#ue4-general
1 messages Β· Page 686 of 1
knowing how to google is one of the most important gamedev skills
@plush yew do i only scale the rig the mesh as well?
cheers for the help π
Hey all, I just pulled the camera back with a SunSky actor for the planetary view. How would I go about making that tiny white circle/sun bigger?
oh okay
idk if mines it or not
maybe its why its doing this
yea π«
btw, it only happens when i go to object, apply, scale
when i scale it at first
it looks normal
but then i go there
and that happens
https://gyazo.com/10d93016f405ea9d1e0eebfd6adf2f70 i've got a construction script that adds a static mesh into the scene.
my question is. is it possible for me to make it so after i have 5 cubes i can click the 2nd and move it separately?
ah i see
your help has been really useful, thanks for getting me this far
kay, I hope it eventually works
@harsh tiger please dont repeat the same question, give it at least 2 hours between. thank you.
Alright, I've placed everything, now to build the light.
Ooh it's taking a while, now that there's a lot more modular actors in here, lol.
Hi guys, I recently buy a laptop dell g7 with i7 9750H, 16 ram, 2070 rtx. and also i have a desktop with i7 8600, 16gb ram and 1660ti, when i open the same project on my laptop runs 60fps and my desktop runs 120fps, it doesnt make sense for me because my laptop itΒ΄s more powerfull than my desktop, btw my laptop iΒ΄ts plug in
Did you remove the fps cap on the project? Do you have vs install?
Laptop typically have caps themselves. Never messed with them.
i did not consider that how you can remove the fps cap /:
@harsh tiger you don't use construction script for that...as it will regenerate all the content on each "construction", which happens on level load as well
r.VSync 0
@normal burrow let me try
They talking bout 60hz cap
Is there a hotkey/command to drop your perspective camera to a point based on another ortho viewport?
Keep forgetting about hz. Damnit
@next badger fuck, so is what i'm suggesting not possible?
@harsh tiger language...you want to use construction script, and then modify what was made manually? no...not possible
you can make Blutility tho
ah okay, i'll look into blutility. i've see people use it before but not got much experience with it myself. thank you
And shadows good
@normal burrow i use t.max fps 120 and it work
@mossy bay it doesn't look like static lighting issue
HighTide wins again then
π€
This is what it looks like on Blender.
I think I found one of the culprits.
Overlapping UVs it seems.
Will give you a trick. In blender >>> mat >>> texture >>> checker >>> set vector by uv
There's no texture image.
It seems like marking seams makes a difference.
I'm using the Smart UV unwrap since the Lightmap Pack breaks every poly up into it's own island.
Well, unless I set the margin to 0.
No
Bad pablos
don't do it
If you have islands. They need to at least have 8 px margins minimum. Otherwise youβll get some texture bleeding and a broken mip
On this week's livestream, Epic Games Technical Writer Tim Hobson goes over some tips and techniques for creating custom lightmap UVs inside Unreal Engine 4, using the auto-generate lightmap in-editor tools. Tim also covers some gotchas that you need to be aware of in order to...
Learn the process of creating a second UV channel for static light builds in Unreal Engine 4. This tutorial covers the process of unwrapping a UV set in 3DS Max for use in Unreal Engine. This tutorial is aimed at Beginner/Intermediate engine users.
holy shit blueprints can be fun. it gives you powers nearly as strong as programming. when you really get rolling, its fun to do sometimes
once you have a super direction. oh, those look like nice tutorials. thanks. ill save those
@rancid lynx blueprints are programming...visual one
exactly. i can feel the power
i learned java, only well enough to build textured cubes on screen and move a camera with WASD. with lwjgl, but never got any further
Seems like the highest margin I can go up to is 1.0 @abstract relic
blueprints take out all the tedious formatting. its actually really fun once in a blue moon.
i cant wait to show you guys what ive been working on over the last year.
@mossy bay iirc margin is % of side dimension
Oh.
it might not be terrible
So what's the recommended percentage then?
get your lowest MIP (lexture lod), and make sure it will have 1 pixel margin
1024x1024 texture, with lowest mip/lod 32px will have...1/32 margin
ligthmaps are generally few pixels in size
like really, some even just 4 by 4
I just went by 0.5 or something.
@mossy bay i recommend you to enable the Polygon Edit plugin (i think that's proper name) and use it in ue4 to generate lightmap uv
So I should do the lightmap stuff within UE4?
@mossy bay you can...and it's relatively good in quality
esp for automatic
doesnt matter, plugin can generate completely new uv from scratch...only non manifold geo matters
how do you keep a sound playing throughout scene changes?
thanks
@mossy bay
4.21.2
oh...nope...
well, you can export uved mesh as fbx...but that's make no sense
Perhaps I could get the latest version of UE4, and migrate the map from the newer version to the older version?
Though that seems like a pain.
Big oof.
all assets can be only upgraded
So Pavlov needs to somehow start using the latest version of the engine.
@mossy bay well, i gave you 2 videos about lightmap uving, you can learn from those and use same tech in blender
I guess that's what I'll do then.
I accidentally wen into this view but I have no clue how to leave it
@ashen frost it says left on the top left corner
Thanks men
would you by any chance know about importing 3d animations into unreal?
skeletal?
yea with skeletal
you import rigged mesh first, and them you import animation and picking that skeleton you imported with mesh...that's most of it
also 100500 of weird issues
kay
but like, my character doesn't show in the animation tab because its so tiny which is weird because its normal size everywhere else
@ashen frost go to down of the details tab in the animation, and find import scale
set it, and click reimport on the top
k
@plush yew mhm, you mean the one with the answer right?
Anyone here good with shader efficiency issues? I can't figure out why my flower heads are turning in measurably worse performance than the leaves directly underneath them, which are using the same material...
@exotic cave shading model? 2 sided? masked vs translucent? shader instruction count?
i kept trying but the rig kept getting deformed π’ @plush yew
@next badger : The flower heads and the leaves on the same flowers use the exact same material, they're all double-sided masked foliage
Could it be the size of the texture?
@next badger i couldn't exactly find import scale
it also may be that mesh has dual triangles
but generally those became red. not just darker green
Is texture size an issue?
@exotic cave no, not on shader complexity
hurms
if it uses same material, it's probably the geo issue
@next badger dual triangles? can you snip it pls?
@ashen frost sometimes just 2 triangle at same place, sometimes degenerates (triangles that made of the same verts)
I feel like I regret having the chairs be their own individual actors, lol.
@mossy bay static mesh actors?
if yes - those are best way
when you merge meshes, you also merge lightmaps...so
they should be just instances of the same chair, right?
Oh, also, is there an easy way to turn on/off landscape grass with a key binding at runtime?
