#ue4-general

1 messages · Page 683 of 1

dark rune
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no, i dont think so
my editor start up map was set to FPS example and game default to none, could that be the issue?

dusky inlet
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Possibly yes

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Try switch it up

dark rune
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alright building

dusky inlet
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Did you select a startup map too? Given that that's for builds n stuff

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I mean a game default map

blissful trail
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hmmm keyboard and mouse work but gamepad doesn't current version 4.15 preview i think

regal mulch
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4.15 preview? are you from the past? :O

blissful trail
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its the newest preview

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as of rn

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ue4 4.25 preview 3

plush yew
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Am putting static object inside the mesh

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and for some reason its not acting with it

blissful trail
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hm its to do with my xbox controller its not giving any input :<

modern sinew
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So I eventually want to make it so a "computer block" object can detect all the robotic blocks (hinges, motors, sensors, etc) attatched to either it, or to blocks that are attatched to it, and so on, and then have it so the player can write some commands using those. roughly how difficult would that be to implement?

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basically, to let the players build their own robots

blissful trail
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i also just tried a ps4 controller same thing

plush yew
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hello guys I made text and I have menu but when I put this text with this square

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I can't click the 2 buttons

blissful trail
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either set the ZOrder lower then the buttons or set the visibility to not hit testable

plush yew
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so how I can keep this size of the text and to can click the 2 buttons?

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what? @blissful trail

blissful trail
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set that to -1

plush yew
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Am having these 2 emitters

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One of them can be deactivated

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and the other one wont deactivate

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Any reason why that happening?

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ty

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it works @blissful trail

modern sinew
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So I eventually want to make it so a "computer block" object can detect all the robotic blocks (hinges, motors, sensors, etc) attatched to either it, or to blocks that are attatched to it, and so on, and then have it so the player can write some commands using those. roughly how difficult would that be to implement?

blissful trail
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anyone know how to fix controllers not working at all on windows 10 ?

rich reef
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Been getting this crash on UE4 4.24.1, 4.24.3 and 4.25 Preview 2 since last friday, anyone know what could cause this?

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Please ping on reply ❤️

polar viper
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I need to edit multiple objects and all objects are getting the same change.

Is there a way to edit the objects without going through all of them one by one

brisk osprey
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Not sure if this is the right channel, any1 familiar with TrueSky ? I cant get the TrueSkyPostProcessVolume to like have it owns boundries, I have tried ticking it off in its details aswell as trying to create box for it

still stag
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hey everyone! I seem to have a little problem, when I drag a spline mesh actor into the world it's colored red and i can't add points to it while a friend of mine can. Is there something that I pressed without knowing, or some phantom setting? cheers in advance :p

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it's also transparent and can't be seen when I unselect it

dim merlin
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@still stag try to enable it in the blueprint? not sure

still stag
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it's not a blueprint, it's the actor that you select drag and drop from the modes panel into the world

eternal swan
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hi there, is it possible to seperate maps from an .exe and have the map as seperate, downloadable content?

polar viper
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Can someone help me with property matrixs' please

dim merlin
weak cypress
fallen marten
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Mich just drag off the get all actors of class nodes array output and do a for each loop

fickle fractal
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Hi , guys, one fair question : its there any way to import fbx on runtime from a external folder? I know there is assimp as library but I have no idea how to implement it. Unreal have something for that? or I only rely on plugins and external solutions?

plush yew
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I did put trail for the sword inside my animation

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is there anyway i can call that trail in player BP so i can turn off or on?

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I used Animation Montage and made Particle system

scarlet birch
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@plush yew You can create a custom animState. I do that so I can have more control over the trail.

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They're covered in the docs.

austere scroll
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i tried to make a UV to avoid having these clear cut lines , and i cant find any "ammo box" or "green wood" material that looks decent

serene birch
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does your texture wrap up/down?

foggy jetty
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When I try to build - I get this error in the very beginning "PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.".

Anyone knows anything about it? I can't find anything about it

plush yew
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how can I overlap a sound cue that is played several times so that there is no echo at the end part of the cue?

fallow tusk
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Does anyone have advice on how to deal with corrupt or incompatible player save files (due to older underlying structs) in a production environment? (Using standard load game from slot - which simply returns null if the file won't load for any reason).

white mason
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Hey all, I can't figure out why my enemy isn't using the navmesh. I have 2 supported agents (a "Large" and a "Small") and both navmeshes build perfectly fine.

All enemies have "Update Nav Agent With Owners Collision" set to false, but for some reason enemies with settings identical to the "Large" agent settings don't work, while enemies with the "Small" agent settings work fine.

Some testing has shown that whichever agent is in slot 0 works fine, but the nav agent in slot 1 cannot navigate. The visual logger gives me this. Any ideas?

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I just discovered the "FNavAgentSelector" is a thing so maybe I'll look into that, but it seems like this should be workable in the editor. I would rather have unreal auto-select which agent an enemy uses rather than set it manually in C++, but as far as I can tell that functionality is broken.

quick kelp
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which channel is best to ask physics asset creation related questions in ?

white mason
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@quick kelp Probably in the Physics channel.

blissful trail
ruby ocean
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Anyone know of a good way to open an Uasset file?

plush yew
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For some reason

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am hitting the enemy 2 times

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....

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Can anyone help please its killing me meh

fallow tusk
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@plush yew not sure what the rest of your stuff looks like but you could add the hit actor to an ignore array and then check against that so it can only be hit once per trace / overlap.

regal shard
grim ore
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@regal shard you would look into using world coordinates for the Texture Coords for the material, or do some other math based on size

regal shard
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so do I still used the UV tiling params in texcoords?

grim ore
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those are the size of the material relative to the mesh size. IF you want it to be the same across any mesh you would have to swap to something like world texture or some other fixed unit size

regal shard
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ok il ltry that thx

grim ore
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#graphics might have some exact math or nodes you can use

regal shard
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i was also thinking about texture painting instead do u think thatll work too?

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cus its just the floor

grim ore
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depends on what you want, painting is fine if you need it

regal shard
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im trying to make a large openworld map thats completely flat. do u think a cubemesh or landscape is better for it?

grim ore
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it depends on how large it is. If it's a single mesh you really can't cull it while a landscape can use LOD and culling

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if you break it apart into smaller cubes they can all be culled out if they are far away

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but then again if it's literally just a large plane it don't think performance would be an issue

plush yew
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@grim ore

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Am losing my mind

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He is hitting the enemy 2 times

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It was working fine at the Zombie BP but i moved the blue prints to the sword BP so i organize it more

grim ore
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yep how many colliders are on the zombie?

plush yew
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As i did that it hits 2 god dam times now

grim ore
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so it looks like it could hit 3 times there

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print out the other comp on the overlap and see what it says

plush yew
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Hummm

regal shard
plush yew
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When am using

regal shard
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this is hit detection im using idk if it helps

plush yew
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other actor shouldnt it ignore all collisions?

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cuz other Comp is used for these stuff

regal shard
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oh that picws way too tiny

grim ore
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so when you print out other comp right after the overlap what 2 components does it print out

plush yew
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Humm mathewW

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where should i put the print?

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in the end?

grim ore
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right after the overlap event, the first thing. before you set the actor

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you said it's overlapping twice so this will tell you what is overlapping and it it's really twice

plush yew
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oh ok

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@grim ore without touching the enemy

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its typing too many things 😄

bronze cedar
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@grim ore Hello SIr, thanks for the help, but i am unable to setup that , i mean my mobile don't show there at the top, i connected my mobile via usb, and also did that usb debugger on , but nothing happen, i think i am doing something wrong from my side, no other things are installed other than UE4 on my pc, i mean that mobile things ,

grim ore
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yep then you have an issue already that needs to be fixed (its probably overlapping the item its on, the player I would guess?)

plush yew
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isnt that weird?

