#ue4-general

1 messages · Page 684 of 1

modern sinew
fallen marten
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Errm... Yeah that's spretty spun... If it returns true in one BP but false in the other at the same time just doesn't make sense

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What bps are they?

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Try it without the delay

austere scroll
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how do i turn a normal widget component into a 3d one

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is that even possible ?

mossy nymph
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world space

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instead of screen space

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thats pretty much it

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you do need a widget interaction component on the PC to interact with it

austere scroll
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@mossy nymphwhere do i find tha t??

mossy nymph
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its in details panel of the component

austere scroll
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nope

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thre isnt

mossy nymph
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right next to widget class

austere scroll
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i..i dont understand

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ther eisnt a "widget class" space there

mossy nymph
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on the widget component

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not on the widget

austere scroll
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😅 what

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WherE ???

mossy nymph
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there is an actor component called WidgetComponent

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those are required to use 3D widgets

austere scroll
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those are in the character , right ???

mossy nymph
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so you put it on an actor, configure the widget to go in world space

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any actor

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but none are on the actors by default

rough hound
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Anyone here experienced in releasing games? 😅

knotty vessel
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when i move a mesh down and go to test the game it wont let me move

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please ping me if theres a solution im going to sleep sorry

austere scroll
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@knotty vessel that happend to me yesterday , try building the project

knotty vessel
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oh ok you caught me just before i got off ty :)

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ill try it rn

austere scroll
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np

knotty vessel
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it kinda worked but instead of being stuck in the floor i slid a little and i cant move again

lost niche
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If I create an enum on c++ with the same name that I have on blueprint and remove the one on blueprint, will that cause problems or is it possible for the engine to recognize the change?

knotty vessel
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my bullets shoot too but in really slow motion

austere scroll
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@mossy nymph thx i figured it out

knotty vessel
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im gonna go fr now im rlly tired

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ping me if anyone knows whats wrong

austere scroll
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its a 3d widget component

smoky wasp
plush yew
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Do u really have to download every update of Unreal engine? (Like when it comes out?)

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XD

twilit quest
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Hey how do I rebuild from source manually?

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for my project, its wont compile

fallen marten
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Disable the plugins @twilit quest - open the project ufile and set them all to false

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Then try compile again

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@plush yew nope - stick with whatever engine you want

honest vale
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@smoky wasp what do you mean by linux IDE?

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a programming IDE?

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use whatever IDE you want for programming

shrewd shuttle
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my sky sphere blueprint doesn't let me enable refresh material, what do i do?

twilit quest
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Didn't work lol @fallen marten

fallen marten
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Shit 😂 that usually works for me - is your visual studio up to date?

twilit quest
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lol

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its the 2017

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2017 version lol

fallen marten
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Did you regenerate project files before compiling?

plush yew
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@lost niche I'd advise against doing so

twilit quest
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it wont generate lol

lost niche
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I see, thanks for the reply

twilit quest
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it just ERROR: Unable to compile source files.

fallen marten
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You can't right click the project file and regenerate project files at all?

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Have you successfully compiled any project with your current visual studio install?

plush yew
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hey hey ! are here unreal people who can speak dutch ? i got some huge language barier i cant seem to get true

twilit quest
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@fallen marten I can right click and generate but it stops and says it cant.

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I havent at all, because I don't ever run into this issue lol

fallen marten
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You must be missing something - just have to figure out what. If it can't generate project files then that's what I'd start looking Into. Either that, or start a fresh blank blueprint project and copy all your files into it

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Or try compile a fresh C++ project and copy your files Into it

twilit quest
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lol

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yeah i may have to

fallen marten
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Seriously - Ive had to do that before

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Lol

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Depending on the outcome might help tracking down what's happening with your Initial issue

twilit quest
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I have not clue

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Maybe a naming issue?

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Idk, but there is so much in that project xD

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So that'll take more effort than to just remake it lol

fallen marten
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No it could be a missing dotnet or SDK in visual studio

twilit quest
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?

fallen marten
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Just copy the whole contents folder to a new project

twilit quest
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lol

fallen marten
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No need to remake

twilit quest
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Duely noted

fallen marten
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Just throwing things out for you to try dude

twilit quest
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Ye ye

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I appreciate it alot 🙂

fallen marten
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Sorry I couldn't give you a definitive fix

twilit quest
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Lol ur good

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Thnks for some insight

stiff quartz
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Anyone else keep getting crashes in 4.24.3? (Windows 10 64-bit)

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"D3D device lost" or something

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I restarted and it keeps happening

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Happened again, getting unusable

honest vale
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your GPU is crapping out

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it could be a variety of things tbh

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anything from power supply issues to heat or driver issues

dusk hemlock
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hello everyone how do we enable motlenVK as default for IOS devices

rancid lynx
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Opening VisualStudios and creating ONE TINY c++ actor added 2gigs of shit to my 600mb game. how do i remove all the VS trash. please

spare sun
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well you package the project

rancid lynx
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i imagine it will leave out all of that excess VS data when i build project yes but

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i would like to remove all VS crap from the project. is that a plugin i can disable?

normal burrow
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Zip from file menu rob

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Otherwise the bloat is from intermediates

rancid lynx
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i found half o fthe bloats from intermediates but

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what do you mean zip from file menu ? compress ?

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i want to remove VS from my project. basically

normal burrow
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Your packaged project won’t be much larger at all

rancid lynx
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i can understand that. yes.

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i like to backup my 600mb game to google every day, i dont want to upload 2.5gb worth of excess useless trash

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my game was 600mb. now its 2.5, i tried manually deleting the VS folders, that fixed the mb size but, the game wont load.

normal burrow
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Make an exception to not upload theintermediates or saved folder. As you would with git

rancid lynx
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i dont know what it added when i loaded and ran VS. but it bloated my project.

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that backup would not work correctly

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unless i also keep the bloat shit safe.

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there is no way to remove VS ?

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i dont need it. i didnt make anything for the project

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i just tinkered with looking at files.

normal burrow
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Binaries folder is the only thing that you’d need for playable. Idk the process of reversing cpp project. But no reason to think you need anything in intermediates

rancid lynx
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i tried deleting those folders and the game said "needs to rebuild" and failed to rebuild.

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intermediates folder was only 50 percent of the trash

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the VS folder was another 500

normal burrow
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Which folders?

rancid lynx
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ill peek again

normal burrow
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Deleting those two shouldn’t trigger rebuild if they are built already

rancid lynx
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. vs is 800 megs alone

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when you say build, do you mean, like, the lighting build? or a package project?

normal burrow
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Binaries folder holds the dll files built

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Intermediates is for quickly rebuilding it, .vs folder is settings and probably intellisense

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You don’t need more than dll files to stick to launch editor

rancid lynx
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ill try again. tyvm.

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i wish it would have warned me that it was going to bloat the holy hell out of my project.

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one other question. is there a way to package it, and then continue editing the game with that built package?

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i dont think so.

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that should remove the trash

normal burrow
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It’s something you set an exception or ignore file up when using source control. It’s nothing you need to keep history of. Even the binaries folder can go if you plan on just rebuilding

rancid lynx
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sorry. maybe i dont understand something. i tried moving these 3 folders to a temporary folder, to test removing them. next time i try to load the game , i get this error message

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would cooking or packaging or building help?

normal burrow
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If you press yes, all three of those will be remade in place

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Thus why you don’t source control them normally

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If you don’t want that dialog to come up, then you keep only the Binaries folder

rancid lynx
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ok tyvm. at least thats only 50mb

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is there something i can do to finish those binaries?

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build them, so i can delete that ? or something ?

normal burrow
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Built binaries are in binaries folder. They belong there

rancid lynx
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brilliant. replacing the binaries at least semi solved the issue.

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is there a way to get rid of those binaries? i didnt create anything actually

normal burrow
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Your cpp is in there. Compiled

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I don’t know how to revert a project that has had the cpp switch flipped to not do it

rancid lynx
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i didnt actually make anything i want to keep or use in the cpp.