I love my grass, but I have a feeling it's gonna choke the heckram out of older machines
yes...you can bind a console command
@next badger i checked by am not to sure what you mean
@exotic cave
Much appreciated @next badger !
@exotic cave you can get list of the commands here
So what should I do Alexey?
I'm on 4.23, should be ok π
Component?
@mossy bay if it's a component it should be attached to something
It's just an actor, I believe.
@mossy bay : You could possibly actually set those chairs up as instanced static mesh foliage π
Oh?
There's a way to make stuff spawn in rows
How can I do that?
Lemme find
If it's more efficient and more optimized, I'll certainly do it that way.
@mossy bay don't...it will only complicate stuff...
it is more pefrormant for sure...but only if you have like 1000s of those
moving foliage is pain, lightmaps for foliage is pain...foliage is pain in general
A collection of tips and tricks about how to get the most out of the Open World Tools.
Click on "Non Random Placement For The Grass Tool"
Wow, it seems like no matter what I do, the chairs always look like this.
Using several submeshes on that chair?
There was a big discussion in here the other day about why that happens
Basically each submesh gets sent to its own light baking thread on a diff CPU core IIRC
And so you getta the seams
@mossy bay cant you take a look on chair mesh properties and look if proper lightmap channel is picked there?
It's def weird if you're getting that on something that's baked into a single static mesh
that's a bad lightmap
Big oof.
Would turning on "Generate Lightmap UV's" help?
the lightmap uv number in the details tab
@exotic cave in this case - no, it won't help -_-
hangs head in shame
@exotic cave can you show uv0 ?
@exotic cave soooryy
pins medal on @next badger
Unfortunately I can't now, I had to shut off the computer, and I don't have a laptop powerful enough to continue working on it.
idly worries that his demo drops to 70 fps on his i9/2080 in places
I'm pretty sure that means it's gonna suck hard on anything that isn't an i9/2080
unreal insights
Yeah, I probably better
You think this is bad, try doing the actual optics on anything scientifically photorealistic π
ligthmaps are cheap way to store lighting information, so game could be run on potato pcs and consoles
I totally endorse @plush yew ' strategy
you are totally can use dynamic lights...but w/o shadows (208 lights in this scene)
https://i.gyazo.com/b9b47f5c72b74b180ac8defb02ee700e.mp4
well, VR is tough
prefers grilled lightning
I know, haha.
I just wanted to get that out there though.
Well, I just gotta make a good lightmap it seems.
I don't seem to be a good at that yet, haha.
can anyone teach me
@grim ore Does your Resizable Widget still work?
@hollow niche post in #looking-for-talent or search through #looking-for-work
How do open worlds work?
Like the landscape in the world, is it just one big ass landscape with level streams?
I looked into level streaming yesterday and looking at that, I don't think you would have whole landscapes in sub levels and and stream them in D_D
in ue you also have world composition
@marsh swallow I would assume so, it mainly uses math to determine what you are doing and resize the widget panel
okay. i tried it and dropped the files in place with the editor open. lol. Well once i added it to the widget it crashed and then it wouldnt open anymore. But rebuilding VS fixed it
π so i will try again
sighs as he realizes he's created another giant, beautiful hog of a UE project
also sighs as he realizes ants are trying to eat his dinner
How am I gonna market this thing? Am I gonna have to put a picture of a potato with a big crossbar over it? π¦
Yes, potatoes solve everything. @_@
hi
Hey @normal burrow
potatoes good
Not if I try to run this project on one π
I got a simulated physics question
whats the best way to go about having a large number of simulated objects while not being too expensive?
I've also noticed some general simulation lag and rubber banding when some objects are interacting with eachother
@fallow elk : I mean, use simple colliders for everything you can...
nah it's barrels and crates that are also destructible
I would suggest having the barrels and crates be non-dynamic until they're destroyed, then.
do elaborate
You're familiar with the difference between BlockAll and BlockAllDynamic colliders, yes?
I'm not the best expert on this stuff, but...
My understanding is that non-dynamic colliders can be optimized pretty heavily. Dynamic colliders get very expensive, because as a general rule they're O^n efficiency, meaning every time you add a dynamic collider it has to get tested against all the other dynamic colliders in the scene (though I could be wrong if UE does some fancy location-based stuff on this).
So, what I would do in your case is have one version of the barrels and crates that exists until they are destroyed, with a non-dynamic collider. As soon as it gets blown up, you can replace it with the destructed meshes that have and need dynamic colliders.
Hopefully now someone else who actually knows this stuff more seriously can correct all the mistakes I just made π
Note that this is based on my general knowledge of gaming engines and game development and that I have not actually done a lot of this kind of work in UE myself, so I could be way off.
Malus there is also #legacy-physics channel for asking related / specific questions. Phys can be expensive indeed, and you may have some luck with using asynchronous scene for large population of objects.
Also, your super fancy gothic name letters are gonna make it really hard for people to tag you π
Are you going to need your barrels and crates to be moving around while they're still whole?
Yea, then you need an expert that is not me
but I'm sure there are better ways to impliment what I'm wanting to do
and no stress, it was a question for future reference
you can also try using physics primitives (eg capsule, box) they might calculate bit faster
the main idea is that they can be picked up, rolled, moved, and so on
If you're out to spawn thousands of goat cheeses rolling down a mountain, Skyrim style, then I'm not the guy for ya really
and if let go of while rolling or carried, they will drop and roll away or fall
two issues two, one is every barrels are individual actor classes, and they will update (and perhaps replicate on net) transforms which is a lot of work. this means, your barrels are always going to be relatively expensive in ram and cpu side both.
if in a cart or wagon they will jostle around and, if the cart falls over or goes off a cliff, the cargo will fly off
or even break while on the cart from stress
And is this a networked game?
it will be yes
however
to try and keep it ps1 style, I'm thinking about fable styled world change points
rather than a constant world map
but, if constant map is affordable I will opt for that
If you need real-world destructible physics on most of your objects it's gonna get pretty expensive no matter what.
There's no magic bullet I'm aware of for that
well I was thinking to lessen the load, each area would be it's own respective server lobby as a child to the main server parent
moving between areas would be moving between servers in the group
potentially providing each individual lobby with more resources
This is sounding like the kind of project that is gonna need more than one person π
I am a one man army and damnit I'm going to do as much as possible
physics and character doesnt play nice together, but when it comes to networking it most definitely messy
What he said. There's a reason Skyrim is a single-player experience.
there are projects out there dealing with distributed load of physics over multiple servers, but it's also difficult stuff anyways
you must put in the work of a few hundred men mind you π
UE can do the math on everything you want to do, but when you're talking about real-world physics on a networked game with a large number of objects all responding dynamically in real-time...I mean, you're going to hit the ceiling on performance on any home computer in a big hurry.
dealing with one server at a time probably your best bet and have your dedicated server enabled the whole time so you can see whats going on.