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cuz the sword has its own BP

grim ore
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@bronze cedar You might have to follow the docs to set it up then for the platform you want to launch it on. the correct NDK needs to be installed and running to have your device detected

grim ore
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dont see how it's weird. collision checks are collision checks. IF you have 2 items with collision and they are set to check the same channels they might collide

plush yew
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This what it types

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PlayerCollider i do have it but

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CollisionCylinder

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wth is that

grim ore
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yep your weapon collision is set to overlap with the channels your player is using for those items

plush yew
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Is there a way to stop it mathewW/

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wew this is new

grim ore
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have to start making and assigning custom channels

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like one for weapon, one for player, one for enemy, stuff like that

bronze cedar
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thanks sir @grim ore you are doing a great job on youtube, and here on discord too 😄 🙂

plush yew
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Do you recommend a video?>
or

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did you make one?

bronze cedar
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i am working on a 2d game,

grim ore
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you basically need to set up custom channels and set up their checks correctly and then start assigning

plush yew
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Do you use that all the time mathewW?

grim ore
plush yew
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Like this is a must to know yup?

bronze cedar
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one more question i want to ask, sometime my game lag , when i preview in editor or in other windows , my game start lagging, like if i jump it lag or when i walk it lag, a second or less than second my game hang, kinda like that, only one time the UE4 compiled the shader and it was working, now i make copy of my game, so when it lag i jump to that copy, but don'w know how and why it lag like that

plush yew
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am checking it

grim ore
plush yew
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MathewW you add more Collision options to the details panel thats what you doing yup?

grim ore
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yep you add custom channels, trace or object, as needed then start assigning them and setting them up

bronze cedar
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please read my question also, sir @grim ore

grim ore
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yoiu can even make presets if you want in the bottom part

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@bronze cedar there is no way of knowing without seeing what "lag" is for you

plush yew
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MathewW really thanks that helped

bronze cedar
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oh ok , i will try to make a gif or video later, thanks sir

plush yew
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@grim ore you are a god mate understanding the problem in secs

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it worked

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Thank you

bronze cedar
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hahahahaha yeah I agreww with you @plush yew

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@grim ore Sir so i have to install NDK before I can preview my game direct on my device,sorry but i am kinda lost in this, can't figure out what to do, please if you can let me know this, any video you made on this will help too 🙂

grim ore
bronze cedar
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oh ok , so after this i can preview the game direct on my device which is connect via use in debugger mode, right

plush yew
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MathewW 😄

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Am i getting crazy or i dk whats going on today

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First hit dosent knock back but dose damage

grim ore
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you should be able to yes. The NDK needs to be installed so it can create the files and you can use the ADB software. Once UE4 can find the android stuff it will try and find your device if its plugged in and set to allow usb debugging. if this is correct and your device is set to allow android as a target it will show up under launch devices

plush yew
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Second hit and third to knock back

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it suppose to knock back from first one

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Check the video please :d

grim ore
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well thats what the videos shows but without code no idea what is supposed to happen

plush yew
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Oh on no

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no no

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i fixed it

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omg

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Sorry

bronze cedar
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the game is looking good @plush yew

plush yew
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I should get to bed xd

bronze cedar
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keep up the good work

grim ore
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lol

plush yew
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been working since i woke up

grim ore
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bed is good 🙂

plush yew
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Thanks mate ❤️

grim ore
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or atleast a break

bronze cedar
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i think all game devs get mad when they work on their game, hahahahaha

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nothing else they see, just their game lol hahahahaha

plush yew
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Oh man hehe

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ue4 is addicting some how

grim ore
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progress is addicting and UE4 makes it pretty easy to see that

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you don't spend days doing architecture work that you never see

plush yew
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Its true

bronze cedar
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yeah , before i use to afraid from UE4, haha because i use to think that i won't be able to learn it because i am non programmer and came from a 2D game engine which use visual script, but now after sometime i am like yeah doing something in UE4 haha

plush yew
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Its almost going to be 2 months for me using ue4

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I wish it has like steam hours

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That would look nice

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MathewW

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He is asking a question i wanted to ask you long time ago 😄

quiet island
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Anyone knows a software that allows us to make 3d characters (cool ones) without the knowledge of 3d modelling but more like a generator? Trying to find something like a few of these unreal engine in game charactor creators but then to generate characters for unreal engine itself

bronze cedar
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makehuman

plush yew
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i heared Z brush is quite fun

bronze cedar
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fuse

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but i am not sure how much poly count they will give you, so you have to check that

quiet island
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I thougt about makehuman but I Wasnt sure if it allowed to make cool mmorpg kind of game chars

oblique sorrel
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Makehuman, Manuelbastioni Lab

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Man, I was hoping that even with GDC cancelled (postponed?) Epic will still livestream their State of Unreal... Guess not.

bronze cedar
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check fuse, maybe that can work for you, makehuman is like making real peoples haha not like making fantasy game type or something like that

quiet island
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thanks alot man I been googling this topic for 30 minutes but it always brings up either stuff for simple/small things or stuff like blender which requires a bit more knowledge

bronze cedar
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haha never mind mate 😄

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i think there is one more software called daz, i used it like played with it, you can also check that too

quiet island
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ahhh fuse from adobe u mean?

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so fortunate I have a cc license

bronze cedar
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yes fuse is adobe

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but before putting those characters into the engine try to know the poly count and such things, so that they don't get over loaded

quiet island
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thats a good thing to keep in mind

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do chars immediately correspondent with unreal engine without programming anything afterwords?

bronze cedar
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mixamo , check it out also

quiet island
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mixamo I didnt thougt was a software it looked like a gallery

bronze cedar
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do chars immediately correspondent with unreal engine without programming anything afterwords?

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can't get you what you mean in that line

quiet island
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lol sorry

bronze cedar
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mixamo is used for rigging

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easy rigging

quiet island
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I mean lets say I make a 3d model / char is it instantly a model that functions in ue

bronze cedar
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no it won't work, you have to rig that character and after that you have to make animations for it, i don't know anything other than this, i mean other solution

quiet island
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wait u make chars in mixamo or u just download them?

bronze cedar
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it's like what i know, you can put your character in mixamo and than there is a presets of animation which you can apply to your character, and your character will start animating in no time

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it's like that, check it you will understand it

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there are lots of animations like run , walk , jump , attack , zombie walk and so on, what game needs

grim ore
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lol dad?

bronze cedar
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i am also searching , about making characters , haha i found character creator 3, did you know about this , i think it's paid

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@grim ore Sir do i also need to install visual studio or not

grim ore
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you shouldnt need VS for android

bronze cedar
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that community version, because if yes i have to download it

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oh ok thanks Sir

quiet island
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i am also searching , about making characters , haha i found character creator 3, did you know about this , i think it's paid
@bronze cedar yeah lol when the month is better ill buy it it looked sick

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but as a noob I Wanna try a free thing first and experiment

bronze cedar
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yeah right

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Is this realistic for daz you think? what you mean by this, do you want this character in daz

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yeah it's paid, but there is a free trial , go for it haha to test what it got

quiet island
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I mean I Wonder if this quality is realistic to make in daz

bronze cedar
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daz got some pre loaded character i think

plush yew
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hello guys simple question: when I use trello can I search for other boards cus I want to get ideas from other people how they organise, what game systems they put in their boards to do? cus I add these but I don't remember for other

quiet island
bronze cedar
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did you made those character

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or you are asking to use those character, like you want to know how they look and such things

plush yew
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will anyone answer me please ?

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upper ^

abstract relic
plush yew
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MathewW i know i asked you this b4

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am trying to make a bow

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Aiming with right click then shoot

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then aim again if i am pressing right click

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am almost there

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but for shooting while aiming is like Animation montage the aim keep looping

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then when you press you jump to shoot?

