#ue4-general

1 messages Β· Page 686 of 1

fierce tulip
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mandatory

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nada

cyan oak
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whew, autosaved πŸ˜„

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No ponkkis, its a community, i ask for some, i give some... :p

fierce tulip
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knowing how to google is one of the most important gamedev skills

ashen frost
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@plush yew do i only scale the rig the mesh as well?

cyan oak
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cheers for the help πŸ˜„

gilded plinth
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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?

ashen frost
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oh okay

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idk if mines it or not

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yea 😫

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btw, it only happens when i go to object, apply, scale

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when i scale it at first

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it looks normal

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but then i go there

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and that happens

harsh tiger
ashen frost
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ah i see

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your help has been really useful, thanks for getting me this far

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kay, I hope it eventually works

fierce tulip
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@harsh tiger please dont repeat the same question, give it at least 2 hours between. thank you.

mossy bay
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Alright, I've placed everything, now to build the light.

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Ooh it's taking a while, now that there's a lot more modular actors in here, lol.

low rock
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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

abstract relic
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Did you remove the fps cap on the project? Do you have vs install?

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Laptop typically have caps themselves. Never messed with them.

low rock
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i did not consider that how you can remove the fps cap /:

next badger
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@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

normal burrow
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r.VSync 0

low rock
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@normal burrow let me try

next badger
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wasn't it maxfps ?

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the 120fps cap

normal burrow
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They talking bout 60hz cap

keen geyser
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Is there a hotkey/command to drop your perspective camera to a point based on another ortho viewport?

abstract relic
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Keep forgetting about hz. Damnit

harsh tiger
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@next badger fuck, so is what i'm suggesting not possible?

next badger
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@harsh tiger language...you want to use construction script, and then modify what was made manually? no...not possible

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you can make Blutility tho

mossy bay
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@plush yew

harsh tiger
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ah okay, i'll look into blutility. i've see people use it before but not got much experience with it myself. thank you

mossy bay
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Though for some reason, I still get these on the chairs.

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Yep. πŸ‘πŸ½

normal burrow
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And shadows good

low rock
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@normal burrow i use t.max fps 120 and it work

next badger
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@mossy bay it doesn't look like static lighting issue

normal burrow
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HighTide wins again then

mossy bay
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πŸ€”

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Overlapping UVs it seems.

keen geyser
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Is there any way to see where my perspective camera is

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in the other ortho views?

abstract relic
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Will give you a trick. In blender >>> mat >>> texture >>> checker >>> set vector by uv

mossy bay
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There's no texture image.

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It seems like marking seams makes a difference.

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I'm using the Smart UV unwrap since the Lightmap Pack breaks every poly up into it's own island.

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Well, unless I set the margin to 0.

abstract relic
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No

mossy bay
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Then it looks like this.

abstract relic
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Bad pablos

mossy bay
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Are they supposed to be all separated?

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Oof.

normal burrow
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don't do it

abstract relic
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If you have islands. They need to at least have 8 px margins minimum. Otherwise you’ll get some texture bleeding and a broken mip

mossy bay
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Uh oh.

next badger
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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...

β–Ά Play video

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.

β–Ά Play video
rancid lynx
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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

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once you have a super direction. oh, those look like nice tutorials. thanks. ill save those

next badger
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@rancid lynx blueprints are programming...visual one

rancid lynx
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exactly. i can feel the power

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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

mossy bay
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Seems like the highest margin I can go up to is 1.0 @abstract relic

rancid lynx
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blueprints take out all the tedious formatting. its actually really fun once in a blue moon.

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i cant wait to show you guys what ive been working on over the last year.

next badger
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@mossy bay iirc margin is % of side dimension

mossy bay
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Oh.

rancid lynx
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it might not be terrible

mossy bay
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So what's the recommended percentage then?

next badger
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get your lowest MIP (lexture lod), and make sure it will have 1 pixel margin

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1024x1024 texture, with lowest mip/lod 32px will have...1/32 margin

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ligthmaps are generally few pixels in size

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like really, some even just 4 by 4

mossy bay
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I just went by 0.5 or something.

next badger
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@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

mossy bay
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So I should do the lightmap stuff within UE4?

next badger
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@mossy bay you can...and it's relatively good in quality

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esp for automatic

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doesnt matter, plugin can generate completely new uv from scratch...only non manifold geo matters

mossy bay
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Ooh that's very good to hear.

cyan robin
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how do you keep a sound playing throughout scene changes?

next badger
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@mossy bay yes, and no

cyan robin
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thanks

next badger
mossy bay
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This is what I see.

next badger
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what ue4 are you on?

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version

mossy bay
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4.21.2

next badger
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oh...nope...

mossy bay
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Gotta be on it for making Pavlov maps.

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Otherwise I'd use the latest version.

next badger
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well, you can export uved mesh as fbx...but that's make no sense

mossy bay
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Perhaps I could get the latest version of UE4, and migrate the map from the newer version to the older version?

