#ue4-general
1 messages · Page 682 of 1
that's a lie
put more than 1 nodes in it's own macro or function for elegance!
sequence nodes, macroses, functions...all that makes BP clean
elegance should be a function of readability
every time you change scope you make it less readable
pwahahahah
all, this is my animation:
this is my animation once in a montage:
notice the hand misplacement
looks like a hand IK issue
exactly
try #animation
@latent moth looks like lengths of the bones if different...
it’s an anim that i just create a montage from...
it's perspective
how could the bones be of different length?
still, better go ask the animation people
no it’s not
well yeah it's perspective, not bone length
probably some added rotation from who knows where
but again #animation would know
For a moment, I thought you were talking to yourself
lol
@latent moth are you using slots?
no
i’m not doing anything besides “create ...”
oh well. time to go to bed.
thanks anyway
i still don’t understand why you add noise ¯_(ツ)_/¯
well, you don't have to add slots if they are already there
people who actually know about animation frequent there, not here
but sure, be a dick about it
❤️
@latent moth just make sure you have no there
thank you akexey, default is the only one in there
The animation is probably using curve key frames and losing them in the montage.
the animation does have an added curve in there
to move one of the joints?
more than one
yeah, that's your issue.
You'll have to actually edit the animation or use ik
so apparently it keeps them but they become a little different
@latent moth maybe you have many skel meshes?, is the correct picked here?
or not use it in a montage
I think you can use a sequence in a montage though instead of the curves
he... i’m using it to raise arms when close to walls
I've seen it done, but it's above my knowledge
still weird that it does not lose the keys, it keeps them, but slightly offset
yeah time to go to sleep
thank you
@latent moth you have time sampling setting in montage, check tomorrow
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
wip goes into #work-in-progress :p
sorry guys, will upload there next time, haha 🙂
Can someone tell me why my character stops roaming after ai move to?https://gyazo.com/93b72d877efd2215f8541bb05601066c
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 ?
wow... "details" were toggled off.
and now that i toggled them on, its not an option to toggle them off.
wasted yesterday X_x
hello guys, is there a way to enforce unreal to open new windows as attached tabs to the main one?
you can somewhere in editor settings
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.
Probably something super simple >.>
cant you just retarget the animation to the original mannequin?
also, did you import tangents/normals?
fairly certain, I can check that.
yeah seems to be enabled
I am going to try an older fbx format. Maybe could be incompatibility?
tried without?
I have not tried without
it has something to do with the mesh normals afaik
I can give that a go to
yeah that was my initial thought
that is what it is..
but WHAI
lol
so, again. why not just use the original mannequin?
Umm
The main issues are with Mixamo
the results come in skewed without 'their' rig. Not always, but in some cases
odd :/
I'll resolve it, but it's definitely a normal issue. And it's being silly.
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.
Yeah normally I would...
Here is the thing
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.
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?
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.
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 😄
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
too down 2d car game to be exact
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.
Hmm okay
Off-the-wall question. I have a design that uses basically a "galaxy" as an object
like a map
I have that working well as a widget, standard 2D texture sort of thing, but I want to make it more... deep feeling
I created an in-game widget of it, gave it a nice tilt of 45 degrees, and that sort of worked
trying to think of how I could create a more 'real' feeling map like that, though, without actually making several hundred individual objects
Make a couple of layers with stars and whatever and create a mild parallax in front of a dark background
Yes, was definitely thinking parallax + tilt shift
then the UMG layer on the top for clickability
tried that already with some planes, but it didn't seem to mesh very well. Perhaps I need to split the objects more
If you use a perspective camera with a high DOF and a big distance it will create the effect with only a little movement.
Ooo. That's a good point
especially if I make it slightly cylindrical
(fixed camera, but can be pivoted)
I think I'll give that a go - the parallax with the high DOF camera, I hadn't tried that combo yet. Thanks!
Right, I'll experiment with the camera settings, basically
hadn't thought of that angle at all
and big distances
yeaaaaaaah. That's a much better idea
I was grasping at like particles and other weird ideas
this is better, certainly cheaper
Thanks @scarlet birch and @swift spindle
You could do it in a material too using panner nodes.
