#ue4-general

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patent fjord
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?

fallen marten
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Yeah should be - there's pages in the docs that go through all the API as well

patent fjord
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ok ty

idle compass
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Instance to be its own parent?
@fallen marten so I imported a texture from quixel but it creates an instance of a parent material which is not the texture that I want. So from this instance, I want to break the parent child relationship and make the instance a parent by its own, because I want to edit the nodes on the instance

plush yew
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Great

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And my question is getting ignored

fallen marten
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@plush yew Timmy just chill dude

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I'll help in a sec

plush yew
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Sorry I've been focused on this for like a day

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With no help I've looked everywhere

fallen marten
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Felix you should be able.to import a texture on its own, then right click on it and create a material

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Timmy you have to write some functions In your character - think of it as writing a little story

idle compass
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@fallen marten sorry, what I meant was when I am importing a material from quixel, it creates an instance and not a parent. How do I set it so it creates parent ?

fallen marten
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Like - when enemy capsule.overlaps character capsule, character has to do such and such

plush yew
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Yes but what code?

fallen marten
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Can you even use blueprints man? Do you understand what you can do with components and how to manipulate them?

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Know any code concepts?

plush yew
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Yes but let me tell you something

fallen marten
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Hello world?

plush yew
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I tried set control rotation

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But that doesn't work

fallen marten
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Make your character capsule rotate

plush yew
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It doesn't always rotate the player to face the enemy

fallen marten
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Use look at rotation node

plush yew
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I did

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Oh is it because I'm rotating just the camera? Is that why it wont face the enemy?

fallen marten
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Yeah

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Rotate the capsule, and your camera spring arm should rotate too

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I'm doing that the camera will move with it

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And you can then also set the camera rotation to face the enemy too. Use a disable input node to make sure the player can't face away fe the enemy for the duration of the attack and then enable input again or something

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Just be creative man - experiment a bit and be logical

plush yew
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Bruh this is fps

fallen marten
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Well you didn't say that

plush yew
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I don't have a spring arm

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I know

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I'm sorry

fallen marten
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The camera should move anyway if the capsule moves. Capsule moves, mesh moves, and camera with it

plush yew
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Well let me say something

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How can I make the player rotate to face the enemy REGARDLESS of looking direction?

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Right now, the rotation is based on looking direction and I don't want that

fallen marten
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The look at rotation gets your rotation, the enemy rotation and gives an amount to feed into the set rotation node so that it will look at your target

plush yew
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Right now, the rotation is based on looking direction and I don't want that

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Right now, the rotation is based on looking direction and I don't want that
@plush yew

fallen marten
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What do you want then?

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If it's fps, the camera is pointing in your forward direction

plush yew
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Ok so I should've been more clear

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Let's say you're facing away from the character

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If you're looking to the right, it doesn't rotate the camera to be directly in front

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Of the enemy

fallen marten
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Basically you are going to want to rotate the player mesh, and camera toward your enemy doing the jumpscare

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Do both if only one works right now

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I don't know what else to say. Try add control input if you can do the math to make sure it stops where you want it

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-There's no secret magic to this, just working through it logically

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I'd write some BP but I'm on my phone, and I have no 1st person projects

plush yew
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How can I make my enemy move to the center of the players camera regardless of where the player is looking?

patent fjord
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Do most components have a "U" before them
For example, "UStaticMeshComponent"

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CreateDefualtSubClass<UStaticMeshComponent>("lazy");```
fallen marten
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Get the players forward vector, multiply it by 200, get that vector and have the enemy move to that point. Then do look at rotation to set the enemy to face the player

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If you want the enemy closer, make multiply by 70 or 60

plush yew
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Ok but wait

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How can I make it instant on overlap?

fallen marten
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Run the code I just said on overlap

plush yew
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Like as soon as he catches you I want him at the center I don't want him to like sweep there

fallen marten
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Use set location and rotation node

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Check sweep false

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should pretty much teleport

plush yew
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So for the location get player forward vector and add vector offset?

fallen marten
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Just multiply that forward vector by 70

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Forward vector is the forward facing direction but is given as one unit long

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So you multiply it to get a distance out in front

plush yew
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So I don't need to add

fallen marten
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No

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You'll dick it up by adding

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It all make sense?

spare sun
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@patent fjord yes, there is a naming convention

patent fjord
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ok mty

spare sun
plush yew
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hi guys, if i make a pawn i created the default in gamemode how do i get to show UI for that pawn

spare sun
plush yew
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i created a UI in bluepritn but it only shows up for default pawn i want it on the pawn i made as default in my own gamemode

plush yew
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nvm I managed to do it. I used the event beginplay of the bp user that i used as defualt which is the child of the default pawn i wanted to use

whole quarry
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You could also spawn the UI in the GameMode after spawning the player BP

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The widget uses the player controller anyways

jolly shore
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hi every body, is it possible that the same button hitting both single and combo like this video

tired merlin
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Don't you just love crashes

jolly shore
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how can I starts the combo when the enemy appears

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is there any idea

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?

tame yacht
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Lol

plush yew
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lool

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logic flow timeline gates

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forexample

celest creek
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@jolly shore Not quite sure if I got you right, but yes - just use timers or DEGast's suggestion... but it's really up to you, there's no checkbox to allow this per se. You'll have to implement it yourself. Not hard at all, just learn the basics of blueprints and you'll get there.

austere scroll
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i want to be able to change between cameras in a smooth transition , i heard something about "lerp time" or something ? but i dont know how to put it in a sentence to search it

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anyone got an idea ??

austere scroll
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thx i will see it

jolly shore
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thanks of answers ,I have seeing video on internet about combo but I didn't see about this. namely, same button uses for two actions

celest creek
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lerp is a linear interpolation between two values based on an alpha/weight value

austere scroll
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ok

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@celest creek does it move the same camera or does it switch cameras ?

celest creek
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sounds fancy or odd but is a really simple concept

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@austere scroll I'd go through some of those examples, I believe you'll find it's the same camera blending between 2 different positions... I'm not 100% sure here as I haven't done that in a while

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And positions can be set by two other cameras... but again, I'm doubting myself here. I should look at that myself lol

austere scroll
celest creek
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Can one get twin-motion assets and/or scenes into UE4 these days?

drowsy turtle
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how do i make an NPC look at the player?

rotund scroll
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creepily?

celest creek
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@austere scroll You'll need a character or pawn with a camera (default 3rd person template has this setup) and then another camera that you've placed in the world. That BP you showed in the second image is inside the level blueprint. So create a 3rd person template, add a camera into the world, open the level blueprint and write that up just like that.