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ok. tyvm. issue nearly resolved.

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2.5gigs back down to 750 at least . shew.

plush yew
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i cant put twinmotion project into unreal engine...why?

rough hound
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Is your floor still supposed to change colour and stuff like in this picture when using NavMeshBounds?

plush yew
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zad pres P

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@rough hound

rough hound
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That doesn't do anything

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Navigation is enabled in the show menu

plush yew
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@plush yew nope - stick with whatever engine you want
@fallen marten
I mean those updates (they are huge XD) {10 GB+ usually}

(Sorry for jumping in-between)

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u have to press in the edidor to do that

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(Ignore me :) )

spare sun
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🤔

rough hound
plush yew
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the colour is for showing how the ai goes around

rough hound
plush yew
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were they can go

rough hound
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Yeah, but why am i not getting it.

plush yew
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i dont know xD i just press P to show it and if u want ai to walk on it you need to build path

rough hound
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hmm

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my blackboard doesn't seem to want to simulate eihter.

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guh

hearty walrus
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Is there a way to filter user-uploaded images?

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I'm looking for a way to stop players from uploading NSFW content as ID cards

stray smelt
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what camera does the engine use when you eject? I'm trying to set camera position manually, but it's getting offset in a weird way - even when I eject and shouldn't even be in that camera anymore

spring glade
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is there a way to build a game using opengl instead of directx on windows?

graceful sky
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Are there any data types that shouldnt/doesnt work in a datatable?

spare sun
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@hearty walrus I bet any solution to this would be custom.
Off the top of my head I'd consider either moderating (which is slow) or plugging in a trained neural net (which is unreliable)

woven cliff
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on a shipped game does these errors worth it to look at ( the game works fine)

hearty walrus
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@spare sun Can you recommend a network?

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I'm a one person team at the moment - I don't want to have to hold everything for approval unless I have to.

spare sun
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no, this kind of a problem is new for me haha

hearty walrus
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And, humans are dicks, so god-knows what i'll see

spare sun
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there gotta be some nudity detecting neural nets in the open

hearty walrus
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interesting. thanks, I'll keep looking for just something to keep everything in the clear

jade plank
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Is there any ideas about how to:
use a brush to edit on the ground "where is Team0's territory, and where is Team1's territory"?

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Let the code detect , and auto determine whether my unit gets buff on this

brazen wolf
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can anyone tell me the best tuts or courses to buy for learning blue prints

celest creek
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@brazen wolf I think Udemy has a new one that looked good

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Otherwise there's plenty free stuff on youtube

abstract relic
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Or read pinned message 😜

brazen wolf
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sorry didnt see the pin messages !! thanks ,3

graceful sky
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Daym thats a nice carepackage ! 😅

celest creek
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How can I break out RGB components of a texture2d in the shader network?

fierce tulip
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sample > breakout v3
object > you cant

celest creek
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breakoutFloat3Components does not work...

fierce tulip
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object > need to hook it into a texture sample first

hasty osprey
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so i applied cloth paint to the belt tie but then it just fell down like this

celest creek
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ooooooooooooh

hasty osprey
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anyone know what the problem is?

celest creek
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@fierce tulip Thanks! So technically, why do you have to do that?

fierce tulip
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because an object is just a reference, and not being sampled

celest creek
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oh.. of course

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Thanks again!

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oh, one last thing - how do I then combine a float3 into a texture2d object?

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I essentially want to do this TextureObject -> Invert some channel -> Go back to TextureObject

fierce tulip
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append vector

celest creek
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that one's output is a float, I'm looking for something that brings my float3 back into texture2d

idle compass
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hey everyone, why is it that everytime I apply a material to my 2017x2017 landscape, my unreal always freezes ? I don't know what to do

celest creek
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@fierce tulip Some way to connect the red arrow essentially

fierce tulip
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cant, need to do it after the mat function, or copy the mat function and edit its workings

celest creek
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And before you ask, I've tried to just hit the 'invert green channel' in my texture but it doesn't seem to do anything, hence my trying to do it this way instead.. :/

fierce tulip
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it should work, always have worked.

celest creek
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Hmm... I've double checked but maybe triple checking is needed..

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It's a bit of a convoluted setup so thought that might be the problem

weak cypress
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i cant move

fierce tulip
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viewport tab is selected. there was a button command for it

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esc + something

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iunno

plush yew
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worldinfo is doubled says errror log. how to fix?

dense gate
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So I'm trying to compile 4.25P3 and I keep getting these errors, I tried increasing the page file and I have 16 GB RAM, something else I could do? They seem to skip the module they're compiling

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For extra context, I'm attempting to compile with Chaos on

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Increasing the page file to 64 GB seems to have "fixed" it, but that's a ton of space and it wasn't required before

flat idol
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the build is probably bugged its unreleased to be fair

dense gate
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If anything I hope requiring that huge amount of page file is fixed for release

kindred viper
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@dense gate that doesn't seem unusual at all tbh. Consider what it's doing. Compiling an entire 3d engine with a custom physics module that is core in the process. You can imagine it needs to shuffle files around and run diagnostics to make sure it compiles properly. 64gb might seem a bit harsh but it depends on what else is running and if there is a set value for requirement. Could just be that something is broken though, you are on a preview build. It's like trying to drive a car on a highway when the wheels are definitely going to fall off at some point.

dense gate
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4.23 was fine with 32 GB page and a rather low-end laptop, that's why I'm baffled

hexed dock
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anyone have issues with UE editor built from source locking up randomly? It's not locked up while in the middle of using it, but I'll come back after lunch or something and it's not responding. Still visible and all, but can't click on anything. Never had the issue at all with the binary version, just when I built the Oculus branch from source.

kindred viper
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@dense gate 4.25 is a different beast I guess. I mean, it does depend on what else is going on with your swap file.

rough hound
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How do you enable gravity on meshes?

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The Gravity options are enabled but its still floating.

kindred viper
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@hexed dock there was talk of a framerate bug with the editor in a couple of versions where it would lose framerate over time. Might be that. I hear there is a fix in the 4.25 timeline

flat idol
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Jep, you may also want to make sure drivers are up to date. nvidia has some editorial driver too which may be newer than regular channel

rough hound
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Thanks

hexed dock
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oh, yeah, I should say this is 4.24.1 @kindred viper

plush yew
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Is there a node

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for slow motion?

flat idol
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set global time dilation?

plush yew
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Thanks amte

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mate

rich mango
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Greetings all. I have an odd issue: When I launch my packaged game, it starts like this (see image). PIE works fine. For reference, the user picks Desktop or VR on start up. This ONLY happens if a VR headset is not hooked up. If I have my headset hooked up, the Desktop mode works fine.

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any ideas?

whole quarry
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not sure what the problem is

hexed dock
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@flat idol could you elaborate on the editorial driver? quick google search didn't ring any bells

rich mango
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@whole quarry if you are asking me about my issue...it should look like this:

flat idol
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its old tho hmm

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there is a dropdown select it when search for model and os match

weak cypress
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hmm for some reason UE4 lags just for no reason

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🤔

flat idol
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some reason or none?

weak cypress
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let me rephrase

flat idol
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sorry

weak cypress
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it lags without reason

flat idol
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try run older editor build if runs good then it may be limited to new editor build, driver ocmpatibility or simply project is wonko and need restart

weak cypress
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could it be my pc?

flat idol
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easy to run out ram cause issues

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not neccesarily the pc but possible

weak cypress
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the specs?

plush yew
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Hello Guys how can i rebuilt my navemesh?

flat idol
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benjaim cmc implement root motion for character can drag the capsule with him, you must enable root motion on the sequence i think thats all basically

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it wont be good in networked game tho beware of hickups and stutering

plush yew
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@flat idol

"none root motion"

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not a network game

flat idol
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chances are you can read pelvis (or any root bone) location in component space that moves her and use that to adjust the capsule