Is there a way to set the RGBA/tint of an image in a widget?
via blueprint I mean ^
yes... most of them just require a Set Color... but that does not work on all of them 😦
Any ideas how I can fix this?
It's on a sphere, I just want it lineup even if the shapes are changed.
should property bindings be avoided whenever possible?
yes
avoiding them is always possible, and there exists a project setting that completely bans the usage and hides the UI for it
it will result in all existing bindings you might have forgotten about causing compile errors
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?
absolutely
updating hundreds of bindings per frame = 
gonna be annoying setting up the stats screen to display in realtime lol
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
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.
set its orientation to the Look At angle
Where do I find that?
Figured out what was up with the following but now when it hits the player the pawn stops moving
Fixed it!
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.
Do I have to create a new Actor component by deriving from USceneComponent, hook into TransformUpdated and manually Actor->RerunConstructionScripts() to do this?
Crappy example screenshot maybe. Moving the right sphere in the top view doesn't re-run the construction script basically.
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?
Just wanted to thrown under the bus an UE4 hater, and worst colleague ever : Hélios
That monitor have a better glass than the new tesla car
Tell me about it xD
Awwwwww Helios is adorbs
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.
https://realtimevfx.com/t/vfx-pets-animals/7012 we vfx-peeps have a thread with some great pet photos
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
shout-out to bayonetta, the most metal hamster name ever
https://realtimevfx.com/uploads/default/original/2X/b/b24799f45af632bd36ee087389735698bbdf839b.jpeg
@fading vector iunno, hope someone is around to answer.
They're the exact same
@fading vector Does your gamemode inherit GameModeBase?
If you mouse over the gamemode in the content browser, you can see the parent class there
yes it does
Hm
I thought it was set there
I mean I thought the spawn was set in the parent class
Ooooh
Oh never mind
It's not a gamemode issue
I made a new pawn
through a static mesh
and a camera
and it spawned
So, if it spawns, what is the problem? I thought the issue was that it doesn't
Then it must be an issue that there is no code for spawning it. Did you inherit the default one when creating it?
yes
🤔
Aah okay
So did you figure out the reason why it wouldn't spawn on the Player Start?
Good to until next time
Alright
Before this my physics system broke for just the ball
w/o me changing anything
Super weird
Weird indeed
I would delete the Binaries and and Intermediate folder if I were you
Let unreal generate new ones
Oh?
Something seems to be weird and I always do that if something seems strange
You can just delete them and Unreal will generate fresh ones
When you build/compile ofc
Yeah I will for sure go do that
i want to tell you good luck, we're counting on you
I am able to edit a texture cord via another class?
I am trying to create like a skin editor where the player can change the texture and color
how can i set my editor preferences for all projects?
new ones. USe small font icons
@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
good idea, will look into it
hi all
when you destroy an AIController's pawn, does the controller also get destroyed?
or does it linger in memory
@zealous cloak There is a "Set as Default" button under the setting title
@junior vessel yep but it doesnt saves it for new projects
Oh okay
I don't know then but there is also an Export button
I suppose you could export the setting file, find the location of the default one and swap it out for the newly created one
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
So was there meant to be some state of unreal thingo?
There was tomorrow at GDC
GDC is still on?
Are they going to do a stream on their Twitch or what
do we get State of Unreal live from Tims Mansion now
There is no official info on what Epic will be doing, if anything
Major suckage
thanks @grim ore
I dont remember the world ever coming to a complete halt for the HIV pandemic which has been going for 4 decades
But some pissweak flu with a mild kill ratio
HIV didn't carry as easily as corona does
HIV had 4 decades
and spreads mostly sexually
corona infects through the air and we're still just in the initial phases of the pandemic
HIV actually spread the fastest in its first few years
I have a massive brainfart
whats the node called that changes tangent to world space
(mat editor)
transform
derp
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)
Please ping me 🙂
heads up ! Preview 3 is now available for remote injection in your brains
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1728453-unreal-engine-4-25-preview?p=1733748#post1733748
PREVIEW!