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You might have to enable the level to have player input, but I'm not sure... it might receive input by default but don't think so.

rotund scroll
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@drowsy turtle get look at rotation to actor

drowsy turtle
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how

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wait

rotund scroll
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it's a node

drowsy turtle
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nvm

austere scroll
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@celest creek why would i put a camera in hthe world if its an aiming camera , its supposed to be on the player, and btw im already using the third person template

rotund scroll
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if you want just the head to turn you'll have to communicate with the animBP

half turtle
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so i have a a spaceship game, where ships are using physics for movement (force and mass) and planets thta orbit their stars however

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when ships crash with the planets, the planets stop moving

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and i am not sure what exactly is causing that...

rotund scroll
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just like in real life then

drowsy turtle
celest creek
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@austere scroll You'll need 2 cameras for that setup you showed, one in the character and one in the world

rotund scroll
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not at all creepy

celest creek
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I'm not sure exactly what functionality you're looking for, just explaining how to get that to work... ๐Ÿ™‚

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Then you can just replace that 'camera from persistent world' node with whatever other camera you want - so just a first step for you to understand how it works

rotund scroll
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@drowsy turtle sphere volume -> on overlap component -> cast to player -> set timer by event -> find look at rotation -> set actor rotation

celest creek
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@rotund scroll @drowsy turtle That'll just make the whole thing rotate tho... you're looking for a joint to rotate I'd imagine

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Then you'd want that to only rotate if the angle is below e.g 45 degrees each way so it doesn't break its neck

drowsy turtle
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i want to rotate only his head

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aka cube 1

celest creek
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skeletal mesh?

drowsy turtle
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nah

celest creek
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Fantastic model btw

drowsy turtle
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ik

celest creek
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๐Ÿ™‚

drowsy turtle
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i totally didn't copy dani's turret model

rotund scroll
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@celest creek have you seen his model

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but ok

celest creek
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I can see your zbrush skills are top notch

rotund scroll
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set component rotation instead

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or whatever it's called

celest creek
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that's the one yup

rotund scroll
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I forget

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rest remains the same

drowsy turtle
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don't you mean set target location?

rotund scroll
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maybe

drowsy turtle
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wait

rotund scroll
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I don't remember

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I don't have UE4 open

drowsy turtle
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ye i don't have a node such as set component rotation

rotund scroll
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explore

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experiment

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figure it out

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be a big boy

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or girl, I'm not judging

half turtle
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aaah... reading documentation can be so useful sometimes... nvm i found what was wrong

drowsy turtle
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i've finally found out

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how to do it

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but

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uh

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i don't want him to rotate in Y offset

rotund scroll
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split

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the rotation pin

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you get floats

drowsy turtle
rotund scroll
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I refer to my previous statement

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split
the rotation pin
you get floats

fallen marten
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@jolly shore my game is based off a similar game as your vid, streets of rage, and to do the punch and combo when you hit something, just make a struct that has am animation and whatever else data like spawn emitter, sound etc and array that variable to as many hits in your combo as you want. Then let the combo cycle through each array element when the first punch hits something

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When you move or miss the first punch, have the combo counter reset back to the first array element

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1 small line of code can produce a huge combo

jolly shore
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When I first punch collosiona, I want the combo to step in.

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so this is logic

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can you share bluprint code

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thanks

fallen marten
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No I can't right now. I'm on my phone

jolly shore
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do you have canal on youtube?

fallen marten
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Canal?

jolly shore
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channel

fallen marten
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No I dont lol

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Thought about it tho... Dunno how many subscribers I'd get really

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Look, just make a struct

jolly shore
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I subscribe to everyone who knows unreal ๐Ÿ™‚

fallen marten
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Add an animation, a bool for is it a special hit, an emitter and a sound to the struct variable list

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Then add that struct to the character as a variable

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Click the little thingy to make it an array

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Then add as many elements as needed to make the combo

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Your code would go, left click, punch (draw info from element 0 of the struct) did I hit? If yes then apply damage to enemy, cycle combo counter to draw Info from the next array element. If I miss, reset the combo counter to 0 so it goes back to drawing info from element 0 of your arrayed struct

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Simple

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I just summed up how to make a combo in one paragraph instead of 20mins in YouTube lol

lime gull
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When making a particle system, how would I create one that kinda explodes, and all the particles fall to the ground

jolly shore
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if you show it on youtube it will perfect man

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I will wait..

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thanskk so much

fallen marten
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No problem man

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Hope it helped you

jolly shore
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๐Ÿ˜€

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๐Ÿ‘

silk finch
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hi, anyone can help me with a sequence's problem?

drowsy turtle
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@silk finch What problem you have?

silk finch
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i have a little sequence, but when the animation finish the animation turn to start again

glass geode
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If Unreal's CPU usage is changing but the ram usage isn't and it's frozen (not non-responsive) is it still working out stuff or should I end task?

silk finch
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@drowsy turtle, I need my animation to stop at the last frame, but not to go back to the initial frame

weak cypress
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hmm would a higher res monitor help in game dev?

hot grotto
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how do u change the text color of a disabled button?

kindred viper
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@hot grotto not sure if you can tbh. Disabled tends to be just that. I mean, there is a core style set for default somewhere so you can modify that I guess. I would now like to know if there is a better solution to this tho

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@hot grotto yep it will. But it won't define it. You can get by with a black and white tv and a kempston joystick tbh.

drowsy turtle
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@hot grotto idk if you still have that problem but

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in widget's blueprint create a new boolean var

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name it however you want

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bind the text's color

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and you need to set the value as false when something that disables the button happens

twin orchid
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Hi! How can i duplicate object WITH it's animation ?

fierce tulip
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question too vague

twin orchid
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I have an object that is animated in a sequencer

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If i simply duplicate the object its animation doesnt duplicate.

fierce tulip
lime gull
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How can I trim a sound cue?

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I just want it to loop one second earlier

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Enveloper node doesnt seem to work

fierce tulip
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basically you only disable the head-rendering for the fps camera.

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no clue how, but thats generally how its done

polar hawk
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you need to render the head to simulate the eyes physics for TRUE FIRST PERSON

dawn gull
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hey, i have a .max file but i dont own 3ds max can somebody convert my max file into obj/fbx? dm me if you can. Thanks

twin orchid
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try #cinematics
@fierce tulip Thanx, mate! IWe figured it out. Just copiend keys. But i'll look up for #cinematics ๐Ÿ‘

kindred viper
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@dawn gull there is a trial version you can use to do that

cosmic veldt
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hey guys how can i make sure that it only uses clockwise rotation on z when easing between two rotators?

rough hound
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How would i attach a particle effect to a mesh? I'm used to having something called attachments on my models which basically are designated points, and with code i could use those points to "root" a particle effect to it. How would i do something similar in UE4? Example: I have this mesh right now with the desired particle effects just placed in the editor where i want them. If the Mesh were to move in game the particle effects would stay obviously, what i want is for them to keep that position, bound to the meshs movement, if that makes any sense.

digital anchor
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those are called sockets in ue4

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u can specify them on attachment functions

steel edge
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Hey guys, anyone got any good vids or advice on reducing the texture streaming size and optimising textures?

scarlet birch
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Should I do anything beyond the encryption and signing found in project settings for a final distribution? I'm not talking Denuvo level stuff but asking if there's anything else anyone thinks I should reasonably do before releasing something on Steam or elsewhere.

placid citrus
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Security wise the settings in project settings are pretty good and will stop most people from breaching your files but if there is one thing I've learned about stuff like that is if someone really wants to rip something from your game or mod it they will find a way even if it takes them months to figure out how

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If your doing multiplayer stuff you could always look into one of the anticheat programs out there

scarlet birch
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I'm not really worried about cheating. It's not competitive. Just want to do my due diligence to protect people's work with the assets.

placid citrus
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Ah well still like I said if someone really wants to rip something they will probably end up finding a way to, but the encryption and signing found in project settings will stop most people so you should be good with just that

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Unless anyone else has any suggestions?

kindred viper
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There is no real suggestions. If you want it, you can get it. I mean, its open source, you can even dig in the code and find the best way. Or visit one of the few unreal hacking forums and see what they say. But the general rule is, if it's in memory, its stealable

scarlet birch
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That's about what I expected but thought I'd ask just in case.

lament verge
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Can i add a camera to my current view in the unreal editor?

shy jetty
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Can I change my default Unreal Projects folder from c / documents? I have my engine and everything else/vault installed on a bigger hard drive but even on clean install it defaults my unreal projects path to C documents, even after deleting the folder, it recreates on fresh install even though I selected the path to my other hard drive

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My projects folder ?

