" for material based landscape,automatic grass placement , the new file is totally empty. it has zero elements, and i can not add new elements to the file. anyone know why ?

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wow... "details" were toggled off.

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and now that i toggled them on, its not an option to toggle them off.

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wasted yesterday X_x

fickle barn
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hello guys, is there a way to enforce unreal to open new windows as attached tabs to the main one?

fierce tulip
#

you can somewhere in editor settings

median wigeon
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Hey guys, thought I'd ask cause I am a bit stumped on a seam issue I am running into. I have noticed that whenever I export the UE4 mannequin and re-import it, it gets sharp seams. At first I thought it was something simple like normals not being smooth or averaged, but neither seem to be the fix. Any ideas on what might be causing this? I was bringing the default mannequin into Mixamo for animations and on return it has this seam issue.

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Probably something super simple >.>

fierce tulip
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cant you just retarget the animation to the original mannequin?

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also, did you import tangents/normals?

median wigeon
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fairly certain, I can check that.

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yeah seems to be enabled

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I am going to try an older fbx format. Maybe could be incompatibility?

fierce tulip
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tried without?

median wigeon
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I have not tried without

fierce tulip
#

it has something to do with the mesh normals afaik

median wigeon
#

I can give that a go to

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yeah that was my initial thought

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that is what it is..

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but WHAI

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lol

fierce tulip
#

so, again. why not just use the original mannequin?

median wigeon
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Umm

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The main issues are with Mixamo

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the results come in skewed without 'their' rig. Not always, but in some cases

fierce tulip
#

odd :/

median wigeon
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I'll resolve it, but it's definitely a normal issue. And it's being silly.

scarlet birch
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With Mixamo your best bet is to pick one of their models like the Xbot and import all animations on it and then retarget in the editor.

median wigeon
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Yeah normally I would...

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Here is the thing

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I have to follow specific instructions unfortunately. So for the sake of my purposes I can't expect students to have to go through that before hand.

brisk folio
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Ok question time, if I used GIS data inside blender to create my map terrain, and export to ue4, what measures can I take to make the mesh more mobile friendly?

median wigeon
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Would need a few more details, but I'd watch out for your material instructions and poly count. Don't go too overboard with the polys.

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I have worked with GIS data as well in blender. Actually used it for early level design on a multiplayer map I am working on 😄

brisk folio
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I have no plans to extrude. in basically looking for flat map data for my hometown to be the location for my game. The games main camera will be a top down. ussing 2d assets

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too down 2d car game to be exact

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I wanted all of the US to be the map. Now that I understand the realities of the tech, I am aiming for something more realistic. So I'm starting small with just my County.

median wigeon
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Hmm okay

hexed tendon
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Off-the-wall question. I have a design that uses basically a "galaxy" as an object

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like a map

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I have that working well as a widget, standard 2D texture sort of thing, but I want to make it more... deep feeling

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I created an in-game widget of it, gave it a nice tilt of 45 degrees, and that sort of worked

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trying to think of how I could create a more 'real' feeling map like that, though, without actually making several hundred individual objects

swift spindle
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parallax is your friend 🙂

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only need a few layers

scarlet birch
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Make a couple of layers with stars and whatever and create a mild parallax in front of a dark background

hexed tendon
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Yes, was definitely thinking parallax + tilt shift

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then the UMG layer on the top for clickability

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tried that already with some planes, but it didn't seem to mesh very well. Perhaps I need to split the objects more

scarlet birch
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If you use a perspective camera with a high DOF and a big distance it will create the effect with only a little movement.

hexed tendon
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Ooo. That's a good point

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especially if I make it slightly cylindrical

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(fixed camera, but can be pivoted)

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I think I'll give that a go - the parallax with the high DOF camera, I hadn't tried that combo yet. Thanks!

scarlet birch
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err I meant low dof

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like 48 to 12

hexed tendon
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Right, I'll experiment with the camera settings, basically

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hadn't thought of that angle at all

scarlet birch
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and big distances

hexed tendon
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yeah, I'd been doing close up, and pretty vanilla camera

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I need to do... not that

scarlet birch
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yeah I think I've used them at like 2700 units upto 48k

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away

hexed tendon
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yeaaaaaaah. That's a much better idea

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I was grasping at like particles and other weird ideas

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this is better, certainly cheaper

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Thanks @scarlet birch and @swift spindle

scarlet birch
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You could do it in a material too using panner nodes.

fading vector
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Is there a way to set the RGBA/tint of an image in a widget?

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via blueprint I mean ^

swift spindle
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yes... most of them just require a Set Color... but that does not work on all of them 😦

fading vector
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It's on a sphere, I just want it lineup even if the shapes are changed.

opal hornet
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should property bindings be avoided whenever possible?

manic pawn
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yes

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avoiding them is always possible, and there exists a project setting that completely bans the usage and hides the UI for it

opal hornet
#

oh there is?

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that would be convenient

manic pawn
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it will result in all existing bindings you might have forgotten about causing compile errors

opal hornet
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so for a game like a diablo-clone, where the player has hundreds of stats that can be modified multiple times a second, it should still all be event-based?

manic pawn
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absolutely

opal hornet
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currently i have not setup any property bindings

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alright, thank you

manic pawn
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updating hundreds of bindings per frame = br_dead_in_the_water

opal hornet
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gonna be annoying setting up the stats screen to display in realtime lol

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wonder if theres a better way of doing it, like having a base object for each variable and that object shares all the same logic of updating UMG and changing the target variable

soft atlas
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I feel like I've been spending too long trying to figure out how to get a pawn to orient itself while following the player.

opal hornet
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set its orientation to the Look At angle

soft atlas
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Where do I find that?

soft atlas
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Figured out what was up with the following but now when it hits the player the pawn stops moving

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Fixed it!

wintry summit
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Moving the End component doesn't re-trigger the Construction Script when it's moved on a placed instance of the BP. Works fine in the BP Editor Viewport though.

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Do I have to create a new Actor component by deriving from USceneComponent, hook into TransformUpdated and manually Actor->RerunConstructionScripts() to do this?