Preview 1 of the upcoming 4.25 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will rele...
unreal crashed and i cant open any projects anymore :/
4.24.3
i was editing normal blueprints
install the debug symbols and crash it again. Is it just the projects or is it the entire engine when you launch it without a project? https://i.gyazo.com/d9ba3d04b4aaa81be26b72f946a70457.gif
the engine
also restart your PC if you have not, your video card may have just gone wonky
could be, no way of knowing till you get the full crash stack and restart the pc
yep installing the editor debug symbols and then restart my pc
why this is again can't be contoroled
just wait

now that doesn't seem right
unless you're running this on a totally underpowered pc
or... or... do you have visual studio installed?
Yes I have
did you install Incredibuild like a naughty person
I think yes...
then.....
Incredibuild will tank your compiles if you don't pay for it
get rid of that, but even then it should not take 12 hours
it can if you consider its basically using 1 thread for compiling now
doesn't it limit you to 4
oof
that'd explain it
they really need to add a warning to that expensivebuild checkbox
"you need a license for this to work"
I always just remove it from the VS installer
btw, unless you have multiple pcs, incredibuild does nothing
ubt and the shader compiling already parallelizes the build
It's really annoying that Incredibuild is suggested when adding the C++ game dev stuff
Just tell us what the value of the default is
Do you have anything messing with movement in Begin play or Construction script?
interesting that they turned the xge shader compiler on by default now
it used to be disabled, so this wouldn't have happened
Print movement value in event tick
is it worth it to switch to unreal? what was your experience?
Unity ofc
highly loaded question
hmmmm
@weak cypress If it's worth kind of depends on what's your reason for thinking about it
graphics
Then yes imo
Are you an artist or programmer or designer or what do you do, bit of everything?
programmer
for my bias, unity is second to none on how terrible it is
@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
and still make something good looking by yourself
i do have the quixel pack for unity
No
idk i remember that i had a folder full of quixel assets
I mean, I haven't really used Unity that much but actually the biggest reason for me is C++
C++ > C# any day
I just like it more
But actually with coding in Unreal and not pure C++ the difference may not be that big
I don't know actually, it just depends on if you want to or not really
Unreal has always appealed to me more
I would recommend this course if you want a good intro to it https://www.udemy.com/course/unrealcourse/
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
I see
also to self advertise 😉 some tutorials
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
like the big problem is that i have worked so much on unity that the switch to unreal would be steep
like over 5-6 years of working on unity
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
Adaptability comes with the territory
^
i would need atleast 2-3 years to adapt to unreal
I don't think so, not if you've worked with an engine before
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
Once you learn one tool (ie unity), you’ve learned them all
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
But to be honest, it isn't really that hard to begin with. It just takes time
and my other concern is that i would have to port my current project to unreal
Oh yeah. That will probably be annoying as hell
@urban basin What do you mean by "things"? There are a lot of things in those pictures
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.
Hello
also i need to figure out if my pc is good enough for unreal
Are there good youtube vids about how to setup a scene with UE4 and megascans?
@jolly pumice Yeah and it's extremely easy with the plugin
I think unreal will run on most PCs, the difference is how long you will have to wait for things to load
Just remember to uninstall incredibuild 😜
I think the recommended specs are like 2.5ghz processor and a gtx 970
the heck is incredibuild
@junior vessel objects are randomlly scatterd all the sudden
type dxdiag in your windows search
Or open Powershell and typ Get-ComputerInfo
ok so where do i look?
Nevermind what I said, that's something else. Use dxdiag
@urban basin Sorry, I have no idea why
is the gpu in there?
remember when i said display shows gpu XD
I don't know radeon cards o.O
then you should be checking on your laptop lol
let me check
Oh so it's like a 1060
i remember in the summer i splashed alot of money for the cpu upgrade
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
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)
laptop
smart fridge
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
to give you a rough idea, i tested on my moms pc which i put a pentium g4400 in to use as a separate pc for testing a packaged game. just by running a default third person project with almost nothing done to it it was pushing between 10-20 fps. compare your laptops cpu to
https://www.amazon.com/gp/product/B015VPX05A/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&psc=1
alrighty p@t, sorry
anyone have 3ds max here ?
yes
Queue dm
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
Hi! There's no more free rotations in 4.24?
For multiplayer? if local controlled set visibility to false
@bitter iris ownerNoSee = true. i think thats what its called
see ive enable that but it doesnt work?