You'd arguably need a supercomputer doing the physics on the world, server-side, and then dictating all resulting positions to every client computer one-way, and I am super duper not the person to help you set that up even if it is possible in UE π
oh that's not what I meant
the server needs to keep track of items spawned, destroyed, and so on
individual lobby is for clientside resource gain
I'm going to bow out and wish you good luck
but that may not be required since there will be the classic PS1 fog
so any LOD and items needing to be spawned in radius will be pretty cruisy for most computers I'd say
awhhh but I was enjoying your company and perspective D:
I mean, just start going and doing it π
You will see what we're talking about in a pretty big hurry
I know I will π
Fog is in general a technique for graphics optimization, by the way, and not physics optimization
Especially when talking about a shared multiplayer space
a close proximity fog would give wiggle room for how much can be on screen at a time, less items on screen means more power for physics and destructibles
right?
Not really π
Physics is done on your CPU as a general rule, graphics on your GPU
You're working off a theoretical model from twenty years ago before that split really got defined.
It's not the PS1 anymore...the problem that used to be solved with fog (expensive draw calls on faraway objects) generally gets done with LOD's now
And in any case unless you start using some kind of GPU-based physics stuffs (I'm sure this exists somewhere) you're not really sharing your physics and graphics work on the same processor anymore
I'm very aware, I think you're misunderstanding what I'm saying
Feel free to try to explain, though my time for the night is limited and I'm probably logging off soon
Remember, the kind of graphics fog you're talking about is a client-side concept. π Your server has to conceptualize the entire stage as if the fog doesn't exist, if this is a networked game.
If you are doing a single-player game and intend to have only a small area around the player in which physics and destructibles are calculated, then yes, smaller computed scene means you can get more complex
The second you have the stage be networked, all that goes out the window
Because then everything in the stage has to be calculated for physics and destructibles no matter what.
With that I think I'll be done for the night. Good luck! π
I'm having something really weird happen here and I don't understand it. I add a particle notify to a montage and attach it to a socket on the right hand. When the animation plays I get two particles spawned. One on the right hand and a mirror of it on the left.
Only in preview or runtime as well?
Idk, haven't tried runtime yet. I was going to restart the editor first.
Yeah, it's doing it in standalone too with two different particles. I'm going to try removing them and readding the socket
actually, I'll try a differnt bone first
It's the particle.
Yeah, ok I have no idea. Going to have to look at it a bit.
Could be the sequence also have a notify added? So montage will play both perhaps?
Nah, I got it now. I just happened to pick a second particle to test with that also had a bone/socket in the emitters.
It was the particles themselves
Thanks though.
I'm wondering if anyone else checks World's flags on a modules start up?
It seems that OnPostWorldInitialization is called several times with different Worlds (of the same type though)
@fierce forge try blending bones in the respective animation. I have no experience with animation like that, it's just a concept I have in mind
The issue is with the pawn. Not the animation. Youβll need to reset itβs rotation.
Hi to all!
I made quite a large and good graphically map for a VR game. The game is exported on Android. Unfortunately, it stutters strongly on the phone. Can I customize this map to work properly on my phone? I can't find information about the export options and graphics anywhere π¦
@plush yew You're going to need to profile the game to find where the bottle neck is that is causing a stutter
I'd recommend: https://youtu.be/o-6EMTjzvns which might give you a decent jumping off point
In this presentation by Drifter's Matt Tonks and Ray Davis, the duo reveal how their small team tackled the challenge of porting Epic's robust Robo Recall to Oculus Quest without suffering and loss in gameplay. Topics covered include profiling performance budgets, game-thread ...
What it probably is is that your scene if it's quite large has a lot of draw calls in it, type in "stat RHI" and look at that draw call number
Quick question, is there a way to know when i started my project ??
Is it possible to make it so the objects (static mesh assets) would only be rendered when the player is close to them? I am making a kind of like an interactive scene where the objects would produce sounds and you would have to follow the sound, until you are very close to the object which is emitting that sound, and then the object itself appears (gets rendered).
Add an overlap event for them that turns on the visibility, or try full distance volumes
@fallen marten Am trying to add a shake to the object when i hit it
You got any idea how i can do that?
finally found the documentation about how to use C++ and blueprint together https://dq8iqaixvew1d.cloudfront.net/en-US/Resources/SampleGames/ARPG/BalancingBlueprintAndCPP/index.html
Describe how to make a combination Blueprint/C++ game, and decisions you might make along the way.
@plush yew yeah man use cam shake. It's built in and very customisable and effective
is there any good games that only used blue prints? need inspo
@plush yew well you can make a function that gets its location and alters its world vector randomly over the course of a timeline
Just get creative
@plush yew
im at my wits end homies replication is so fuckin rickety
Am testing out Hit and over lap for my sword
Over lap is working fine
but hit is not printing anything
any1 can tell why?
How On Component hit works anyway never used it b4!
ok. i have an expensive scene. Is it possible to capture it and for example project it to a wall like a hologram of sorts?
that it would be viewable from many different angles
Hi all!
I have been looking around for some advice on VR in unreal and was hoping i might find some here ? (I feel like its a very basic issue)...
I would like to test an Environment I made using unreal engine, I used a VR template but I cant figure out how to preview it it vr WITH hands..
I vaguely remember the initial screen allows you to knock some blocks around with VR hands ?
I would really like to get into my level with them so i would be grateful for ANY help or advice!
Thanks in advance!
The environment i made is the Severn Gymnasium map, I was hoping i could use the hands seen in the above picture to the right to test out my map.
I just wanted to say THANK YOU THANK YOU THANK YOU @regal mulch for the multiplayer feedback in the UE4 forums and for your document and for the lobby kit.
I spent 2 weeks pulling my hair before I saw your reply in you tune then followed it to the forums and then remembered that years ago I bought your Lobby Kit. Went back to it, opened it in one screen and your document on another screen and in couple of hours BOOM BOOM BOOM my project magically worked (I have my own lobby in my multiplayer system)β¦
I only wish you all the best of luck with everything you do mate...
Thank you again :)
Raed
Guys, noobie question: How do I apply changes made to an instance of a BP to the BP itself?
is there any way to set up the ue4 project folder to allow work from multiple computers by chance? I know some people use svn but I was wondering if its possible in other ways
@ionic sandal In the world outline.
@marsh swallow Thank you :)
I feel silly, I've been looking around the property that I changed in the components section of the Actor
π np!