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then how it come back to aim again if you holding

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As you have time ❤️ @grim ore

cyan robin
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hi

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does anyone know how come i can't change the material color with:

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void ACreature::MakeCube()
{
    VisualMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
    VisualMesh->SetupAttachment(RootComponent);

    static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"));

    if (CubeVisualAsset.Succeeded())
    {
        VisualMesh->SetStaticMesh(CubeVisualAsset.Object);
        VisualMesh->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));

        // set up material
        auto Material = VisualMesh->GetMaterial(0);
        DynamicMaterial = UMaterialInstanceDynamic::Create(Material, NULL);
        VisualMesh->SetMaterial(0, DynamicMaterial);

        DynamicMaterial->SetVectorParameterValue(TEXT("Color"), FLinearColor::Blue);
        // DynamicMaterial->SetScalarParameterValue(TEXT("Blend"), blend);
    }
}
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with this line DynamicMaterial->SetVectorParameterValue(TEXT("Color"), FLinearColor::Blue);

worldly axle
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ç

grim ore
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What does your material look like? does it have that as a parameter

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@plush yew I don't have a ton of experience with that or how you are doing it so I don't know if I could help, #animation would be better if you havent tried before. It seems basic, change animation to a new one and then when done change it back. show crosshair if needed for example. I know there are a few video series out there for handling aiming

cyan robin
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this is the extent of any data on the material

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trying to set a generic material color just through code

weak cypress
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after some hours of experimenting with UE4 i am starting to love it

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pog

grim ore
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@cyan robin your line to create a dynamic material out of the current material then setting a parameter on it indicates your material has a parameter called Color to change. If you are using the default world material then no it would not be able to change your just randomly trying stuff

plush yew
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MathewW

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Am pressing right click one time

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it aims

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and when press left click it shoots but am not holding right mouse button

grim ore
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@plush yew depending on the tools some will stay in place yes (sdk's, .net libraries, etc.)

plush yew
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If i used Pressed and Released cuz of my animation kinda not working the right way after the first shoot it will go back to toggle

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nvm mate

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am searching i might find something eventually

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❤️

grim ore
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might just need to think about the process and walk thru what you have for it

cyan robin
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thanks @grim ore

plush yew
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Anyone know where i can get animation for tree?

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Like tree falling down

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something like that

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any thoughts?

cyan robin
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is there a property i can reference to change the material?

plush yew
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What i have in mind is the sword hitting the tree

cyan robin
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how to reference that property is what i mean

plush yew
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Yup sec

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Use this node

cyan robin
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thanks @plush yew trying to do this just through code

grim ore
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you need to make a material inside of the editor and have it set up to use a parameter that you can then change outside of it

cyan robin
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i believe i'm doing that here: DynamicMaterial = UMaterialInstanceDynamic::Create(Material, NULL);

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ah okay, thanks @grim ore

plush yew
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Javin

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Why you using normal code?

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@grim ore

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do you know

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where i can get a grass like this?

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I heared its an assets

cyan robin
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i'm new to unreal so trying to learn

plush yew
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just cant know which one

cyan robin
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thank you

grim ore
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@plush yew if you go thru the video he mentions he made most of that. the marketplace would be your best bet or the free stuff in the learn tab

ruby ocean
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How can I convert Uassets to FBX?

grim ore
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you can't

ruby ocean
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damn okay then

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thanks anyway

ember notch
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Can I use UE4 with Intel i7-6500U, 8GB ram, GeForce 940M?

grim ore
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yes but it will run slow and high quality will be un realistic

bronze cedar
#

yes you can use i t

ember notch
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My cpu usage is 100% if i use UE4 Editor ._.

grim ore
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medium settings, 1920x1080, default templates should run around 30fps

bronze cedar
#

i mean not like pro, but you can use it, sir @grim ore know well haha than me 😄

abstract relic
#

Annnd another added to the list of why we need #hardware

grim ore
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6500u is a dual core cpu, not much you can do to fix that

bronze cedar
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my computer is like 11 years old, i am working on a 2D game in UE4, for me it's work haha

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i do some upgrades haha , so it's like some of the things are that old and some of them are 2 years old or so

plush yew
#

hey guys

bronze cedar
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hi mate

plush yew
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i am having trouble rebuilding my engine from source

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ue4 c4800 illicit conversion

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error

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any ideas?

ember notch
#

6500u is a dual core cpu, not much you can do to fix that
How to fix that?

bronze cedar
#

you have to change your cpu

grim ore
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buy a new laptop

plush yew
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@ruby ocean you want to convert Dae to fbx?

grim ore
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@plush yew #cpp would be a better fit and the entire log would help

plush yew
#

ok

bronze cedar
#

before buying a cpu, check if your motherboard support the new cpu you are buying or else you have to buy them both, that's mobo and cpu

plush yew
bronze cedar
#

i do need to change my mobo and cpu, but when i get some money haha still saving some lol for cpu and mobo combo pack haha

plush yew
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am i missing something?

ruby ocean
#

@plush yew I want to import an animation from a mod that I really like so I can study its movement, and see how many key frames it has

weak cypress
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6500u is a mobile cpu sotered to the mobo

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cant change it

plush yew
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@ruby ocean take a screen shoot mate

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@grim ore I am using VS2019 Community

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it has been working

bronze cedar
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i don't know that, that it's a mobile cpu

plush yew
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no today

weak cypress
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u cpus are mobile 99% of the time

ruby ocean
plush yew
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oh no

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you cant yup matheww called it

ruby ocean
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ah okay, I can't even import it as a uasset somehow?

grim ore
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@plush yew make sure you only have 2019 or 2017 installed, your source is up to date, and you have your VS install up to date. there was an issue at sme point when upgrading VS and the code base that causes this

bronze cedar
#

do computer build need visual studio

plush yew
#

well i installed the latest source build 24.3

bronze cedar
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because it showed me some error when i tried to build just for checking

plush yew
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and i also updated my VS to the latest version

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should i reinstall VS2019?

ruby ocean
#

I'd probably be better off asking the guy who made the animation for a copy would I?

slate basalt
#

is there an easy way to access the rendering stats that are currently being calculated by the stat system? by blueprint or c++

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actually, i'd like to map the gpu time on a umg text label thingy

grim ore
#

it looks like that file is a windows SDK file, the comip.h, so maybe make sure those are all up to date as well @plush yew

plush yew
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i will reinstall VS2019

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idk which file that is though

grim ore
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well its part of the vs 2019 installer but doesnt mean its updated

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you have individual components you can install and the windows 8 and 10 SDKs are part of that

plush yew
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i only have 2019 installed

grim ore
#

im trying to update my install to show you the section but I know i had this before at one point when upgrading the source and VS changed the toolchain

cyan robin
#

does an experienced programmer both with unreal and blueprints, use blueprints to make things easier? or are they efficient enough to just do things through code? or a combination of both and how to know when to use code / blueprints? (i prefer working with code)

#

that being said i know the unreal documentation mentions uses a combination of both, but asking about this balance

#
  • using
plush yew
#

im gonna just reinstall VS2019 with all of the dependencies and such

grim ore
cyan robin
#

thank you @grim ore

regal shard
#

Anyone know how to pass parameters into functions? Or how to use macros instead? It would be easy af if I was coding but idk how to with blueprints

grim ore
#

seriously the question gets asked so often and in the end you just use whatever works lol

regal shard
whole quarry
#

Ouch

#

Why not use a datatable?

regal shard
#

Im trying to run this entire script with 1 argument (inventory slot) and I have no clue how to use a macro with mutliple outputs

#

oh maybe I should

#

im just watching a noob tutorial

#

ill look into it

grim ore
#

@plush yew this is the stuff you have to make sure is updated, the Windows 10 SDK

#

you might also have to install the windows 8 SDK by hand

#

@regal shard in the function definition, when you click on it in the editor, in the details panel are the input and output sections you would add your parameters in there

plush yew
#

which .net frameworks?

grim ore
#

those shouldnt be an issue, this I think is the other one check to see which toolchain you have checked?