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alternatively transfer this movement to root motion and try with cmc as usual (maybe switch to flying mode so it can move capsule freely)

plush yew
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I know what root motion does

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I'm voluntarily avoiding it

flat idol
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fair enough. go with pelvis location and use that for capsule adjustment

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you may have to offset the relative mesh location in an opposite direction too

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so the capsule cna be in the middle

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kinda hacky and you will dislike it eventually

idle compass
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hi guys, I'm still pretty noob in UE4, so bear with me. I exported a material from bridge and it is imported as an instance in unreal
The question is
is it really optimal to import every textures as instance ? if no, how do i import it as a separate material ?

celest creek
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@idle compass Look at that material's detail panel, there should be a 'parent material' pulldown towards the bottom - that's your material

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bridge creates a material as well as an instance

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and yes, that's the preferred method

idle compass
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why is it that people always create instance if they want to mess with the parameter ? why not do it directly ?

celest creek
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Draw call optimizations, as well as organization

flat idol
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having one base material for a branch of stuff makes your (and everybody on the team) life easier

idle compass
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so can I still edit the node if I use an instance ?

celest creek
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If you have 20 rock materials and you realize you want to add functionality X you can add that to the parent only and all instances get that

flat idol
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also yes engine likes it better to use instances

grim ore
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instance - change parameter - instant. master material - change parameter - recompile entire material

celest creek
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And yes, as MathewW says, it's faster to iterate looks on once you have exposed all parameters you think you'll need in the master

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Speaking of materials...

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I've flipped the green channel in the bottom half of the image... does not look flipped to me?

idle compass
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hey ! I watched a lot of your tutorials ! hahaha thankyou for the lesson @grim ore

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@flat idol @celest creek but why is my unreal engine when importing a texture from bridge, it only creates an instance of 1 parent, so if I imported 10 textures, they only have 1 parent

celest creek
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The left side is my texture applied to a landscape, the right side texture is applied to a plane (different material). To me it looks like the light is just hitting it slightly differently once the 'Flip Green Channel' has been set to on.

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Also I have no idea why the landscape looks constantly flipped.. I'm driving the normal straight through, no mucking about..

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@idle compass Those instances are all based on the same set of rules inside the master.. so all instances should point to the same thing. That way you can add functionality to the master and all children (instances) get that same functionality added all at once.

rancid lynx
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why the heck is this spawn failing? im just spawning an actor from a class

celest creek
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@plush yew Yup... it just doesn't look like it's changed much to me. The bright edge is still closer to us on the left landscape, and opposite on the right plane

rancid lynx
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when i print the location, it shows a 3423 1231 3123 location. but when i connect that location to the spawn location, it says it cant find it

abstract relic
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It feels like a fire in here. Throw a is valid node in there Rob

rancid lynx
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ok

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the location comes true on branch test, but the actor spawn never happens. i know tha tmuch

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the location is valid. but the actor doesnt spawn. thats what i dont understand.

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locations TRUE on valid check

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also, non 0 0 0

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maybe its happening because im calling this custom event from a constructor.

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ill try begin play

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that was it. constructors can call custom events, but they dont like events with spawn other actors.

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thank god i tried to spawn from construct last year X_x

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only 3 minutes down the toilet X_x next issue !

idle compass
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@idle compass Those instances are all based on the same set of rules inside the master.. so all instances should point to the same thing. That way you can add functionality to the master and all children (instances) get that same functionality added all at once.
@celest creek but for example if I want to create a new node setup, then I'll need to create a new material right ?

zealous cloak
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i have a question regarding touch input. Is tehre a default solution in UE or do i have to write my own Code to differenciate between swipe and touch press?

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direction of swipe and so on?

grim ore
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in terms of built in, no. There is handling of the input but "events" such as swipe or hold would be up to you to handle. There are plugins on the marketplace that can help with this and the mobile example in the learn tab for the match 3 probably has some examples built in

rough hound
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What's the difference between Dynamic and Static Runtime Generation for Nav Meshes?

merry wasp
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ooo thats where i ask

grim ore
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wow navmesh stuff seems to be completely missing from the docs 😦

zealous cloak
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@grim ore thank you, i already did my own code, just some maths between 2Vectors TouchStart and TouchEnd. and checking the values for the direction
If speed would be relevant, i would have calculated it since i have all variables including deltaTime

In first place it seems too logical that Unreal could have default set up for touch input

spare sun
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with?

tame bluff
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Is supposed to be a red glow but it ends up like

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This

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Colour for some reason

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?

tawdry storm
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well yeah because the higher the value the closer it'll look to be white than the actual color

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just like a colored light in real life

spare sun
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this is pretty normal for emissive yea

tame bluff
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But red colour like a laser Bolt

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?

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How please

tawdry storm
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don't set the multiply so high

tame bluff
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100

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?

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Or

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1000

tawdry storm
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have you tried 10?

digital anchor
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did you disable bloom, running on low scalability, or using mobile shaders?

tame bluff
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Boom

plush yew
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Is there a way to make a subtractive BSP into a static mesh while keeping the subtractiveness?

celest creek
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@idle compass Yes, you'll need to create a new parent material (node setup) if you want different functionality that can not just add into the existing parent material

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You'll just switch the 'parent material' in the material instance if so

tired merlin
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Would it be possible to change this model so that it's just the bit in blue?

slate basalt
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is there an easy way to access the gpu stats from c++ or blueprint?

storm burrow
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is there an easy way to access the gpu stats from c++ or blueprint?

Just execute console command via blueprint or gpu

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or do oyu mean reading

slate basalt
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i want to read the values

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i know stat gpu will render the values but i want to query the values

celest creek
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Is it possible to change the resolution of a small area of a landscape?

little warren
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Hey guys I have a question about the UE4 framework in general. Let's say there's a class that you want multiple classes to have references to either to pass info or subscribe to delegates, how would you do that? Would you just do that in the gamemode?

digital anchor
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can you make an example

little warren
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Like for example a game loop manager or save manager or audio

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With the save manager I would want the UI to have a reference to it so that when the save button is clicked it saves through the save manager

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right now I have all the saving functionality in the GameMode but I would want to put it in a separate class

brave gate
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there's also World Subsystem since 4.24, but they didn't updated docs obviously

plush yew
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I need help please

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I made basic shapes into a static mesh but auto convex collision wont notice the doorway as subtractive

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IS there a way to fix?

rotund scroll
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nope

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not in unreal

plush yew
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what do i need to do?

little warren
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@brave gate That looks like it might be what I need, I'll read more on it, is it in the context of the world? Like can it get a reference to the world?

rotund scroll
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the auto collision is convex only

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a doorway is concave

plush yew
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what do i need to do to get it working?

rotund scroll
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besides that it's pretty terrible

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you'd need to export it to a 3d package and edit it there

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like blender

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or maybe you can make tons of small rectangular collisions

plush yew
#

how?

rotund scroll
#

but that's hardly going to be worth it

brave gate
#

@little warren you can obtain World from World or Game Instance Subsystem
in Editor Subsystem you'd get world from the world context

little warren
#

Thanks for the help, might be exactly what my project needs

bronze cedar
#

when launching on android device, do i need some kind of app for my mobile, there are some errors in launching and i cannot launch to my android device

#

😦

#

FUdpSocketBuilder: Failed to create and initialize socket UdpMessageMulticastSocket (last error: 0)
LogUdpMessaging: Warning: StartTransport failed to create multicast socket on 0.0.0.0:0, joined to 230.0.0.1:6666 with TTL 1

#

my log is filled with these two msgs

cyan robin
#

i'm using "actor begin overlap" to detect a collision and take away the player's health

#

but i'm getting way too many collisions

#

do i use a delay to slow this down or is there a way to just detect one collision at a time?

grim ore
#

print out the component that is being hit and you might find its multiple colliders

cyan robin
#

thanks, so this should just fire once?

grim ore
#

it should fire every time there is a collision or overlap

#

if there are 3 items overlapping it would fire 3 times

cyan robin
#

thank you very mcuh

#

i'm subtracting the player's health while they enter the collision area

#

however after setting up the keep taking damage while in the collision area part is not working:

plush yew
#

How can i scale multiple BSPs together without having them scale at different sizes?

rotund scroll
#

don't use scale

#

just resize them using their values

#

or convert to static mesh and scale that

plush yew
#

Hey guys. I'm not sure if this is the server for it, but I have a problem with the engine itself, I believe. So using Help Wanted as an example (though it also occurs in Unreal when making games), in any Unreal program running the engine, the audio in my active program will be fine when loading a level for approximately 30 seconds. But then, (shown in the video), the audio will lag immensely while the game FPS also goes off the wall. I meet well above the minimum requirements for UE4 and the games I've tried. I have also tried tweaking the game and engine's properties via .ini files, but to no avail. Any clues? Thanks.