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Crappy example screenshot maybe. Moving the right sphere in the top view doesn't re-run the construction script basically.

opal hornet
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anyone know why if i import a mesh as static from Blender, it retains its flat shading, but if its imported as a skeletal mesh, it smooths it all?

random ginkgo
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Just wanted to thrown under the bus an UE4 hater, and worst colleague ever : Hélios

teal tulip
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That monitor have a better glass than the new tesla car

random ginkgo
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Tell me about it xD

fierce tulip
#

Awwwwww Helios is adorbs

blazing owl
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i have a cat that is like this too. But I won't let her touch the screen. Luckily my other cat doesn't care about the mouse on the screen. Instead that one likes the mouse cable and keeps grabbing that if I dare move it.

fierce tulip
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https://realtimevfx.com/t/vfx-pets-animals/7012 we vfx-peeps have a thread with some great pet photos

fading vector
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Any idea why my pawn wont spawn on my level? I have a gamemode setup and the default pawn is selected to the right one

fierce tulip
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@fading vector iunno, hope someone is around to answer.

fading vector
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They're the exact same

junior vessel
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@fading vector Does your gamemode inherit GameModeBase?

fading vector
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Not sure

junior vessel
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If you mouse over the gamemode in the content browser, you can see the parent class there

fading vector
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yes it does

junior vessel
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Hm

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I thought it was set there

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I mean I thought the spawn was set in the parent class

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Ooooh

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Oh never mind

fading vector
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It's not a gamemode issue

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I made a new pawn

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through a static mesh

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and a camera

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and it spawned

junior vessel
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So, if it spawns, what is the problem? I thought the issue was that it doesn't

fading vector
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My pawn with all the bp's does not

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Not sure how tho

junior vessel
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Then it must be an issue that there is no code for spawning it. Did you inherit the default one when creating it?

fading vector
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yes

junior vessel
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🤔

fading vector
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AH

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Got it

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I just went and set a bunch of things to default

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on the static mesh

junior vessel
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Aah okay

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So did you figure out the reason why it wouldn't spawn on the Player Start?

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Good to until next time

fading vector
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Yeah im looking

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but so far nothing

junior vessel
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Alright

fading vector
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Before this my physics system broke for just the ball

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w/o me changing anything

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Super weird

junior vessel
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Weird indeed

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I would delete the Binaries and and Intermediate folder if I were you

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Let unreal generate new ones

fading vector
#

Oh?

junior vessel
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Something seems to be weird and I always do that if something seems strange

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You can just delete them and Unreal will generate fresh ones

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When you build/compile ofc

fading vector
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Yeah I will for sure go do that

fierce tulip
fading vector
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I am able to edit a texture cord via another class?

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I am trying to create like a skin editor where the player can change the texture and color

zealous cloak
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how can i set my editor preferences for all projects?

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new ones. USe small font icons

rotund scroll
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@zealous cloak it's not an engine setting, but maybe you can do some trickery and add the ini file to the default ini files of the engine

zealous cloak
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good idea, will look into it

plush yew
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hi all

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when you destroy an AIController's pawn, does the controller also get destroyed?

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or does it linger in memory

junior vessel
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@zealous cloak There is a "Set as Default" button under the setting title

zealous cloak
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@junior vessel yep but it doesnt saves it for new projects

junior vessel
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Oh okay

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I don't know then but there is also an Export button

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I suppose you could export the setting file, find the location of the default one and swap it out for the newly created one

radiant wolf
#

Hi dear Unreal lovers, I have a question about game for mobile.
I have the game which created on Unreal Engine and now me need to test it on iOS, I can't find the serious resources on the google and youtube about that.

Now can you describe all of the proceses, what me need to do for test that game on iOS?

Thanks,
Suren

upbeat trench
#

So was there meant to be some state of unreal thingo?

grim ore
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There was tomorrow at GDC

rotund scroll
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GDC is still on?

upbeat trench
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Are they going to do a stream on their Twitch or what

grim ore
upbeat trench
#

do we get State of Unreal live from Tims Mansion now

grim ore
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There is no official info on what Epic will be doing, if anything

upbeat trench
#

Major suckage

radiant wolf
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thanks @grim ore

upbeat trench
#

I dont remember the world ever coming to a complete halt for the HIV pandemic which has been going for 4 decades

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But some pissweak flu with a mild kill ratio

rotund scroll
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HIV didn't carry as easily as corona does

upbeat trench
#

31 million people have HIV

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how many have corona again, barely 250k

rotund scroll
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HIV had 4 decades

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and spreads mostly sexually

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corona infects through the air and we're still just in the initial phases of the pandemic

upbeat trench
#

HIV actually spread the fastest in its first few years

fierce tulip
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cough

upbeat trench
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ewww

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washes hands

fierce tulip
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I have a massive brainfart

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whats the node called that changes tangent to world space

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(mat editor)

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transform

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derp

rich reef
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Idk if this is the best place to post this but I dont seem to get any help anywhere so

I have been getting this crash lately that happens every time I launch the editor

My UE4.log
https://pastebin.com/6vX1vJVh

What the crash looks like:
https://imgur.com/a/ftySW4A

The crash report:
https://pastebin.com/izaGk742

Does anyone know whats causing the crash exactly? I dont understand the crash report.

It happens every time I launch the editor (check links ^ ), happens on both UE4.24.1, UE4.24.3 and UE4.25 Preview 2 but not on UE4.23 (Unreal used to run fine until last Friday)

I've tried reinstalling Unreal Editor itself and reverting a recent Windows update (Theres also a security update that it wont let me revert for some reason, so that might be the cause, tho I havent heard of anyone else having this error so it feels unlikely)

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Please ping me 🙂

fierce tulip
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zealous cloak
#

unreal crashed and i cant open any projects anymore :/

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4.24.3

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i was editing normal blueprints

grim ore
zealous cloak
#

the engine

grim ore
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also restart your PC if you have not, your video card may have just gone wonky

zealous cloak
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is a gtx7070 so quite old

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could this be a reason?

grim ore
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could be, no way of knowing till you get the full crash stack and restart the pc

zealous cloak
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yep installing the editor debug symbols and then restart my pc

urban basin
rotund scroll
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it can if you're a render programmer

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that's why they are made of literal gold

polar falcon
#

it stuck

manic pawn
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just wait

polar falcon
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12 hours?