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Or will it just keep creating this folder

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Yeah it just keeps creating the folder

smoky sonnet
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what are the benefits of 4.25?

shy jetty
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No everything is installed on my other drive , but by default unreal engine makes a folder called unreal projects in C drive / documents. Even though I never chose this location

grave nebula
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4.25 is alike 4.24, but 4.25

shy jetty
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It messes up my naming conventions in perforce by not having the project in that folder

warm flicker
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4.25 is basically bugfixed 4.24

carmine garnet
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so

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i like

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cant uncrouch

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un crouch command just doesnt work

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if i jump it uncrouches

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thanks

normal burrow
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Pudding, is there something above you?

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Perhaps some hat accessories?

next badger
#

Wow. Who remember this game from UE4 jam?
https://store.steampowered.com/app/1137350/Filament/

The truth is out there. Somewhere.Board The Alabaster, one of The Filament Corporationโ€™s flagship research vessels, and try to wrestle control back from a mysterious complication which left the ship locked down and the crew missing.With only the help of Juniper, the ships stri...

Release Date

April 23rd 2020

โ–ถ Play video
rough hound
#

Not being in the scope means its not "Visible" right, but why is that?

fleet cedar
kindred viper
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@rough hound scope means the variable has been optimised away. eg. You have a function, within it you have local variables. When the function ends, the variables are cleaned up as they were local only.

little warren
#

Hey, any one know how to update a FSlateBrush? I am setting it to an FSlateDynamicImageBrush but it only updates the first time, after that it doesn't update

stray smelt
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any idea how (or why) camera gets rotation from editor when i possess a pawn? e.g. if I rotate the camera within the editor before pressing play, the game inherits that rotation when pawn is possessed.

raw glen
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hello

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I amm having trouble with adding guns into my game

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how should i go about doing that

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so ya

grim ore
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adding guns to your game would be very your game specific, we can't give you exact instructions

thick herald
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1st. Get guns. Probably start with that.

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2nd Get game.

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3rd Combine.

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Helpful? No, probably not. But in these dark times - it might raise a chuckle and momentarily make someone's day a little brighter.

rough hound
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How would i go about getting the AI Pawn to the Controller? I want to save the Spawn Location of the Pawn to the Blackboard.

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Like using GetActorLocation, but how would i get the Pawn object.

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Could i just use self even though that references the AIController and not the pawn?

thick herald
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What happens if you try that?

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or rather.. try and see what happens! ๐Ÿ™‚

rough hound
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It works ๐Ÿ˜…

peak vessel
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Fellow unreal engineers.. Is there ANY way to totally remove the near plane clipping on all cameras in unreal?
Im assembling some meshes that are rather small, and its almost impossible because i cannot get close enough to see what im doing until the clipping starts...

south ridge
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@peak vessel you can bring near plane significantly closer to the camera

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But it's conceptually impossible to eliminate it in full

peak vessel
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How?

summer dragon
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hey quick question. how do i reset the camera view? i imported an fbx but i cant see it properly in the preview window

peak vessel
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I found a setting in projects,, but it did not do anything!

south ridge
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@peak vessel there is an option for it in rendering settings

peak vessel
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@south ridge Cant find anything.. Just under Engine>General.. And that does jack shit im afraid

south ridge
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What are you setting it to

peak vessel
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i tried 0.. and 100 and everything inbetween, no change

south ridge
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Try to set it to 3.0?

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That's the value we use (we wanted to make it possible to rub up face against all surfaces ๐Ÿ˜„ )

peak vessel
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No effect

south ridge
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What are you expecting the effect to be?

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Just doing a sanity check

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Also, what is the typical scale of your elements?

abstract relic
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Thought you needed to restart the project when adjusting clip plan value

peak vessel
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I want a damn ortho cam tbh

south ridge
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Like, are you working with stuff sized to centimeters

peak vessel
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Yea

south ridge
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@abstract relic you do

peak vessel
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Below 10 cm's

south ridge
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@peak vessel use different units maybe? Instead of assuming 1 unit = 1 cm, assume 1 unit = 1 mm?

peak vessel
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Trying a restart ๐Ÿ™‚

south ridge
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If your objects are such a low scale (below 10 cm), you should probably work in different units, UE4 is tailored to displaying human-sized stuff

peak vessel
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AH

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Restart worked, thanks guys

south ridge
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But that's a suggestion, it's not neccessarily gonna make it better

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@peak vessel good! Now about the value itself

peak vessel
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Strange it did not tell me..

south ridge
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You shouldn't set it too low

peak vessel
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I used 1.. Thats perfect..

south ridge
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3.0 was the value we figured as optimal for us, you might wanna go down to like 1.0 - 2.0

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If your objects are really ~10 cm, then 1 should be perfectly fine

peak vessel
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Im not doing anything other than pre assembling some stuff

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I dont touch game engines with a stick unless forced ๐Ÿ™‚

south ridge
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Yeah, that's fair. Just try to keep value as high as possible, as long as it gives you the results you want ๐Ÿ˜„

peak vessel
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I need to put stuff in place,, and migrate out

midnight bolt
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i think i have found a deep UE4 issue. its driving me nuts.

create new blueprint, place for example 2 actors, static mesh twich different location and diferent names like cube1 cube2, copy it to clipboard, delete it, paste it, and it changes everything, name, location, WHY?

peak vessel
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@south ridge But again, thanks for sparing me some headache mate... All the best! ๐Ÿป

manic pawn
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@south ridge what happens if you set it too low?

south ridge
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@manic pawn degrading depth buffer precision, you end up with too many bits covering the area immediately in front of your near plane

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You want most of your objects to sit in the higher precision area that's close to your near plane

manic pawn
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hm

south ridge
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You want to set near plane in such a way that most of your rendered objects in foreground will be sitting in the higher precision area of z buffer

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Set it too low and you might push that dense area to distances which aren't commonly seen in your game

manic pawn
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interesting

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I've just been setting it as low as necessary to make the camera not go through walls when you use third person and put it right beside a wall

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is this why the default third person had a HUGE probe size for the spring arm?

south ridge
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Assuming the world around your character is scaled to your character, that should not give you any bad effects, just set it to the highest value where you get no artifacts and you're satisfied

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@manic pawn I dunno, I've not looked at the default third person ๐Ÿ˜„

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There are a few mappings of depth vs distance vs bits in depth buffer btw. That one illustrated isn't the single one

manic pawn
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the default setting gives your camera a sphere that is like 2 times the size of the mannequin head

south ridge
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But they all share the property of giving more density to things near the near plane

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Or like this! I think this is more true to what happens in UE4, someone probably knows for sure

mossy bay
midnight root
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any chance if you rotate them they aren't in right spot causing this

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depends what kind of light also it is

mossy bay
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They're all currently static.

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Reason for that is because I'm making a Pavlov map, and the lights can only be static.

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Probably.

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How can I fix it?