#

And once again, YES, this does happen in UE4 editor as well

junior vessel
#

@cyan robin I'm not too familiar with Blueprint so I don't really understand everything that is going on but to me it seems you when the overlap is changing you are setting a bool value to false (bottom of screen) and then you do nothing with it. Shouldn't that node also be connected to a node? Maybe the "Cast to GameSettings" one?

proper zealot
#

Help!!
I upgraded to 4.24.3 and now VS 2019 builds the game, instead of the ue4 editor.. any tips?

wet gazelle
#

Using the collision presets, any one know how I can make an actor interact with my world but not my pawn? I want it to fall to the ground, but I dont want it to move if my Pawn Actor touches it.

weak cypress
#

@junior vessel i have been loving UE4 so far

#

poggers

#

only some minor problems

cyan robin
#

thanks @junior vessel

wet gazelle
#

To be more specific I'd like my Pawn to be able to walk through the actor, but I want the actor to be effected by gravity.

cyan cargo
#

Has anyone here worked with mobile passthrough materials for AR? My material looks correct, but I get constant flickering when running in-app. Any way to prevent this?

wanton wadi
#

2/2 = 1, right?

#

why does UE4 think 2/2 = 0?

#

oh, wait, now it thinks 2/2 = -1

#

why is it so hard for me to write this:

for (var x = -size/2; x <= size/2; x++) {
    for (var y = -size/2; y <= size/2; y++) {
        spawnEmitter(x, y, -2000, rainParticleEmitter);
    }
}
junior vessel
#

@weak cypress That's awesome 😄 What do you like about it? What is the biggest differences from Unity?

weak cypress
#

c++

#

i love c++

junior vessel
#

@cyan robin You're welcome 🙂

weak cypress
#

tho my biggest problem is that it lags alot for no reason

#

🤔

junior vessel
#

I like C++ better too 😃

weak cypress
#

like a mini freeze every like 10 seconds

#

could it be my specs?

rotund scroll
#

yes

junior vessel
#

Not sure. I also get that sometimes in the preview window

#

You can change the render quality and resolution if you want to speed it up while you work

weak cypress
#

where do i get my system specs again...

junior vessel
#

search for dxdiag

weak cypress
#

yeah ok the 8 core amd cpu

#

16gb ram

#

and a 480

junior vessel
#

Are you using the geometry?

weak cypress
#

wdym

junior vessel
#

There is "geometry" under the place mode

#

Only use these for quick demo stuff, not big scenes

weak cypress
#

i only have the starting scene

junior vessel
#

Aah ok

#

Another thing

weak cypress
#

🤔

junior vessel
#

Under Volumes you will find "Lightmass importance volume". When you build with it will basically do the cool lighting within that area and it won't focus as much on everything outside of that. So that can speed it up a bit. Only put it where you are working at the moment

#

Here is a list of all the things you can change, there is a file. So if it lags you can turn off some unneccessary stuff you don't need while working

weak cypress
junior vessel
#

Hm

#

I don't know :/

#

Is it on your laptop?

weak cypress
#

no

junior vessel
#

I don't know :S

#

Sorry

next badger
#

@weak cypress type in console stat UnitGraph

weak cypress
next badger
#

and graph is flat like that?

weak cypress
#

no it jumps around

junior vessel
#

The only thing I can think of is maybe it was a while since you vacuumed your PC?

weak cypress
#

i have no idea

junior vessel
#

Then it probably was x)

#

It does a lot. Just turn of your computer, set a vacuum cleaner on the lowest succ-setting and clean the fans

#

All the fans, gfx card and cpu and everything

next badger
#

CPU-Z, GPU-Z

junior vessel
#

Yeah in those programs you can see the temperatures

#

It is probably thermal throttling. That means the graphics card is getting too hot and to protect itself from overheating it slows down. = you get bad performance

fierce tulip
#

only reading half of it, has it been established that ue4 is running on gpu?

next badger
#

@fierce tulip you suspect iGPU?

fierce tulip
#

perhaps

junior vessel
#

You should clean your fans about once every or every other month so if you can't remember when it was last done it is most likely that

#

Oh yeah, could be that too

weak cypress
#

@next badger ok i opened them

next badger
#

@weak cypress Luos made a good point...
Open Output Log in ue4, and look for

LogD3D11RHI:    0. 'NVIDIA GeForce GTX 1080 Ti' (Feature Level 11_0)
LogD3D11RHI:       11127/0/8161 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
LogD3D11RHI:    1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
LogD3D11RHI:       0/0/8161 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
fallen marten
#

I had that mini freeze thing happen a while ago, I just left the editor open and running without touching it overnight and it cleared up. Like the engine was compiling in the background or something

next badger
wanton wadi
#

dont vacuum your fans unless you're holding them still

junior vessel
#

Anyway, the 152ms you get there isn't normal with your card. I think you should be at 30ms, and that is a high estimate

wanton wadi
#

best is to take the pc outside and use high pressure air to blow all the dust out, albeit i very much doubt dust and heat is your issue here

weak cypress
fallen marten
#

Check task manager and see if extra processes are running

next badger
#

well, shaders compile time should not take more than hour for default scene

weak cypress
junior vessel
#

@wanton wadi You'd be surprised how many people have never ever cleaned their PC

next badger
#

@weak cypress i gave the lines you should search for
specifically LogD3D11RHI: Chosen D3D11 Adapter:

junior vessel
#

@weak cypress Also check your hard drives, if they are too full they will mess everything up

fierce tulip
#
  1. update all gpu/motherboard/cpu related drivers
  2. make sure ue4 is using the gpu
  3. update windows 10 (at your own risk, for some its fine, for others its crashy mccrashface)
weak cypress
#

only adapter is the 480

next badger
#

yep, that seems fine

#

next thing may be drivers

wanton wadi
#

@junior vessel if you suspect that i'd first inspect the temperature

junior vessel
#

@wanton wadi Yeah I just figured you can just open the case and have a look. If you can't remember when you last opened it I can almost guarantee it's needed x)

celest creek
#

Heya, can anyone please tell me how to get tesselation on landscapes based on distance to camera like this?

fierce tulip
#

automatically does that

weak cypress
#

pc isnt hot

#

62 C on the gpu

#

41C cpu

junior vessel
#

Aight

wanton wadi
#

if you press ctrl+shift+delete, and inspect, what GPU is UE using?

celest creek
#

@fierce tulip Mine doesn't seem to...

#

@fierce tulip Is that a setting that might be off, for whatever reason... I mean, is it possible to switch it off?