@marsh swallow Shouldn't there be more options? For example to know which changes am I applying? I remember Unity had a nice interface for that where you could select which changes to carry over to the prefab (BP in Unreal)
hi there does anyone here know why i'm getting this bug while trying to start game
the blueprint is when released open level set show mouse coursor false
everything else works fine
I now have locomotion but cant get rotation with the thumb stick to work, and the teleport sucks because you have to keep the thumb stick clicked in to choose the orientation you end up in when you teleport ... I would much prefer smooth locomotion...
Hello, how can i change the distance needed for the lod? I am pretty near but it still is in a low lod
Hey guys, question about VR. I modified the VR starter content and added thumbstick locomotion. The problem is the player capsule component stays in the center of the play area and can cause strange blocking issues when the player walks around.
anyway around this?
hi, can anyone recommend a good program to create lowpoly characters for ue4? because I try to use Blender, I took the skeleton but when I put the animation on ue4, the arms are deformed
blender
So the constant issue of NavMeshes breaking for the AI. Is there any way to rebuild all maps Nav Meshes at once or during package?
blender
Lol, How do I import Blender's arms on ue4 without deforming them?
I would follow a few more tutorials, unless you want to use overly complex and expensive tools like maya, 3dsmax, or others that have a much steeper learning curve.
Nope, I'm used to using Blender, but thanks :) I'll follow some tutorials
I dont use blender myself, and many who are just getting into importing them to ue4 seem to have similar issues. so my best bet is to find "export animation from blender to ue4" tuts
and lets hope the blender <> ue4 plugin thingy will be released soon
though with current world situation... it might take a while
hey guys, is there a possible fix for shadows like these where the wall is really short/thin that causes this?
its weird cause when I move the mesh, the preview shadows look perfect
then when I build the lighting, it turns into that
@zinc lava Hi! Could you please explain to me how you managed to add thumbstick locomotion ?
I Have no idea where to look! and if you managed to solve your issue with the player capsule, hows that going ?
Guys when i pressing TAB key in game in pie its shows match info.(expected) but when start from standalone mode it gonna focus chat or Widgets. Why its happen? i expected it show match info in both pie and standalone mode.
how i can disable focus widget while pressing tab?
jeez everything is fine
wtf this happening
New here. I'm looking for a solution for cutting between level cameras and recalling camera moves from the sequencer. Anybody do this with a Streamdeck, MIDI, OSC, etc? I am jumping in and out of UE4 a lot and want to take that control off my keyboard/mouse. Workflow-wise. Thanks for any help!
@white geode what lighting quality are you building it with?
I've had some problems like that on preview quality. Building it with high/production quality solved my issue
But it does take MUCH more time
By the way guys, does anyone have a really nice looking grass mesh with good LODs? I am using that animated grass from the KiteDemo. It's really good, but it's resource heavy

When I have a lot of it on my map, my fps can barely keep up
I'll try out the higher quality, thanks
only works if add directly key. then i cant change key from input in game. YAMETEEEEE 
so when painting something in landscape the longer you hold left mouse button the stronger the effect is, is there a way to have the same effect/strength the whole time?
there's a checkbox for enabling painting towards a target strength
near the strength slider
@frank oar i added this. which works.
if its the best way. idk lol but it works in my build
i still havent solved my capsule problem
thank you so much @zinc lava ! the question is where do i nevigate to in order to make this blueprint ?
@frank oar I more or less followed this video. https://www.youtube.com/watch?v=EtEYIh9ndkc
This step-by-step tutorial shows how to implement thumbstick (aka gamepad or joystick) locomotion as an alternative to teleportation in the standard VR template.
It adds the ability to walk up and down stairs and ramps, making it particularly suited for ArchViz.
This method ...
i also made some changes. but it should get you where u need to be
https://youtu.be/zlzBifkjXDk i just started watching this one XD @zinc lava its only 3 motnsh old so im hoping its all still relevent
How to make advanced joystick locomotion for VR in Unreal Engine 4. This is a similar style of movement seen in games such as Pavlov, Zero Caliber and Skyrim:VR. Topics covered: Blueprint scripting, controller inputs. This tutorial was made using an Oculus Rift S headset, but ...
i changed the blueprints a bit as you can see on my screen shot. again i still have the issue of the player capsule component being at the center of player area. If you figure it out let me know lol
Is there a trick to lighting interiors when there's no windows? I just can't get it to look right
some of my assets disappeared after restarting my pc, my pc was slow so i saved my project and restarted it, when i opened it, my main level disappeared, my colored folders turned back to grey and my player skeleton disappeared too, i can see my level in the project content folder but not in ue4, i'm using 4.21, i really need help
Delete /intermediate folder
sorry, i don't get it could you be more precise please
I have this, how would I get the top and bottom location of the box?
I suck at math
actually nv I got it I think
/[project]/intermediate
Delete it
oh ok
i still have the same error when starting my project "failed to open map file."
now it is "discovering asset data"
still the same
why is my print string not displaying my yaw rotation, it stays at 0? https://gyazo.com/3c490f756b49f6c2306fadbd19c65194
hey I'm a real noob in UE and I only use it for making videos in sequencer, so I hope there's an easy way to solve my question: How can I trigger a destructible mesh in sequencer? I'd like to have an actor crash through a wooden door. Is there an easy way to accomplish that?
how to make animated loading screen?
is there a way to automatically remove grass (landscape grass) around a mesh/actor/using bps?
(something that works in-game)
@drowsy turtle google.com
that doesn't answer my question
actually it does
depends on what u r looking for, what I found worked pretty well. and I found it on google.. lol
π
found an annoying issue that I assume is a bug. Whenever you add a package to a project, it deletes any empty folders in the project
Hey everyone ! I have a problem with actors location, appeared with the 24.3 update (still present on 25.0).
All actors on persistent level have wrong location. Here an example with a start player :
https://cdn.discordapp.com/attachments/630090830031618099/691319054522122281/unknown.png
And coords change when I load a sublevel (landscape) near of the actor :
https://cdn.discordapp.com/attachments/630090830031618099/691319168477429840/unknown.png
Coords look correct after loading, but the bug is also here when I test the game, players start at the bullshit coords, not the correct...