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I'm a bit new to Unreal Engine, haha. Is that in the mesh settings?

midnight root
#

lighting,the ultimate nemesis ;0-0

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heh

fierce tulip
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performance is the ultimate nemesis

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and poor management

midnight root
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that TOO\well both :))

mossy bay
midnight root
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at the same time

mossy bay
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This'll probably help.

fierce tulip
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@mossy bay google some ue4 lightmap tutorials. your meshes need properly mapped uv shells in am additional uv-channel to bake the lighting onto

midnight root
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ya im stuck w/o raytracing as current rig explodes if I do so I get perf.

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soon to fix I hope

midnight bolt
#

sorry for repost, but i think this is kinda big. where could i report this for sort of official bug report?

mossy bay
midnight root
#

My main issues are terrain whitewashing , but then ive been busy so need to check for that tutorial,,in additoin to 4.25 fixing some of that ??

fierce tulip
#

@midnight bolt repeated posts are frowned upon, and the "pin" in this channel should contain a link to properly bug report.

#

james B knows his stuff @mossy bay

mossy bay
#

Sweet, I'll give it a watch.

fierce tulip
#

hmm, where is that pinned message

midnight bolt
#

yeah i cant find it

abstract relic
#

New one, go

fierce tulip
rough hound
#

I've confused myself big time.

mossy bay
#

Btw, I can do this stuff with Blender right?

#

Cause I see he's using Maya.

fierce tulip
#

any 3d tool has this functionality

mossy bay
#

Ok sweet.

rough hound
#

How come i can sometimes use objects in the MoveTo Task and sometimes not?

fierce tulip
#

@plush yew you can, but there are various outliers where it wont work.
you cant have any mirrored of self-overlapping shells, and weird borky stretched shells will make it look ugly.

mossy bay
#

You know what, I think I know what might be causing the issue.

#

The affected meshes have "solidify" modifiers on Blender, so it doesn't have a proper UV map.

fierce tulip
#

if you prepare uv0 properly, uv1 is often rather easy

midnight bolt
#

Luos thanks

#

i didn't like that it only let me attach one file

fierce tulip
#

zip the files > 1 file :p

raw glen
#

does anyone have any fbx files for guns I dont have any to add to my game

fierce tulip
#

you can find plenty on the ue4 marketplace

raw glen
#

where is that

#

nvm I got it thanks

midnight bolt
#

Zip is workaround, the person reviewing will have to download and unzip... Kinda embarassing for ue i think ;l

fair storm
#

is possible in unreal to make a migrate host system to avoid have a dedicated server?

grave radish
grim ore
#

yay looks like chaos will be enabled in the editor by default in .26. whoo ๐Ÿ™‚

#

@grave radish that says its the my blueprint window, go to windows and open the my blueprint window

grave radish
#

That worked. Thank you @grim ore

opaque vector
#

So with the introduction of ReplicationGraph, has anyone benchmarked the limit of a single server instance in the terms of max players?

worldly axle
#

Can i use the landscape painting option not only on the landscapes but also on the 3d objects i import ? Or i need to use vertex painting?

knotty vessel
#

can someone dm me a good swimmable water tutorial preferably a video? i cant find any that my dumb self can understand lmao

knotty vessel
#

oh ok ty :)

plush yew
#

any word on when epic will post the presentation they would have given at GDC?

grim ore
#

nope ๐Ÿ˜ฆ

plush yew
#

dang, well hopefully it's still coming

blissful trail
#

when i press the + it collapses everything

frail sail
#

Guys that new Directx 12 Ultimate api when will implement to UE4? 2-3 year later (like DX12 stable ver. comes), or less?

#

or it will support any version automatically with DX12?

white valley
#

mega dumb question
when I play in editor, the Details tab of the selected actor is gone.. Is there any checkboxes in preferences that Im missing?
everytime I press stop I have to find the actor in world outliner to make another edit?

#

pressing play de-selects the actor

next badger
#

@frail sail at least when it will be supported by windows

white valley
#

is that the default behavior?

frail sail
#

yeah i mean when it come to support by windows 10, then no need to upgrade engine for activate DX12U right?

#

because same api

#

just optimized and some additions

next badger
white valley
#

@white valley there's a lock on the top right
@next badger yeah but is there any preference that I can make it default without locking?

#

btw in any tutorial I follow, the actors details tab stays there unlocked and play wont affect the selection

#

extremely annoying :))

next badger
#

@white valley hm...try poke Epic on forums, or answerhub

#

cause object stays selected...its just details are not refreshed

white valley
#

thanks I ll install older version to check if its the same there as well @next badger

blissful trail
worldly dust
#

Epics perforce documentation is dated, they claim you cannot check an .ini file in through the editor and have to do it manually, but this is not the case anymore, I've tested it through a server, you can now check in .ini files and commit them to perforce, through the editor, where can we report things like this to epic?

harsh tiger
still schooner
#

how do you guys update sorce built ue4?

#

or you can't?

astral spindle
#

how to be able to post a request in the job part ?

mossy bay
#

What's the best way to import meshes from Blender to UE4 while it looks correct (textures and materials are correct).

spark sonnet
#

DM the @plush yew with either LFW (Looking for work) or LFT (looking for talent) @astral spindle

calm widget
#

@mossy bay Unit meters, scale 0.01 . I guess you could use CM unit scale now

half turtle
#

if i have a scenecapture2d component, how can i make it exclude some things from its capture? like... do not capture and render the background...

barren pier
#

Been trying to build from the latest github release branch and "generate project files.bat" is throwing "Visual Studio 2019 (14.22.27905) must be installed in order to build this target"

But I've already installed and uninstalled VS 2019, installed the 14.22 MSVC Toolkit alongside it, tried using 2017, etc...

Is this a thing with the latest release? or am I missing something?

#

Clean installed VS 17/19 and also removed all engine versions and retried

blissful trail
#

unreal 4 keeps randomly crashing ive been doing litterally nothing its done this 5 times in about 1h

barren pier
#

Thinking about switching to unity but I've already bought marketplace content fml lmao

worldly dust
#

get ready to pay unity tenfold what you paid for on the marketplace lol, just to get simple functionality that unreal already has built in for free

barren pier
#

^And that

worldly dust
#

c# is very empowering, unity is not

barren pier
#

C++ you mean

#

oh nvm

worldly dust
#

no C# in unity is the only plus for me over unreal

#

great to use, but you are going to have to be writing plugins that epic gives for free

barren pier
#

Not a programmer myself but I code a little
C# is def easier

#

If only unreal wasn't so damn picky

#

files are a lot easier to manage in unity

worldly dust
#

yeah it can be extremely difficult to fight with unreal at times, and I definitely agree with you on that, simple file moves can hang the editor pretty bad

barren pier
#

Do you usually compile ue4 from source or do you use the epic launcher?