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no way

manic pawn
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now that doesn't seem right

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unless you're running this on a totally underpowered pc

polar falcon
#

Ryzen 7 3800X

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32gb ram

manic pawn
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ok so probably not

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try deleting derived data cache folder and restarting it

grim ore
#

or... or... do you have visual studio installed?

polar falcon
#

Yes I have

grim ore
#

did you install Incredibuild like a naughty person

polar falcon
#

I think yes...

grim ore
#

then.....

polar falcon
#

Get rid of it

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I got it

grim ore
#

Incredibuild will tank your compiles if you don't pay for it

manic pawn
#

get rid of that, but even then it should not take 12 hours

grim ore
#

it can if you consider its basically using 1 thread for compiling now

manic pawn
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doesn't it limit you to 4

grim ore
#

it doesnt seem to work right with the shader compiler

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in the free version

manic pawn
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oof

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that'd explain it

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they really need to add a warning to that expensivebuild checkbox

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"you need a license for this to work"

polar falcon
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i think this is the reason

grim ore
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I always just remove it from the VS installer

manic pawn
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btw, unless you have multiple pcs, incredibuild does nothing

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ubt and the shader compiling already parallelizes the build

grim ore
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It's really annoying that Incredibuild is suggested when adding the C++ game dev stuff

abstract relic
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Just tell us what the value of the default is

polar falcon
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o my god thank you, I removed incredibuild and it's loading

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that works

abstract relic
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Do you have anything messing with movement in Begin play or Construction script?

manic pawn
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interesting that they turned the xge shader compiler on by default now

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it used to be disabled, so this wouldn't have happened

abstract relic
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Print movement value in event tick

weak cypress
#

is it worth it to switch to unreal? what was your experience?

rotund scroll
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from what

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I switched from UDK

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it was well worth

weak cypress
#

Unity ofc

rotund scroll
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highly loaded question

weak cypress
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hmmmm

junior vessel
#

@weak cypress If it's worth kind of depends on what's your reason for thinking about it

weak cypress
#

graphics

junior vessel
#

Then yes imo

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Are you an artist or programmer or designer or what do you do, bit of everything?

weak cypress
#

programmer

abstract relic
#

for my bias, unity is second to none on how terrible it is

cold halo
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🙂

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any advice and help would be great!!

junior vessel
#

@weak cypress One thing I absolutely love with unreal is their recent collaboration with Quixel. You basically get free 3D-assets, perfect if you wanna focus on programming

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and still make something good looking by yourself

weak cypress
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i do have the quixel pack for unity

junior vessel
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Oh they released for unity too for free?

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Nice

abstract relic
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No

weak cypress
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idk i remember that i had a folder full of quixel assets

junior vessel
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I mean, I haven't really used Unity that much but actually the biggest reason for me is C++

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C++ > C# any day

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I just like it more

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But actually with coding in Unreal and not pure C++ the difference may not be that big

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I don't know actually, it just depends on if you want to or not really

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Unreal has always appealed to me more

ancient lotus
#

working with unreal and c++ is similar to working with C# outside of any game engine. UE4 gives you so much to speed up and help you along. if your working outside of a game engine then c# is going to be much faster and easier to do what your trying to do since there is so much offered to you from the start

junior vessel
#

I see

ancient lotus
#

I apologize for my mic, in the beginning it has some static and is picking up every sound, int he second half the mic is not sensitive enough either. I'm trying to find a good middle ground with my mic.

How to setup a dedicated server:
https://www.youtube.com/watch?v=_XW9oI36kTE

▶ Play video
weak cypress
#

like the big problem is that i have worked so much on unity that the switch to unreal would be steep

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like over 5-6 years of working on unity

junior vessel
#

I have experience from coding in C++ and C#.NET and haven't been using Unreal for that long. But a big reason is just because I really prefer the syntax

abstract relic
#

Adaptability comes with the territory

ancient lotus
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^

weak cypress
#

i would need atleast 2-3 years to adapt to unreal

junior vessel
#

I don't think so, not if you've worked with an engine before

ancient lotus
#

plus after a week or so in UE4 you should start to get comfortable. its laid out in a friendly manner and since you have alot of experience in unity you should already know roughly what you want to do and the steps to take to solve your problem, you just will be googling where or what UE4 is giving you to do what your trying to do. really bad explanation but its not as bad as you think going into it with your past experience

abstract relic
#

Once you learn one tool (ie unity), you’ve learned them all

urban basin
junior vessel
#

I wouldn't go that far but Unreal and Unity aren't that different. I think it would be much much harder coming from something like Pygot or Gamemaker

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But to be honest, it isn't really that hard to begin with. It just takes time

weak cypress
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and my other concern is that i would have to port my current project to unreal

junior vessel
#

Oh yeah. That will probably be annoying as hell

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@urban basin What do you mean by "things"? There are a lot of things in those pictures

scarlet birch
#

Coming from Unity and engines without a WYSIWG editor it took about 2 to 3 weeks to be making a simple game and about 1.5 years to feel somewhat competent. I'm at just over 2 years with UE now.

jolly pumice
#

Hello

weak cypress
#

also i need to figure out if my pc is good enough for unreal

jolly pumice
#

Are there good youtube vids about how to setup a scene with UE4 and megascans?

junior vessel
#

@jolly pumice Yeah and it's extremely easy with the plugin

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I think unreal will run on most PCs, the difference is how long you will have to wait for things to load

weak cypress
#

i am not that patient

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xd

abstract relic
#

Just remember to uninstall incredibuild 😜

junior vessel
#

I think the recommended specs are like 2.5ghz processor and a gtx 970

ancient lotus
#

the heck is incredibuild

urban basin
#

@junior vessel objects are randomlly scatterd all the sudden

weak cypress
#

uhm how do i check specs again

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🤔

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@junior vessel

ancient lotus
#

type dxdiag in your windows search

junior vessel
#

Or open Powershell and typ Get-ComputerInfo

weak cypress
#

ok so where do i look?

ancient lotus
#

display shows gpu

junior vessel
#

Nevermind what I said, that's something else. Use dxdiag

weak cypress
junior vessel
#

@urban basin Sorry, I have no idea why

weak cypress
#

is the gpu in there?

junior vessel
#

Under display

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display tab

ancient lotus
#

remember when i said display shows gpu XD

weak cypress
ancient lotus
#

dude your pc is more than fine for UE4

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your good

weak cypress
#

sure?

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poggers

ancient lotus
#

stronger than my system by a good bit

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and ive never once struggled

weak cypress
#

i am worried about my laptop

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that i use on the go

junior vessel
#

I don't know radeon cards o.O

ancient lotus
#

then you should be checking on your laptop lol

weak cypress
#

let me check

junior vessel
#

Oh so it's like a 1060

ancient lotus
#

the 480 is around the 970

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or 1060 yes

weak cypress
#

i remember in the summer i splashed alot of money for the cpu upgrade

junior vessel
#

Yeah I run with a 1060, I do have the 6gb version but I don't think it would matter, it's way more than you need for unreal anyway

weak cypress
ancient lotus
#

going old school. your going to struggle off of the igpu

#

cant say on the cpu but you should still be able to code, just testing it should be ok but dont expect it to be a smooth experience (off more than a default project)

junior vessel
#

What's this

#

Didn't you just send a Ryzen 7 3.5Ghz?

weak cypress
#

laptop

ancient lotus
#

smart fridge

junior vessel
#

I mean the absolute minimum for running unreal is basically having DirectX installed