#

It might be off here then.... somehow

wanton wadi
weak cypress
#

gpu 0

junior vessel
#

@weak cypress 0%?

weak cypress
#

i meant GPU 0-3D

junior vessel
#

Aah ok

weak cypress
#

its using a steady 35% of the gpu

fallen marten
#

Same for CPU?

celest creek
#

@plush yew Tesselation on a landscape mesh based on distance to camera

#

But yes, disp maps would be modulating that geo

#

I'd imagine I wouldn't need disp maps to see it tesselating in wireframe mode though

#

..like that image shows..

weak cypress
#

cpu max 7-8%

celest creek
#

That's what my landscape looks like

#

hmm... I think I'd maybe just look online for some tutorials instead then

#

was hoping for a quick checkbox type answer but I'll dig in a bit. 🙂

weak cypress
#

@junior vessel well then whatever..

light thunder
#

Work at Fire Dept, we just got a bunch of new streets our city is responsible for, and I wanted to make a fast app to help our drivers learn the roads quicker - basic requirements are :
1 - Ask user to click where a street is:
2 - Ask what neighborhood a street is
3 - Ask what zone (what station is responsible for the street)

Items 2 & 3 are hard coded to the street name itself>

I was thinking of using a Data Table to hold everything, maybe simple structure that I just manually enter the data in (there's only a few hundred streets). I was planning on using UMG (which I will ask them questions regarding processing these details BEFORE run time) but someone also mentioned I could use a 2D paper layout and use it by splines (but I have no experience in the Paper aspect of Unreal and have only used splines doing minor landscape editing)

Below is a rough sketch of what I am proposing -

#

Do you think I should do this in UMG?

celest creek
#

I'll let you know if I figure anything out!

fleet cedar
#

@light thunder one potential issue with UMG that I could see is that for a street that isn't a straight line then getting that to work may be a bit of a hassle

#

Actually you should be able to make it work in UMG if you're doing it like how it is in the example photo where it's just pointing to the street

celest creek
#

@fierce tulip Btw I figured out the flipped normal problem that I think you helped me out with (the textureSampler node question).. turns out swapping green channel on my normal image did not work, but inverting both UVs from the landscapeCoords made the normals flip around to their correct look

#

A bit odd.

rich reef
#

What is it called once again when you create a image with several textures on and then will help of multiple UV layers texture different models with multiple textures/patterns with just 1 actual texture image?
I remember watching some demonstration of this type of workflow a while ago, I just dont remember what its called lmao

fierce tulip
#

atlas

#

and generally not as useful in ue4

rich reef
#

Oh, why not?

fierce tulip
#

unless you merge the meshes, each mesh will have a lot of useless texture-space

#

(it depends on usecase, merging, etc)

rich reef
#

Turns out Blender has serious performance issues with baking procedural textures, so I were thinking to create atlas texturews instead of baking procedural textures directly on my models

#

Wdym exactly? (Lol sorry)

fierce tulip
#

if you dont know what it is, you might not want to use atlasses either hehe

rich reef
#

? I do know what it is, I just forgot what its called

#

I know unwrapping and using multiple UVs and stuff if thats what you were thinking

fierce tulip
#

basically if you have an atlas of 16x16, and a mesh uses one of those blocks, means you have wasted 255 blocks.

#

of texture space.

light thunder
#

@fleet cedar yes, in a perfect world I'd use a spline that reacted instead of umg, but this seems like it would be quicker and simpler, as long as I can figure out a way to make a button class that has a unique structure as part of its design

rich reef
#

But if I create 1 atlas texture per like object or scene then?

fierce tulip
#

per object is fine

rich reef
#

Yeah okay, well thats what I were thinking to do so 🙂 Thanks for mentioning it

honest rune
#

Hey all. Has Epic mentioned anything about a potential release date for the Blender "Send To Unreal" addon? Or a potential timeframe?

calm knoll
#

Hey, so I’m new to UE4 and I’m having a weird problem with how my game is displaying in the preview, I’d appreciate any help with this

honest rune
#

Oh never mind. Just seen the "sometime this year" on the forums

rich reef
#

Oooooo

#

Epic games making a exporting from Blender addon?

honest rune
#

yeah, its pretty amazing

rich reef
#

Is it like a live link?

honest rune
#

hopefully Autodesk can go pound salt after its released

rich reef
#

Sort of like omniverse or something

#

Lol I agree

honest rune
#

not quite livelink

#

its a very powerful and accurate fbx pieline for blender to UE4

rich reef
#

@plush yew Udims are textures with several resolutions, so a part of the image can be more high res than another. As far as I know Blender doesnt support this yet however so

#

Would be useful to use with Atlas textures however, for sure

#

PH4 Right, well I will probs be using it once it comes out as well

lone tapir
#

Guys, i did a simple animation in maya and exported in FBX! However when importing into Unreal, my skeletons are out of place! What could be happening? I tried to search the web but I couldn't find a solution. Thanks a lot for the help! 🙏

honest rune
#

Same. I have an extreme hatred for Autodesk and their shitty business practices. SO happy to see Blender 2.8 putting a serious dent in the market

rich reef
#

I like Blenders modifiers as well, doesnt seem like Autodesk doesnt really have any non destructive counter part to it either

#

Oooo

#

Had no idea ❤️ I might be using that then!

#

Generally whats so nice is to have everything in one place, you could make a entire video game only with Blender and Unreal Engine really

fallen marten
#

@lone tapir check to make sure your mesh root is at 0,0,0 and the rest of the skel is in the correct place in Maya

honest rune
#

don't forget GIMP. Adobe's on my shitlist too

#

only exception is Substance because well, no choice really lol. At least Adobe didn't ruin it, yet

rich reef
#

@honest rune Well Im sitting here doing procedural textures at this very moment so lmao

#

(still wip scratches, going to be a metal texture/material)

lone tapir
#

@lone tapir check to make sure your mesh root is at 0,0,0 and the rest of the skel is in the correct place in Maya
@fallen marten So, in maya I didn't create any bones! I just did the animation via the translate, rotate and scale channel

rich reef
#

(Started my day like this lol, just went testing some different vector combinations)

fallen marten
#

You didn't create bones, but the skel is out of place? I'm confused. And also, scaling stuff in an animation can produce unpredictable results sometimes

fallow elk
#

anybody able to help me? I have this model and it was fine lastnight except for a few inside faces freaking out, now after going back into blender to recalculate the outside normals it keeps doing this. I've tried a number of things and it just wont work. please help

fierce tulip
#

need to flip the normals

fallen marten
#

Make the material two sided

fallow elk
#

I got a hand from my blender server and for some reason the exact same thing I did 10 minutes ago worked this time around

#

technology is weird.

#

alright so, now it's off color and really dark. before it was off color and kinda blueish and pale, I edited the material and put a constant 0 on roughness, specular, and metallic

#

it's just meant to be a wooden ps1 styled crate

fleet cedar
#

Recently learned how to pull google earth models into Blender (and then into UE4)

#

This has so much cool potential

fallow elk
#

yea but I don't think google would be too happy about it

#

found the issue. shadows are inverted

plush yew
#

https://youtu.be/gyBMxIWqz6c?t=68 Anyone able to tell me the name of the process of using textures like that in the vid? It's timestamped. Can't remember what the name for that is at all.

#

(on the walls)

#

nvm

#

think i found it

#

World Position Materials?

#

something like that

grim ore
#

maybe, but thats more for tiling purposes. Those look like when they are moved a construction script is firing and picking a different material or texture to apply to it

#

like they might have 4 materials or one material with 4 textures in it and it picks one every time the construction script fires

plush yew
#

interesting

#

any idea what would be best for interior scenes, im pretty noob so id have to look into a lot of methods

fallen marten
#

@fleet cedar yeah it does... Like when everyone has to stay inside because of the bloody coronavirus and we want to go for a walk "outside" in VR 🙃

#

Maybe this is how the Matrix started..

grim ore
fallow elk
#

I can't find any solution, anyone know how to fix inverted lighting on a mesh?

plush yew
#

oh right, cool

fallow elk
#

the shadows are completely inverted

grim ore
#

what does the mesh look like with movable lighting on it and no material? does the shadows still look wrong

fallow elk
#

full story of troubleshooting:
mesh worked fine when originally brought in, though a bit darker than I had wanted. noticed some faces were missing so I recalculated outside normals in blender.
now the entire mesh was inside out, I had to flip the normals.
now the lighting is off, if a point light is inside it you can see its shadows are acting weird

#

I can't clear the material

#

it's correct in blender, and with backface culling view ticked I know that its normals are correct

#

but when placed in UE4 as it should be, the damn thing freaks out.