#

Is it a thing to compile an engine from its files from the launcher?

worldly dust
#

oh yeah its definitely a thing, I personally use the launcher, people have specific reasons for compiling from source, like you need a source build to use the chaos destruction system for example (may have changed in the latest version though)

barren pier
#

I havent really touched chaos but last I saw you could enable the plugins in the epic version

#

I think I'll just try using vs19 with the epic version for now

wide prawn
#

Is anyone having issues with epic launcher all of a sudden freezing after about 20 seconds every single time it starts? i've reinstalled the launcher, and it doesn't make a difference. i haven't updated anything. I just woke up and it started freezing.

fierce tulip
#

it can be really slow, not sure i would call it freezing, but slow.. yes

wide prawn
#

it's completely locking up and i'm getting the spinning wheel. this is so frustrating. i can't add any bought assets or anything. been doing this for a couple days now.

fierce tulip
#

you could post on the forums

#

i think we also had a link for specific things like this

#

but you might find the right stuff there to submit a case

wide prawn
#

thank you

mossy bay
round sorrel
#

Hello does anybody know where I should post marketing questions?

fierce tulip
#

depends on what the topic is about? marketplace? game?

round sorrel
#

its about my marketing my game

normal burrow
#

its been discussed

#

having a channel for such thing, but i think it was decided against

#

could try other servers too, game dev league has marketing channels but not great unreal resource

round sorrel
#

hmm i see, is there any resource that you'd suggest for such a thing?

normal burrow
#

nope

#

not familiar with any particular resource on it

mossy bay
#

I managed to significantly reduce the errors I got while building the light. ๐Ÿ‘Œ๐Ÿผ @fierce tulip

round sorrel
#

ok thank you

hoary locust
#

is there a max amount of grass outputs allowed? my two last outputs don't output any grass

gilded plinth
#

Anyone happen to know how I can properly UV a cube for Unreal so that I can place a material on each side for a cube map? In Maya I reversed the normals and assigned a material to each face, but ue4 isn't doing what I want with it : /

#

Don't think UE4 has any kind of build in asset for cube maps with separate images per face?

next badger
#

assign separate materials per face in maya

oblique tangle
#

Anyone able to help me out with recreating the [PROTOTYPE] or Hulk Ultimate Destruction movement system where when the player is sprinting, their rotation is altered - sort of like a car? Kinda hard to explain so I'll put in some vids

#

@ 20:20

blissful trail
#

i need it to -1 ammo for the selected weapon

fallen marten
#

lol why is the ammo an array? make the bullet count an integer and then just subtract from it and set that result as the new value

#

you are 'getting' the id, and that out put is what? the amount?

manic pawn
#

use get(a ref) node after your get ammo array node and then a -- node

blissful trail
fallen marten
#

nice

manic pawn
#

much more complex than it needs to be

fallen marten
#

just a littl

blissful trail
#

thing is im gonna have a heap of weapons so it may make it easier in the future

#

to use an array

lament yarrow
#

Two questions about remote compilation for iOS on Windows:

  1. Is it broken currently? Upon packaging it says that server name is empty, but it's not
  2. Is Os X Server a paid utility? Is there any way around that?
cyan robin
#

hi, total noob over here

#

what's the best way to collaborate on a project if someone is doing the level design and i'm doing the rest

#

how can i import their levels?

grim ore
#

Normal source control would be fine such as perforce, git, etc.

cyan robin
#

alright, thanks

scarlet birch
#

Anyone know if there's a bug that prevents retargeting multiple animations at once in 4.24.3?

#

Nevermind. It's a problem with retargeting an additive animation.

patent fjord
#

How do you learn c++ and ue4

#

No videos actually explain it

normal burrow
#

Start with blueprints

patent fjord
#

Can I translate that knowlege?

#

Into c++?

normal burrow
#

Yes

patent fjord
#

Ok thank you very much

normal burrow
#

Yep

patent fjord
#

Btw, do you think that method would be faster?

normal burrow
#

Yea

patent fjord
#

Alright thanks for the help sir

blissful trail
#

hm anyone having an issue where unreal 4.25 randomly crashes for no reason

normal burrow
#

Memory?

blissful trail
#

me ?

normal burrow
#

Yea what is your memory

icy narwhal
#

Anyone tried the 4.25 previews yet?

tight needle
#

me

blissful trail
#

same

tight needle
#

when i package my game in unreal engine 4.25 it crashes (unknown error)

icy narwhal
#

How is it? D_D

#

What new things are there? D_D

blissful trail
#

unstable

#

ive had almost 15 crashes in 1 hour

icy narwhal
#

XD

blissful trail
icy narwhal
#

Yeah, very.

#

Partly why I don't like working on big things in blueprints D_D

kindred rain
#

what is the maximum distance before a perceptible defect of floating point error in ue4?

grim juniper
#

I imagine it varies depending on your project

idle compass
#

what is the difference between using a vertex painting and using the layer system in the landscape ?isn't it basically the same ?

weak cypress
#

@blissful trail no not at all /s

fierce forge
rough hound
#

What does this mean and why am i getting it when i'm importing literally the same skeleton. I'm just trying to import all of my animations but UE4 is making this a fucking pain in the ass.

icy narwhal
#

Yeah if you retarget them wouldn't recommend though, animations made specifically for first person are better D_D

tender flume
#

Oh that isn't messy enough @blissful trail

#

That's around an acceptable level

fallen marten
#

@fierce forge maybe try it without the static mesh in its hand

#

@rough hound just check to make sure the hierarchy is actually the same. And no you don't need those. When you import an animation you can choose whether to import the skel as well as the anim, so just untick the skelmesh box

rough hound
#

I'm assuming "walkframes" aren't a thing in UE4

#

What do i do with root movement in UE4?

#

He'll just keep snapping back after the anim finishes

#

I want to disable it.

#

Think i found it

#

Nah that didn't work

#

Oh

#

fucking blender

snow merlin
#

Is my question even relevant to this channel? I'm new here. <@&213101288538374145>

weary basalt
#

The channel descriptions give you a good indicator as to their purpose as well as what questions are appropriate

wanton wadi
#

Hiya! ๐Ÿ™‚ I'm working on a simple "rain" particle system, and to keep it performant (and good looking) I'm using "Distance Field Collisions". Now this works great with meshes, but I also have quite a bit of geometry in my level (big cubes / walls etc.). Now it looks like there's no signed distance fields generated for geometry - I've tried enabling "cast shadows" and this "ungreys" the "Affect Field Distance Lighting", but after building the level they still don't show up in the visualisation, and my rain doesn't collide. What would be a good solution?

#

@fierce forge try to make sure those colliders don't collide with themselves

fierce forge
#

how i can change collision presets with bp ?

normal burrow
#

There is a node for it

#

By name

fierce forge
normal burrow
#

Breakpoint hits?

fierce forge
#

why when the character is in ragdoll this is make it to unattach ?

patent fjord
#

So if im correct, h files are for putting vars and funcd

#

Then in .cpp you define the func?

worldly axle
#

Hello, i've created a landscape with the landscape tool but sometimes when i zoom out the landscape goes all white, like if there was a huge fog. What causes that ?

austere scroll
#

im having this problem where if i import ANY fbx model (i didnt try any other file formats yet) it comes with a white material , a blank material even if it had one in the moddeling porgram like -blender-

#

@plush yewahhh

#

ok

#

quick question : usually in textures , what does DISP mean ? NRM is for normal

pure salmon
#

Guys, anyone experienced troubles with building default presets on clean UE installation such as on pic?

austere scroll
#

@plush yew sry i know i ask too many questions

#

but

#

?

plush yew
#

hi, i am using C++ specifically for my project; and I am trying to access a UTextBlock in my UserWidget UI...but this code is not working... is it impossible to access UserWidgets components? https://i.ibb.co/qMFXjmG/unreal1.png

fallen wing
#

just a quick question, how do i change what i control in the view point?