That might work, depends on if the camera is owned by the same thing
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?
if pawn is locally controlled then visibility = false.
okay
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
How can I check if a widget is being rendered?
ask it
mine lol. its up to you to decide if its good
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
do you need something in particular?
just how i can start modeling a level and doing player movement
@rotund scroll How might I go about that? IsVisible doesn't actually return if it is rendering
tutorials@weak cypress
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
thanks
@misty creek why would it not?
That's not rendering, right?
I assumed it wasn't as when I was trying to use it, it seemed to be giving me false positives
are you self hit testing?
One bright side about covid, is that I can finally take time to work on my C++/UE4 courses
I'm not at my computer right now so I'm not 100% sure, but I don't think that I am
after 2 days. finally my ragdoll works fine 😄 damn blender rigify xD
i rigged my character like 7 times
@misty creek if you read the message, it tells you that if you're self hit test invisible, it will treat it as such
Okay, so how could I figure out it I have a widget behind a different widget?
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 😐
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
ah, that's what I get for barely skimming
Yeah, I've actually looked at that thought
@misty creek you should ALWAYS have a reference on screen
Yeah, create a reference when you spawn it and then use that.
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
then use IsVisible
if it's not visible it will tell you false
as long as you have hit test enabled
What is it you're trying to do exactly?
detect widget behind another widget
Okay, thank you! I'll check that when I'm back at my computer
really you should check that it is valid and not visible at the same time
just to avoid any kind of mishaps
i just got unreal engine and my texture wont fit onto my mesh like it did in blender what do i do?
There's probably a not too complex way to determine if the bounds of one widget is overlapping the bounds of another.
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
@knotty vessel have you googled the issue?
yeah nothings fixing my issues
fitting textures doesent do anything and i cant find much on my error thats helping me
but theres also my texture issue
well if it doesn't import how can you test the texture?
you should look up some tutorials
dont think ive done this right @scarlet birch 😄
its another mesh its not the character and the bones are parented
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.
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?
@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.
@scarlet birch for cold DMs I definitely recommend turning on friends only DM mode
Yeah, I know but every now and then I get one from someone reaching out with opportunities.
Are the faces flipped?
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
In blender there's an option to show face orientation. It's one of the icons at the top right.
Anyone know why my textures are applying on my model so small?
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
@knotty vessel show normals in ue4
@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
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
if random wall was BSP - it may be the reason
can anyone help?
I'm using someone elses material though
It will give you the parameters U and V on your material instances
His material is a mess lol
Aha lol
@weak cypress you need to ask the question
what do i choose?
@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 it enables raytracing...the RTX one
how much performance does it take?
@weak cypress I recommend finding a tutorial
a lot
500%
It's basically
wait dont i need special hardware for it?
you need RTX card
yes you do
Basically it calculates "sunrays" from lights in your scenes
but @weak cypress really just look for a tutorial
Any idea what this ghost images are, its a 4.25 source build, PIE has them too, didn't happen in 4.23
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
oh
Does anyone know how to stop texturing repeating?
@junior vessel running DXR on 1080 is...well...arrow in the knee
I mean you can if you keep it light. But I really don't think it's as amazing as people claim
@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
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
@pulsar badge use clamp instead of wrap in texture settings
@pulsar badge nothing stops you from googling it
@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
can i do it with my current setup?
What do you mean by not released? not safe to use?
@pulsar badge open a texture
@pulsar badge generally anything you can google, you should google
so much information for free out there
Can I get this straight
Does UE4 support UDIMS?
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?
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
@silent harbor you can but really you should just resize the capsule component
I mean you can code one yourself, without unreal. If you want to experiment
Free ebook on the subject
no joke, raytracer with source that fits the postcard
http://fabiensanglard.net/postcard_pathtracer/
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
have you tried?
I am the guy with the shopping cart through wall guy
besides that
capsule is only really used for character movement component
if you're talking about collisions, you should use the mesh
I have looked up everywhere and it seems to be a common probelm
perhaps by people that don't know what they're doing
is a tank a character? 🤔
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
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
The tank is just an example
Lets say you havw a character with large wings and a door way
Wings will always clip
you use IK
yeah people using it when they shouldn't be
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
collisions should work
The carts own collision get completely ignored by static meshes
and I have personally worked with additional collisions on a character with a capsule collision on it already
Apparently not, characters can only have one collision, the capsule
not true
Can you maybe try on your end
I have
in the project I'm working now i have an additional sphere component
works flawlessly
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
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
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
plenty of reasons
but like I said you should try yourself in an empty project
it should work
I dont see why it should be different but let me try
be sure to screenshot your components
uhm
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?
what exactly is that?