I don't understand why. Someone had this problem recently ?
is there any easy and fast option to add subtitles? Cuz... uhh...
i think that's too long
for just a subtitles
there is a built in subtitle system
oh
How do I get started with using the built in Subtitles system in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
thx
bit old, not sure how relevant
I have a bunch of UI image files in multiple folders is there a quick way to import those with the folder structure?
some of my assets disappeared after restarting my pc, my pc was slow so i saved my project and restarted it, when i opened it, my main level disappeared, my colored folders turned back to grey and my player skeleton disappeared too, i can see my level in the project content folder but not in ue4, i'm using 4.21, i really need help
@smoky bear i posted this earlier and still haven't found a solution, please i really need help
i already tried deleting the "intermediate" folder
Folder colors are stored in a config file. You may have deleted the file or overwritten it. I keep a copy of that part of the config and paste it in when I need it. There's also I think some scripts floating around to do it.
the thing is that i didn't change any file on the project folder, my pc was just getting slow because i'm only using it with 8gb of ram (my other 8gb ram stick was giving me random bsod so it went to warranty) so i saved my project and restarted my pc, then when i opened my project that happened
I don't know if the file location has changed since 4.21 to now but I think the config is in intermediate or saved.
Wow @fierce tulip rly thank you bud
@smoky bear It's under Project/saved/config/EditorPerProjectUserSettings.ini
PathColor
at least it is in 4.24
my problem isn't just the pathcolor, but the fact that i lost 1 entire level, and my main character's skeleton
i spent 1 year on that level, lucky i have backups but they are also glitchy
It's possible if one config was deleted something else was too
my only guess is that something got corrupted while saving
the last thing i did before saving was retargeting a skeleton
Sounds likely. At least you have backups.
Memory?
mouse won't move, no bsod, i need to hard reset
i'm starting to believe that this ram has problems too
i stress tested my ram, and it went to 100% usage, and my pc was fine
i could do tasks slowly but without freezing
I meant it might be running out of memory and having to cache a lot.
If you had 16GB and now have 8
or that yes, i can't build lighting with 8gb of ram, with 16 i could
I'd look and see if memory is maxed and disk writes are high when it locks up on you
disk is usually at 100% too
i have my os on an ssd, then i have ue4 and my projects on a normal hdd
my other ram stick went to warranty 3 weeks ago, hope i get news soon, i doubt so because of the coronavirus
I always ran into problems with 16GB and haven't since upgrading to 32.
Hey guys! Is there a way to change my project to older version and load the maps?
no
No
π π’
i though about getting a 16gb stick this time
Thereβs no backwards compatibility
I would. Then you can add another later. Memory makes a huge difference all over the place.
Been getting this crash on UE4 4.24.1, 4.24.3 and 4.25 Preview 2 for 2 weeks straight now (just out of nowhere), happens every time I launch the editor, anyone know what could cause this?
https://pastebin.com/ksSEeqFX (crash report)
https://pastebin.com/yNTPfkUm (My log file)
Please ping on reply β€οΈ
this is not UE related, but when i do normal tasks on my pc i get random stutters like sound freezes for 1 sec like it's "scratching"
then goes back to normal
i'm not sure it is software related but do you think formatting would fix this?
yeah,, you can't figure out what's wrong with your project when you have hardware issues already.
If its to any help, this is the code that gets marked out in the crash report:
(Inside of SharedPointer.h)
Hey, so I'm trying to figure out a way to have a UI widget toggle a static switch parameter. Does anyone know how to do this?
Hey everyone ! I have a problem with actors location, appeared with the 24.3 update (still present on 25.0).
All actors on persistent level have wrong location. Here an example with a start player :
https://cdn.discordapp.com/attachments/630090830031618099/691319054522122281/unknown.png
And coords change when I load a sublevel (landscape) near of the actor :
https://cdn.discordapp.com/attachments/630090830031618099/691319168477429840/unknown.png
Coords look correct after loading, but the bug is also here when I test the game, players start at the bullshit coords, not the correct...
I don't understand why. Someone had this problem recently ?
Doh! well that was easy. Just select all the source folders in file explorer and drag them to the content browser.
Hey guys! How can I bind the PlayerStart or just a player to the scene? atm the scene doesnt really care if its there
I did make a custom collision called with the name of my sword
how i can tell it to connect with my sword now?
any thoughts?
I feel really dumb for asking this, but how do I get my Collections to show up in the Content Browser?
I have my sources panel open, and I've made a collection
I can switch to collections view but cant I dock it too?
@gilded igloo If you have a character in the scene and its set to auto possess it wont use the player start. if you want to use the player start remove any characters or set them to not be auto possess. Also make sure your game mode has a default pawn
@steady bone depending on which version of the engine you are using it might replace the source panel on the left when you switch to it
oh, thanks a lot!!
@steady bone It seems like you can't do it anymore in 4.24
Wow that's annoying. I remember it used to just dock under all the Contents...
yeah
they change it in .25
it depends on how you are moving it, collisions are for physics
are you printing the actor or the component from the overlap event?
is there something attached to it that falls under that darksword type?
in .25
I even blocked the darksword type
The sword and the player are still overlapping with it
am confused
try getting the component
@scarlet birch getting the component?
Its only like this now
And its still overlapping
print the component name so you know exactly what is overlapping
BP_Player is an actor not the component. Plug the other component into the display name node.
Oh
The player Collider
and the sword collider
Maybe cuz its physics?
its overlapping with it?
@grim ore Hey I can't find that option to dock collections
it's in .25
Oh, Duh
you can still tab between the collections or source panel but they added the dock collections as well
Does it work with floating/undocked collection panels? I usually have like 4 open on one monitor
@scarlet birch the content browsers? if so its a toggle for all 4 at once
It worked now i get it
Read the collision dock it explains it really well.
Understanding collision channels and making use of them can make your life much easier.
@scarlet birch :d
i know you ganna kill me
but i have one last problem
And this one is cracy
crazy
Look π
it collided with it 7 times in a row
And i checked
only the sword collider is colliding
Yeah. I use traces but the principal is the same, keep track of hits during the swing and only use the hits you want. So if an object hits once, then ignore any hits from it on the same swing.
Okay I guess nevermind, lol.
Just got into Unreal engine
do you guys think anytime in the future they'll modernize their Ui?
Compared to what
Hey guys, I'm trying to rotate something for a specific reason.
Using FRotators, this works but a gimbal lock (or extremely weird rotations) happen: (rot1 - rot2 + rot3), however if I do this on only the Yaw axis it works.
But now I need to do it on all the axis, so I'm wondering what the equivalent of this equation would be in FQuats, I tried (quat1 - quat2 + quat3) but this also gives me very weird rotations, so I'm wondering if there's another way or if I'm using FQuats the wrong way
the ui does appear pretty modern to me tbh
Has anyone ever seen this in the GPU Visualiser? My GPU usage is super high and I found this in the log.