#

like

#

i'm controlling thirdperson bp

#

but i want to control another bp

plush yew
#

@fallen wing create a new GameMode class

#

and then go to Project Settings under Map&Modes change Default Spawn Class

fallen wing
#

ty ๐Ÿ˜„

plush yew
#

also change the default controller

fallen wing
#

how do i do that?

plush yew
#

create another class called PlayerController

fallen wing
#

ok thank you ๐Ÿ™‚

plush yew
#

then change your defualt player controller in Map&Modes

fallen wing
#

๐Ÿ™‚

#

ty

still schooner
plush yew
#

oof

#

it's so freakin hard to access UI elements with C++

#

:/

#

hiii, noob here, i dont want to make games, at least for now, but i'm very amazed from unreal engine and i want to create maps and enviroments, i starting to learn basic stuff, and look very friendly, i want to ask, what are the most useful add ons, assets for architeture, enviroments etc etc? fir create maps in general, thanks

timid snow
#

btw whenever i ask for help i never get it on here. ๐Ÿ˜ฆ

scarlet birch
#

Anyone have a good link for making a character decalerate over time. I was looking at some of the friction settings (that may be newer) under character movement but they don't seem to be working on their own. I've got some ideas but looking for any input anyone might have. I'm looking to create an effect similar to how Mario moves with acceleration and deceleration. I'm not entirely opposed to moving to a physics pawn rather than character movement.

flat axle
#

Does anyone know how to solve PackagingError for not having visual studio c++ installed? - Do I have the wrong ones installed?

plush yew
#

@flat axle you must have visual studio 2015 or 2017 or 2019 installed

flat axle
#

so none of the c++ i have there are the right ones

plush yew
#

no thats right u just need Visual Studio installed i think

#

the editor

scarlet birch
#

do a web search for intalling UE with C++ and install the things that have check boxes next to them in the VS installer/updater

worn granite
#

Specifically the toolchain

#

The redistributables are for running the executable, not for building it

scarlet birch
#

the doc on the UE site has screenshots of what you need to do

worn granite
#

everybody running your game needs the right set of redistributables, or they won't be able to. That's why you need them, you're running the editor, which is a binary that needs them.

timid snow
#

i never get help when i need it on this discord. ๐Ÿ˜ฆ

fierce tulip
#

complaining about it wont help, and you only asked three questions in your time on this discord, one got properly answered, one was too vague, and this one is really specific and blender related so the odds of someone knowing exactly whats going on between your blender and ue4 workflow and mistakes without any very detailed information is very slim.

so instead of complaining multiple times that nobody is helping you, try to help yourself and be much more thorough and detailed in what's going on.

timid snow
#

ok but what to do to be more detailed? thats all i can think to put

fierce tulip
#

if you cant explain it, you cant expect others to explain the problem either

#

so i'd try some more tutorials related to what you made, see what works and what not and learn from it. once you know more, you can explain better :)

timid snow
#

i put a little more of the problem in

#

i added all extra i could think

plush yew
#

im having issues too gonna have to constantly just play with it and try everything

timid snow
#

i just put an image

fierce tulip
#

and now you wait, and/or post on ue4/blender forums, hoping someone is able to help you.

flat axle
#

@plush yew Thanks for the info, I had the wrong one, I'm pretty sure its working now. I'm pretty sure this is what you need if anyone else is having the same problem.

white valley
#

how can I set a default editor FPS so that its the same in every new project?

plush yew
#

There's tutorials for that ๐Ÿ˜„

white valley
#

console commands to engine.ini ?

#

simple google search gives me 7 years old youtube videos

plush yew
#

Oh

white valley
#

๐Ÿ™‚

plush yew
#

IDK

wintry apex
#

hey guys, do we know anything about 2020 State of Unreal? It was supposed to be on GDC, and as we all know it was cancelled. I was looking for it everywhere but with no luck so far.
There is no date for more information about future of Unreal and Epic Games Services - am I right?

scarlet birch
#

The braking wasn't working for me because I forgot about "braking deceleration" It's set to a high value by default.

lament yarrow
#

Has anyone had any issues with UE_LOG like a part of a string missing?

#

I haven't found any mention that UE_LOG must be called from the game thread, so it shouldn't be threading problem from the looks of it

lament yarrow
#

@manic pawn thanks! have you managed to solve it? Did you resort to using FPlatformMisc::LowLevelOutputDebugStringf()?

manic pawn
#

yes that worked

smoky sonnet
#

anyone know why i can change the volume of my audio to 0 but cant change it to 1 again?

#

i can mute it but cant unmute it

#

even with volume multiplier

hoary geyser
#

Does any 1 have any news about the online services stuff EPIC was suposed to announce at GDC?

stone light
#

hi can i get some simple help by anyone? nothing complicated its just i cannot for some reason import bridge assets into my project very few of them work and i dont know why. the error i keep recieving is this

#

a call would be amazing for me to quickly understand

#

unreal please anyone? it would be super helpful ? unreal

#

@upper heart can you help me ?

abstract relic
#

Hint. It is frowned upon to cold ping. The moderator especially arenโ€™t your nannies.

stone light
#

i wouldve assumed they understand the most or at least the ones who can give a shi7

upper heart
#

yeah please don't cold pm people with technical questions like this

stone light
#

well were can i get help

#

on this software

abstract relic
upper heart
#

You asked in the correct place, just wait for someone to respond instead of pinging people randomly

stone light
#

i assumed you know a little thing about his software especially since your the moderator

upper heart
abstract relic
#

Thatโ€™s not an excuse to be disrespectful. No one is obligated to do anything for anyone. People volunteer to participate in the community

stone light
#

disrespectful for asking for help? why is this generation so damn soft. is showing interest against rules now?

upper heart
#

There are 34k users in this server. Imagine if they all pinged me when they had a technical question.

wintry apex
#

first rule:
"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."

upper heart
#

Where are the fbx files coming from that you are trying to import?

stone light
#

bridge

abstract relic
#

lol Ethan

stone light
#

im exporting them here

abstract relic
#

Delete /intermediate

stone light
#

what do i delete?

abstract relic
#

The folder

stone light
#

which folder?

abstract relic
#

It will rebuild when you relaunch the project

#

/intermediate

stone light
#

still saying the same

#

it doesnt want to import the files inside the assets

#

i have tried everything but nothing wants to work

#

also tried renaming everythimg the m_gravel folder to check maybe that was beeing read more than once in other assets

#

but i dont think it was

abstract relic
#

Go to filter > show redirector

stone light
#

id ont see redirector

smoky sonnet
#

anyone got the same bug as me because my "GIF" as a background in my widget is working fine on my pc but on my phone its shaking?

stone light
#

doesnt seem like its doing anything when i fix directory on all files

dawn gull
#

@kindred viper my pc wont even work with max i have tried it

thorn vector
#

hey guys i wanna ask does HUD replicate on the server or its only exist on the client

lone yoke
#

@stone light Filter -> Other filters -> show redirectors

stone light
#

what does that do?

lone yoke
#

in the worst case try manually deleting the folders and also the project/intermediate folder

stone light
#

i already tried

lone yoke
#

it shows redirectors that have not been cleaned up

stone light
#

i cannot fix it

#

i tried that too

#

how do i see the actuall extra

#

yes

#

i am

lone yoke
#

importing other assets from bridge works ?

stone light
#

show redirectory is on

#

but how do i know what is the bad file?

abstract relic
#

If you donโ€™t see redirectors, then youโ€™re fine

#

You donโ€™t want redirectors to exist

stone light
#

my proble mis i dotn understand the error that it give s me when my importation of the assets are c oming into ue4

#

which is this

#

but similar content? how

#

after it is half way importing into ue4 that pops up

abstract relic
#

We think itโ€™s a conflict of files. Which is why we suggested to delete /intermediate and fix up redirectors

stone light
#

on almost all the things i try to import

#

i already did that

lone yoke
#

could this be a problem with the asset itself ?

stone light
#

i dont think so

abstract relic
#

Can you try on a fresh project

stone light
#

because bridge seems legit

lone yoke
#

as someone suggested earlier, manually importing could also be worth a try.

stone light
#

so i export to desktop than drag to content folder?