Oh, actually this is the updated one https://developer.microsoft.com/windows/downloads/windows-10-sdk
SDK = software development kit
No idea
I didn't have to install it like that but
maybe you have an older version already or something
of windows?
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
i do have VS 2019
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
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 🙂
if you launch on device it doesnt make an apk every time
One-click deploying your project to devices like iOS and Android for testing
@junior vessel ok so i did all that
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.
Is Steam down for anyone else? Looking at the unofficial status page looks like it's down everywhere.
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
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
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
Ahh fantastic HighTide, I will give this a read
Is state of unreal still happening
130gb for source build 😜
I hear the unreal -> unity guide can be a nice read for reverse logic @marsh cloak
Oh this stuff can be removed via the Epic launcher, I'm silly
it looks like i am going to give unreal another shot some other day 😦
it's not something you pick up overnight @storm snow
@weak cypress would you like some one on one help? whats an example of something your trying to do
i tried watching your tutorials
Brain injection therapy for immediate gratification hasn’t been developed yet unfortunately
it's called drugs @abstract relic 😛
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++
Where’s our unreal drugs 
what is it that your struggling with specifically? is it the language itself? the syntax? something specific within the language?
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
language itself,syntax
well its not really that different than C#
heck i jump between the two without really a second thought
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)
are you referring to pointers?
Garbage collection. Aka lifting the toilet lid 😜
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
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
I'm no expert so I will just agree hahaha
earth is flat
Yes
lol
The sun is too
woah
Z is up 😜
prove it
Look up. There’s a giant z
the 4th dimension is time so where does w come from in x,y,z,w
4th dimension is where ideas for games come from
this conversation has hit the pinnacle (right word?) of stupidity
Can anyone help me narrow down what's causing this mesh to disappear?
It's Wumbo
thats really strange
Science
IIRC the artist who made it uses Maya.
good
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
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.
Look into profiler and unreal insight
@abstract relic Any idea on my issue?
@silent harbor dude if you can't make it work then I'm sorry. it works for everyone else
https://docs.unrealengine.com/en-US/Programming/Development/Tools/LowLevelMemoryTracker/index.html there’s this too
Going over how to use the Low-Level Memory Tracker in your Unreal Engine projects.
window menu
@normal burrow Any ideas on that issue? ^^^^^^^
I swear some question make me want to beat my head in
@fading vector please dont ask the same question (or bother others)
how do i drag a copy of an object?
have you tried googling it?
no
well there ya go then
have you tried helping?
@normal burrow thank you ill look at, also how i can use this with dedicated server? it does write in to logs?
The windows menu item at the top gnocchi should somewhere contain a plethora of windows you can open and dock such as world outliner
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
^^^^^
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.
open the mesh in the editor and look at the simple collision
just look at it
Looks fairly normal, just like a sphere.
BSP isn't really meant to use for final. Convert them to static meshes and see if the problem is still there.
Hmm, what does BSP stand for?
binary space partitioning
BSP can cause errors with some of the collision stuff.
not many are, hence it being rather quiet in umg hehe
Grumps reside here mind you 😜
if you asked it in the right channel, please give it two hours, try the forums, answerhub, reddit, etc.
okay thank you
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?
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)
@fading vector you'd have to remake it I'm pretty sure
but it's not hard
the static mesh editor is built for it
Cranz is there a tutorial you would suggest? I'm not familiar with the static mesh editor.
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,
I don't have a tutorial ready for everything
haha
perhaps MathewW's youtube
I'll look around
or perhaps just try it yourself
double click on the static mesh @fading vector and play with these settings
Well I need to create some holes in my static mesh, but I'll mess with these
you can create and shape boxes and capsules to form holes
really though you're better of using a 3d package to make stuff
yeah it's not impossible to work around it
it's not going to be great if you want concave stuff
but it'll work
I mean its mostly hexagons and squares
it's good to get the ball rolling quick though, that's why they say polish later
https://i.gyazo.com/e5f0564ad22227b254ef81423f46d558.gif when you wonder what the "normal" in the local-aligned node does.