"EditorSelectionOutlines" is super slow
whats under that >
Im making a remake of a game CS everthing the same except its in UE4. do you know any tutorials just for something like recoil or to setup the money
its going to be singelplayer for starts
Check out Virtus FPS series @dire coral Its a great place to start imo
(I completed the whole thing, then did VirtusLearnigHubs multiplayer series)
Fyi tho lol, it teacher neither economy systems nor recoil lmao
But like, if you go through it Im sure you will be able to figure out how to do recoil and a cash system yourself
Anyone here experienced with lightmapping with static lights?
Once you know what he teach you, you will be able to use that knowledge in other scenarios π
@midnight root I neglected to take a screenie of the contents
?
sorry lost
ive been working last hour on fixing mesh . so not sure what you're getting at
You just wrote "what was under that >"
I was replying to that
I've since made a screenshot though:
How do I set a reference to game level with "Open Level" blueprint node?
far right error .no idea guessing but..ive yet to need such things
far right arrow ;0-0
@forest tree checked for that error online getting nothing atnm
@forest tree if you highlighted or double click does it provide more info
short of your answering, this may help https://www.youtube.com/watch?v=fLhim2BNtWE
How to use built-in profiling tool in Unreal Engine. Read profiling GPU stats from inside a build. Check performance cost of rendering passes, like ComputeLightGrid, HZB, Translucency etc.
Get project files: http://cbr.sh/od53nz
All parts playlist: https://www.youtube.com/pla...
2 yrs ago , if applicable, not sure how much may have changed
maybe a start>
So i just came across something interesting.....
This was a true condition. At least I thought.
So by looking at this, why did it not throw a compile error. Will a bool just assume false if its a non-existant variable?
this is 4.24.3 btw
How is it non existent?
Anyone able to give me some advice please ? I want to know if i can program an animation to stop an half way through the animation with a button press. During gameplay in unreal ?
im so happy rn i finally got a whole C# code and use it as a Blueprint
Does it have to be an animation ? Use a montage and you can use stop montage node @frank oar
the idea is that the character could be observed mid animation for errors in form etc... (its a project i am working on for sports).
@fallen marten
Yeah make a montage from your animation and you will be able to control its play. You can even adjust the play speed and choose which part of the montage you want to start from
@frank oar
@fallen marten that sounds fantastic! where do i start or rather what terms should i use to look for tutorials ?
I need help with unreal vertex painting
Nothing is working
I've followed all tutorials
Look up anim montages, and some form of tutorial will come up - you need only right click animation and choose create montage, make sure you have a slot in your anim BP, and the node to use montages is called 'play anim montage' and 'stop current montage' (from memory)
Pretty simple stuff
@frank oar
Plenty of UE4 docs
thank you so much @fallen marten !
i will take a good look into this, it sounds like exactly what i was hoping for!
thank you @fallen marten
Unable to load plugin 'Substance'. when starting the packaged version of my game with Substance plugin :/
anyone knows how to fix this?
tried to google but no results
I think I might have installed it wrongly cuz I moved it from the engine installation to my project
I will try to reinstall regularly
EDIT: worked
No worries @frank oar
Hey everyone, I'm just getting into UE and this may be the most simple question ever. So apologies in advance.
But I'm looking for the node editor ?
When I double click on a material (a quixel megascan I imported) this is what I get
but I'm looking for the node graph
the parent icon ?
aah thanks ! so why am I getting this weird metal rust material ?
has NetPktLag and other net variables been deprecated. In 4.24.3 the console no longer autocompletes to these commands for me
I can't find anything online
Did someone ping me? i cant see it. lol
https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/MaterialInstances/index.html
@plush yew thank you
Hierarchical material relationships that allow modification of properties to alter behavior and appearance of child materials without shader recompilation.
What is wrong here?
The whole "fade to black" on approach, and "Preview" being mirrored..
Yeah, but I'm not.. π¦
@plush yew
i found a way to bounce the mat
easier way
as you want to do it let me knowe
Been working on this today
still in progress
So my editor usually runs at 60 fps, but sometimes it unlocks to 90-120 fps (usually after I do something performance intensive). Anyone know the reason for this? I'd like to know where this happens automatically or if it's something i can activate manually.
@plush yew Do you want to slice the trees?
@devout rune do you run it on a laptop? Mine runs 60fps on battery power then 120 when plugged in
Yeah, I'm running on a laptop, but I always run UE4 plugged in. It seems to haven at points that would be counterintuitive, and by that I mean things that should decrease performance.
https://i.gyazo.com/bac06d354a1a82a0a2546cad89cca788.gif why is my particle effect being scaled up so much?
I didn't though
I even tried scaling it down
it's at 0.1
its because the version you have in cascade/niagara is really big and you scaled it down is my best bet with the info you gave us
You put a volcano into a teacup
The particle in my level is original scale, the particle in the anim editor is 0.1 scale
cascade? because particles dont scale well
make sure socket scale hasn't been messed with
how do you set units in blender zadkiel?
So it's at 1 and 0.5 now but now it's more or less invisible when just placed in the world
? Set units in blender?
nevermind if you didn't export the character. but would guess HighTide is right. the bone's scale is probably not 1.0 that you spawn the effect at
you'd want to check the scale of each bone parent to the bone you spawn the effect at, up to the root. they should all be 1.0 for xyz or very close to 1.0
Hey guys, quick question. When you import models do you always use FBX ? Or sometimes OBJ ?
For some reason I can't get to import stuff properly with OBJ, but it works with FBX
It's just a simple subdivided plane
generally always fbx
generally always fbx
@fierce tulip I see, thanks
Other quick question : Is there an auto update feature for models ? For example when you import a model, you realize it needs more subdivisions or additional modeling so you go back into 3DSmax (or whatever) and save it again
It's a pain to always go back and forth between softwares, save, reimport...
Is there a faster way ?
This document outlines how to the auto-reimport functionality of UE4 works, and how to set it up to get the most out of the feature.
@lalaland#2325 https://docs.unrealengine.com/en-US/Engine/Content/AutoReImport/index.html
@next badger amazing thanks a lot !
This document outlines how to the auto-reimport functionality of UE4 works, and how to set it up to get the most out of the feature.
Given I have a user widget that has a sound cue object variable is there a way to have all instances of that widget use the same instance of the sound. or is that something I even need to worry about? I have a custom button and would like to avoid having a UI with 30 buttons have 30 instances of the sound.
I guess I could set the sound in the menu instances. I'd like to have it in just one place though.
I've crashed atleast a dozen times this evening, and I'
I've noticed that it has to do with splitting the editor on more than one monitor.
Not like one of the popups on a 2nd monitor, but some of the default windows placed onto a second monitor.
And the crashes are tied to very specific actions. For instance, I could keep duplicating the same crash, if I had my layout, and deleted a specific set of keyframes in the sequencer.
