#ue4-general

1 messages · Page 687 of 1

regal mulch
#

The other problem is that UE4s default behavior is to override child variables if the parent changes them and they were the same before.

#

So if the array gets overridden via the child to parent bug.

#

And you clear the array on the parent

#

it also clears it on the child

#

gg

#

The issue with this is if you have variables, like booleans, that have very likely a default state shared with the parent

#

One child sets the parent to something you don't want

#

You change the parent

#

And all other children that you maybe want to have on that value, reset.

tawdry storm
#

oof yeah no idea how to theck that on the fly, but so far if I compile the parent after the child it seems to behave normally, but yeah this shouldn't happen at all

regal mulch
#

Parent bool false
Child 1 bool true
Child 2 bool false
Child 3 bool false

Change Child 3 to true ->
Parent bool true // Changes cause of the bug
Child 1 bool true
Child 2 bool false
Child 3 bool true

Fix Parent back to false

Parent bool false
Child 1 bool false // Changes cause BP default behavior
Child 2 bool false
Child 3 bool false // Changes cause BP default behavior

gg

tawdry storm
#

lemme try 1 sec

#

yup

#

so if I change a bool somewhere inbetween I have to go from the lowest child all the way up to see the expected result, but yeah once I change the parent everything goes tits up

#

I guess the binary state of bools makes UE4's behavior in this matter really finicky

#

jesus with 4 children it's so weird how every compile seems to have sweeping changes throughout the hierarchy

#

I'm surprised this hasn't caused anyone problems before 🤔

abstract relic
#

Is it in .24? It’s always in damn .24

#

Of course 😑

next badger
#

@regal mulch i've reported similar bug some time ago...can't recall if it was accepted or not...
the problem was that if you change the property on parent to the same as child had, it will reset the custom property later
Parent - A
Child - B (custom)

Parent - B
Child - B (not custom)

Parent - A
Child - A (as it's not custom anymore)

regal mulch
#

Don't quite follow that example

#

Oh

tawdry storm
#

I think they're similar, but not the same, but the initial problem he described probably causes the later problems that are the issue you describe

regal mulch
#

Yeah that's not a bug

#

It's a shitty design decision

#

Basically BP Children don't know their state is changed

#

BP Parents update the children based on the properties being the same

next badger
#

yeap, but if i've set the property on child manually, why would it reset it later?

regal mulch
#

Because the Child doesn't know that

#

In C++ this can't happen of course

#

But in BPs the child or rather the parent, doesn't know about that

#

If the default value of a boolean is false (0) in general.
And the child has it true, then as soon as the parent has it true, it counts as unchanged

next badger
#

can't BP just store the value no matter what? (if the property still has same type at least)

regal mulch
#

I think the issue is that Epic didn't add a way to keep track of that

#

In C++ the child would actively write "bSomeBoolean = true" in the constructor

#

And the parent changing back and forth doesn't change that line

#

But BPs don't do that. They only have != or == parent

#

Same should happen with more complex variables, like a string

#

Parent ""
Child "Hello"
-- Change parent to "Hello"
Parent "Hello"
Child "Hello"
-- "Change parent to "World"
Parent "World"
Child "World"

#

Compiling in between though

next badger
#

I thought that setting some value in BP child acts like adding a constructor custom value

regal mulch
#

I would have thought so

#

But 4.22.3 already behaves like this

weak cypress
#

i just tested my game outside the engine and for some reason it seems that each client runs on its own server

#

how could i fix that?

analog sigil
#

Anyone else liking?

#

yeah its part of UE 4.25 update

solid matrix
#

anyone know how you can reorder material slots? I want to make some meshes have consistent slots

plush yew
#

How to get instanced mesh material

#

with break hit results

sour slate
#

hello guys any chance u know how to remove height/volumetric fog from a specified area?

next badger
#

@analog sigil i like the button, but i don't the menus...they are inconsistent

scarlet birch
#

I've always used steam for testing multiplayer and now I'm trying to do it with the default sub system. I'm using AdvancedSessions and would like to open two instances from the editor at the games main menu and have one listen and then the other join. Do I need to do anything extra to find the session ? Should I specify the loopback address somewhere to join it?
The session's there but I can't get the other instance to find it. I'm not sure if I'm forgetting something or not. I'm working through the docs to try and find what I'm missing here but if someone can help save me time figuring it out I'd be grateful.

regal mulch
#

Inside the editor or at least standalone?

scarlet birch
#

I'm fine with either. Should I just build it? Can I run two instances with Standalone? If so I may have tried it wrong.