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Though that seems like a pain.

next badger
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no

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you cant

mossy bay
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Big oof.

next badger
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all assets can be only upgraded

mossy bay
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So Pavlov needs to somehow start using the latest version of the engine.

next badger
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@mossy bay well, i gave you 2 videos about lightmap uving, you can learn from those and use same tech in blender

mossy bay
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I guess that's what I'll do then.

ashen frost
next badger
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@ashen frost it says left on the top left corner

ashen frost
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Thanks men

mossy bay
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Now I just wait.

ashen frost
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would you by any chance know about importing 3d animations into unreal?

next badger
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skeletal?

ashen frost
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yea with skeletal

next badger
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you import rigged mesh first, and them you import animation and picking that skeleton you imported with mesh...that's most of it

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also 100500 of weird issues

ashen frost
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kay

next badger
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and 10 times more with blender import fbx

ashen frost
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but like, my character doesn't show in the animation tab because its so tiny which is weird because its normal size everywhere else

next badger
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@ashen frost go to down of the details tab in the animation, and find import scale

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set it, and click reimport on the top

ashen frost
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k

next badger
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animations are storing scale as well

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that's the reason why it's small

ashen frost
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@plush yew mhm, you mean the one with the answer right?

exotic cave
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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...

next badger
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@exotic cave shading model? 2 sided? masked vs translucent? shader instruction count?

ashen frost
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i kept trying but the rig kept getting deformed 😒 @plush yew

exotic cave
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@next badger : The flower heads and the leaves on the same flowers use the exact same material, they're all double-sided masked foliage

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Could it be the size of the texture?

ashen frost
next badger
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it also may be that mesh has dual triangles

exotic cave
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Oooh, interesting

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So it would be getting rendered twice

next badger
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but generally those became red. not just darker green

exotic cave
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Is texture size an issue?

next badger
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@exotic cave no, not on shader complexity

exotic cave
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hurms

next badger
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if it uses same material, it's probably the geo issue

exotic cave
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Thanks for the help

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Maybe I won't stress on it, dark green isn't usually that awful

ashen frost
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@next badger dual triangles? can you snip it pls?

next badger
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@ashen frost sometimes just 2 triangle at same place, sometimes degenerates (triangles that made of the same verts)

mossy bay
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I feel like I regret having the chairs be their own individual actors, lol.

next badger
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@mossy bay static mesh actors?

mossy bay
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I believe so.

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How can I check for sure?

next badger
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if yes - those are best way

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when you merge meshes, you also merge lightmaps...so

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they should be just instances of the same chair, right?

exotic cave
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Oh, also, is there an easy way to turn on/off landscape grass with a key binding at runtime?

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I love my grass, but I have a feeling it's gonna choke the heckram out of older machines

next badger
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yes...you can bind a console command

mossy bay
ashen frost
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@next badger i checked by am not to sure what you mean

next badger
mossy bay
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It looks like it's a StaticMeshComponent.

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Which is also an instance.

exotic cave
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Much appreciated @next badger !

next badger
mossy bay
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So what should I do Alexey?

next badger
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it may be bugged tho (in 4.24 afaik)

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@mossy bay component?

exotic cave
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I'm on 4.23, should be ok πŸ™‚

mossy bay
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Component?

next badger
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@mossy bay if it's a component it should be attached to something

mossy bay
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It's just an actor, I believe.

next badger
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@mossy bay

It looks like it's a StaticMeshComponent.

mossy bay
next badger
exotic cave
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@mossy bay : You could possibly actually set those chairs up as instanced static mesh foliage πŸ˜„

mossy bay
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Oh?

exotic cave
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There's a way to make stuff spawn in rows

mossy bay
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How can I do that?

exotic cave
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Lemme find

mossy bay
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If it's more efficient and more optimized, I'll certainly do it that way.

next badger
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@mossy bay don't...it will only complicate stuff...

mossy bay
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Oof.

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Alright, I guess another method it is.

next badger
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it is more pefrormant for sure...but only if you have like 1000s of those

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moving foliage is pain, lightmaps for foliage is pain...foliage is pain in general

exotic cave
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Click on "Non Random Placement For The Grass Tool"

mossy bay
exotic cave
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Using several submeshes on that chair?