#

but uh .net 4.6.1, 4.6.2 I beleive are both wanted and it will complain if they are missing lol

urban basin
#

guys does unreal grants include projects that are not done with unreal ?

plush yew
#

targeting pack?

grim ore
#

I install both targetting and SDK because it complained. Your C++ tool is the important one

#

the .net stuff is what causes the issue when you generateprojectfiles

#

if you havent done that recently that might be why you havent had an issue with that

#

im guessing you dont have the 14.22 C++ toolchain installed but a newer one

urban basin
#

3d animations

#

@plush yew

grim ore
indigo abyss
#

sorry for the question in general, but not running into luck in #animation. I'm having trouble getting a MontageTimeLapseCurve to work as specified, I think I'm doing something silly, anyone who has used that successfully please drop me a message so I can ask you some questions. Thanks!

plush yew
#

yup

#

i had a 14.25

grim ore
#

yep I am 99% sure not using the .22 toolchain is what causes the 4800 error

plush yew
#

UE4 installer?

urban basin
#

@plush yew unreal grants the things epic game is offering money to support indie creators
am not sure that it includes projects done for examble with blender

plush yew
#

i actually have it

#

no need

#

guys

grim ore
#

if you are using Blender to make art, probably not. IF you are using it to make something that helps with UE4 (plugins, addons, etc.) then possibly

plush yew
#

I have problems importing this door

#

help

grim ore
#

sigh it's wednesday and no fun stuff from EPIC with GDC closed down 😦

bronze cedar
#

why it's closed down

plush yew
#

oh wait

#

I am supposed to export that

obsidian nimbus
#

@grim ore what can we expect?

grim ore
#

we dont know thats the problem lol, they havent broken silence on anything for this year

plush yew
#

no one wants to get the virus

obsidian nimbus
#

yea there is chaos

cyan robin
#

what is the best way of going about adding code through scripting (perhaps as a component) to the pawn first person template in unreal? or can i create a pawn c++ class and attach that to the first person pawn template?

grim ore
#

today was supposed to be the keynote and all the new stuff for the next year

obsidian nimbus
#

prolly a bunch of RTX, say something about new console gen

#

but i also heared nothing after control rig and chaos

cyan robin
#

i heard they will stream some of the GDC talks free from their homes

bronze cedar
#

yeah i know about covid , spreading in our world, but i was not sure that's why i don't want to guess

grim ore
#

GDC themselves have been doing that all week, just nothing Epic specific

cyan robin
#

everyone ended up cancelling

#

maybe this way?

#

would this be inside an actor class?

grim ore
#

#cpp might be more helpful for this, it looks like you are trying to skip the learning part and go right to the coding part

cyan robin
#

thanks, i'm new to unreal but not coding

#

that seems the better channel to ask

fallow elk
#

can anyone help me get a better head wrap on creating a destructible mesh

#

I have a barrel that I purposely made in blender to be hollow so it would break satisfyingly in UE4 but it has some issues, such as the fractured components having holes in them

#

I see an option for importing FBX fractures which I can only assume is drawing out my own breaks

#

can anyone give me some tips?

modern sinew
#

Ok, so I was able to get the player's username from Steam, but how do you get the player's profile picture?

plush yew
#

@grim ore uhh damn this error is still there again

#

darn it

grim ore
#

ok 2 things. do you have only the .22 C++ toolchain installed now?

#

and did you generate the project files again after reinstalling all of VS and such

misty jewel
#

Ah man, I feel you. Hate building anything with visual studio. I built my project just to put in the python plugin and now I'm glad I don't need to touch it again. All Emacs and Hy from here foxlunettes

#

Anyway, I had a simple question if anyone knows off-hand. I know how to control the blend rate between animations for blendspaces but I can't seem to find any parameter for setting the blend speed of animation states in the animation blueprint

#

It's skipping the first frame of my shooting animation and it looks pretty weird

plush yew
#

it's a pain in the butt yeah

#

i forgot to regenerate the files

#

let's see if it works now

grim ore
#

I found that having more than one of the toolchains can cause an issue as well as it will try and use the newer one unless you force it to use the older one. Just having the .22 installed is fine

plush yew
#

i had 2 toolchains

#

and it still didn't work

#

ill see if i can use the older toolchain

#

if it works it will be good

#

if not ill just use a newer one

grim ore
#

yep I have just .22 installed, no others, and it compiles fine

grave radish
#

Do you guys think that UE4 will change much for next gen consoles? I know that the SSD speed is pretty important for loading large sections of memory (like game worlds).

grim ore
#

There is also a way to supress the error if that doesnt work lol

#

UE4 will change yep but it will be invisible to the dev more than likely. Stuff will just be better. It's the benefit of using an engine 🙂

#

like right now they are designed around the number of cores principal of most modern consoles and in the future they can expand to being able to use the higher core/thread count and the dev will just benefit from it without having to change

modern sinew
#

Ok, so I was able to get the player's username from Steam, but how do you get the player's profile picture?

#

is it possible in UE4?

#

I know some games do it, but idk if they're UE4 games

grim ore
plush yew
#

error: duplicate level info. How to get rid of it?

modern sinew
#

@grim ore That looks like it! Thanks! I'll try it out

grim ore
#

yeah I guess the extra steam stuff isn't part of the base engine 😦

modern sinew
#

Kinda wierd that getting the name is, but getting the PFP isn't

grim ore
#

yep noticing that now, I guess it's more just a basic basic super basic interface and the rest is on you

fallow elk
#

why is it so rare for anyone to respond to me? am I doing something wrong here? I'm trying to learn but barely anyone will help me

grim ore
#

The question you asked was pretty specific and this is the general channel. It's also a very small section of the engine you are asking about so the people who know about it are a small percentage of the people in this channel.

fallow elk
#

that, I can understand.

#

do you know where I could go to get some answers

grim ore
#

haved you looked at the documentation for it?

fallow elk
#

a rough skim but nothing detailing what I'm trying to do or my issue

grim ore
#

it might also be a good time to check out Chaos

fallow elk
#

papa nurgle?

grim ore
#

also have you tried with other meshes, maybe solid ones. Perhaps its your source mesh and you might have to adjust that

lofty forge
#

Hey everyone,

I'm building and deploying my AR project but it's giving me some errors. The Following is the last part of the Android Log:
Precache HighWater 384MB.

Assertion failed: Memory [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/PakFile/Private/IPlatformFilePak.cpp] [Line: 4010]

Some Observations:

  1. It's working perfectly on Galaxy S8
  2. Crashing On Galaxy Tab 6 & Galaxy s20 ultra

Really need to get to the bottom of this. Any help would be appreciated.

fleet scroll
#

@lofty forge try running it in an emulated android to rule out software/hardware problems

lofty forge
#

@fleet scroll which emulator do you recommend for android?

fleet scroll
#

the android sdk come with one that you can setup to emulate any device you can think of

fallow elk
#

@grim ore so what is chaos?

fleet scroll
#

I use it all the time with QT5 to test applications without needing the physical device

fleet scroll
#

to sum up the choas destruction, it simply takes a mesh and divides it up into smaller meshes that fall apart with physics enabled

fallow elk
#

Chaos looks great but I think it's too high end for what I'm making

#

Update: I tried it on another mesh designed the same way and with basically no problems and it looks perfect

#

I think it has something to do with the curves and how the model is made.

coral shoal
#

is there a way to see buffer visualizations in PIE? Or alternatively, get post process materials to apply to the editor view?

worn tree
#

Hey, I'm currently using Windows Remote Desktop to remote into a computer to work in UE4. Sometimes if UE4 is left open when logging back in it will be completely frozen, so I have to stop execution from Visual Studio. Anyone have any ideas how to get this to work correctly?

rotund scroll
#

it's likely less to do with unreal and more to do with how remote desktop and windows in general handles stuff like this

#

I don't recommend keeping stuff open, if only because memory leaks are real

worn tree
#

I'm pretty sure it's something related to audio. It's more stable when I use remote desktop's no audio option

rotund scroll
#

why not just eliminate the possibility and boot up a fresh instance when remoting

worn tree
#

Unfortunately I have some requirements that I need to leave it running when disconnecting for my work

rotund scroll
#

???

#

well I can't help you then

gray jetty
#

anyone want to chat in vc?

weak orchid
#

HAY EVERYONE, guys girls, whatever ... we are all here for the love of unreal , games and cgi... i just wanted to say whoever you are, wherever you are, whatever you are. I wish you healty and safty in these craZY TIMES. stay safe everyone,. stay well.