#

Ultimately I just want to test basic stuff on one machine before using 2.

#

ok, yeah standalone is running 2 now. But not finding the session on the other instance

rough hound
#

How would i create a "timer" that plays a sound at a random time, and when it plays a sound it has a cooldown before it can play a new one? This is what i have so far.

#

Should i make a new function that deals with the stuff and then use delay instead maybe?

#

cause delay won't work like i have it now.

grim ore
#

set timer by function name -> set random time on the timer -> timer points to the custom event to play the sound. After the custom event sound is played -> set timer by function name -> set random time on the timer -> timer points to the custom event to play the sound.

sly coyote
#

So tricky on event tick...that's every frame...

#

No matter what you put as conditions they'll be met like 100s of times a min

#

Giving very bad results

rough hound
#

I could probably do something else? I'm very new to UE4. I'm used to having "think" functions which are way less frequent than ticks.

sly coyote
#

Can you set up a collision sphere instead and do what Matthew suggest

#

Have it only happen while in the sphere...cause yeah on tick would be not so good and completely unpredictable...you want random, not crazy

wise marsh
#

No matter what you put as conditions they'll be met like 100s of times a min
@sly coyote event tick 1.0 its 1 sec so its 1 per 60 frames

sly coyote
#

I have a GTX 2080 ti...on a 240mghz monitor...my tick triggers 240 times

#

Per sec...on tick is called at every frame refresh

rough hound
#

I'm trying to make this man make some idle sounds, to give some more context

weak cypress
#

does a bigger+better monitor help with game development?

sly coyote
#

That's why you never tie important functions to tick because the results will be unexpected

rough hound
#

You get more efficient with 2 monitors at least.

weak cypress
#

i already have 2

#

one is ok

#

the other is kinda bad

rough hound
#

Ok so don't use Event Tick

#

what other options do i have

sly coyote
#

You can set it up in ai behavior tree

scarlet birch
#

I'm just going to work through it from start to finish. I must have forgotten something simple. It's always just worked before.

rough hound
#

I can play sounds through behaviour trees?

vast pine
#

Anyone familiar with the ins and outs if you wanted to make release project files on github as GPL?

sly coyote
#

You can do tons of stuff with behavior trees, it has a steep learning curve and not enough tutorials tho

rough hound
#

hmm

#

so i make a new task for the behaviour tree i guess? PlaySound won't work for what i want.

sly coyote
#

You can also add notifies In multiple idle animations

wise marsh
#

You can play sound until your bool idle its true but with a delay with a random in range float
@weak cypress

sly coyote
#

And have the idles be randomly selected in anim bp

weak cypress
#

what

#

feelsconfusedman

sly coyote
#

And on notify have it play...
But now that I think of it, sound que allows for random sounds and you can add random delays In the sound cue itself

rough hound
#

Oh

#

i can add delays in the sound cue?

sly coyote
#

There's a lot of way to handle what you're trying to do...but not In Event tick

rough hound
#

I've figured out how to randomize the sounds in the sound cues

random tree
#

does any one know how to use c++ in unreal

rough hound
#

But i also want these sounds to be randomly played throughout every animation

#

not only the idle animations

#

I guess i could just add anim notifies for all the relevant animations

wise marsh
#

does any one know how to use c++ in unreal
@random tree create a c++ project and you Will need visual studio with all unreal stuff

weak cypress
#

right click , create c++ class?