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There was a big discussion in here the other day about why that happens

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Basically each submesh gets sent to its own light baking thread on a diff CPU core IIRC

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And so you getta the seams

mossy bay
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And to confirm, it definitely seems to be the lightmap it self.

next badger
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@mossy bay cant you take a look on chair mesh properties and look if proper lightmap channel is picked there?

exotic cave
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It's def weird if you're getting that on something that's baked into a single static mesh

mossy bay
next badger
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that's a bad lightmap

mossy bay
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Big oof.

exotic cave
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Would turning on "Generate Lightmap UV's" help?

next badger
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the lightmap uv number in the details tab

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@exotic cave in this case - no, it won't help -_-

exotic cave
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hangs head in shame

next badger
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@exotic cave can you show uv0 ?

exotic cave
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You mean to ask @mossy bay πŸ˜„

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You already answered my question admirably

next badger
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@exotic cave soooryy

exotic cave
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pins medal on @next badger

mossy bay
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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.

next badger
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@mossy bay well, you can ask #graphics tomorrow then

exotic cave
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idly worries that his demo drops to 70 fps on his i9/2080 in places

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I'm pretty sure that means it's gonna suck hard on anything that isn't an i9/2080

next badger
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unreal insights

exotic cave
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Yeah, I probably better

mossy bay
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Yeah.

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Why does lightmapping have to be a pain. 😩

exotic cave
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You think this is bad, try doing the actual optics on anything scientifically photorealistic πŸ˜„

next badger
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ligthmaps are cheap way to store lighting information, so game could be run on potato pcs and consoles

exotic cave
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I totally endorse @plush yew ' strategy

mossy bay
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Hah, I wish I could, lol.

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Pavlov doesn't support it though.

exotic cave
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It appears he's not wrong

next badger
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well, VR is tough

exotic cave
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prefers grilled lightning

mossy bay
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I know, haha.

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I just wanted to get that out there though.

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Well, I just gotta make a good lightmap it seems.

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I don't seem to be a good at that yet, haha.

hollow niche
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can anyone teach me

marsh swallow
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@grim ore Does your Resizable Widget still work?

next badger
icy narwhal
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How do open worlds work?

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Like the landscape in the world, is it just one big ass landscape with level streams?

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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

next badger
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in ue you also have world composition

icy narwhal
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Hmm @_@

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Time to google, World Composition.

grim ore
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@marsh swallow I would assume so, it mainly uses math to determine what you are doing and resize the widget panel

marsh swallow
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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

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πŸ˜‚ so i will try again

exotic cave
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sighs as he realizes he's created another giant, beautiful hog of a UE project

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also sighs as he realizes ants are trying to eat his dinner

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How am I gonna market this thing? Am I gonna have to put a picture of a potato with a big crossbar over it? 😦

icy narwhal
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Yes, potatoes solve everything. @_@

normal burrow
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hi

exotic cave
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Hey @normal burrow

normal burrow
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potatoes good

exotic cave
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Not if I try to run this project on one πŸ˜„

fallow elk
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I got a simulated physics question

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whats the best way to go about having a large number of simulated objects while not being too expensive?

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I've also noticed some general simulation lag and rubber banding when some objects are interacting with eachother

exotic cave
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@fallow elk : I mean, use simple colliders for everything you can...

lament saddle
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if it's purely cosmetic then consider GPU particles

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for e.g. debris and stuff

fallow elk
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nah it's barrels and crates that are also destructible

exotic cave
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I would suggest having the barrels and crates be non-dynamic until they're destroyed, then.

fallow elk
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do elaborate

exotic cave
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You're familiar with the difference between BlockAll and BlockAllDynamic colliders, yes?

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I'm not the best expert on this stuff, but...

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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).

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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.

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Hopefully now someone else who actually knows this stuff more seriously can correct all the mistakes I just made πŸ˜„

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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.

flat idol
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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.

exotic cave
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Also, your super fancy gothic name letters are gonna make it really hard for people to tag you πŸ˜„

fallow elk
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I'll just change the nickname in this server then ;D

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bing bang boom

exotic cave
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Are you going to need your barrels and crates to be moving around while they're still whole?

fallow elk
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just a casual stress test lmao

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I would like to, yea

exotic cave
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Yea, then you need an expert that is not me

fallow elk
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but I'm sure there are better ways to impliment what I'm wanting to do

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and no stress, it was a question for future reference

flat idol
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you can also try using physics primitives (eg capsule, box) they might calculate bit faster

fallow elk
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the main idea is that they can be picked up, rolled, moved, and so on

exotic cave
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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

fallow elk
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and if let go of while rolling or carried, they will drop and roll away or fall

flat idol
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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.

fallow elk
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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

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or even break while on the cart from stress

exotic cave
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And is this a networked game?

fallow elk
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it will be yes

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however

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to try and keep it ps1 style, I'm thinking about fable styled world change points

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rather than a constant world map

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but, if constant map is affordable I will opt for that

exotic cave
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If you need real-world destructible physics on most of your objects it's gonna get pretty expensive no matter what.