#

please be well everyone. sending out love and postive vibes. WE WILL PREVAIL !

hollow zinc
#

is there a limit as to how many global vector fields we're allowed to have in a scene?

fierce tulip
#

iirc (at least for cascade) it can be influenced by up to four or 5

#

not sure about how many we can use, I assume as many as we want

hollow zinc
#

Alright, doing a really tough challenge of combining several vector fields together

#

forming something like a curve

fierce tulip
#

why not make a curve vector field?

hollow zinc
#

its a combined vortex and a curved vector field

#

areo dynamics of a car

#

looks like it cant handle any more than 4

fierce tulip
#

vectoraygen can do that, but its not a free tool

hollow zinc
#

im using that now

#

I spoke to the dev who made it

#

he suggested using small combinations of vector fields

fierce tulip
#

i know the dev who made it hehe

hollow zinc
#

it can't do complex shapes

fierce tulip
#

I do remember them testing aerodynamics though hmm

#

then my suggestion is out of the window

hollow zinc
#

They did do aero dynamics for a mercedes car I believe

#

I'm trying to do it for an F1 car

fallow elk
#

does a skin weight profile have anything to do with physical weight

hollow zinc
#

which is much more complicated

smoky wasp
#

Is there an unrealengine IDE for linux?

grim ore
#

you can compile the editor for linux yes

smoky wasp
#

I tried to download the editor and got an MSI. Where can I download the source to compile for linux?

smoky wasp
#

Thanks matt.

grim ore
#

nah you got it right but I guessed what he meant 🙂

#

I assume if you can compile the engine for Linux you don't need help finding a code editor for C++ for it lol

#

good point

#

I have not tried VS Code on linux tho, I wonder if its a good fit for UE4 on it

modern sinew
#

For some reason, something in here is causing the first Widget Switcher, "SteamEnableSwitch", to just not display anything, even though it shouldn't be running yet

grim ore
#

awesome, good to know I might try it here at some point

#

I mucked with getting UE4 running on my chromebook but it lacks 64bit support on the CPU it uses 😦

#

got hard blocked at that point

rotund scroll
#

I got one: how do you multiply by -1 in a math expression node?

#

because it seems impossible

grim ore
#

have to cheat it looks like

#

its treating the -1 as a minus 1 so convert that into (0 - 1) to make a -1

#

or you could always have a single input and put in your -1 and re use it as needed

modern sinew
#

Heya, how do you set a timer that's not connected to a Funtion or Event? Because I can't figure it out

#

I just want my code to wait 5 seconds before proceding

grim ore
#

delay?

#

if its not async a delay would hard stop it

modern sinew
#

oh, right; I can try that; I forgot about that and tried "wait" and "timer"

rotund scroll
#

@grim ore christ dude, thanks

grim ore
#

🙂

#

I won't say I just did a short clip on math expression nodes for Epic but.....

cyan robin
#

i added a cube as a child to Mesh2P of the first person template and when i try to scale the cube nothing happens?

#

okay, nevermind, when i created a new cube as child of the capsule component i was able to scale that

modern sinew
#

it's the same code, I don't know what's going on

plush yew
#

What's a good way to do an animated jumpscare?

#

bruh

#

No i mean like

#

I thought about doing an animation sequence but thats too hard

#

Should i do it completely in blueprints or level sequence?

cyan robin
#

so i finally got this working, but for some reason this is only working on one instance, and not new instances dragged into the scene, how do i make this work with all instances?

plush yew
#

I thought about doing an animation sequence but thats too hard
Should i do it completely in blueprints or level sequence?

#

@plush yew

cyan robin
#

only one of them is referenced by the level blueprint, so how you make the level blueprint reference all instances?

plush yew
#

forget it

#

no one wants to help me

#

fine

modern sinew
#

@plush yew You're being really impatient; my question was before yours and hasn't been answered either

cyan robin
#

do i replace OnActorHit with another component, and then make the whole node local to the blueprint instead of the scene blueprint?

#

like EventHit?

fallen marten
#

@modern sinew check that branch is firing, check to see if the steam enabled switch reference is valid and go from there

modern sinew
#

ok

#

Also, I was following a tutorial, and there's a forEachLoopWithBreak, and an array; when I drag the "array element" to the "set array". there's a make array node, but in the video, it's not there

#

will it make a difference?

#

wait, i see why

#

nvm

fallen marten
#

Hmm.. I was going to say i don't really have any context

#

@cyan robin maybe you could get all actors of class, for each loop, bind an on actor hit event?

#

Or set some code to run in the projectile instead

#

@plush yew I would suggest doing some research on your question, and figure out what method would be easiest for you and your skillset

cyan robin
#

thank you @fallen marten

fallen marten
#

No problem man

frail sail
#

Does anyone sell in marketplace like this grass interaction system? (Or it is possible?)
Tried dynamic grass lite asset but its not fast to like this, works so different than i thought.
Also i looked other assets preview videos. all the same.
At the video(Referenced BDO) looks first getting all grass component inside (depends radius) and makes timeline to wind speed and strength. I tried same thing but.. Well first obstacle is how to get reference from foliage or overlap. PepeKMS

fierce tulip
frail sail
#

but its work with skeletal meshes and physical collision. so this is high cost for low game. feelssadman

#

im gonna add HISM to reduce draw calls already

fierce tulip
#

the paper goes over how it only goes to skelmesh when interaction is done, else its a mesh iirc

frail sail
#

i will look more to that link gimme min

flat idol
#

set char location in a global params asset and use location in grass material to bend the leaves away from center pos

frail sail
#

i dont want to bend them. i want to animate them like i posted video

flat idol
#

thats going to complicate things indeed

frail sail
#

just want to make wind speed and strength. nothing else

grim ore
#

the video you posted those are not really animated

flat idol
#

maybe you require a rendertarget or something to play around temporal data, thus allowing leaves to calm down periodically

grim ore
#

it doesnt even look like more than just moving the meshes in a shaking pattern. If you look at some of the leaves its more distorting them out in a bubble

#

so something a simple shader can do

flat idol
#

yes simple offset does just that, but he wants to animate them thats difficult i think

grim ore
#

I think he assumes they are animated

frail sail
#

but that animation isn't work like "speed up instantly and slowly down wind material that included from UE4"?

modern sinew
#

Can someone help with this? 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>

flat idol
#

that's an idea noira, you can try makes sense.

modern sinew
#

or this, this is another error : ERROR: Stage Failed. Missing receipt 'C:\Users\----- Desktop\Documents\Unreal Projects\MultiplayerTutorial\Binaries\Win64\MultiplayerTutorial.target'. Check that this target has been built.

flat idol
#

cook had issues with space in folder/file names before i think maybe that's why it cannot find

frail sail
#

Im already trying, that what i'm saying about "obstacle". The restriction is how to get them reference depends radius for set speed wind...

wet gazelle
#

Hi guys, this is my first post here. This is both a question and kind of a discussion of opinions. I'm attempting to build a item and inventory system for an action RPG game. I'm trying to figure out what the best route for setting up items is. Some videos seem to be setting up datatables to add all the item data to, and other seems to creating actors and creating child classes to those actors. So the question is, for items that I want to both interact with in the world, use as equipment on the user, and be able to store in an inventory (IE a sword, you can see it on the ground, you can hold it in your hand, you can see it in your inventory.) What's the best practice, or in your opinion the direction I should be going towards? I'm sure there are questions about what I want it to do that might better narrow down the best direction to go.

flat idol
#

@frail sail wind is stronger close to player and weak from afar. isnt this what you meant earlier?

frail sail
#

Dude that idea of "wind" is how i animate them. i dont think it will work to other way to so. Cheap and Perfect than physical collision for big fights

flat idol
#

you're correct

fallen marten
#

@wet gazelle if the items are combinable, then probably the data table route. For just general items I guess just child classes

#

Depends how deep you want to get with it

frail sail
#

it would be good if UE4 possibly can do this. or maybe its work with special shader of material?

fallen marten
#

My games guns derive from a base class, the melee and body part weapons a seperate base class

#

And a heap of child classes from them

wet gazelle
#

I'm guessing I want to get pretty deep with it, as I'm attempting to learn how to build a system that I eventually want to base a game around. When you say combinable, do you have an example?

fallen marten
#

Add metal to a piece of wood to make armour or something

wet gazelle
#

like a crafting system

fallen marten
#

Or two foods to make a meal

#

Yeah

wet gazelle
#

and if I want those items to display with meshes in my world? How would that work?