#

But it won't be smooth sailing with that

#

cpu is probably ok but using integrated graphics must be slowww

#

For simple projects probably fine though

#

Maybe just install and try it

normal burrow
ancient lotus
#

alrighty p@t, sorry

weak cypress
#

if only unreal wasnt so big

#

10gb to download

willow void
#

anyone have 3ds max here ?

fierce tulip
#

yes

abstract relic
#

Queue dm

bitter iris
#

i put a widget name tag above the master character, so it shows steam name above. How can i hide it from owners view? but visible for everyone else

brittle gulch
#

Hi! There's no more free rotations in 4.24?

scarlet birch
#

For multiplayer? if local controlled set visibility to false

ancient lotus
#

@bitter iris ownerNoSee = true. i think thats what its called

bitter iris
#

see ive enable that but it doesnt work?

scarlet birch
#

That might work, depends on if the camera is owned by the same thing

ancient lotus
#

in your oncomponentsinitialized or whatever its called, you can check and see if your the owning client, if you are then set the text for the name to an empty string? or force hide it in there?

bitter iris
scarlet birch
#

if pawn is locally controlled then visibility = false.

bitter iris
#

okay

vernal spoke
#

Hey guys,

I hope it's alright to ask this here:

I'm having massive issues with the Media Player all of a sudden.

Whenever I open it and double-click on a Media Source, it's being added to the Playlists and plays perfectly both in Preview and in Editor; as soon as I close the Media Player, however, it stops playing and goes blank, even though I save and save the Media Player.

Can anyone help?

#

Before closing, after closing / on re-opening

misty creek
#

How can I check if a widget is being rendered?

rotund scroll
#

ask it

weak cypress
#

@ancient lotus any good youtube guides for starting a new game on UE4

#

?

ancient lotus
#

mine lol. its up to you to decide if its good

weak cypress
#

sure

#

also any assets that i could use?

ancient lotus
#

i whip up quick stuff for the tutorials, their poorly done as its just so there is something there, same goes for animations. meshes for med kits, food/water bottles, the chest for inventory and such are provided, the meshes for the weapons are free on the marketplace and such. everything used is free
https://www.youtube.com/watch?v=CfCq_pK78yw&list=PLnHeglBaPYu_aUsm78py_O_OENKhdCGZS

I apologize for my mic, in the beginning it has some static and is picking up every sound, int he second half the mic is not sensitive enough either. I'm trying to find a good middle ground with my mic.

How to setup a dedicated server:
https://www.youtube.com/watch?v=_XW9oI36kTE

▶ Play video
#

do you need something in particular?

weak cypress
#

just how i can start modeling a level and doing player movement

misty creek
#

@rotund scroll How might I go about that? IsVisible doesn't actually return if it is rendering

rotund scroll
#

tutorials@weak cypress

ancient lotus
#

character movement component as a base and start modifying it until you get a good understanding of what your doing or feel like you want to make your own from scratch. place down a landscape and sculpt it. use a 3d modeling program like blender or 3ds to make assets, you can use armor paint (free if compiled yourself) or substance to create materials for those assets if you wish such as buildings or trees and such to populate your world with

weak cypress
#

thanks

rotund scroll
#

@misty creek why would it not?

misty creek
weak cypress
#

ok thanks

#

i am going to check everything after

#

i have stuff to do

misty creek
#

That's not rendering, right?

rotund scroll
#

what because it's not saying "rendering" explicitly?

#

what else would it be

misty creek
#

I assumed it wasn't as when I was trying to use it, it seemed to be giving me false positives

rotund scroll
#

are you self hit testing?

grave radish
#

One bright side about covid, is that I can finally take time to work on my C++/UE4 courses

misty creek
#

I'm not at my computer right now so I'm not 100% sure, but I don't think that I am

fair storm
#

after 2 days. finally my ragdoll works fine 😄 damn blender rigify xD

#

i rigged my character like 7 times

rotund scroll
#

@misty creek if you read the message, it tells you that if you're self hit test invisible, it will treat it as such

misty creek
#

Okay, so how could I figure out it I have a widget behind a different widget?

rotund scroll
#

check if it's spawned

#

as in, check if it's not null

misty creek
#

Hmmm, that's probably not going to work as I'm randomly spawning widgets on the screen

#

That's why I'm having so much trouble actually getting it to work 😐

scarlet birch
#

There's a wasRecentlyRendered. You have to be careful with it though. It might not work exactly how you would expect.

#

I've used it to kill projectiles moving off screen

rotund scroll
#

@scarlet birch that won't work for widgets

#

it's for actors

scarlet birch
#

ah, that's what I get for barely skimming

misty creek
#

Yeah, I've actually looked at that thought

rotund scroll
#

@misty creek you should ALWAYS have a reference on screen

scarlet birch
#

Yeah, create a reference when you spawn it and then use that.

misty creek
#

It isn't that I don't have a reference, the problem is that I need to know if that are spawning behind one another

rotund scroll
#

then use IsVisible

#

if it's not visible it will tell you false

#

as long as you have hit test enabled

scarlet birch
#

What is it you're trying to do exactly?

rotund scroll
#

detect widget behind another widget

misty creek
#

Okay, thank you! I'll check that when I'm back at my computer

rotund scroll
#

really you should check that it is valid and not visible at the same time

#

just to avoid any kind of mishaps

knotty vessel
#

i just got unreal engine and my texture wont fit onto my mesh like it did in blender what do i do?

scarlet birch
#

There's probably a not too complex way to determine if the bounds of one widget is overlapping the bounds of another.

rotund scroll
#

@scarlet birch hit test does that

#

hence, isVisible

knotty vessel
#

i also want to import a model but it wont let me let me find the error message again

#

this

#

sorry if im being obnoxious or asking dumb questions but i really want to be able to use this

#

output log

rotund scroll
#

@knotty vessel have you googled the issue?

knotty vessel
#

yeah nothings fixing my issues

#

fitting textures doesent do anything and i cant find much on my error thats helping me

rotund scroll
#

it literally says what it is

#

you should google that

knotty vessel
#

but theres also my texture issue

rotund scroll
#

well if it doesn't import how can you test the texture?

#

you should look up some tutorials

bitter iris
knotty vessel
#

its another mesh its not the character and the bones are parented

scarlet birch
#

Cold DMs for help are frowned on. I would suggest setting the visibility not owner no see. I'm also unclear as to why a cast is necessary. I think it would be safe to call it in Begin play but I think in the constructor might not be. I'd have to look to be sure.

knotty vessel
#

if it helps im gonna send my blender model and the one in unreal

#

blender

#

unreal

#

the texture isnt matching up to the uv map

#

how do i get it to match properly?

scarlet birch
#

@bitter iris I would set the visibility of the widgetComponent in the playerController during the OnPossess event using a branch hooked up to a isLocalPlayerController.