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There's no magic bullet I'm aware of for that

fallow elk
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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

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moving between areas would be moving between servers in the group

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potentially providing each individual lobby with more resources

exotic cave
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This is sounding like the kind of project that is gonna need more than one person πŸ˜„

fallow elk
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I am a one man army and damnit I'm going to do as much as possible

flat idol
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physics and character doesnt play nice together, but when it comes to networking it most definitely messy

exotic cave
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What he said. There's a reason Skyrim is a single-player experience.

flat idol
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there are projects out there dealing with distributed load of physics over multiple servers, but it's also difficult stuff anyways

abstract relic
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you must put in the work of a few hundred men mind you πŸ˜›

exotic cave
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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.

flat idol
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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.

exotic cave
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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 πŸ˜„

fallow elk
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oh that's not what I meant

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the server needs to keep track of items spawned, destroyed, and so on

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individual lobby is for clientside resource gain

exotic cave
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I'm going to bow out and wish you good luck

fallow elk
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but that may not be required since there will be the classic PS1 fog

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so any LOD and items needing to be spawned in radius will be pretty cruisy for most computers I'd say

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awhhh but I was enjoying your company and perspective D:

exotic cave
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I mean, just start going and doing it πŸ˜„

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You will see what we're talking about in a pretty big hurry

fallow elk
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I know I will πŸ˜„

exotic cave
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Fog is in general a technique for graphics optimization, by the way, and not physics optimization

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Especially when talking about a shared multiplayer space

fallow elk
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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

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right?

exotic cave
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Not really πŸ˜„

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Physics is done on your CPU as a general rule, graphics on your GPU

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You're working off a theoretical model from twenty years ago before that split really got defined.

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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

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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

fallow elk
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I'm very aware, I think you're misunderstanding what I'm saying

exotic cave
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Feel free to try to explain, though my time for the night is limited and I'm probably logging off soon

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Remember, the kind of graphics fog you're talking about is a client-side concept. πŸ™‚ Your server has to conceptualize the entire stage as if the fog doesn't exist, if this is a networked game.

fallow elk
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go for it, I've got a fair idea

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plus I'm about to start modelling a wood coffin πŸ˜„

exotic cave
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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

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The second you have the stage be networked, all that goes out the window

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Because then everything in the stage has to be calculated for physics and destructibles no matter what.

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With that I think I'll be done for the night. Good luck! πŸ™‚

scarlet birch
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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.

flat idol
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Only in preview or runtime as well?

scarlet birch
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Idk, haven't tried runtime yet. I was going to restart the editor first.

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Yeah, it's doing it in standalone too with two different particles. I'm going to try removing them and readding the socket

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actually, I'll try a differnt bone first

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It's the particle.

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Yeah, ok I have no idea. Going to have to look at it a bit.

flat idol
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Could be the sequence also have a notify added? So montage will play both perhaps?

scarlet birch
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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.

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It was the particles themselves

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Thanks though.

lament yarrow
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I'm wondering if anyone else checks World's flags on a modules start up?

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It seems that OnPostWorldInitialization is called several times with different Worlds (of the same type though)

dense gate
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@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

abstract relic
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The issue is with the pawn. Not the animation. You’ll need to reset it’s rotation.

plush yew
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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 😦

fleet cedar
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@plush yew You're going to need to profile the game to find where the bottle neck is that is causing a stutter

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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

plush yew
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@fleet cedar Thank you, I'll try πŸ™‚

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@plush yew Have you tested out the video yet?

austere scroll
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Quick question, is there a way to know when i started my project ??

civic lance
#

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).

fallen marten
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Add an overlap event for them that turns on the visibility, or try full distance volumes

plush yew
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@fallen marten Am trying to add a shake to the object when i hit it

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You got any idea how i can do that?

fallen marten
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@plush yew yeah man use cam shake. It's built in and very customisable and effective

plush yew
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i want to shake the object it self

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not the cam ;d

midnight gate
#

HELP IM STUCK AT SANDBOX CLEANUP

#

i cant packagae for linux

brazen wolf
#

is there any good games that only used blue prints? need inspo

fallen marten
#

@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

lime geyser
#

im at my wits end homies replication is so fuckin rickety

plush yew
#

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!

plush yew
#

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

frank oar
#

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.

paper swift
#

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)…

I only wish you all the best of luck with everything you do mate...
Thank you again :)
Raed

ionic sandal
#

Guys, noobie question: How do I apply changes made to an instance of a BP to the BP itself?

primal harbor
#

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

marsh swallow
ionic sandal
#

@marsh swallow Thank you :)
I feel silly, I've been looking around the property that I changed in the components section of the Actor

marsh swallow
#

πŸ™‚ np!

ionic sandal
#

@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)

rocky pond
#

the blueprint is when released open level set show mouse coursor false

#

everything else works fine

frank oar
#

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...

worldly axle
#

Hello, how can i change the distance needed for the lod? I am pretty near but it still is in a low lod

zinc lava
#

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?

plush yew
#

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

fierce tulip
#

blender

marsh swallow
#

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?

plush yew
#

blender
Lol, How do I import Blender's arms on ue4 without deforming them?

fierce tulip
#

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.