#

Can you add meshes to something using a datatable?

fallen marten
#

The child class actor would hold the mesh Info. The data table would hold all the info about what that item can do and what it can combine with

#

There's a heap of ways you could go man - and heaps of tutorials on YouTube that set this shit up anyway you want

#

There's no one way to do it

wet gazelle
#

So you would call the datatable from a variable (ie array) inside the actor? Yea, I've been spending a week+ watching a lot of different tutorials, they all do it a bit different and I'm trying to figure out WHY one did it this way and another the other way, and which one fits what I'm doing best.

fallen marten
#

Yeah you would do that with the data table, exactly

wet gazelle
#

I'm sure there are countless ways to do it. I'm more or less in a place where I'm trying to iron out the differences. There still going to be general rules that every system follows though.

fallen marten
#

You would use it like a struct, the difference being you can change a structs data on the fly whereas a data table you cant

wet gazelle
#

ah!

#

which actually makes sense, because you can edit a struct directly in UE4

fallen marten
#

Exactly

wet gazelle
#

I'm actully watching a video while I'm here talking and I think it's going over almost exactly what we are talking about.

fallen marten
#

I've never written a crafting/inventory system before, just modded/added to them, but the general jist is using either of those things

wet gazelle
#

My biggest concern is orgnization when building things as child classes, I feel like things would get cluttered real fast.

fallen marten
#

Nah

#

Works great

blissful field
#

Is anyone getting directed to the Chinese site when visiting unrealengine.com? Or is it just me?

wet gazelle
#

It does seem to be way more dynamic though.

fallen marten
#

And you can override functions too if you want to

modern sinew
#

@blissful field just you

wet gazelle
fallen marten
#

Use interfaces so you can avoid casting

wet gazelle
#

took me to the US one

blissful field
#

Oh boy. alright.

modern sinew
#

ConFUcious and Ratt, are you two done? I'm waiting to post my question bc posting it in the middle of a conversation is both kinda rude and will also get it ignored))

fallen marten
#

@blissful field
Sounds like the Chinese are spying on you

#

Lol ask away dude

modern sinew
#

Can someone help with this?