#

flipping the normals causes the problem with lighting

#

when manually clearing the material from blender and exporting it, it does the same thing. the material I don't believe is the problem

#

recalculating UVs doesn't fix it either

plush yew
#

What would be the best way to do an interior scene for Ue4, if I did modular how would I avoid showing seams between each of the pieces?

#

like in the vid above, he uses the construction script to change the pieces of the walls but he has little trims on the sides so he wouldnt have to worry about seams

light thunder
#

How could I have a multiple widget blueprints pull data from a data table BEFORE runtime, can it be done using a data table? Can it be done with a SINGLE widget, using preconstruct?

hollow coral
#

Things like that have happened with me in unreal before. Try renaming the mesh in blender then re-exporting it to unreal. Perhaps the information linked to the object and it’s name (and mesh name) will not be attached to the new imported mesh.

knotty vessel
#

how do you import a mesh into unreal that has particles without it seperating?

plush yew
#

hi im very new to unreal, i can't seem to display UI widgets

#

i followed the steps in the documentation how to display UI and it's not displaying

rotund scroll
#

hey guys, I'm looking for a way to make a utility widget show up in the normal blueprint view

#

has anyone made this happen?

plush yew
#

ok i got it to work... it seems that I can't use blueprint level view if I am using a C++ project

tacit torrent
#

Hey guys. Bumped into a interesting issue that I am struggling finding resources for. The TLDR is when I build my project, certain values for the player character change. In this case it's the speed. Not really sure what would cause this and i'm feeling lost on where to go from here.

#

These changes only exist in the build itself.

rotund scroll
#

set the values on beginplay

plush yew
#

What am I looking for if I want to attach a static mesh to my character and I want the attached static mesh to flop around. Like if I wanted to simulate a sword sheathe bouncing around? I just need the terminology to search, right now all the results are about attaching skeletal meshes like ponytails to characters, I only need a static mesh to be attached

tacit torrent
#

@rotund scroll My bogged brain didn't think of that. Thanks for the jump start. I'll give it a go.

weak cypress
#

@junior vessel well

#

a restart fixed it

#

Pc restart

#

Xd

#

Xdd

green sky
#

has anyone tried the new volumetric clouds in 4.25 yet? And how is it as far as performance hit?

fallow elk
#

@plush yew lightmap in ue4 or blender

worldly stump
#

🤔

fair storm
#

someone can explain me how can i just do this wather wawes?

#

i cant even select is. what is this green pattern?

#

it*

fierce tulip
#

its a spline mesh me thinks

#

press "t" if you cant select it

#

(i think it might be translucent)

fair storm
#

nop

#

is stuck in this landscape

#

i just want to create a wather material without opacity, just blue and this wawes

fierce tulip
#

its a wave-material, separate of regular water

fair storm
#

i know. but im trying to understand how they just created that green pattern

#

i can apply any material on it

fierce tulip
#

spline

fair storm
#

here we go. ty 😄

wet gazelle
#

Any one built an RPG Item and Inventory System in unreal?

knotty vessel
#

if anyone has id like to hear about that too ^^

wet gazelle
#

I'm building one now, I'm just trying to figure it all out. I'm working on the item system right now, but I'm starting to move into the inventory thing I'm just a bit interested in the best way to store the data for all the items. as I have some items that have very few attributes, and some items that will have a wide range of them. I'm trying to figure out when storing the data to recall it from the inventory how easy it is, or if when building things I need to have more detail than I do.

fallow elk
#

which is better for breakable mesh in the long run when making custom chunks?
having two separate meshes one for the static placement and one that's damaged, or one mesh that's ready to break at all times?

#

a better way of constructing my question, is it better to have more vertices than it is to have something spawn in

wet gazelle
#

I've never done anything like that, but I think it comes down to how it's being processed. I was watching some videos on Mesh Slicing though and from the looks of it, that might be the most resource efficient way to do things like that. I 100% have no experience with it though.

#

or 0% experience, potato/tomato

fallow elk
#

so which way do you think processing wise is best?

#

I suppose it depends on the type of object.

#

smaller objects, spawning in the replacement would work but not in mass

#

such as crates and barrels

#

while larger props like a castle wall would need to be created with specific breaks

wet gazelle
#

I think if you're breaking down items in mass, mesh slicing is probably the way to go.

#

it's just less resource heavy

fierce tulip
wet gazelle
#

That's pretty awesome. Now, how did they do it XD

fierce tulip
#

there are videos and tutorials available

fallow elk
#

chaos destruction is nice, but it's more intensive than apex isn't it

knotty vessel
#

does anyone know how to reduce the size of the epic games folder? mine is currently 20.5 GB 🥵

fallow elk
#

I'm making a ps1 style/themed game

wet gazelle
#

I see them, I didn't look hard enough, lol

fallow elk
#

so, apex will do fine for the extra lengths I'm taking the style into modern territory

fierce tulip
#

chaos is next gen apex-ish iirc

fallow elk
#

iirc?

fierce tulip
#

if i recall correctly

fallow elk
#

ah.

#

well, again, is it more intensive

fierce tulip
#

*expensive

fallow elk
#

you get what I mean

knotty vessel
#

does anyone know how to reduce the size of the epic games folder?

fallow elk
#

this is not a serious answer

fierce tulip
#

delete unwanted stuff

knotty vessel
#

oh ok ty

plush yew
#

Lol

sweet relic
#

Is it possible to have an input axis with a modifier? IE: mousewheel + shift

#

without doing a is input key down

fallow elk
#

anyone wanna point me in the right direction for custom apex destruction fractures

#

I need to make this box made of planks break naturally instead of like it was made from clay

fallen marten
#

@fallow elk if you get desperate, make the box a skel mesh with a bone in each plank, and just simulate physics

#

Or if you don't need all the planks of wood to remain, make a particle effect of it smashing, and destroy the box simultaneously

#

Smoke and mirrors man

wet gazelle
#

@fallen marten you said you had some experience building an inventory system right?

fallow elk
#

@fallen marten oh I fully intend on some smoke and mirrors to distract the player, and with the low res and ps1 shader in place it'll work fine

#

I just want the boxes, barrels, and various other destructibles to break in specific places

#

currently looking at physx lab tutorials which I'm unsure if oudated but are linked to apex destruction

fallen marten
#

Yeah a little @wet gazelle

#

I'm sure you'll find something useful to follw if that's the way you want to set it up - those ways I described turned out to be the easiest for what I wanted

wet gazelle
#

When building the struc that holds the date for your items, do you have to have EVERY variable that you plan on referencing in that struc when recalling the item?

#

idk if that makes sense.

fallen marten
#

Yeah man, fill it up with whatever you want

#

Saves having to try add more in another bp

#

1 struct variable in an actor can hold everything you need

wet gazelle
#

I'm trying to figure out how to do that when I have like dynamic/procedural weapons.

fallen marten
#

Idk what you are trying to do there, but theoretically you can have it all in the one struct

#

Maybe for combination items, you might need a data table. I'd have to go over some of the inventory stuff from a couple projects I was in to refresh my memory

wet gazelle
#

like, look at how boarderlands does their guns, and things like that. I'm trying to build a system some one like that, but I also want to give the player control over customizing their equipment

fallen marten
#

Never played it lol

wet gazelle
#

Oh ... um ... Diablo 2 or 3?

fallen marten
#

Nope

wet gazelle
#

lol

fallen marten
#

I'm assuming you want to just be able to mash whatever with whatever

wet gazelle
#

It's not going to be like a static item, I want it to be highly customizable and a bit randomized.