#

and use visibility not ownerNoSee

#

Someone else will have to chime in if that's bad. It's been a while.

rotund scroll
#

@scarlet birch for cold DMs I definitely recommend turning on friends only DM mode

scarlet birch
#

Yeah, I know but every now and then I get one from someone reaching out with opportunities.

knotty vessel
#

im gonna have a stroke

#

there has to be a way to fix this is there?

scarlet birch
#

Are the faces flipped?

knotty vessel
#

i dont think so

#

how do i check if they are?

#

i just got this today so i have no clue what im doing im sorry

scarlet birch
#

In blender there's an option to show face orientation. It's one of the icons at the top right.

pulsar badge
knotty vessel
#

i dont think they are

#

in blender the model and textures are fine

#

its just when i import them into unreal it messes it up

next badger
#

@knotty vessel show normals in ue4

grim ore
#

@pulsar badge It would be based on your material and your UV/Texture Coordinate space. What does your material look like? what does your UV layout look like for the model

pulsar badge
#

I just wanted to test something I have a pack that has a good materials, so i made a random wall and applied it to it

#

I'm just using a basic 3d editor

next badger
#

if random wall was BSP - it may be the reason

weak cypress
#

can anyone help?

junior vessel
#

@pulsar badge

#

Recreate this Blueprint on your material

pulsar badge
#

I'm using someone elses material though

junior vessel
#

It will give you the parameters U and V on your material instances

pulsar badge
#

His material is a mess lol

junior vessel
#

Aha lol

pulsar badge
#

idk where to add it in

#

at

knotty vessel
#

im just gonna give up

#

apparentyl this isnt for me

#

sorry for wasting time

next badger
#

@weak cypress you need to ask the question

weak cypress
pulsar badge
#

@junior vessel

#

O_o

junior vessel
#

@weak cypress C++, maximum quality, ray-tracing pick yourself but I would pick disabled as it takes a lot of performance

#

Desktop/Console

#

Starter content is just a few models in your scene if you want. I think it's 2 chairs and a table

weak cypress
#

can i just turn on the raytracing thing?

#

and what does it do?

next badger
#

@weak cypress it enables raytracing...the RTX one

weak cypress
#

how much performance does it take?

rotund scroll
#

@weak cypress I recommend finding a tutorial

junior vessel
#

a lot

next badger
#

500%

junior vessel
#

It's basically

weak cypress
#

wait dont i need special hardware for it?

next badger
#

you need RTX card

rotund scroll
#

yes you do

junior vessel
#

Basically it calculates "sunrays" from lights in your scenes

rotund scroll
#

but @weak cypress really just look for a tutorial

mellow turret
#

Any idea what this ghost images are, its a 4.25 source build, PIE has them too, didn't happen in 4.23

weak cypress
#

i do have an RX card

#

something like that

junior vessel
#

Actually you don't need an RTX card, but it will run much better on one

#

@weak cypress They are talking about Nvidia RTX, not Radeon RX that you have

weak cypress
#

oh

pulsar badge
#

Does anyone know how to stop texturing repeating?

next badger
#

@junior vessel running DXR on 1080 is...well...arrow in the knee

junior vessel
#

I mean you can if you keep it light. But I really don't think it's as amazing as people claim

next badger
#

@mellow turret 4.25 is not released, so i guess everything is possible. But i dont' have anything like it in my 4.25 rocket build

junior vessel
#

I mean of course it is freaking cool but that price jump compared to what you get isn't worth it, at least not for me

next badger
#

@pulsar badge use clamp instead of wrap in texture settings

pulsar badge
#

how?

#

Where do i find that @next badger

rotund scroll
#

@pulsar badge nothing stops you from googling it

junior vessel
#

@weak cypress Anyway, basically imagine you take the sun, and calculate the path of each sunray and how it reflects on objects. It becomes a lot of vectors, which eats up a lot of performance. Even the games that have it nowadays can only do it on a few things, like water reflections. If you do it everywhere it will eat too much performance

pulsar badge
#

Whats wrong asking someone here?

#

O_o

junior vessel
weak cypress
#

can i do it with my current setup?

mellow turret
#

What do you mean by not released? not safe to use?

next badger
#

@pulsar badge open a texture

rotund scroll
#

@pulsar badge generally anything you can google, you should google

#

so much information for free out there

next badger
#

@rotund scroll like Energy from Vacuum tutorials kappaross

#

UE4 ones are generally more useful

silent harbor
#

Can I get this straight

jolly pumice
#

Does UE4 support UDIMS?

silent harbor
#

You cant add more than the capsule collision in your characters right? So if I have a broad, large character, the capsule component will be very inaccurate. Is it possible to have more than one collision component in your characters?

junior vessel
#

I mean I guess you could try it. I think the people who use it are generally people working on games like Battlefield, but sure you could probably try it. There's probably something on youtube about it

#

You can actually code a raytracer that isn't "live" pretty easily, but you do need to know a bit of linear algebra

rotund scroll
#

@silent harbor you can but really you should just resize the capsule component

junior vessel
#

I mean you can code one yourself, without unreal. If you want to experiment

#

Free ebook on the subject

next badger
pulsar badge
#

Is there away u can see how big a wall is in UE4

#

lol

rotund scroll
#

middle click is a measuring tape tool

#

as long as you hold it down

silent harbor
#

No you cant have more collisions in your characters apparently

#

Also capsule components will be very inaccurate on non proportional characters, broad characters, wide characters etc

#

Imagine you have a non proportional character where the legs and feet and slim but the upper body broad (like cArtoons) the capsule component is very inaccur

rotund scroll
#

@silent harbor you can

#

have more collisions

silent harbor
#

Ive read everywhere

#

And I cant get it to worj

rotund scroll
#

have you tried?

silent harbor
#

I am the guy with the shopping cart through wall guy

rotund scroll
#

besides that

#

capsule is only really used for character movement component

#

if you're talking about collisions, you should use the mesh

silent harbor
#

I have looked up everywhere and it seems to be a common probelm

rotund scroll
#

perhaps by people that don't know what they're doing

silent harbor
#

Heres a example

rotund scroll
#

is a tank a character? 🤔

silent harbor
#

Imagine someone is controlling the tank (player 2 or whatever) and the collision box is inaccurate, i hVe tried everything to have a custom collision box on characters yesterday it wont work

rotund scroll
#

maybe try creating a custom class for it

#

I'd genuinely try using the vehicle template for it instead

#

since that will have more options for what you're looking for

silent harbor
#

The tank is just an example

#

Lets say you havw a character with large wings and a door way

#

Wings will always clip

rotund scroll
#

you use IK

silent harbor
#

Here is an reddit answer

rotund scroll
#

yeah people using it when they shouldn't be

silent harbor
#

Letz say you have a human holding a cart like in my case, a character movement for the human capsule, and then a static mesh compomemt being the shopping carr