You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:```
or this, this is another error 
```: ERROR: Stage Failed. Missing receipt 'C:\Users\----- Desktop\Documents\Unreal Projects\MultiplayerTutorial\Binaries\Win64\MultiplayerTutorial.target'. Check that this target has been built.```
#

I don't know how to fix either ;-;

wet gazelle
#

I'm looking up tutorials on interfaces right now.

fallen marten
#

🤔

fierce tulip
#

@modern sinew please dont repeat the same question, at least give it 2-3 hours before asking again.

modern sinew
#

I would if it was answered then ^-^""

#

I can delete the old posts if that helps

fierce tulip
#

no

modern sinew
#

and it has been like a good, half an hour or so

#

probably more

fierce tulip
#

not up for debate

modern sinew
#

looked through the rules, didn't see anything it would fall under

#

it doesn't count as "spam" because the posts were too far apart to be spam, and everything else isn't really relevant

fierce tulip
#

"Be patient when asking for help. This isn't an official support channel or a paid service. This server is run by the community, for the community. Repeatedly begging for support or sending unsolicited DMs asking for help is considered harassment and may result in an infraction or a permanent ban, depending on severity."

modern sinew
#

I've seen people doing that without people caring, and with a much shorter time in between posts than mine 😓

fierce tulip
#

fine

modern sinew
#

last time I asked was 40 min ago, is all

#

I'm not trying to argue, but 40 min seems like it would be acceptable

cyan robin
#

me today irl

fallen marten
#

When you built the game, did it compile properly? Were there any errors that might make a difference in the log?

modern sinew
#

it built fine

fallen marten
#

There has to be something that will give you an idea where to look

cyan robin
modern sinew
#

Well I don't know where, and those error messages don't make much sense to me

cyan robin
#

does anyone know how to cast this object?

modern sinew
#

Javin, wait your turn please 😓

cyan robin
#

i'm waiting patiently

fierce tulip
#

no, he can ask whenever he wants to, as long as he doesnt repeat the question

fallen marten
#

You need the correct settings reference

modern sinew
#

Luos, I wasn't saying "you can't post", I was asking them, politely, to wait their turn

fierce tulip
#

¯_(ツ)_/¯

cyan robin
#

what do i search for the correct settings?

wet gazelle
#

oh man, @fallen marten I've been looking for this information for a while!

fallen marten
#

Is settings a widget or something? You need it as an object reference, and I thing casting to it would be better suited in a menu where that settings widget would likely be

cyan robin
#

settings is a custom blueprint actor i made

fallen marten
#

Sorry Red, Ive never seen your error before so will have to think about it

modern sinew
#

Alright :/

cyan robin
#

just a generic actor i'm trying to cast to

fallen marten
#

Ok Javin well that actor would have to trigger your actor begin overlap event to get that object output to be settings, which you would plug Into the cast

blissful field
#

@modern sinew have you recently changed the directory for unreal? it looks as though, form the error, that it's trying to pull source from your desktop. But, if you moved the application to a new folder, you will have to redirect its libraries as well.

cyan robin
#

ah okay, can i do this without the actor begin overlap, like maybe on event play or something

#

do i create a blueprint component in the actor i'm trying to reference to connect them?

modern sinew
#

@blissful field no

fallen marten
#

What are you trying to do exactly Javin?

#

And how?

cyan robin
#

i'm just trying to reference a variable found in the actor

#

this variable player damage lives in the custom settings actor

#

so i don't know what to drag off the object slot

fallen marten
#

Is settings the player?

#

I'm confused lol

blissful field
modern sinew
#

Packaging failed

cyan robin
#

settings is an actor blueprint

#

i created the name 'settings'

ancient lotus
#

since no questions get answered in the animation section ill ask here. im exporting my simple idle animation from blender into UE, the animation is smooth in blender but has these weird stutters in UE that you can see in this video. exporting at 30fps

modern sinew
#
UATHelper: Packaging (Windows (64-bit)):          (see C:\Users\-----Desktop\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-MultiplayerTutorial-Win64-Development.txt for full exception trace)
PackagingResults: Error: Windows SDK must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): Took 1.34s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\-----Desktop\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-MultiplayerTutorial-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\-----Desktop\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\-----Desktop\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\UBT-MultiplayerTutorial-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error```
@blissful field
fallen marten
#

Well, if it's in the level, it has to physically touch the actor that blueprint belongs to, to set the actor overlap event running, and the object from that will plug into the settings cast

cyan robin
#

so does that mean i have to modify the blueprint of 'settings' first?

fallen marten
#

No man.. what actor does that blueprint belong to?

#

Above

cyan robin
#

that belongs to "Creature"

fallen marten
#

Basically the settings actor you dragged into the level, has to touch the actor your blueprint above belongs to to set that code off

#

And the object from that actor overlap node, will plug to your settings cast

cyan robin
#

forgive me i'm totally new, and i don't understand

#

i tried looking up this on the internet

fallen marten
#

Lol I figured

#

@modern sinew what SDK are you missing?

modern sinew
#

I don't know

fallen marten
#

That'll be part of the problem I'm guessing

modern sinew
#

I don't recall installing any SDKs, but it worked fine before @fallen marten

cyan robin
#

how to make blueprints touch

#

across

fallen marten
#

They should bother have a capsule or something that can overlap eachother

#

When the capsules overlap in the game world, it triggers the overlap events

#

But you have to set collision channels so they recognise eachother

cyan robin
#

if i just want a blueprints as a pure data class can i declare that other as an actor and then create a reference without the physics overlap?

#
  • blueprint
blissful field
cyan robin
#

basically i just want global data in the inspector to have all the settings in one place

#

i don't know what best practices are

#

but having everything in one panel that i use a lot would be nice

fallen marten
#

@cyan robin no. For a cast you have to have a physical object as far as I know

cyan robin
#

ah okay, thanks

#

so is there a way that i can pull a global variable into the blueprints, from somewhere where i can keep all the commonly testing settings in one place, apologies for the dumb question lol

#

so i can update the player damage while testing

fallen marten
#

Game mode or something

#

Or game instance

cyan robin
#

thanks

fallen marten
#

You can get those from your context menu and cast to them from the value it returns

#

Even player state would be good

cyan robin
#

yeah i just want a little state machine

modern sinew
#

@blissful field I downloaded it and got the same error

fallen marten
#

Is your visual studio up to date with the SDK etc?

blissful field
cyan robin
#

okay, cool i created a GameState class

#

hopefully i can reference this now without the object or locate the object without using the physics system

fallen marten
#

You easily will

cyan robin
#

do you know what to drag in here for the object? or i shouldn't be casting and do something else?

fallen marten
#

Well you just made a game state, so, right click, get game state, drag off that and cast to you game state you made. Right click it and make it a pure cast. Then drag off it and get your player damage variable (assuming you made one in that game state)

#

Easy as that

cyan robin
#

thanks!

fallen marten
#

No problem man

cyan robin
#

something like this?

#

no errors but i might not be pulling the value through

fallen marten
#

That's fine like that

#

Print string it to check

cyan robin
#

says variable is not in scope

#

googles

modern sinew
#

@blissful field when I plug in the path it gave for the output log it says it doesn't exist- could that be a clue?

fallen marten
#

@cyan robin is your game mode you are testing with, using that game state?

cyan robin
#

i created a game state not a game mode if that's what you mean

fallen marten
#

Yeah, you can change the game state in any game mode in the world details panel

#

It's an override

cyan robin
#

can i reference the game state in blueprints?

fallen marten
#

You just did

cyan robin
#

so i guess the issue is "not in scope" when i hover over the player damage value

fallen marten
#

It has to be created in the world, via the game mode on begin play

cyan robin
#

ah okay

ancient lotus
#

literally node called GetGameState, returns game state. then cast to your game staet

cyan robin
#

thanks, i did that

#

and the variable in game state says out of scope

#

perhaps because i didn't set up game mode, sorry i don't know what i'm doing

fallen marten
#

Red I had to upgrade my visual studio with some development SDK when I had to compile the source version of 4.23. Maybe that's what you have to do as well

ancient lotus
#

in world settings, setup game mode

modern sinew
#

@fallen marten When I tried to go to the path listed for the output log, it didn't exist- could that be a clue?

fallen marten
#

I really don't know man

modern sinew
#

oh I just saw your previous post ^-^"""

cyan robin
#

alright, thanks

fallen marten
#

I just know your sdk warning means you are missing something, probably in visual studio which is why it's so quick to fail the build

#

It's shitty it isn't saying which one tho. When my compile failed it told me which one it needed

blissful field
#

@modern sinew @fallen marten it probably needs SDK 8.1. That seems to be the one unreal runs best with. Is there any chances you can upload the .txt file? There may be more of a breakdown there.

modern sinew
#

I found the log

fallen marten
#

I had that and the win10 sdk installed, and it needed some development one from the ms site

cyan robin
#

okay, set up the game mode still not in scope, hmmm

fallen marten
#

But yeah let's see what the log says

cyan robin
#

okay

#

assigned the game state to the game mode also here:

#

not getting any output

fallen marten
#

Print string the cast failed. Also, check the game state is valid with the is valid node

cyan robin
#

cast failed

fallen marten
#

Right, well then the game state object isn't correct for the cast

#

So that's either in your world game settings details, or the cast name is incorrect

#

Or something like that

cyan robin
deep stump
#

Whats the best website used for a database

blissful field
#

@modern sinew I would suggest installing SDK 8.1. It appears that there was a point in which it was going to be phased out, but Epic has yet to do it.

modern sinew
#

ok

blissful field
cyan robin
#

apologies for this one issue

fallen marten
#

No Javin the settings/details panel on the right, under world outliner

#

Make sure your game state is in one of those enums

#

Or game mode or whatever

#

Red idk which sdk it wants still. That log didn't give anything up

#

But yeah, install em all lol

cyan robin
#

hmmm nothing here like that

fallen marten
#

Under that man

#

The other tabs

#

C'mon it's right there

#

If it's not, click windows and select details or settings or whatever it is and the tabs will appear

#

I'd be more specific but I'm on my phone at my workshop bench making shit for a piper aircraft

#

Working from memory 🙃

cyan robin
#

thanks for helping

#

i only see the world outliner tab

blissful field