Nothing, it does nothing.
it's not a bug it's a feature
“No”
stronk of genius
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
nvm
Nice.
@next badger Dude that looks awsome
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
is there any particular reason for this
always on the 8th spawn
nope :l
Think I might just remove it, idk why it only works 80%
Yeah Idk, same thing works fine for a point light
but not vector 3s I guess?
who knows
I just removed it and left it with a trail
Heya can anyone assist me in figuring out why this is happening when i use the procedural foliage spawner?
screw mesh
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...
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...
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?
Video of the problem might help
@normal burrow So when the ball crosses where the collisions are it bounces.
1 sec
See the ball bouncing when it crosses into a new collision
Bsps generate harsh normals like that on corners
Wall like corners
Could have carried over to the converted static mesh
@weary basalt You around?
Any way you could use box collision?
?
i am having a neurism... the is valid node is the one giving me th error...?
like... the whole purpose of it is to not run if is not valid. so why is it even erroring whatsoever?
Finally! I can tell which is stationary and which is Movable w/o trying to remember the colors
Can you fix the fast path indicator?
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?
oh is a c class
You shouldn’t need to do much with controller
PlayerState is exposed in blueprints too
A PlayerState is created for every player on a server (or in a standalone game).
maybe i shouldnt use that for tracking poitns and just use my game mode
Entirely up to you
@normal burrow So if I don't use box collisions there are no collisions at all
You aren’t using mesh collision there?
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?
I believe the server sets the score value and it is replicated to the clients
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>
(Dashes are used in the path name bc my computer name has my name)
@normal burrow What do you mean mesh collision? Can I just use the mesh itself as a collision?
anyone know how I can fix these two? Not sure what the right channel is for this
I'm trying to delete this but i have no idea how to delete memory references to the landscape and the world
Still need help with my issure ^-^"""
so how exactly should i go about creating an pickable item?
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
can someone help?
@modern sinew your issue is stated right in the log
yes but I don't know what it's asking me to do
I rebuilt it
and it gave me the same error
So it's not that, @ancient lotus
youve compiled?
I...clicked the "Build" button, if that's what you mean
I haven't changed the blueprints any
I'm following the Multiplayer Tutorial, but watched a video on how to get Steam interaction and added that
This is what I have
guess blueprint projects dont have a compile option
do you have visual studio setup and installed?
uhh, no, why? I don't use that
you have c++ classes and no ide(visual studio for example) to compile them
install and setup visual studio and give it another try, im willing to bet thats the reason
I haven't touched C++ this whole project tho
if i recall the steam interaction thing youve setup has c++ classes. your project might have them from when youve added that, check
no, the only thing the video has had me do so far is edit the Default Engine file
nothing more?
nothing more
did you have the issue before that?
no
This video, and I'm at 5:45 rn https://www.youtube.com/watch?v=DGwmmgOZeNs
Previous Steamworks versions:
https://partner.steamgames.com/downloads/list
Text:
https://drive.google.com/file/d/1-Fn5SB7V_U_0J6EubGsXmYg8x2HNXTJo/view?usp=sharing
Where I Learned:
https://allarsblog.com/2016/02/25/basicsteamintegration/
https://forums.unrealengine.com/deve...
Also, around that point in the same video, he just clicks "play" and is able to access the Shift-Tab menu for Steam
that doesn't work for me
is steam open
yes
i have no clue then
id make sure its setup right and that the paths have not been changed to an incorrect path
Ok! Got the Steam bit to work
it just still crashes when I choose the Launch option, but whatever
Can someone help me in support vc im trying to finish this paper 2d blueprint
how can i get the quixel assets in UE?
a thing by quixel
not nearly all of the collection I don't think
How many developers here are on windows or mac or linux
probably all of them, what else would you use?
don't those run windows too?
i have no idea
what I ment which one do u use ? @manic pawn
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
hmm
how to fix that
still havent found a fix
This happens everytime I open my development build. How can I fix this?
That folder structure does not exist anymore, I've changed it
Did you change it from outside unreal? That's a big no no
no i didnt
deleting the map was also inside unreal too
the game doesnt reference the map at any point either
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