#

for example

fallen marten
#

You would have to have a heap of sockets on each weapon to give control where other things are added to it

wet gazelle
#

you could have 2 "short swords" as an item

#

One will have 2 Damage, but the other will have 4, even though they are the same item.

fallen marten
#

Hmm

wet gazelle
#

wait, what about skyrim?

fallen marten
#

Trying to visualise how it would work

#

Yeah Ive played that a heap

wet gazelle
#

OKAY

#

so imagine how the items there work, one iron dagger might be a low quility one, another might be legendary, and then you would your enchantments, to it.

fallen marten
#

Hang on - if they are seperate damages and quality, how would you even use them?

#

Wait one sec while I spin my sword around Mr skeleton ...

wet gazelle
#

I'm not sure exactly what you mean.

fallen marten
#

Combining swords- two damages, which one would take precedence? Or does it add the total damage effect together?

#

You said in your inventory it would be 2 swords, 1 item slot

wet gazelle
#

I'm not necessary going to combine them, I'm just referring to the fact that the items do not hold static values I want items to be varied so that it'll be unlikely that even if you have 2 "Daggers" they'll never actually be the exact same item. No, it would function normally with one item per slot.

fallen marten
#

Have a max and min damage value , and random float in range the weapons damage on its creation or whatever -

#

You can array structs too if you need more capability to hold info in an actor

wet gazelle
#

What if I dont want a "max" and I want to leave it open ended. So that such as an item in Skyrim, it could have an unlimited amount of enchantments with no limite to what the number could be. idk ... maybe I'm not explaining this well enough. I'm really just trying to figure out how to store all this data so that I can recall it.

#

Maybe that'd be the way to go about it

fallen marten
#

You have to give it a max, just make it higher than you could ever use

wet gazelle
#

fair, lol

fallen marten
#

Well just remember what I said yesterday - you can make struct data on the fly, but you can't mod a data table on the fly. So depending on whether you need to change an items values inside the struct like it's stats etc, will depend on what you want to use

merry pilot
#

How could i make a directional light turn off after it goes down the horizon to prevent light bleeding through the bottom of the map? @ me please

fallen marten
#

You'd have to reference it in the level blueprint perhaps and set the intensity to 0 or something

honest rune
#

When exporting custom collision geometry with a static mesh from Blender (2.8x), do you need to parent the collision object to the render mesh? I've been trying to export just a box mesh with a box collision object and it doesn't get imported with the render mesh

#

using UBX_RenderMeshName naming convention and no luck

shy jetty
#

Hello guys can someone give me some advice on how to set up like a "master asset library" when I can view all of my assets , categorize them as i wish, etc? I would like to be able to do things like view every tree I own , or different rocks, boxes , chests etc in their own categories without loading into a meeting prindct every time. Any help would be greatly appreciated.

manic pawn
#

suppose you could throw them into engine content

weary basalt
#

Use Developer Folder?

manic pawn
#

aren't those still project specific?

shy jetty
#

So like make a new project and add them to it?

weary basalt
#

@manic pawn Yeah your right, i guess i didnt realise he wants it cross projects.

honest rune
#

only way across projects is a content package I think

shy jetty
#

So what should I do to set it up properly?

honest rune
#

actually, I think you can add to Engine content

manic pawn
#

didn't someone link a plugin here recently that does this

#

it was like content browser for outside assets library..

#

can't remember the name of the plugin

#

or who linked it

honest rune
#

1 sec, checking to see if you can add to Engine content folder. But regarding the package option, you just create a project, put all your stuff in there and convert to template

#

apparently, you can migrate assets to the Engine/Content/ folder

#

so you could cram all of the shared stuff in there.

#

no idea if this will affect performance though due to larger cache

shy jetty
#

So the template is my best option?

#

And thank you for the link I'm pretty new to it all

honest rune
#

No, I'd say migrating to the Engine/Content/ folder looks to be the simplest option for if you want to be able to browse it all from any project without having to import it first.

#

templates have to be imported so no browsing

abstract relic
#

Fixing inputs would be a pain

honest rune
#

for templates?

#

well, either I suppose lol

#

will depend on what exactly your content is

#

alright, back to fighting with custom collision exporting. feel free to drop some wisdom on it if you have experience doing it from blender 🙂

abstract relic
#

cm is a lie for one

honest rune
#

I'm wondering if its UBX_* messing it up

abstract relic
#

Apparently

honest rune
#

I see everyone using UCX_ even for just a simple box

normal burrow
#

Ubx is box right?

honest rune
#

yeah

#

cx is convex hull. thought that seemed overkill

#

gonna try it anyway

normal burrow
#

It’s the only one you must author their I think

#

You can just add box collision in the static mesh window

shy jetty
#

Is this a new topic lol

honest rune
#

I know but I'd like to get in the habit of doing it in blender.

shy jetty
#

So I make a "master project" and put my template in it?

honest rune
#

if you want a template then you create a project, add your content and then convert to a project template.
If you want the whole browse from any project thing, then you would have to ditch the template idea and rather create a dummy project (or use your existing project(s) if they already contain the content), then make sure show engine content is enabled in the content browser, and migrate the assets to wherever within the Engine content folder. This will add all of that to your engine install, but as HighTide mentioned, there may be some pains depending on what types of assets are added

#

(and if you go that route, make sure you place them within a custom folder in that directory, so you can revert without risking screwing up your engine install)

normal burrow
#

I’m so confused

honest rune
#

Also, I accept no liability if you go that route lol

normal burrow
#

Blender templates or unreal project templates? Lol

honest rune
#

oh he was asking about a way to be able to share and browse UE4 content from any project

normal burrow
#

Ah

shy jetty
#

Or to just be able to view all my stuff in one place really and categorize it

normal burrow
#

Working on many projects at once or something?

honest rune
#

is there some sort of source control specifically for assets? That would be ideal

normal burrow
#

There is specialized source control things for unreal that let you organize in theory. I don’t think that equals drag and drop to any arbitrary project

honest rune
#

yeah, I don't think there's going to be a pretty solution. Probably muddying up the Engine content folder is the simplest

#

seems risky though

normal burrow
#

Matheww has suggested a project of all the crap

#

Migrate to it, out of it

#

Really the only reliable way to have some sort of browsable unified thing of everything. But idk if you need that

sweet relic
#

content plugins can work for sharing stuff between projects

normal burrow
#

Have you read the docs?

#

That a duck?

#

Aye ostrich

jovial marsh
#

Guys, I tried building my light but I keep getting this message * failed to connect to Swarm*. What does that mean and how can I resolve it?

normal burrow
#

Restart computer @jovial marsh

#

It usually means a socket got stuffed

#

And it can be resolved by restarting your computer

gilded plinth
#

Could anyone share a tip on how to get started with the Sun Sky Actor for planetary atmospheres?

#

I have no idea how to get it to do that

sweet relic
#

@gilded plinth to get "space view" you actually have to move the camera very far from the world origin

#

like hundreds of kms

#

turn the editor camera speed to max and zoom waayyy out

#

or set the camera position to very far away

scarlet kiln
#

Is there anyone who can help?

sweet relic
#

you can make it a bit easier by setting a small planet sizze

gilded plinth
#

@sweet relic i've been trying all night

#

I both set camera speed to 8 and I made a character with flying mode set to 32000 max speed with a camera

#

if i fly up far enough i get a really bizarre cube eventually lol

#

i've googled for hours

sweet relic
#

ya iirc there was a weird occlusion issue when i was trying it. I never really got "space view" working well either.

#

it works great as a default skybox tho

gilded plinth
#

what's the simplest way i can make this happen? would a sphere at world origin, SunSky Actor and exponential height fog be all you need?

sweet relic
#

make sure not to use atmoshperic fog with it though

#

as they conflict

#

height fog works well tho

gilded plinth
#

which fog would i need? either?

sweet relic
#

height fog only

#

i think the atmospheric sky has its own atmos fog

#

you get weird issues if you have both

gilded plinth
#

I also wonder is this broken in 4.24?