#

do these mean they are all redirectors?

#

its turned on like that right?

fierce tulip
#

there is a show redirectors and a "redirectors" version of the filter

#

the first shows redirectors along other content, the latter shows only them, and in any subfolder.

stone light
#

its just turning grey and black

plush yew
#

Hello. Absolute beginner UE4 user here. I am a QA tester for Running With Scissors on Postal 4 and would like to know more about the engine.

#

Mostly to help the devs sniff out what's wrong and maybe to make my own shit sometime in the future.

abstract relic
#

Pinned message has a care package ๐Ÿ˜‰ if you have a specific question, go for it

plush yew
#

Sounds perfect. Thanks

#

I'm also taking some classes for C++, so at least I can apply them in UE4 rather than unity

#

I also don't like unity because the stock graphics give me PTSD of a ton of shitty games I've played

stone light
lone yoke
#

go to Documents\Megascans Library\Downloaded and try to manually import the files

stone light
#

i tried everything

#

trees roads walls

#

objects like plant bowl thing

#

oil cnas

#

cans

#

nothing worked for me

#

ye il try just that

abstract relic
#

Run a verify on the engine just incase. In the launcherโ€™s library

lone yoke
#

and maybe uninstall/reinstall bridge .

stone light
#

what type do i chose to import??

#

myyy fkn god

lone yoke
#

you dont need the json. just try importing the FBX and image files.

stone light
#

i draged this whol file in

#

is that bad?

#

which one do i supposadly put in next time?

#

mesh is giving me this

#

i press import all and pops back up

#

i think its because of this i have errors

#

it automaticcaly asks to overide

#

other existing textures

#

@plush yew

#

@plush yew

#

i imported the whole downloded file

#

@plush yew

hollow niche
#

im willing to pay someone to make me a game

fierce tulip
hollow niche
#

Sorry and I can't type

#

It's read only

fierce tulip
stone light
#

@plush yew i did but the pot isnt in 3d its a texture

#

and i installed the 3d model

#

and its only showing in textures

fierce tulip
#

I can clearly see the meshes

stone light
#

which one is it suppost to be

fierce tulip
#

I think it would be wise to get trough some getting started documentation and tutorials first.

stone light
#

but the pot looks like this rn

fierce tulip
#

because it doesnt have the material applied, which is something you'd learn trough getting started documentation

stone light
#

i know were the material is

#

its just not going on top of it when i apply it

#

the one in the circle

#

its been applied but isnt showing

worldly axle
#

Hello, why i cant use more than 3 materials for painting my landscape without its textures getting away?

bronze cedar
#

hello everyone ๐Ÿ˜„

forest tree
#

Is it possible to add a physics volume to an actor? I have a "water surface" actor and I'd like to parent the volume to it so there's actual water wherever I place my surface

#

I looked around for this but never found a way as it isn't a normal component you can add apparently

#

The alternative is adding a separate volume each time you add the actor to the level

wide prawn
#

Noob lighting question. All my maps will load, but then the cached lighting kicks in about 5 seconds after loading. I'm assuming this is normal and just requires a proper loading screen first? or is there a way to instantly load the light cache as well? Thanks!

mossy bay
#

You can see the chairs on the right look normal but the ones on the left are pitch black.

#

Either that, or something else is wrong.

#

I fixed a majority of them

#

Since there's no actual image texture on it, I decided to just do it on the default UV map.

#

For the basic materials, yeah.

#

Since they'll pretty much look the same regardless.

#

For the materials with images, I would make a separate UV map for those.

plush yew
#

hey anyone here skilled with C++? how do you reference stuff in Content or C++ folder in your code

#

?

#

I played around FindObject and ConstructHelpers but they look like Runtime operators

fair storm
#

theres any tutorial for loot crates?

worn granite
#

hey anyone here skilled with C++? how do you reference stuff in Content or C++ folder in your code
@plush yew Subclass the native base or place it into the world to edit instances. You can make a settings object as well. There's also ini

#

Basically make a UPROPERTY

fair storm
#

NEED HELP:
I need help with making UI's like fortnite I can design them but I just can make them work.

@plush yew im doing something like it

#

Same
@plush yew i chat you in pvt

plush yew
#

@worn granite ]ty

#

got it

normal burrow
#

Lol

#

Why would you disable everything?

swift spindle
#

lol... the plugins browser is a plugin also!!!!!

normal burrow
#

Lol

swift spindle
#

@plush yew your going to need to edit your uproject file in a txt editor to regain that

#

defaults are normally there for a good reason ๐Ÿ™‚

#

find your YOUR_PROJECT_NAME.uproject open with Notepad or equiv

#

under plugins.. look for the plugins browser.. and change the text where it says "false" to "true"

#

and in future.. read the descriptions... it's never a good idea to disable stuff your unsure about unless you know how to revert that

plush yew
#

Something I've never really looked into before - UE4 can be used to develop webapps, right?

abstract relic
#

Supposedly

plush yew
#

Ah sorry, didn't realise there was a specific channel

normal burrow
#

They stopped supporting web but itโ€™s there still

#

If it works it works

mossy bay
#

Darn, I completely re-did the lighting maps and now all the chairs are pitch black.

#

@plush yew

plush yew
#

@mossy bay are they set to use the correct map? Had a similar issue a while back, turns out I'd just set them all to use the wrong UV map

mossy bay
#

Oh, well how do I set it to use the right one?

plush yew
#

give me two seconds, can't think without looking

#

when it's in front of me I'll know ๐Ÿ˜…

mossy bay
#

I think I forgot to uncheck "Generate Lightmap UVs" when I was importing the model, lol.

plush yew
#

Ahh, that'll do it

#

tbh the fix should still be the same though

mossy bay
#

I did.

plush yew
#

I dont' think it's destructive when it does that

#

it'll just add an extra map

mossy bay
#

I just forgot to uncheck "Generate Lightmap UVs" in UE4.

#

Oh yeah, is there a way to make materials appear correctly when importing FBX?

#

Cause everytime I do it, I have to always fix the materials and reapply it correctly.

#

Oof.

#

rip

fierce tulip
#

dont import textures along with fbx, dont generate new materials. make a proper material, use proper textures into it.

#

apply properly to mesh

#

:p

mossy bay
#

So I gotta go full manual on this, huh?

#

๐Ÿ˜ฉ

plush yew
#

not sure if this'll work but

#

I think you should just be able to re-import the file, replacing the current one in your project

#

but this time don't generate the materials/lightmaps

#

someone correct me if I'm wrong, but

#

in theory that should just replace all the current instances of the object with the working version, right?

fierce tulip
#

.24 has an issue where you cannot disable/enable "lightmap generation" on re-import (at least I got the issue), so might need to do it in the mesh-viewer and apply changes.

mossy bay
fierce tulip
#

that is correct @plush yew

mossy bay
#

I copied the lighting from the previous map so I didn't have to re-setup the lights.

fierce tulip
#

please tell me each group of chairs is one mesh, or instanced :p

mossy bay
#

Everything came from Blender.