#

🤔

random tree
#

i mean how to script with unreal

#

in c++

loud knoll
#

@fierce tulip Hey man thanks for the asking, I am an idiot I had added a second emitter to the setup that I forgot about and wasn't changing it's color as well so it looked like 1 emitter but it was two. I thought this was the constant color value.

grim ore
#

learn C++ , apply knowledge to Unreal

sly coyote
#

Ild have to be sitting at my comp to look it over, only thing I can think is with so many things being random you'll be bound to end up with lots of overlapping sounds that don't sound good

random tree
#

yea but the code looks way different then what ive been learning

wise marsh
#

i mean how to script with unreal
@random tree theres some bugs you need the project in c++

loud knoll
#

@grim ore < Hero to the people < I have watched 2 more of your videos in the past week. Thank you Unreal Jesus!

#

what is it like to be warshiped?

grim ore
sly coyote
#

Matthew is a humble God amongst us... If we praise him too much he goes silent...shhhhh

loud knoll
#

it wont let me delete it

#

sorry I didn't mean to anger god

random tree
#

thk you

scarlet birch
#

It wasn't actually loading the NULL subsystem even though the advanced session node was returning the session was valid it wasn't valid.

tiny sonnet
#

im a beginner to replication. When your trying to replicate an asset, you don't have to change the animgraphs do u?

fathom glade
#

Does anyone know the best way to get dynamic text onto materials? Or to have text pop up in games? Like in a book?

#

The render target canvas thing is really confusing. It looks like I need to make a dynamic material and write on that material with some 2canvasrender but I'm not sure if this is the best way

brisk folio
#

Project: 2 Skeletal meshes, with perfect collision boxes. If I animate for mesh 1 to punch mesh 2, i want to check the collision for which bone was struck, make said bone on mesh 2 a child of the bone on mesh 1, and change mesh 2's bone location using the parent location. Creating a dynamic collision physic. Is this possible?

gleaming creek
#

@rough hound If you want something to happen after a delay, just start a timer once, e.g. on BeginPlay

#

You want to avoid using On Tick unless you have no other choice, as it's expensive

#

You usually only use it for visual things that need to change every frame

#

If you're playing a sound, you can hook up an event to fire when that sound completes

#

which you can then use to start the timer again

#

Though for an even simpler solution you could just make it so that the timer just repeats at x interval, meaning that longer lines would have slightly less time between them

#

Which would probably be fine too unless there's huge variance between the length of your idle lines

#

You could also check if a sound is still playing and not play another one if it is

torn shell
#

Does anyone have experience with DBuffered decals and static lighting? I'm having this problem where I can't build my lights because it crashes the minute it finishes calculating. This has only occurred after I enabled DBuffer decals and actually put some in my level? Am I missing a checkbox somewhere?

jovial marsh
#

Hello everyone. I have started getting this error message whenever I import using datasmith and it crashes all the time. Is there any way to fix that? It's happening on both my mac and windows

sudden crescent
#

Hey guys, could someone explain me the difference between the default pawn and the character ?

digital anchor
#

character has code simulating a biped person, with some custom movement code like crouching, swimming etc, and has some code for networking, prediction and simulation etc

abstract relic
#

Character is a child of pawn. So it’s a pawn with some extra bling

rotund scroll
#

main difference is the character movement component which allows for rich movement styles mimicking that of a real life character

#

whereas pawn is just any actor that you want to be able to control

normal burrow
#

that capsule and skeletal mesh be bling'n

plush yew
#

What’s the best video card for unreal under 500?

#

USD

sharp crest
#

does get all actors of class gets child actors too?
(so actors that are a child of the class I specified)

abstract relic
#

Another for the “we need a hardware channel” list

weak cypress
#

@plush yew hmm maybe the radeon 5700xt?

#

looks like a solid gpu

normal burrow
#

eh i moved it to lounge kostaxr

#

hardware is a forbidden subject

weak cypress
#

why tho

plush yew
#

@weak cypress i was looking at the radeon vii

weak cypress
#

ooo thats nice

#

16gb vram

normal burrow
#

because it reverberates into a echo chamber of peoples rigs

plush yew
#

How Can I create a buy weapon system like in CSGO??