Repeated 3 times, with the same crash
But, once reverting to the default layout, and deleting the keyframes, no crash at all.
Other times I crashed with a split layout, were clicking certain objects in the perspective viewport while screen percentage was 100.
Turning screen percentage down to 50, fixed that, but isn't necessary if in the default layout.
thats a proper bug for a bugreport if i have seen one
though, i use three monitors and ive not had that specific click on thing bug
i wonder if it's just GPU crashes
I'm using RTX, and suspect its tied heavily to that
I might have to test that, and if it is RTX, maybe do my work with RTX turned off, and only turn it on for rendering.
I'm happy to do workarounds, just have to figure them all out
Anyone know how I can change the default value of "Visibility Based Anim Tick Option" from an INI file?
for every single skeletal mesh component?
yes
haha funny
Yes
If anybody here could do me a solid, really new to UE4 and using Landscape Splines to make a road, the control point (mountain sprite) that is created when you ctrl+click has disappeared from all of my already constructed splines and does not show on any new ones either. Sprites and splines are turned on in viewport??
idk how to fix this i cant continue until i fix it
i'm trying to do something very simple
call a c++ function from a blueprint
i tried all the advice on the internet and can't figure this out
header file:
public:
UFUNCTION(BlueprintCallable, Category = "Log")
void Log();
.cpp file:
void ATest::Log()
{
//
}
this is a c++ actor class
i then created a blueprint class derived from this
and when i drag out from the node the function name "Log" is not showing?
I'm just using the simple landscape splines and it wont work on my original landscape but if i create a new landscape it works there? I'm so confused
Kinda cool
im learning how to make landscapes i want to make a game
I noticed that when you build lightning, it builds it on all levels. Is it possible to just build it on the current level?
Hi all! Just hoping you could please help me with an issue. Iβd like to licence a product (https://www.unrealengine.com/marketplace/en-US/product/scrolls-and-books-icons) from the Unreal marketplace, and then use those icons outside of Unreal. Is it possible to export them in some way?
Not sure if this fits into any of the other channels but I have a function that's supposed to return an array element
When it runs in-game it runs constantly and picks a random array element instead of sticking to one
Is there any way I can make it run once or have it stick with the single array element?
I'm a major UE4 noob so I have no idea what I'm doing
Try Get owning actor
just tried that and said cast failed
Thing needs to exist Javin
i have two blueprint actors i'm trying to communicate with
the above is BP_Messenger trying to cast to BP_Basics
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
thanks so i'm not casting a reference to the instance?
i need some help with unreal engine 4.25 i have a packaging error
makes more sense @abstract relic
i can create an event with the blueprint interface in a character class but not in an actor class?
i don't understand
WTF indeed
hello
those videos are great though
I have a death animation
but how do i add this animation when my character hits 0 HP?
cause rn when my character hits 0 hp nothing happens
the character will still be alive
on event point dmg/radial damage, after dealing damage check if health <=0hp
use play animation node
hold on im checking with my project
oh okay sorry
how do you get a function from a cast?
"By using the Get Player Character node, then using a Cast To MyCharacter node (the special Character Blueprint), you can then say if the Player Character is MyCharacter, let me access the Variables, Functions, Events or any other special functionality contained within that Blueprint."
Examples of different Casting Nodes and usage cases.
trying to get access to the function within the blueprint after casting from another blueprint
ah, so you have to add an event to access a function?
@plush yew you can do it with either
okay
can you send like a screenshot of what nodes to do it with and what goes where?
or text what nodes goes with what
Please and thank you
@cyan robin if the interface is added to the actors class defaults then you should be able to add the interface event you want
if not i'll try to figure it out
oh wait my friends wants to help
he was afk for like 30 mins
@GameDevDorian#679 make a state in your anim bp
Death
When health hits 0, have your anim BP death state run, and check the death animation 'looping' box to false
"auto reimporter"
when importing a file is once cancelld, it is "forever" ignored for the importer, how can i reset that?
Try restart the editor
The file you want to re-import, open it, check the details tab and see if it has a pathname of the source file
@violet goblet
but its not imported in the first place (canceled), so where to "open it" than? π
Hello, i'm having trouble with grass generation, the align to surface option i creating this thing. Any idea how to fix it ?
because the texture is low resolution?
this is without any texture. I feel like the shadows/edeges are like.. softened
This is a "mountain" a bit closer, and a lot higher mesh-resolution.. Is there some settings with lighting or something I've done wrong maybe..
@violet goblet try drag and drop it from the file explorer into the editor. Also check the file extension is correct In case that's why ue4 doesn't 'see' it
get velocity stops updating when u are in air?
what kinda thing is that?lmao
doesnt update x,y when u are in air
You want the HUD-display that pops up on the right side of the screen?
@fallen marten what worked out:
copy the folder "XYZ" (which should be auto imported watched), rename it like "_XYZ"
delete content from original folder (XYZ), now copy all content from "_XYZ" to "XYZ"
and unreal will recognize all as "new"
i have this integer that goes up by 1 every 1 second until it reaches 145 i also have this float that goes up by 1 any way to sync them up ?
@pine siren Yes
do you know anything about it?
Just give me the name of it or a tutorial and i will search it out!
@plush yew I have no idea. Never made a hud. But shouldn't it be kinda similar to creating a menu etc., with "Widget blueprint" or whatever it's called?
An example of how to create, display, and remove UI elements from the screen during gameplay.
@violet goblet I would never have guessed to do that - just replacing the files with copies of themselves.. glad that worked man
how would I change an input value to a relative input vector? just like GetLastInputVector but replicated, because GetLastInputVector refuses to go to server
The input value would have to be set as a replicated variable, and used in the event that replicates to server
where would I set that? isnt that set in charactermovement?
I tried to just use input scale but that launches relative only to world
the event needs that vector as an input
Im checking my character to double check how i repped my launch
Hello everyone
ive been thinking about learning how to use unreal
and of course the gun is a separate mesh and the character is anotyer separate meah
any where i should start?
How do you animate them ???
@regal lark i started by watching virtus learning hub , that helped me alot
Choose a game u want to make like (fps,rpg,side scroller, horror)
Choose a game u want to make like (fps,rpg,side scroller, horror)
He has courses on.many game genres
@lime geyser yeah the vector that feeds into my launch character comes from the point damage node which is a server event. If this helps,its how ive got my backwards walking events setup to replicate
And inside that function the events call, is a replicated bunch of variables
The Legend of Zelda Breath of the Wild Gameplay Walkthrough Part 1! Intro and Magnesis Trial Gameplay!
NEXT PART βΊ http://zack.watch/ZeldaBOTWPart2 PLAYLIST βΊ http://zack.watch/ZeldaBOTWList
SUBSCRIBE βΊ http://sub.zackscott.games βΊ Thanks for every Like! π Ring the Bell! π ‴
...