#

*cart

#

Now in order for the cart not to clip througg walls, you would need to make the capsule of the character encapsule the cart as well and you can imagine how inaccurate the collisions then become

rotund scroll
#

collisions should work

silent harbor
#

The carts own collision get completely ignored by static meshes

rotund scroll
#

and I have personally worked with additional collisions on a character with a capsule collision on it already

silent harbor
#

Apparently not, characters can only have one collision, the capsule

rotund scroll
#

not true

silent harbor
#

Can you maybe try on your end

rotund scroll
#

I have

silent harbor
#

Whwn

#

When

rotund scroll
#

in the project I'm working now i have an additional sphere component

#

works flawlessly

silent harbor
#

Can you try to redo right now? Collision works fine for simulating physics objects, not static meshes like walls on my ened

#

Can you send a gif or screen

rotund scroll
#

not really, but it's pretty simple to add

#

you can try in an empty project to do the same

#

idk why your particular case doesn't work

silent harbor
#

Well on forums im reading only one capsule collision is supported, and you say it works so now im confused. Any reason you cant show me a screenshot if it works on your end

rotund scroll
#

plenty of reasons

#

but like I said you should try yourself in an empty project

#

it should work

silent harbor
#

I dont see why it should be different but let me try

rotund scroll
#

be sure to screenshot your components

weak cypress
ruby ocean
#

So I rotated the legs of the weapons biped 80 degrees and I want to save it as a either a new skeletal mesh or an altered version of the original, any way I can do that?

junior vessel
weak cypress
#

what exactly is that?

junior vessel
#

SDK = software development kit

weak cypress
#

hmm why isnt it included in UE

#

🤔

junior vessel
#

No idea

#

I didn't have to install it like that but

#

maybe you have an older version already or something

weak cypress
#

of windows?

junior vessel
#

Oh yeah the link I sent is for Windows 10

#

But no I meant, maybe you already have Windows sdk but an older version

#

What IDE do you use? I think if you get the latest visual studio community you will get it with that

weak cypress
#

i do have VS 2019

junior vessel
#

If you open the visual studio installer

#

You can just tick the one that's for Unreal

#

Click modify and you will get this

#

More->modify

#

This is the one you should get I think, it should include everything you need for Unreal

weak cypress
#

ok

#

i only had the one for unity

#

thats why

#

lul

bronze cedar
#

hey guys what's up 😄

#

i want to know that is it possible to preview the project direct on the mobile without making an apk file, or i have to make that apk every time i want to check

#

anyone 🙂

grim ore
#

if you launch on device it doesnt make an apk every time

abstract relic
weak cypress
#

@junior vessel ok so i did all that

plush yew
#

Is Directional Wind Source physics Broken with 4.24.2? I have a cloth painted flag and it won't respond to directional wind at all.

silent harbor
#

@rotund scroll

opaque vector
#

Is Steam down for anyone else? Looking at the unofficial status page looks like it's down everywhere.

marsh cloak
#

Hello, I come from Unity and decided to make the switch to Unreal because Unity is meh compared now.. But I was wondering if it is possible to make say a projectile template. then I can drag my projectiles and impacts into slots (like the inspector in unity with game objects as components) or however Unreal does its thing

abstract relic
iron goblet
#

So my UE4 installation is kinda huge and I'm sorta wondering if maybe I could slim it down. Can the Source folder get deleted without breaking things?

daniel@Pascal:/mnt/d/Program Files/Epic Games/UE_4.24$ duh
0       sizes.txt
2.9M    FeaturePacks
828M    Samples
2.5G    Templates
29G     Engine
32G     total
daniel@Pascal:/mnt/d/Program Files/Epic Games/UE_4.24$ cd Engine/
daniel@Pascal:/mnt/d/Program Files/Epic Games/UE_4.24/Engine$ duh
28K     Programs
548K    Config
5.4M    Shaders
12M     Build
97M     Extras
224M    Documentation
869M    DerivedDataCache
999M    Content
4.7G    Intermediate
5.0G    Plugins
7.9G    Source
8.8G    Binaries
29G     total
marsh cloak
#

Ahh fantastic HighTide, I will give this a read

crisp fable
#

Is state of unreal still happening

quiet token
#

32gigs is actually good

#

mine is 38gb

abstract relic
#

130gb for source build 😜

normal burrow
#

I hear the unreal -> unity guide can be a nice read for reverse logic @marsh cloak

weak cypress
#

sigh

#

c++ and unreal are hard

iron goblet
#

Oh this stuff can be removed via the Epic launcher, I'm silly

weak cypress
#

it looks like i am going to give unreal another shot some other day 😦

swift spindle
#

it's not something you pick up overnight @storm snow

ancient lotus
#

@weak cypress would you like some one on one help? whats an example of something your trying to do

weak cypress
#

i tried watching your tutorials

abstract relic
#

Brain injection therapy for immediate gratification hasn’t been developed yet unfortunately

swift spindle
#

it's called drugs @abstract relic 😛

weak cypress
#

i am already going a survival game so i though your tutorials would be good

#

they help

#

but i am still an amatuer in c++

abstract relic
#

Where’s our unreal drugs Unreal

ancient lotus
#

what is it that your struggling with specifically? is it the language itself? the syntax? something specific within the language?

marsh cloak
#

Ahh I get it now, so I would create the template of the projectile going from a to b then in the viewport I would add the particle blue prints I had created in the projectile template

weak cypress
#

language itself,syntax

ancient lotus
#

well its not really that different than C#

#

heck i jump between the two without really a second thought

marsh cloak
#

C# i found pretty simple

#

I hear in C++ you need to make methods that don't dump data or store it, you need to delete the cache or somthing

#

(I don't know the terminology)

ancient lotus
#

are you referring to pointers?

abstract relic
#

Garbage collection. Aka lifting the toilet lid 😜

ancient lotus
#

and tossing unity into it

#

sorry

#

had to

marsh cloak
#

For example I spawn an object move it to x,y,z then delete the asset. but you need to delete it from some other place aswell