plush yew
#

Nope, I'm used to using Blender, but thanks :) I'll follow some tutorials

fierce tulip
#

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

white geode
#

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

frank oar
#

@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 ?

frail sail
#

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

stable robin
#

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!

civic lance
#

@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

frail sail
civic lance
#

When I have a lot of it on my map, my fps can barely keep up

white geode
#

I'll try out the higher quality, thanks

frail sail
#

only works if add directly key. then i cant change key from input in game. YAMETEEEEE AngryAwooGlitch

golden magnet
#

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?

honest vale
#

there's a checkbox for enabling painting towards a target strength

#

near the strength slider

zinc lava
#

if its the best way. idk lol but it works in my build

#

i still havent solved my capsule problem

frank oar
#

thank you so much @zinc lava ! the question is where do i nevigate to in order to make this blueprint ?

zinc lava
#

i also made some changes. but it should get you where u need to be

frank oar
zinc lava
#

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

frozen pollen
#

Is there a trick to lighting interiors when there's no windows? I just can't get it to look right

smoky bear
#

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

abstract relic
#

Delete /intermediate folder

smoky bear
#

sorry, i don't get it could you be more precise please

sharp crest
#

I suck at math

#

actually nv I got it I think

abstract relic
#

/[project]/intermediate
Delete it

smoky bear
#

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

surreal raft
autumn cove
#

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?

drowsy turtle
#

how to make animated loading screen?

sharp crest
#

is there a way to automatically remove grass (landscape grass) around a mesh/actor/using bps?
(something that works in-game)

drowsy turtle
#

that doesn't answer my question

sharp crest
#

actually it does

drowsy turtle
#

im using load stream level but it doesnt work

#

@sharp crest check on google

sharp crest
#

depends on what u r looking for, what I found worked pretty well. and I found it on google.. lol

drowsy turtle
#

so uh explain me why LSL node doesn't work

#

oh nvm

#

i entered wrong level name

sharp crest
#

πŸ˜…

honest rune
#

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

summer maple
#

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 ?

drowsy turtle
#

is there any easy and fast option to add subtitles? Cuz... uhh...

#

i think that's too long

#

for just a subtitles

fierce tulip
#

there is a built in subtitle system

drowsy turtle
#

oh

fierce tulip
drowsy turtle
#

thx

fierce tulip
#

bit old, not sure how relevant

scarlet birch
#

I have a bunch of UI image files in multiple folders is there a quick way to import those with the folder structure?

smoky bear
#

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

scarlet birch
#

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.

smoky bear
#

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

scarlet birch
#

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.

drowsy turtle
#

Wow @fierce tulip rly thank you bud

scarlet birch
#

@smoky bear It's under Project/saved/config/EditorPerProjectUserSettings.ini

#

PathColor

#

at least it is in 4.24

smoky bear
#

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

scarlet birch
#

It's possible if one config was deleted something else was too

smoky bear
#

my only guess is that something got corrupted while saving

#

the last thing i did before saving was retargeting a skeleton

scarlet birch
#

Sounds likely. At least you have backups.

smoky bear
#

i've tried migrating my backup map to a clean project

#

when i open it my pc freezes

scarlet birch
#

Memory?

smoky bear
#

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

scarlet birch
#

I meant it might be running out of memory and having to cache a lot.

#

If you had 16GB and now have 8

smoky bear
#

or that yes, i can't build lighting with 8gb of ram, with 16 i could

scarlet birch
#

I'd look and see if memory is maxed and disk writes are high when it locks up on you

smoky bear
#

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

scarlet birch
#

I always ran into problems with 16GB and haven't since upgrading to 32.

mint onyx
scarlet birch
#

no

abstract relic
#

No

mint onyx
#

πŸ’” 😒

smoky bear
#

i though about getting a 16gb stick this time

abstract relic
#

There’s no backwards compatibility

scarlet birch
#

I would. Then you can add another later. Memory makes a huge difference all over the place.

rich reef
smoky bear
#

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?

scarlet birch
#

yeah,, you can't figure out what's wrong with your project when you have hardware issues already.

rich reef
#

(Inside of SharedPointer.h)

acoustic needle
#

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?

summer maple
#

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 ?

scarlet birch
#

Doh! well that was easy. Just select all the source folders in file explorer and drag them to the content browser.

gilded igloo
#

Hey guys! How can I bind the PlayerStart or just a player to the scene? atm the scene doesnt really care if its there

plush yew
#

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?

steady bone
#

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?

grim ore
#

@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

gilded igloo
#

oh, thanks a lot!!

scarlet birch
#

@steady bone It seems like you can't do it anymore in 4.24

steady bone
#

Wow that's annoying. I remember it used to just dock under all the Contents...

scarlet birch
#

yeah

grim ore
#

they change it in .25

scarlet birch
#

oh, I am so glad.