#

(This model wasn't originally made to be used in UE4, I made it months ago)

normal burrow
#

Reimport with lightmap gen on

#

As in import as new

mossy bay
#

I did that before and it gave me issues with the chairs.

plush yew
#

I think importing with the lightmap gen on was the problem to begin with ๐Ÿ˜…

mossy bay
#

Yeah, lol.

plush yew
#

Hmm depends if that's all a single mesh or not

mossy bay
#

All those chairs you see in the last photo is all in one mesh.

plush yew
#

Ah. Yeah that could be it then

#

For texturing, that UV map should work, but

#

if all the chairs in the mesh are using that same map (which I think they are?), that'd be why they're all showing up as black

mossy bay
#

Hm, I see.

#

So what should I do?

plush yew
#

basically, each individual chair is trying to use the same area of that map for lighting just one chair

#

and with all the overlap it.. doesn't really know what to do with it

mossy bay
#

Boy, light baking is a lot more difficult than I thought, lol.

plush yew
#

so they'll just render as black

#

haha yeah ๐Ÿ˜…

#

and yeah baking your lighting is weird at first but

#

worth it when it works

#

yeah, I'd say try it as a single chair using that map

#

and just instance them

#

it confused the hell out of me at first too

#

I come from a VFX background, so

#

I'm using to just ray-tracing everything and not worrying about lightmaps or anything

#

took me a while to work out where I was going wrong

mossy bay
#

Is there an easy way to array the chairs, similar to the array modifier in Blender, or am I gonna have to go manual there too?

plush yew
#

hmm, copy/paste with grid snap turned on I guess? ๐Ÿ˜…

#

should be able to duplicate multiple chairs/rows at once I think?

#

I mean, I'm by no means an expert. Someone might know a far more efficient way

tacit onyx
#

Is there anywhere else that could affect the PIE framerate cap other than VSync, SetFrameRateLimit, in GameUserSettings, or using T.MaxFPS in the console? I'm having an odd time because when I launch the PIE, most of the time the FPS locks at 40, and sometimes at 30. I feel like it's capping the framerate somewhere, but neither setting the game user settings or using the t.maxfps seems to affect it above exactly 40 or 30 depending on the launch. It's very odd.

silver crown
#

Profile it

#

maybe something dumb like rendering the list of actors in the world outliner is taking all the frame time

#

(already happened to me)

plush yew
#

Yeah, you should be able to get a breakdown of exactly what's going on during your rendering process

silver crown
#

thx for the cookie pat

#

was delicious

plush yew
supple totem
#

Is it possible to attach an actor to another, but not have them move in unison when dragged in editor?

silver crown
#

Why attaching then thonking

opaque plover
#

I want to have a global list of spells, should this be part of the GameMode or the GameState? The list does not change during gameplay.

normal burrow
#

Anytime phy

lament yarrow
#

Has anyone encountered a thing with packaged game when OnPostWorldInitialization is called twice?

fair storm
#

theres anyone who knows networking stuff?

ashen frost
#

I need advice guys

#

should I level design in unreal or use 3rd party 3d software?

fair storm
#

should I level design in unreal or use 3rd party 3d software?
@ashen frost both 2

plush yew
#

Am trying as i hit the tree it do some kind of shake

#

Any thoughts how i can do that?

#

Maybe using rotation?

#

So the trick in the material it self?

#

@plush yew

#

Is there a way to change the pivot point?

mossy bay
swift spindle
#

right click.. > Pivot > set pivot point

scarlet birch
#

Anyone know a way to keep movement input from causing an instant change in direction. I'd like the current acceleration to change over time. I've got it working fine for when movement input stops but a change in direction is still near instant.

#

I'm trying to do this with character movement

mossy bay
#

Not sure, I'm just placing all the chairs at the moment.

#

Is there a way to make the rotation thingy go in the middle of all the selected files?

craggy flax
#

2D grid execution macro

#

if you just want to place a grid of chairs

mossy bay
#

How can I do that?

#

I'm pretty new to UE4.

scarlet birch
#

You could try grouping them and/or changing the rotation from world/local using the little globe icon next to the transform icons at the top right.

patent fjord
#

when it says AClassName::FuncName, is that basically just calling the function from that class?
or defining it?

uneven lichen
#

my job posting is cancelled.

mossy bay
#

I think I see seams on this light bake, lol.

#

And for some reason now my ring canvas is a dark green.

mossy bay
#

Alright it's because the lightmaps for those were bad, lol.

#

Okay nevermind, even with a generated lightmap, it's still green for some reason.

scarlet birch
#

I achieved the result I wanted by replacing movement input with add force and changing a few things to work with it.

cyan robin
#

hi, i'm spawning a projectile

#

how would i enable and get the collision component to damage the player?

#

for the event hit documentation:

#

which one will pass the collision info to get the object hit?

fierce tulip
#

@plush yew which one do you mean

#

ahh you are asking for pirated content

#

byeeee

#

sucker

#

@plush yew next time someone asks for a "free" thing, first find out if they are asking for harr harrr stuff.

#

so we can give them the boot

#

true hehe

ashen frost
#

@fair storm how do i use both unreal engine and a 3d software to level design?

#

@fierce tulip ITS YOU!!! THE GOD!!

fierce tulip
#

you said that before <_<

mossy bay
#

Man this is such a pain, lol.

ashen frost
#

wow can't believe you remembered

fierce tulip
#

anyways, you'll need to make meshes or at least blockout shapes for level-design. though a lot of it would also be on paper. you need thorrough knowledge of flow, the gameplay, how to make a level/map flow, how the scenery/environment works with it/fits in, and much more.

cyan robin
#

i figured out my question, thanks

fierce tulip
#

<_< my 3dsmax batch rename tool had a booboo and I didnt notice it until now... so I need to rename about 400 files in editor

weak cypress
#

F

cyan robin
#

do you guys know what might be wrong with my setup

#

not getting output on hit event

#

hmmm "on begin overlap" works but not "on component hit"

normal burrow
#

Rip luos

fierce tulip
#

just finished

ashen frost
#

wow 400 files

#

how long did it take you

fierce tulip
#

30-ish minutes, but mainly because svn constantly had to update files.

ashen frost
#

ah

#

thats actually pretty fast

#

like 4 seconds for each file i think

normal burrow
#

You use svn?

fierce tulip
#

yuz

normal burrow
#

Smart

ashen frost
#

yes

#

@plush yew so the mesh is to small?

#

kay

cyan oak
#

i just by accident deleted a niagara system that ive been working on for hours and was so perfect... is there ANY Way to undo?

fierce tulip
#

version control

ashen frost
fierce tulip
#

@cyan oak please dont ask the same question in multiple channels. thanks.

cyan oak
#

of course i know ctrl z ๐Ÿ˜ฆ ive deleted something without an undo avail ๐Ÿ˜ฆ

#

sorry @Luos, dire times and some people may not be in diff channels

fierce tulip
#

rules are rules

cyan oak
#

yes sir

#

then which is best channel to ask questions to get to most people? ๐Ÿ˜„

fierce tulip
#

the proper channel, and then be patient.

#

though, unless you use version control, its lost forever

#

@quasi furnace instead of complaining multiple times that nobody is helping you, try to help yourself and be much more thorough and detailed in what's going on, and ask in the proper channel. if your problem is too vague or unique the odds of getting an answer are slim.
and since questions get lost in a matter of a few comments, complex or vague questions are often better asked on longer-lasting boards like the official forums, reddit, etc.

ashen frost
#

@plush yew kay thank you

fierce tulip
#

bye

abstract relic
#

Fast way to not get help right there ๐Ÿ˜œ