#

and also a money system

worn granite
#

Well lets think it through. Where are we starting at? How do you imagine a money system to look like?

plush yew
#

Every time you kill or assist you get money, Assist = +50 cash and kills = 150 cash

#

Everytime you lose a match you get 2750 cash for every round loss

#

and every round won you will get 3150 cash

torn shell
#

Is validating and cleaning the swarm agent cache meant to display any notification?

plush yew
#

wym?

torn shell
#

is there meant to be any visual notification that it's actually cleaning the cache? I clicked it and nothing seemed to happen

worn granite
#

Okay, and what sort of variable would you use for it?

plush yew
#

Me?

sudden crescent
#

thank you hightide takain and cranzEstebogen

worn granite
#

Yup

plush yew
#

idk any other varibles

#

other then float

abstract relic
#

Vector? Bools? Stars? He’s trying to walk you through the process. Like a good teacher 😜

plush yew
#

I know

#

I just dont know very much about development

#

bool money = false. sounds about right 😛
@plush yew what does this mean?

#

and if is true they do?

#

Max is $10000

abstract relic
#

Bool (boolean) is a true/false variable. That’s the joke

plush yew
#

they'll start with $800

little bronze
#

how can i make the pivot points of multiple objects not the same and in the right place when i import as fbx from blender?

plush yew
#

What happens if you have a static light and a moveable light inside each other?

scarlet birch
#

I'm sure I'm forgetting something basic here but if someone can save me some time searching for answers thank you.

#

Any idea what would cause the map not to change on joining a session

bitter iris
grim ore
#

call stop movement on the character when you do that to stop them?

dense gate
#

Welp, I found out a workaround to disabling Datasmith so you can compile 4.25 preview with Chaos

#

If you kept getting Datasmith/Dataprep related errors when attempting to compile, go to UnrealBuildTool program, file System/RulesCompiler and do this

bitter iris
#

@grim ore the "Stop Movement Immediately"?

#

this code isnt on teh character either so would i have to cast

pseudo swift
#

Hi guys, I added a material to my landscape-painting-mat but im not getting the mat to show up on my landscape when painting, what am I missing?

#

nodes are bit messy but this might help

#

I added the one I have selected called forestground

#

hooked up all texture maps in a similar way as the others but in my first screenshot you can see that it does not display an img for my material in the list, instead it is just a transparent square

rough hound
#

Is PlayAnimation known to mess up animations after it's finished?

#

Cause it seems to break my idleWalk blend

#

making my AI only use the idle anim

summer loom
#

Oops i think i got the wrong channel

frank oar
#

I would be SO grateful if someone can tell me where i can find this details box

fierce tulip
#

its when you click on a skeletal mesh that is placed in the world

frank oar
#

Thank you @fierce tulip WOW i have been looking for it for hours! omg it was right there !

rough hound
#

How should i play a melee attack? Do i use anim montages? That's what i've seen most around but i can't get it to work.

worn granite
#

I just dont know very much about development
@plush yew Ok that's good. You found your first stumbling block - you only know about floats. Now you'd want to find out about the variable types you can use in UE4

#

So here's a good place to find that information

violet goblet
worn granite
#

I got to that documentation page by googling "ue4 bp variable types" @plush yew

frank oar
#

Im looking into how to use animation montages can anyone tell me where i would be inserting these nodes if i wanted to do the same ?

worn granite
#

You'll have to be patient if you learn this way, but you can learn everything - even things not covered by a tutorial @plush yew

#

@frank oar Uhhh... where in your logic do you want the animation to happen?

#

That node has to be inside an event graph, and that's the only restriction

frank oar
#

I have been trying all day to learn how to put an animation i made onto an NPC so the player can start/ stop the animation with a button press (With a VR controller) so im not totally sure but i have been lost for a while now...