#

I use collections extensively and it's been a pita

steady bone
#

MatthewW! Dude, your wtf and htf videos are so helpful!!

#

Many thanks

plush yew
#

@grim ore

#

I did block Pawn from colliding with the tree

#

and its still doin g it

grim ore
#

it depends on how you are moving it, collisions are for physics

plush yew
#

I did put it into block

#

it should't over lap right?

scarlet birch
#

are you printing the actor or the component from the overlap event?

plush yew
#

Look mike

scarlet birch
#

is there something attached to it that falls under that darksword type?

grim ore
plush yew
#

I even blocked the darksword type

#

The sword and the player are still overlapping with it

#

am confused

scarlet birch
#

try getting the component

mossy bay
#

Chairs are looking good now.

plush yew
#

@scarlet birch getting the component?

#

Its only like this now

#

And its still overlapping

scarlet birch
#

print the component name so you know exactly what is overlapping

plush yew
#

The pawn

#

and the sword

#

They are overlapping with it

#

BP Player and BP Sword

scarlet birch
#

BP_Player is an actor not the component. Plug the other component into the display name node.

plush yew
#

Oh

#

The player Collider

#

and the sword collider

#

Maybe cuz its physics?

#

its overlapping with it?

scarlet birch
#

@grim ore Hey I can't find that option to dock collections

grim ore
#

it's in .25

scarlet birch
#

Oh, Duh

grim ore
#

you can still tab between the collections or source panel but they added the dock collections as well

scarlet birch
#

Does it work with floating/undocked collection panels? I usually have like 4 open on one monitor

plush yew
#

here is the sword and the player colliders

#

Did i miss something?

grim ore
#

@scarlet birch the content browsers? if so its a toggle for all 4 at once

scarlet birch
#

it's set to overlap dynamic

#

Awesome. I can live with that.

plush yew
#

It worked now i get it

scarlet birch
#

Read the collision dock it explains it really well.

#

Understanding collision channels and making use of them can make your life much easier.

plush yew
#

@scarlet birch :d

#

i know you ganna kill me

#

but i have one last problem

#

And this one is cracy

#

crazy

#

Look πŸ˜„

#

it collided with it 7 times in a row

#

And i checked

#

only the sword collider is colliding

scarlet birch
#

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.

plush yew
#

Mike i did that

#

thats not the case

mossy bay
plush yew
#

Dose the scene thing has anything to do with it?

#

You think?

cerulean harness
#

Just got into Unreal engine

#

do you guys think anytime in the future they'll modernize their Ui?

abstract relic
#

Compared to what

little warren
#

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

spare sun
#

the ui does appear pretty modern to me tbh

forest tree
#

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

midnight root
#

whats under that >

rich reef
#

Please ping on reply ❀️

dire coral
#

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

rich reef
#

Check out Virtus FPS series @dire coral Its a great place to start imo

#

(I completed the whole thing, then did VirtusLearnigHubs multiplayer series)

dire coral
#

that was the plan

#

but need to set up the recoil

rich reef
#

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

mossy bay
#

Anyone here experienced with lightmapping with static lights?

rich reef
#

Once you know what he teach you, you will be able to use that knowledge in other scenarios πŸ˜‰

forest tree
#

@midnight root I neglected to take a screenie of the contents

midnight root
#

?

#

sorry lost

#

ive been working last hour on fixing mesh . so not sure what you're getting at

forest tree
#

You just wrote "what was under that >"

#

I was replying to that

#

I've since made a screenshot though:

midnight root
#

oh that ya

#

kk

#

got it

flat axle
midnight root
#

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

#

2 yrs ago , if applicable, not sure how much may have changed

#

maybe a start>

marsh swallow
#

So i just came across something interesting.....

#

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

fallen marten
#

How is it non existent?

empty arrow
#

its dark but ya

#

it work throw a compile error

frank oar
#

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 ?

plush yew
#

im so happy rn i finally got a whole C# code and use it as a Blueprint

fallen marten
#

Does it have to be an animation ? Use a montage and you can use stop montage node @frank oar

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

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

frank oar
#

@fallen marten that sounds fantastic! where do i start or rather what terms should i use to look for tutorials ?

half solstice
#

I need help with unreal vertex painting
Nothing is working
I've followed all tutorials

fallen marten
#

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

frank oar
#

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

sharp crest
#

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

fallen marten
#

No worries @frank oar

plush yew
#

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 ?

ornate hamlet
#

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

marsh swallow
#

Did someone ping me? i cant see it. lol

plush yew
pine siren
#

What is wrong here?

#

The whole "fade to black" on approach, and "Preview" being mirrored..

pine siren
#

Yeah, but I'm not.. 😦

plush yew
#

@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

devout rune
#

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
#

@plush yew Do you want to slice the trees?

cyan robin
#

which type of enum do i select for a regular c++ type enum?