#

@fallen marten is rocking out all the answers! 🤘

fallen marten
#

Lmao 😂

#

Thanks @blissful field 👍

blissful field
#

@ancient lotus Were you able to fix the stutter issue you were having?

cyan robin
#

found the window settings and turned them on! works now, but hanging entire engine for some reason

fallen marten
#

Oh shit I totally forgot to check that out - does that stutter happen in the same spot every time?

modern sinew
#

Well, progress! Now it's not saying I'm missing the Windows SDK, but that I'm missing the Universal CRT

cyan robin
#

perhaps because the template was set up not to use this custom game sttate

fallen marten
#

@cyan robin open that selected game mode arrow and check the settings. Make.it the same as a game mode that works, but just change your game state to the one you created

#

@modern sinew sweet 😁

blissful field
#

@modern sinew probably have to download Universal CRT. Haha let us know how it goes!

cyan robin
#

the game state is set

#

the yellow balls from the template controller are freezing now, perhaps that's because the template game state was replaced?

blissful field
modern sinew
#

@blissful field I downloaded it but idk how to install it ^-^""

#

looking

fallen marten
#

Idk Javin. Hard to say without trawling it

#

Does the error get thrown still by not in scope?

#

If the error is still there - buy a new computer 🙃

blissful field
#

@modern sinew This may be a long winded solution to your problem but, you might be better off uninstalling unreal and visual studios; then reinstalling VS and checking the box to install unreal in the VS launcher.

fallen marten
#

You can do that without uninstalling @blissful field

cyan robin
#

thanks for your help @fallen marten, i treat all these failures today as success in learning a lot more than what i did yesterday

modern sinew
#

is there no way to just install UCRT?

cyan robin
#
  • successes
fallen marten
#

Just run the installer and it'll let you change stuff

#

No problem Javin 👍 glad you learned something today man

cyan robin
#

thanks agaIn

blissful field
#

@fallen marten I know, it's just that sometimes I (personally) would rather just re-install something than continue getting error messages. But, to each their own.

Also, I'm aware that will come across as snarky, which is not my intention.

fallen marten
#

Whatever floats your boat bro 😉

modern sinew
#

I modified VS to include the Windows 8.1 SDK, but didn't see an option for the UCRT, and I still get the error saying I'm missing UCRT

blissful field
#

@modern sinew do the same for Windows 10 SDK.

modern sinew
#

@blissful field It already had the Win10 SDK included

#

well, one of them

#

there's a lot

#

uhhh

blissful field
#

Okay. Did you run the Universal CRT installer?

modern sinew
#

are any of these the installer? because that's all that came with the download

blissful field
#

It'll probably be this one: Windows8.1-KB2999226-x64.msu

#

the installer is the .msu

modern sinew
blissful field
#

What computer are you using?

fallen marten
#

It'll be an MSI not an msu

#

Ms installer vs ms updater

wet gazelle
#

whats the error code refer to?

blissful field
#

good point

#

I guess that one of the problems that @modern sinew is running into is the Universal CRT, when it downloads, only gives you .msu files. I'm looking at the folder on my computer and that's all I'm getting from Microsoft.

fallen marten
#

Hmm

#

Try the visual studio SDK In that list of sdks

modern sinew
#

the files I have are MSUs

#

ok

fallen marten
#

May as well

#

Problem is MSU, is it won't update if there's nothing installed

wet gazelle
#

MSU are just Microsoft Update packages, such as a KBA.

ancient lotus
#

@blissful field wasnt able to fix it

blissful field
#

@ancient lotus even with the deleting of the keyframes?

fallen marten
#

Is the stutter in the same spot every time?

ancient lotus
#

im not making an aim offset, this is just a normal idle animation. ive removed some of the ending keyframes, moved them inward and such with no effect

#

yes

blissful field
#

copy

fallen marten
#

Umm.. yeah that's odd

ancient lotus
#

do you guys want the .blend?

wet gazelle
#

actully @fallen marten when I do some googling its saying that the error he is running into is a limitation of MS Visual C++ redist and can only be resolved through an MSU

modern sinew
#

"ERROR: Visual Studio 2017 requires the Universal CRT to be installed."

#

Same error

fallen marten
#

Well there you go lol

wet gazelle
#

Did you check to see if there are any Windows 10 updates?

fallen marten
#

Try exporting again @ancient lotus

#

Might be a glitch

ancient lotus
#

tried several times

fallen marten
#

Ok umm.. thinking

blissful field
#

@modern sinew 👆

wet gazelle
#

@modern sinew have you checked to see if you have any windows updates pending?

modern sinew
#

how?

#

I don't think Win 7 gets updates anymore

wet gazelle
#

click start menu and type windows updates

#

select "Check fo Updates"

fallen marten
#

@modern sinew wait... Win 7?

modern sinew
#

Last updates were September '18

wet gazelle
#

thought you said you were on windows 10?

blissful field
#

@ancient lotus you've changed the export in blender to be 30FPS?

modern sinew
#

no??

ancient lotus
#

yes

modern sinew
#

9/16/18

wet gazelle
#

Windows 7 is no longer supported, Microsoft is not longer updating

modern sinew
#

And?

#

Anyway, how does this affect anything

fallen marten
#

The redistributables may not be compatible?

wet gazelle
#

Okay, wait ... lets start from the begging because I wasn't here. What are doing that isnt working?

modern sinew
#

Getting errors when I try and Launch or Package

#

Saying I'm missing UniversalCRT

wet gazelle
#

on that page, there is a prerequisites list

normal burrow
#

Install vs 2017 with every dotnet option enabled in individual components

wet gazelle
#

look at it, and tell me if you have met all those.

normal burrow
#

Then delete intermediates folder

rancid lynx
#

can someone please explain SLEEP, on event SLEEP, to me ? i read the wiki . im still not smart enough

knotty valley
#

Hello, is there any expert willing to give a full 1 to 1 mentorship sessions to a complete newbie ? I have a game idea that I want to implement, and learn in the process. Seeking an expert who will walk me through and of course, you will be compensated financially for all the teaching / mentorship efforts

rancid lynx
#

google youtube wtf ue4 sleep didnt workalso

normal burrow
#

Sleep is usually when the physics object becomes fully at rest and no longer actively poled by the environment for dynamics

#

Which is also how you’ll describe what im about to do

knotty valley
#

@wet gazelle Awesome. thanks !

fallen marten
#

@knotty valley I could use a couple.bucks lol

blissful field
#

@knotty valley there's also plenty of learning resources on epic's site.

modern sinew
#

@wet gazelle Whenever I try and download the file, the page says 404 - File or directory not found. The resource you are looking for might have been removed, had its name changed, or is temporarily unavailable.

rancid lynx
#

@normal burrow thankyou but.. i dropped a physics item, then walked away and waited 20 seconds, and it stilll didnt trigger the sleep - print "hello" event.

#

hmm no longer polled.

modern sinew
#

messaged Microsoft support

rancid lynx
#

that sounds like setSim false.

#

i did. bill gates was coughing.

#

too soon.

#

i find it funny that google told me "we might flag your videos for false copywrite, because of coronovirus. but.. if anyone could "work from fkn home" it should be "omg internet google".

#

so i guess they will be revoking that notification shortly.

normal burrow
#

Notifications of a physics object sleep status may need to be enabled somewhere rob. When trying to sleep getting an event on such can be restless and make falling asleep more difficult

wet gazelle
#

@modern sinew I could probably resolve this if I had access to your computer, but doing it over chat would be extremely difficult. I can tell you how ever it's 100% not an UE4 issue, but an Windows issue, and to be more specific its an issue with the Microsoft Visual C++ 2017 Redistributable. Those prerequisites are required for it to work first. So I would be checking my programs and features to make sure they are installed.

plush yew
#

I'm trying to generate a grid of nodes so I can implement A* pathfinding. Right now my grid is made up of "node" actors. Is that efficient? Is it even possible to do it another way?

wet gazelle
modern sinew
#

I got that same error

wet gazelle
#

your windows update services are turned off

#

go to services

modern sinew
#

ok

wet gazelle
#

Look for Windows Update

#

Right click and say start or restart

#

then try again

#

Might need to reboot your computer as well

modern sinew
#

same error, I'll reboot rq

wet gazelle
#

If the reboot doesn't fix it, you might have an issue with your OS

#

@modern sinew not to sound like a jerk, but this really is a google scavenger hunt.

modern sinew
#

yea didn't work

wet gazelle
#

Try those steps i posted just before.

modern sinew
#

yea

#

I am

wet gazelle
#

Your Windows Update Services aren't running, which explains why you are getting the Universal CRT is missing error because it isn't installing as it can't reach the KB to install the windows update that holds that bit. So until you can fix that, you can't install the windows update. Any way, this kind of goes back to the fact that Windows 7 is no longer supported. If this is an issue occurring in the OS then you might be SOL.

modern sinew
#

it said it'll take a while so I'll go make dinner in the mean time

wet gazelle
#

alright then, hopefully that helps ... you're lucky I'm a IT Support Analyst LOL

#

This is shit I do daily ... well when I have a job.

fleet cedar
#

Is Chaos in 4.25?

fickle wharf
#

hi, how do i check out the project settings file with perforce? found it

jovial marsh
#

Hello everyone. Please I need help with the menu bar. I can't seem to find the menu bar for collisions for static meshes

modern sinew
#

@wet gazelle I did all the steps and, same error

wet gazelle
#

Well I'm in bed now, the only thing I can really think to do is see if you can find any more answers on Google, or install a fresh OS

jovial marsh
#

Any help guys

rough hound
#

Collisions maybe?

#

The one next to bounds and grid.

wet gazelle
#

@modern sinew Or maybe see if you can find a windows support forum/discord

jovial marsh
#

@rough hound i don't see where to add the collisions. The one next to bounds only shows the collision box if there's any

rough hound
#

Think you have to add collision by code if you want a custom collision box.

#

There are probably more experienced people here who can give you a better answer though.

#

I have a seemingly dumb question I need answered. Would having "Unreal" in the title of your game make it liable for copyright strike? Say you made a racing game and you call it Unreal Racing. Unreal is trademarked by Epic afaik but I'm not sure how all this works.

gentle agate
#

Does unreal engine support oval collision boxes? I can't seem to adjust the sphere collision to be oval

#

Is it just a matter of best fit and deal with it or lots of circles?

fallen marten
#

Cylinder is the closest you'll get @gentle agate

gentle agate
#

I guess i don't need to be exact. If you have a pawn thats a weird shape do you fill it with lots of cubes?

fleet cedar
#

There's convex hull collisions which may be what you're looking for @gentle agate

gentle agate
#

ill give that alook.

#

That appears to be what i was looking for

chrome cedar
#

Hey 🙂 First of all: I'm pretty new to unreal. When I build my lighting I receive this message:

LightingResults: Warning: InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.

Can anyone tell me how I can fix that?

modern sinew
#

found why this isn't working at least; even when Steam is on it's returning false- I just don't know why it's returning false tho

fallen marten
#

Red is the online subsystem enabled in the plugin section?

#

The steam one?