#

@worn granite

#

I could do with knowing a solid way to acess event graphs/blueprints as well as knowing what does and doesnt have event graphs to begin with

silk lintel
#

@here Hey, I'm working on a stealth game with a cctv camera/monitor system. I modeled some of the basic assets in blender and just had a quick question. I want to create a multi-monitor wall mounting system for a cctv room, and I'm trying to decide how to go about it. I thought of creating an armature for it and importing the model as a skeletal mesh, but then I wasn't sure how to edit the bone rotation in real-time on instances. I then thought about using a spline component, but I don't know how to make a non-bending spline (I don't want to bend the mesh, just the joints). Also, I'd want tomake a bidirectional spline, where two branches come from one central socket/joint. I don't think that's possible, though. Any advice?

worn granite
#

Trying to get a handle on UE4 might take a bit, @frank oar. You'll get a feel for it. Most things have an event graph, if it's a kind of blueprint

silk lintel
#

@frank oar you should probably use an anim montage for that

plush yew
#

@worn granite okay thank you!!

worn granite
#

You're super ambitious, trying to tag here!

silk lintel
#

@worn granite what's the tag

frank oar
#

Thank you @worn granite I have managed to do a lot in a couple of weeks, between learning UE4 and Blender i have most of my rough concept put together, im just struggling with a couple of things at the moment that arent obvious for solutions...

silk lintel
#

@frank oar What! You're struggling? It's almost like life is just a work in progress where you're always learning new things, trying to get better and better! 😄

frank oar
#

@silk lintel I have made an anim montage but i want to figure out how to use it with an oculus touch controller..
I pormise im not new to the learning process XD

#

promise...

silk lintel
#

ah i see. Sry, can't rly help with VR stuff, I only do pc...

#

When you say 'oculus touch', (don't laugh at me), I assume it's a button rather than a touch screen. Is it not?

frank oar
#

in that picture it uses a mouse click but for some reason i dont even get the option for oculus touch face buttons, despite pluggins being turned on and buttons being activated in project settings...

silk lintel
#

oh, I didn't see the picture

frank oar
#

yes, its a controller with buttons and stick like any other so i would assume its the same as any other controller input..

silk lintel
#

Huh, I'll get out of you're way and let someone more experienced help, but I've never seen that event before. It looks like it should inherit from UMG rather than something you could use as an input...

#

Wait, so when you type "Input Play animation Right (B button)" in you character's event graph, nothing comes up?

#

That's the event you should be using if you want the animation to play on that button press

fallen marten
#

Correct

frank oar
#

ill try now!

silk lintel
#

@frank oar did you try that?

#

k

frank oar
#

about to!

fallen marten
#

You have to be controlling that pawn tho with your player controller, otherwise it won't do anything

quick pollen
#

Hey I recently got into unreal and was wondering if anyone knew of any good youtube series? As well as more animations other than that in the starter pack

silk lintel
#

yeah, maybe i shouldn't have assumed that

#

@quick pollen Epic Games YouTube BP Series

#

Mathew Palaje let's create season 1/2

#

Tom Looman's udemy course (c++)

frank oar
#

omg @silk lintel you just said youll get out of the way BUT your advice helped!!!

silk lintel
#

@frank oar aww shucks

frank oar
#

one step closer! thank you @silk lintel !!!

rough hound
#

Is there an "IsActor" function i'm not seeing or something like it?

#

or rather

#

I have an object reference that i need to be a actor object reference

frank oar
#

this is what i have with the node included

#

now i have to figure out if its possible to make it function the same or similar to the mouse click

rough hound
#

I have this, the blackboard value is set to Object with baseclass of Actor

#

But i can't use the object for the damaged actor, because get Value as Object doesn't output an Actor Object reference but rather an Object Reference, is what i'm assuming.

plush yew
#

is there a way to change an image of a button in UMG?

silk lintel
#

sry about that, my internet just cut out

plush yew
#

do i need to overlap a transparent image or is there an option in the button details?

silk lintel
#

i was gonna site those sources

#

don't wanna spam or anything, but i don't think anyone saw my original post

#

@here Hey, I'm working on a stealth game with a cctv camera/monitor system. I modeled some of the basic assets in blender and just had a quick question. I want to create a multi-monitor wall mounting system for a cctv room, and I'm trying to decide how to go about it. I thought of creating an armature for it and importing the model as a skeletal mesh, but then I wasn't sure how to edit the bone rotation in real-time on instances. I then thought about using a spline component, but I don't know how to make a non-bending spline (I don't want to bend the mesh, just the joints). Also, I'd want tomake a bidirectional spline, where two branches come from one central socket/joint. I don't think that's possible, though. Any advice?

feral crow
#

Is it possible to do a team build?

silk lintel
#

in what context

feral crow
#

So for me and my friend could work on a project/ game together at the same time

abstract relic
#

Use source control

silk lintel
#

github

feral crow
#

Could we work on it at the same time tho?