#

in blueprints?

glass yarrow
#

@devout rune do you run it on a laptop? Mine runs 60fps on battery power then 120 when plugged in

devout rune
#

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.

rough hound
#

I didn't though

#

I even tried scaling it down

#

it's at 0.1

fierce tulip
#

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

scarlet birch
#

You put a volcano into a teacup

rough hound
#

The particle in my level is original scale, the particle in the anim editor is 0.1 scale

fierce tulip
#

cascade? because particles dont scale well

rough hound
#

Scaled it down to 2 and 1 and it's still massive.

abstract relic
#

make sure socket scale hasn't been messed with

normal burrow
#

how do you set units in blender zadkiel?

rough hound
#

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?

normal burrow
#

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

plush yew
#

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

fierce tulip
#

generally always fbx

plush yew
#

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 ?

random tree
#

hello

#

does anyone know where i can learn unreal engine c++

next badger
plush yew
scarlet birch
#

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.

undone sinew
#

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.

fierce tulip
#

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

next badger
#

i wonder if it's just GPU crashes

undone sinew
#

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

arctic flame
#

Anyone know how I can change the default value of "Visibility Based Anim Tick Option" from an INI file?

normal burrow
#

for every single skeletal mesh component?

arctic flame
#

yes

plush yew
#

haha funny

heady quartz
#

Anyone here got a mid range mobile?

#

Android

ocean juniper
#

Yes

mossy bay
#

I finally solved my problems here, lol.

somber hornet
#

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

cyan robin
#

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?

somber hornet
#

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

plush yew
#

Kinda cool

quaint copper
#

im learning how to make landscapes i want to make a game

civic lance
#

I noticed that when you build lightning, it builds it on all levels. Is it possible to just build it on the current level?

misty sable
plush yew
#

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

cyan robin
#

which object would i choose here?

#

they are both actors

abstract relic
#

Try Get owning actor

cyan robin
#

just tried that and said cast failed

normal burrow
#

Thing needs to exist Javin

cyan robin
#

i have two blueprint actors i'm trying to communicate with

#

the above is BP_Messenger trying to cast to BP_Basics

abstract relic
cyan robin
#

thanks so i'm not casting a reference to the instance?

tight needle
cyan robin
#

makes more sense @abstract relic

cyan robin
#

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

plush yew
#

hello

cyan robin
#

those videos are great though

plush yew
#

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

dark rune
#

on event point dmg/radial damage, after dealing damage check if health <=0hp

#

use play animation node

plush yew
#

How do i do this?

#

on my characters blueprint? or my animation blueprint?

#

?

dark rune
#

hold on im checking with my project

plush yew
#

oh okay sorry

cyan robin
#

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."

#

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?

fallen marten
#

@plush yew you can do it with either

plush yew
#

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

fallen marten
#

@cyan robin if the interface is added to the actors class defaults then you should be able to add the interface event you want

plush yew
#

if not i'll try to figure it out

#

oh wait my friends wants to help

#

he was afk for like 30 mins

fallen marten
#

@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

violet goblet
#

"auto reimporter"
when importing a file is once cancelld, it is "forever" ignored for the importer, how can i reset that?

fallen marten
#

Try restart the editor

violet goblet
#

i will give it a try

#

sadly didnt worked

fallen marten
#

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

violet goblet
#

but its not imported in the first place (canceled), so where to "open it" than? πŸ™‚

gilded sierra
#

Hello, i'm having trouble with grass generation, the align to surface option i creating this thing. Any idea how to fix it ?

pine siren
#

Given the resolution of the mesh, why does it look "low resolution"?

hoary locust
#

because the texture is low resolution?

pine siren
#

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..

fallen marten
#

@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

plush yew
#

get velocity stops updating when u are in air?

#

what kinda thing is that?lmao

#

doesnt update x,y when u are in air

pine siren
#

You want the HUD-display that pops up on the right side of the screen?

violet goblet
#

@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"

blissful trail
#

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 ?

plush yew
#

@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!

pine siren
#

@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?

fallen marten
#

@violet goblet I would never have guessed to do that - just replacing the files with copies of themselves.. glad that worked man

lime geyser
#

how would I change an input value to a relative input vector? just like GetLastInputVector but replicated, because GetLastInputVector refuses to go to server

fallen marten
#

The input value would have to be set as a replicated variable, and used in the event that replicates to server

lime geyser
#

I tried to just use input scale but that launches relative only to world

fallen marten
#

the event needs that vector as an input

#

Im checking my character to double check how i repped my launch

regal lark
#

Hello everyone

austere scroll
#

I am extra-confused

#

Lets say , you make ur animations in blender

regal lark
#

ive been thinking about learning how to use unreal

austere scroll
#

and of course the gun is a separate mesh and the character is anotyer separate meah

regal lark
#

any where i should start?

austere scroll
#

How do you animate them ???