#

because after enabling extended luminance it's still white

sweet relic
#

ah right that is the all-in-one

#

in that case you only need the sunsky actor

#

no height fog if you want "space mode"

#

i find height fog works better when you want something other than blackness below the horizon

gilded plinth
#

wtf this just does not work

#

i'm rly about to rip out my hair

#

how did he do that planet view!

sweet relic
#

there is a inside unreal stream where they do it

#

the 4.24 feature shocase i think

#

but iirc it is actually bugged

#

you get a weird horizon occlusion cutoff when at high altitude

#

i dont think it was really intended for a KSP style planet view

#

more of a side effect of how it was implemented

#

or at least a non-finished feature

gilded plinth
#

ok I think i got it! yes i had to delete the fog for one

#

light intensity for the directional like is 75000 and even though i enabled extended in project settings it was still white

#

what's with that?

#

so i turned it down to 50

#

this is the closest i've gotten all night

sweet relic
#

i think it has to do with raytracing (you need more light intensity)

gilded plinth
#

i wasn't thinking about ray tracing at all

#

i need to be?

sweet relic
#

not unless you have an RTX gpu 😋

gilded plinth
#

i do, but my current planet atmosphere won't compile with Ray Tracing on : (

jovial marsh
#

@normal burrow Thanks, will do so 👍

knotty vessel
#

there is no + sign or magnifying glass here

#

is it somewhere else?

gilded plinth
#

Ok i turned ray tracing on in project settings and enabled extended luminence

#

it's still white grrrr

#

OHHHHHHH

#

I had auto exposure off!

knotty vessel
#

i feel like im looking in the wrong place or for some reason its hidden

#

ive been having this issue since yesterday :(

fallen marten
#

@knotty vessel your material needs to have the node you can plug multiple textures into

knotty vessel
#

whats the node called?

fallen marten
#

Can't remember off the top of my head - will have to open a material up and see

gilded plinth
#

@sweet relic you dont happen to know what kind of ground mesh i should use for testing to enter and exit the atmosphere do u? Is it meant to be a sphere?

fallen marten
#

Gimmie a sec Rohan -

sweet relic
#

no idea; a big sphere would probably work

patent fjord
#

Im generally new to game dev but don't know if I should use unity or unreal

knotty vessel
#

oh ok ty :)

patent fjord
#

what are some things unity can do better than unreal (other than graphics)

knotty vessel
#

unreal seems easier so far honestly

#

i havent used unity though

patent fjord
#

I thought C++ is harder

knotty vessel
#

ive only seen it

patent fjord
#

oh

knotty vessel
#

idk its easyish to me

patent fjord
#

is it ur first?

knotty vessel
#

ye

patent fjord
#

What can you do so far

#

code wise (gamplay)

fallen marten
knotty vessel
#

i havent gotten there yet lmao im still in map building process

patent fjord
#

oh lol

#

is it laggy?

knotty vessel
#

ty con :)

fallen marten
#

no worries

knotty vessel
#

it is a lil bc i have lower ram

patent fjord
#

@fallen marten

#

Why should I use unreal rather than unity?

#

(ignore graphics tho)

knotty vessel
#

idk someone told me it was better lmao

patent fjord
#

lol

jovial marsh
restive yarrow
#

Hi I have physical materials applied on my landscape layer infos but my bullet projectile does not recognise the physical material and therefore plays the same emmiter on impact, this however, is only happening with the bullet projectile. my characters footsteps recognise the physical materials and play different footstep sounds on each painted layer

fallen marten
#

@patent fjord you should use it because it's .. err.. way better than unity lol ..

patent fjord
#

but why?

#

how?

#

Like is it just the graphics?

fallen marten
#

I find it's got more features out of the box, more user friendly, and has plenty of good free stuff out there to get you going

patent fjord
#

Can you help me find a way to learn c++

fallen marten
#

It's fast, can target multiple platforms, has good networking ability

patent fjord
#

it looks super confusing

fallen marten
#

Start at the Sololearn website

#

It's free

patent fjord
#

Ok, how long do you think it will take to learn?

fallen marten
#

I did a heap of courses on there, and it even has a free phone app

patent fjord
#

(also is UE4 laggy???)

fallen marten
#

Depends how dedicated you are and how fast you learn, and yes it can be laggy on low end systems but mainly just in compiling shaders

#

I use a dual core laptop to fiddle with my project at work on my breaks and it does the job just fine

patent fjord
#

Ok, and do you know any helpful video courses?

fallen marten
#

seriously?!

#

There's more than you can count

#

YouTube is full of them

#

There's forums dedicated to ue4

#

The discord channels are full of helpers

#

Just go down the Google rabbit hole and you'll find plenty

patent fjord
#

Ok, last question (sorry If im repetitive)
,but, If I am fully dedicated and try to learn everyday, how long do you think It would take to learn

#

becuase Im having a hunch that its too complicated

fallen marten
#

Not long

#

Maybe a year

patent fjord
#

C++ is actaully simple!?

fallen marten
#

The concepts are , yes

patent fjord
#

nani!?

#

Well, ima get right to it

fallen marten
#

The code writing, is a little tougher tho

patent fjord
#

thanks

#

ohh

#

oh

#

||oh||

fallen marten
#

Lol of you are scared of code - use blueprints

#

Everyone else does just about

patent fjord
#

nono, I want to learn code

#

just scared of complicity

#

C# was simple

fallen marten
#

Well Ive laid it out

patent fjord
#

af

#

Yeah, thanks

fallen marten
#

See how you go

patent fjord
#

I will try my best, thank you

#

cya

fallen marten
#

Laterz

patent fjord
#

Nope

#

nope

#

noooo

#

too confusing

opaque plover
#

Hi guys. I want to have a "table" with items, each of which has some properties and a material.
What is the correct way to do this? Should I do an "ItemsTableActor" or is there something better suited?

patent fjord
#

no

surreal hamlet
#

can someone tell how to fix black spots and weird shadows in my archviz project after light build

fallen marten
#

@opaque plover make a table actor, and add the items as static meshes that are parented to your table mesh.

#

@patent fjord just lol.... Unity is nope 🙃

idle compass
#

how do i set an instance material to become their own parent ?

fallen marten
#

Instance to be its own parent?

#

Like make a child material from it?

knotty vessel
#

when i put my material into my landscape it did this

#

how do i fix it?

fallen marten
#

Texture cord node

#

@knotty vessel

knotty vessel
#

i think i got it

fallen marten
#

Cool

knotty vessel
#

i didnt have it mapped with uvs lmao

#

oops

fallen marten
#

hey anybody got the twinmotion free materials?

#

rather than install 4.24 just so i can open those assets, i was wondering if someone would be so kind as to screen shot the bp in a material that shows how it auto tiles/scales without texture stretching

knotty vessel
#

id do it but i have to go sleep in a minute sorry

#

i could do it tmmrw if ur ok with it?

plush yew
#

Any place i can get free low poly stuff?

fallen marten
#

@knotty vessel sure man 👍

#

@plush yew try Stevie's corner, the free3d, umm.. maybe some stuff In the free section of the unreal marketplace, go to SketchUp warehouse and download stuff as dae files then convert to fbx.. there's a few more sites but I can't remember the names

plush yew
#

@fallen marten I heared downloading stuff from SketchFab

#

You cant use them in your project

#

and get money from it

#

?

fallen marten
#

Sketchfab?

#

The rules say you can't sell them individually for profit. Using them in a project is ok from what I understand

#

Alot of them you would have to mod heavily anyway, to reduce poly count, triangulate and add decent textures to

weak cypress
#

you can use sketchfab too

patent fjord
#

Hello, so I learned basic c#, but now that I know c# how do I learn to use it UE4 wise

#

like there are different things I need to know for UE4 right?

spare sun
#

ue4 is mostly c++ or blueprint, but generic programming concepts can be brought over

fallen marten
#

1st google search

plush yew
#

How can I code a jumpscare? I have an animation ready and when my enemy catches the player I want his rotation to lerp to face the enemy, keeping the enemy DIRECTLY in front of the player's camera and play the animation

patent fjord
#

ty

#

@fallen marten

#

so after this, I will be finished with learning the basic code