#

And whats source control?

silk lintel
#

its what you want to do

normal burrow
#

source control is the magic people use to make software together

#

but for individual people it is also magic for time travel and not losing your work

#

so its something you want to obtain

silk lintel
#

so you can't normally upload entire ue4 projects to github because of the file size limit, as well as github + vs both needing to be created in empty folders

normal burrow
#

you can run a local svn server on the same comptuer you work at shogu

silk lintel
normal burrow
#

much better than zips, but if your computer dies your sol still

silk lintel
#

I think perforce is preferable, but you could try your luck with github

#

I definitely prefer github to anything else on smaller projects, though

feral crow
#

My wifi isnt the best to upload and download huge files but okay, thank you.

silk lintel
#

well, that's the only way you can share project files over the internet 🤔

#

well, okay thats not true

#

you could use lan

#

but u get what i mean

#

the other internet

abstract relic
#

Maybe they’re sharing the same computer. One controls the mouse, the other controls the keyboard. 😜

silk lintel
#

lul

normal burrow
#

I need some cursor over here gee

silk lintel
#

aww, ue4 doesn't have lul emote!!?

#

all we get is alex paschal

#

touring was better

abstract relic
#

Don’t look at the server emoji. It’s in a sad state

silk lintel
#

yooooo can someone at least acknowledge my questionaaaaah!?? I rly dont wanna spam

silk lintel
#

wooooowww

frank oar
#

any idea how i would connect the two red nodes ?

silk lintel
#

@frank oar i see how it is

#

@frank oar you're gonna have to be a bit more specific than that

normal burrow
#

its a hell of a question shogu

#

answer is sure

frank oar
#

IM really sorry @silk lintel Im absolutely not trying to speak over you

normal burrow
#

its up to you, do it how you'd like to. that is one way of doing it

silk lintel
#

I mean, you can just plug them both into the branch, but if you want to connect them to each other you have to use an event delegate

#

look up event delegates on yt

celest creek
#

@plush yew You mentioned you could not get tesselation to work on landscapes, it does work but you'll need to swap to 'flat tesselation' as default is off on the material

silk lintel
#

i think mattew wadstein has a video on them

frank oar
#

I feel really disrespectful, im just too noob to help you with your problem because ive never came across it

silk lintel
#

@celest creek @plush yew only use pn triangles for character models, basically

abstract relic
#

@everyone / @here was pretty amusing. It’s disabled but still a fast way to get people to ignore you.

silk lintel
#

and turn off crack free displacement

#

@frank oar ur good

#

@abstract relic ahh

#

then why does it work?

abstract relic
#

It doesn’t

silk lintel
#

you cant stop it from being highlighted?

celest creek
#

Does anyone know if it's possible to set only a section of a landscape to use tesselation? Even though there's only a small section getting tesselated close to camera I'm suspecting all vertices of the entire landscape gets a distance calculation to check if it should tesselate. It's really slow when switching it on, despite only a small area gets tesselated higher than the rest.

silk lintel
#

idk i dont run discord servers...