#

some memory leak thing

ancient lotus
#

call destroy and the engine should take care of the rest on that actor

#

plus UE has its own form of garbage collection like unity does to help with it

marsh cloak
#

I'm no expert so I will just agree hahaha

ancient lotus
#

earth is flat

marsh cloak
#

Yes

ancient lotus
#

lol

marsh cloak
#

The sun is too

ancient lotus
#

woah

abstract relic
#

Z is up 😜

ancient lotus
#

prove it

abstract relic
#

Look up. There’s a giant z

marsh cloak
#

the 4th dimension is time so where does w come from in x,y,z,w

ancient lotus
#

all i see is a fan and drywall

#

wumbo?

weak cypress
#

4th dimension is where ideas for games come from

marsh cloak
#

Ahh yes

#

Wumbo, the great time lord

ancient lotus
#

this conversation has hit the pinnacle (right word?) of stupidity

scarlet birch
marsh cloak
#

It's Wumbo

ancient lotus
#

thats really strange

normal burrow
#

Science

ancient lotus
#

i mean the mesh lol

#

but that to

scarlet birch
#

IIRC the artist who made it uses Maya.

weak cypress
#

@ancient lotus ok i am doing a bit better now

#

understanding more

ancient lotus
#

good

scarlet birch
#

No that fixed it. I forgot you had to do it in the actor and not the mesh.

#

I had the same issue before with another mesh.

#

yeah

fading vector
#

Does anyone know why a sphere static mesh with a simple sphere collision would bounce on a geometry box? Like just moving down it and it jumps up randomly. I have no blueprints that would do this and it works on a normal cube.

frail sail
#

Memory Insights when?

#

i wanna reduce memory usage but dunno

#

memreports doesnt work

abstract relic
#

Look into profiler and unreal insight

frail sail
#

its gather memory profile?

#

just seeing only cpu gpu usage

fading vector
#

@abstract relic Any idea on my issue?

rotund scroll
#

@silent harbor dude if you can't make it work then I'm sorry. it works for everyone else

normal burrow
plush yew
#

need help

#

how to i reopen the world outliner

#

accidently closed it

scarlet birch
#

window menu

fading vector
#

@normal burrow Any ideas on that issue? ^^^^^^^

plush yew
#

oh

#

thx

#

:P

#

i'm brand new to this

#

started like 2 hours agp

rotund scroll
#

I swear some question make me want to beat my head in

fierce tulip
#

@fading vector please dont ask the same question (or bother others)

plush yew
#

how do i drag a copy of an object?

rotund scroll
#

have you tried googling it?

plush yew
#

no

rotund scroll
#

well there ya go then

plush yew
#

have you tried helping?

rotund scroll
#

I just did

#

I taught you how to fish

frail sail
#

@normal burrow thank you ill look at, also how i can use this with dedicated server? it does write in to logs?

normal burrow
#

The windows menu item at the top gnocchi should somewhere contain a plethora of windows you can open and dock such as world outliner

fierce tulip
#

basically, dont expect people to help you if you dont help yourself.
I'd suggest to check out the "getting started" documentation to get... started with the basics of ue4

rotund scroll
#

^^^^^

frail sail
#

what this "^^^^^"

#

invisible letter? thonk

fading vector
#

Upon further exploration of my issue, I have discovered that even on a brand new project, brand new level and brand new pawn it still persists. Not sure why but negative geometry on a additive geometry shape causes a simple sphere collision to jump upward when it goes near the negatives. I've tried messing with the physics settings, but so far nothing.

scarlet birch
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open the mesh in the editor and look at the simple collision

fading vector
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I dont think its related to the mesh

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Because it doesn't do this on like a cube

scarlet birch
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just look at it

fading vector
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Looks fairly normal, just like a sphere.

scarlet birch
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BSP isn't really meant to use for final. Convert them to static meshes and see if the problem is still there.

fading vector
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Hmm, what does BSP stand for?

fierce tulip
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binary space partitioning

scarlet birch
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BSP can cause errors with some of the collision stuff.

fading vector
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Makes sense

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I was not aware I could convert them to static meshes

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I'll try this

fierce tulip
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not many are, hence it being rather quiet in umg hehe

abstract relic
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Grumps reside here mind you 😜

worldly dust
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can I repost my BP question here if it gets lost in the BP channel?

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one sentence

fierce tulip
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if you asked it in the right channel, please give it two hours, try the forums, answerhub, reddit, etc.

worldly dust
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okay thank you

fading vector
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So when I convert the BSP to static mesh is there an easy way to keep the collision or do I have to remake it all?

fierce tulip
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as for the offset, its related to its pivot. if its in the center, it scales from the center. so you either offset the height while scaling, or change its pivot location. @worldly dust (dont know how exactly, im not a blueprinter)

rotund scroll
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@fading vector you'd have to remake it I'm pretty sure

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but it's not hard

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the static mesh editor is built for it

fading vector
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Cranz is there a tutorial you would suggest? I'm not familiar with the static mesh editor.

worldly dust
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thank you @fierce tulip that gives me what I need to research how to change the pivot point of a spawned volume, I wasn't aware that volumes had pivot points, much appreciated,

rotund scroll
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I don't have a tutorial ready for everything

fading vector
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haha

rotund scroll
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perhaps MathewW's youtube

fading vector
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I'll look around

rotund scroll
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or perhaps just try it yourself

worldly dust
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double click on the static mesh @fading vector and play with these settings

fading vector
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Well I need to create some holes in my static mesh, but I'll mess with these

worldly dust
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you can create and shape boxes and capsules to form holes

rotund scroll
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really though you're better of using a 3d package to make stuff

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yeah it's not impossible to work around it

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it's not going to be great if you want concave stuff

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but it'll work

fading vector
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I mean its mostly hexagons and squares

worldly dust
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it's good to get the ball rolling quick though, that's why they say polish later

fierce tulip
worldly dust
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it's not a bug it's a feature

normal burrow
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“No”

rotund scroll
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stronk of genius

fierce tulip
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< imports sky-texture
ue4: oohh a normal map

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hehe

fading vector
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When trying to edit some of these collisions is there somewhere I can view the scaling? Trying to set these with the in world tool is kind of a pain

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nvm

next badger
#

I've started to work on my old theme again...

scarlet birch
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Nice.

green sky
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@next badger Dude that looks awsome

marsh cloak
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So, I have this that just scales an object over time, thing is it works %80 of the time and sometimes just skips the timeline all together

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is there any particular reason for this

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always on the 8th spawn

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nope :l

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Think I might just remove it, idk why it only works 80%

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Yeah Idk, same thing works fine for a point light

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but not vector 3s I guess?

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who knows

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I just removed it and left it with a trail

leaden bear
#

Heya can anyone assist me in figuring out why this is happening when i use the procedural foliage spawner?

marsh cloak
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screw mesh

fierce tulip
#

In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.