If any1 know how to add UMG ui when he picked up the apple
please let me know
really need it
@plush yew do you even have a widget made?
If you can lead me to a tutorail that will help alot
dude... there are literally hundreds of tutorials
just ask Dr Google
https://www.youtube.com/watch?v=LwEu2PqqCIo
first cab off the rank
This is a Unreal Engine (UE4.15) tutorial on how to add a HUD widget blueprint overlay with UMG components to the viewport when the game starts.
See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter.com/jayanamgames
Facebook: https://www.fa...
theres more in UE4 Docs
Hey guys, for some reason I cant find certain levels in my file explorer, any idea why?
nvrmnd, fixed it
Who's using 4.24.3 and can do a very quick test for me?
(Requires the creation of two BPs and changing a variable.)
Shoot
Right:
Note: Make sure to create the following BPs via Rightclick in Content Browser -> Click "Blueprint Class" -> Select Class in List. Don't rightclick the parent to create children!
- Create a
ActorBP Child and call itBP_Actor_Base. - Open the new BP and create a variable of type
Actor Class (Array). Save and compile. - Create a
BP_Actor_BaseBP Child and call itBP_Actor_Test. - Open, Save and Compile both Blueprints.
- Open the Class Defaults of both Blueprints.
- Add (e.g.) two entries to the Array in the
BP_Actor_Test. - Hit Compile.
Expected result would be, that the BP_Actor_Test now has two entries and the parent BP_Actor_Base still has an empty array, right?
For step 1 - what class?
That's just a note. Lemme reformat, my bad.
The array variable isn't showing in the test class defaults
You made the Test one a Child of the Base one?
Yup
And compiled both?
Yup
Hm, that is not even what I wanted to test haha
I can get the variable in the BP, but it ain't showing in the class defaults which is kinda weird
It does for me at least.
Doesn't even show in the class defaults in the base
The thing I wanted to confirm is that changing the child will change the parent. Which it shouldn't.
You sure it's not just very hidden? :D
No worries
Would be nice if you could test that if you find the variable
Cause this is a pretty breaking bug and I can reproduce it in 4.24.3 unlike 4.22.3
I'll keep looking man - this is bugging me now haha
Ok I tried adding a different variable, a bool, and it shows in class defaults, but not the actor variable, or when you convert the actor variable to an array
Just changed the bool to an array, added two elements and set them, compile save and it doesn't pass the change back the parent
I have it now on two different PCs
Just changed the actor array to an actor class array, and it showed in the defaults
Added two elements in the child and compiled and saved like before and still no change to the parent
Strange. We have it on two different PCs with new projects on launcher 4.24.3 version.
Will record a video when I'm back
I'm using the twinmotion project as it was already up - trying to get its materials to work on 4.21
Idk if it's going to bug on mine - feel free to DM me with more tests tomorrow. I have to head to bed shortly
Holy shit haha π
That's crazy
Nooooo not at all π
I'm trying to learn vertex paiting and in every tutorial I watched on youtube they say "this is just a basic things" and they open a texture with a clusterfuck of nodes. My mind has melted
Someone removed my message
@plush yew what's the difference? sentences are made out of letters
also name implies
I dont understand the question either, a sentence string is interpreted as an array of letters
you wanna replace certain words or what?
Anyone know if you can override a constant color parameter in a cascade emitter? the color is changing fine as long as the values are high enough to overpower the the constant value and I want to just set that constant value to 0 once I change the color to the new color?
loop through the letters of the word..?
@loud knoll any reason why your initial color isnt the color you are trying to overpower?
does anyone have any project with great examples of replication?
@loud knoll also, please dont cross-post same question :)
either just loop through all letters after the input or filter it during input
https://i.gyazo.com/6921cf27950da3c313bdd95fd86fede4.gif Do you guys know why the distortion effect might linger when in game but not in the animation editor?
seems like it started another loop before ending
Have anyone used UWorld::SetNewWorldOrigin before? I can't find much documentation about it.
When I have moved a lot, and have called "SetNewWorldOrigin" several times, I thought this would prevent floating precision errors.
LogLevel: WORLD TRANSLATION END {621898857, 817, 126981589} took 0.1455 ms```
But when I move out here, I really stutter. My actorPosition x/y/z apparently moves smoothly at around "0,0,0", but everything is jumping around..
Oh thanks
I had the emitter duration set to 0
set it to 0.1 and that fixed it
π
It seems to only be rendering at certain angles, is there a way i could get it to render from all angles?
need to set the bounds in cascade
i want to know why my message was removed
oh right, because you where asking for in-depth help, and in that case you'll need to contact the unreal bot to post on #looking-for-talent
kinda got distracted
i just tested my game outside the engine
if you told me i would of copied it and removed it then posted it into #looking-for-talent
@polar viper you cant really, the bot works differently
https://i.gyazo.com/331116390133f4262bce94837261d391.gif i used the "set fixed bounds" option and now it's broken π
Fixed bounds will use the bounds of that frame. often needs to be bigger
So how should i approach this?
first try to find a frame where the effect is at its biggest, and round it up quite nicely
Alright, thanks.
@fierce tulip sorry to poke, do you know if it's possible to affect particle system speeds by the scale? now the scale only affects the size of the particles -_-
see my reply in #visual-fx
@plush yew Yop that's the bug.
@regal mulch just tested it as you described and funnily enough on the first compile it worked as expected, but after compiling again and saving the two windows seem to be linked and as soon as I add a new entry in the child blueprint I get the same entry mirrored to the parent. If I select a class it mirrors that as well.
tested in 4.24.3
Yeah it doesn't even need you to press compile anymore at some point
It's utterly broken and no one seems to notice
Base class shows "reset to defaults" on its own property. Haha
yeah but even when you click that it stays linked up
Oh... clearing both array, compiling and saving both blueprints it seems to break the link
but only until you recompile π
OH
I got something
Just needed someone to reproduce it outside the office
when you recompile the parent it gets rid of the entries that weren't set in it
so creating one in the parent and then two in the child an then recompile the child and then the parent it works as expected π€
Problem is we have it as far as the child always getting variables reset
but only until you recompile the parent again
You know this happens recursively right?
it's less than stellar, but at least it's visually fixed, but yeah no idea how that behaved in an actual project and if you have entries in it
I feared as much π
I also don't know if this is the only symptom of it
We have the problem that we set booleans on the child. Hit compile and it resets them back to what they were before.
but if you recompile the parent it always goes back to it's former entry, no matter what the child has overwritten
I think I got it as far as that the parent sticked to the values