#

@regal lark i started by watching virtus learning hub , that helped me alot

lime geyser
#

The guns? what animations do you want for the guns?

#

like the bolt/slide stuff?

austere scroll
#

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

fallen marten
#

@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

plush yew
#

If any1 know how to add UMG ui when he picked up the apple

#

please let me know

#

really need it

fallen marten
#

@plush yew do you even have a widget made?

plush yew
#

If you can lead me to a tutorail that will help alot

fallen marten
#

dude... there are literally hundreds of tutorials

#

just ask Dr Google

#

theres more in UE4 Docs

gilded igloo
#

Hey guys, for some reason I cant find certain levels in my file explorer, any idea why?

#

nvrmnd, fixed it

regal mulch
#

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.)

fallen marten
#

Shoot

regal mulch
#

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!

  1. Create a Actor BP Child and call it BP_Actor_Base.
  2. Open the new BP and create a variable of type Actor Class (Array) . Save and compile.
  3. Create a BP_Actor_Base BP Child and call it BP_Actor_Test.
  4. Open, Save and Compile both Blueprints.
  5. Open the Class Defaults of both Blueprints.
  6. Add (e.g.) two entries to the Array in the BP_Actor_Test.
  7. 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?

fallen marten
#

For step 1 - what class?

regal mulch
#

That's just a note. Lemme reformat, my bad.

fallen marten
#

The array variable isn't showing in the test class defaults

regal mulch
#

You made the Test one a Child of the Base one?

fallen marten
#

Yup

regal mulch
#

And compiled both?

fallen marten
#

Yup

regal mulch
#

Hm, that is not even what I wanted to test haha

fallen marten
#

I can get the variable in the BP, but it ain't showing in the class defaults which is kinda weird

regal mulch
#

It does for me at least.

fallen marten
#

Doesn't even show in the class defaults in the base

regal mulch
#

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

fallen marten
#

Yeah it shouldn't you'd think

#

Lol I'll keep looking

regal mulch
#

Might not be at the top

#

brb, lunch/walking doggo

fallen marten
#

No worries

regal mulch
#

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

fallen marten
#

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

regal mulch
#

I have it now on two different PCs

fallen marten
#

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

regal mulch
#

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

fallen marten
#

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 πŸ˜‚

#

That's crazy

#

Nooooo not at all πŸ™ƒ

orchid seal
#

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

polar viper
#

Someone removed my message

next badger
#

@plush yew what's the difference? sentences are made out of letters

#

also name implies

spare sun
#

I dont understand the question either, a sentence string is interpreted as an array of letters

#

you wanna replace certain words or what?

loud knoll
#

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?

pine siren
#

loop through the letters of the word..?

fierce tulip
#

@loud knoll any reason why your initial color isnt the color you are trying to overpower?

plush yew
#

does anyone have any project with great examples of replication?

fierce tulip
#

@loud knoll also, please dont cross-post same question :)

spare sun
#

either just loop through all letters after the input or filter it during input

rough hound
fierce tulip
#

seems like it started another loop before ending

pine siren
#

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..
rough hound
#

Oh thanks

#

I had the emitter duration set to 0

#

set it to 0.1 and that fixed it

#

πŸ™‚

#

It seems to only be rendering at certain angles, is there a way i could get it to render from all angles?

fierce tulip
#

need to set the bounds in cascade

polar viper
#

i want to know why my message was removed

fierce tulip
#

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

weak cypress
#

i just tested my game outside the engine

polar viper
weak cypress
#

and for some reason it seems that each client runs on its own server

#

πŸ€”

fierce tulip
#

@polar viper you cant really, the bot works differently

rough hound
fierce tulip
#

Fixed bounds will use the bounds of that frame. often needs to be bigger

rough hound
fierce tulip
#

first try to find a frame where the effect is at its biggest, and round it up quite nicely

rough hound
#

Alright, thanks.

fierce tulip
#

Min needs the negative numbers, max is positive numbers

#

cant invert it

next badger
#

@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 -_-

fierce tulip
regal mulch
#

@plush yew Yop that's the bug.

tawdry storm
#

@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

regal mulch
#

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

tawdry storm
#

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 πŸ˜„

#

OH

#

I got something

regal mulch
#

I already reported the issue

#

Don't worry

tawdry storm
regal mulch
#

Just needed someone to reproduce it outside the office

tawdry storm
#

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 πŸ€”

regal mulch
#

Problem is we have it as far as the child always getting variables reset

tawdry storm
#

but only until you recompile the parent again

regal mulch
#

You know this happens recursively right?

tawdry storm
#

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

regal mulch
#

If you have 20 children in a row

#

It changes all 19 parents

tawdry storm
#

I feared as much πŸ˜„

regal mulch
#

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.

tawdry storm
#

but if you recompile the parent it always goes back to it's former entry, no matter what the child has overwritten

regal mulch
#

I think I got it as far as that the parent sticked to the values