During this advanced class we will go into how to use Blu...

▶ Play video

In part 2 of Blueprints in-depth, Epic Games' Senior Engine Evangelist Sjoerd de Jong goes over crucial, but rarely covered topics, with a goal to level up a range of viewers - from those with a working knowledge of Blueprints to users that are fully and professionally profici...

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fading vector
#

So I created a mesh from my multiple bsps. I added a few collision boxes to see if there would be any issues. I have 1 before the square gap and 2 beside that same gap, and then 1 after it. When my ball rolls across these collisions it bounces upon changing, they are all level so I'm not sure why its doing that. Any ideas?

normal burrow
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Video of the problem might help

fading vector
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@normal burrow So when the ball crosses where the collisions are it bounces.

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1 sec

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See the ball bouncing when it crosses into a new collision

normal burrow
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Bsps generate harsh normals like that on corners

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Wall like corners

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Could have carried over to the converted static mesh

coarse wigeon
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@weary basalt You around?

normal burrow
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Any way you could use box collision?

weary basalt
#

?

coarse wigeon
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I need to talk to you... RIght now

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One sec

half turtle
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i am having a neurism... the is valid node is the one giving me th error...?

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like... the whole purpose of it is to not run if is not valid. so why is it even erroring whatsoever?

next badger
#

Finally! I can tell which is stationary and which is Movable w/o trying to remember the colors

normal burrow
#

Can you fix the fast path indicator?

half turtle
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so unreal question, in unreal the player itself.. its abstract, is it the player controller? like if i want to keep tracks of score per player, should i build that on the controller?

normal burrow
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PlayerState

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That is the reincarnated thing

half turtle
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oh is a c class

normal burrow
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You shouldn’t need to do much with controller

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PlayerState is exposed in blueprints too

half turtle
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maybe i shouldnt use that for tracking poitns and just use my game mode

normal burrow
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Entirely up to you

fading vector
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@normal burrow So if I don't use box collisions there are no collisions at all

normal burrow
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You aren’t using mesh collision there?

half turtle
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i am kind of confused with th player state, i can see i can get score information from it, but how do i cast set score to it?

normal burrow
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I believe the server sets the score value and it is replicated to the clients

modern sinew
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Can anyone help me with this Launch Error? LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\-----Desktop\Documents\Unreal Projects\MultiplayerTutorial\Binaries\Win64\MultiplayerTutorial.target'. Check that this target has been built. LogPlayLevel: (see C:\Users\-----Desktop\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace) LogPlayLevel: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable) LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.749956 LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000031 LogPlayLevel: BUILD FAILED PackagingResults: Error: Launch failed! Missing UE4Game binary. You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline: UE4Game <Platform> <Configuration>

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(Dashes are used in the path name bc my computer name has my name)

fading vector
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@normal burrow What do you mean mesh collision? Can I just use the mesh itself as a collision?

opal portal
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anyone know how I can fix these two? Not sure what the right channel is for this

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I'm trying to delete this but i have no idea how to delete memory references to the landscape and the world

modern sinew
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Still need help with my issure ^-^"""

half turtle
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so how exactly should i go about creating an pickable item?

dark rune
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why is it that when I load into my level from another one, all my physics actors seem to glitch out, but if I load into the level directly using PIE, everything's fine?
I have made sure that the actors were not intersecting with level geometry

modern sinew
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can someone help?

ancient lotus
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@modern sinew your issue is stated right in the log

modern sinew
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yes but I don't know what it's asking me to do

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I rebuilt it

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and it gave me the same error

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So it's not that, @ancient lotus

ancient lotus
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youve compiled?

modern sinew
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I...clicked the "Build" button, if that's what you mean

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I haven't changed the blueprints any

ancient lotus
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so this is a default template project?

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do you see the compile button?

modern sinew
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I'm following the Multiplayer Tutorial, but watched a video on how to get Steam interaction and added that

ancient lotus
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guess blueprint projects dont have a compile option

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do you have visual studio setup and installed?

modern sinew
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uhh, no, why? I don't use that

ancient lotus
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you have c++ classes and no ide(visual studio for example) to compile them

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install and setup visual studio and give it another try, im willing to bet thats the reason

modern sinew
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I haven't touched C++ this whole project tho

ancient lotus
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if i recall the steam interaction thing youve setup has c++ classes. your project might have them from when youve added that, check

modern sinew
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no, the only thing the video has had me do so far is edit the Default Engine file

ancient lotus
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nothing more?

modern sinew
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nothing more

ancient lotus
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did you have the issue before that?

ancient lotus
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can i see your engine file and what you changed

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ok

modern sinew
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Also, around that point in the same video, he just clicks "play" and is able to access the Shift-Tab menu for Steam

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that doesn't work for me

ancient lotus
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is steam open

modern sinew
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yes

ancient lotus
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i have no clue then

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id make sure its setup right and that the paths have not been changed to an incorrect path

modern sinew
#

can you help figure out why it's crashing at least

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or anyone else

modern sinew
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Ok! Got the Steam bit to work

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it just still crashes when I choose the Launch option, but whatever

gray jetty
#

Can someone help me in support vc im trying to finish this paper 2d blueprint

weak cypress
#

how can i get the quixel assets in UE?

manic pawn
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use bridge 2020

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sign in with epic account

weak cypress
#

uhm

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what is that

manic pawn
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a thing by quixel

weak cypress
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nvm

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they have some of their things in the market place

manic pawn
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not nearly all of the collection I don't think

opal berry
#

How many developers here are on windows or mac or linux

manic pawn
#

probably all of them, what else would you use?

weak cypress
#

Samsung Smart Fridge @manic pawn

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xd

manic pawn
#

don't those run windows too?

weak cypress
#

i have no idea

opal berry
#

what I ment which one do u use ? @manic pawn

manic pawn
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most people use windows and it's completely incomprehensible to me how anyone can deal with the inconvenience that is working with a linux desktop, but people in #linux probably disagree

weak cypress
#

hmmm

manic pawn
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hmm

weak cypress
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how to fix that

weak cypress
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still havent found a fix

radiant haven
#

What material does the skybox use?

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Need custom skybox

dark rune
#

This happens everytime I open my development build. How can I fix this?

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That folder structure does not exist anymore, I've changed it

dusky inlet
#

Did you change it from outside unreal? That's a big no no

dark rune
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no i didnt
deleting the map was also inside unreal too

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the game doesnt reference the map at any point either

dusky inlet
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Hmm well it's talking about the command line so do you have command line options set anywhere? There's a way to do that somewhere in vs, never needed to use it myself though