#

@celest creek dont think so

#

@plush yew you also have to use wp offset + tesselation multiplier

celest creek
#

Does that make sense though - that it'll get a lot slower despite only a small section will get tesselated further?

silk lintel
#

it doesnt just generate tesselation by magic

#

okay

celest creek
#

My landscape is quite massive..

silk lintel
#

i mean you could use level streaming to create multiple terrains, only one with tesselation

#

landscape layers are still pretty buggy

normal burrow
#

rumble monk yeah tesselation works this way, doesn't tesselate far away things

silk lintel
#

once they get out of beta might be an option

celest creek
#

It's actually a lot slower just by setting the material to tesselate, while setting your values so that nothing actually does tesselate..

silk lintel
#

@celest creek @normal burrow yeah im not sure what the problem is... 0 tessellation vs tessellation off shouldn't be that much of a performance difference

celest creek
#

@silk lintel Ok, maybe I can see if there's something I'm doing wrong if so then

silk lintel
#

do you have flat, no crack disabled, adaptive disabled?

celest creek
silk lintel
#

hmm...

celest creek
#

That's my settings. And I'm checking it in wireframe and only close area gets changed when switching tesselation on/off, but frame rate drops hard

silk lintel
#

can you take a screenshot of you landscape in wireframe mode

celest creek
#

sure one sec

silk lintel
#

lol i typed that before i saw youre msg

#

sure, take one anyway

celest creek
silk lintel
#

thats without tesselation!

#

your landscape is kinda messed up

#

shouldnt be showing such high vert count on that hill

#

thats probably whats slowing it down

celest creek
#

The frame rate changes from 40 FPS to 8 FPS

weak cypress
#

F

celest creek
#

I think that far hill is just as low as it gets.. that's why it's so dense

silk lintel
#

ill let someone with a bit more experience take over here, but there should be some sort of lod controls you need to adjust

wanton wadi
#

Quick question: is there a way to temporarily enable (rotation) snapping in the level editor? I'd like to hold ctrl for example when rotating so it snaps to the grid, instead of having to manually toggle the "snap" button

celest creek
#

But that hill is the same and it's perfectly fine FPS-wise without tesselation

silk lintel
#

@wanton wadi depends what you mean

#

theres 'snapping' as in 'snap to grid intervals', and theres 'snapping' as in 'snap to mesh'

wanton wadi
#

grid intervals

celest creek
#

@silk lintel Ok, thanks for your feedback 🙂

wanton wadi
#

like -> rotate freely -> hold control and it snaps -> let go and its free again

silk lintel
#

yeah, just do it?

#

you mean in editor, right, not in game?

wanton wadi
#

in editor yeah

#

but instead of having to manually click is isn't there some hotkey to toggle / temporarily enable it?

silk lintel
#

ohhhh

#

i see what you mean

wanton wadi
#

in most editors its like "shift" or "ctrl" that enables "snapping" to angles and such

silk lintel
#

actually

#

sry yeah its actually edit->editor preferences->keyboard shortcuts

celest creek
#

@plush yew I just added some stuff to the inputs that get exposed when you set the material to tesselate

wanton wadi
#

thanks Shogu, but then I suppose I need multiple keys? 😄 I can't jsut use "ctrl" apparantly

silk lintel
#

ctrl is already in use, i think

#

ctrl + r?

celest creek
surreal raft
#

alright I feel like I need some insight. lol. I recently switched from Unity to UE4. And I have been messing around with blueprints for awhile. And I feel like I get kind of confused with all the nodes going every which way and such. I would say im Intermediate in C# and Unity, so do you think I should learn C++ or just stick to blueprints until I get less confused?

silk lintel
#

@surreal raft first of all, good for you. You made the right choice.

summer loom
#

@surreal raft I went with C++ because if you learn C++ you'll have a powerful language that you can use and a lot of jobs actually want you to know that

surreal raft
#

@silk lintel thanks lol, I feel like from what I have seen UE4 is more high quality

wanton wadi
#

Thanks shogu 🙂

#

I'll settle with that

celest creek
#

@marble pasture No probs, hope that'll help

wanton wadi
#

(I'm going to write a pull request for the editor for this feature lol)

celest creek
summer loom
#

Do you guys use this Live Coding thing?

celest creek
#

But it's all stuff koola is doing too I believe

silk lintel
#

@surreal raft definitely bp first if you're just jumping in. You don't wanna get too confused, and bp is c++, so the concepts will be familiar when you eventually switch to c++

#

and theres no shortage of bp tuts on yt

surreal raft
#

@silk lintel I have been using bluepritns for about a week

silk lintel
#

id recommend Matthew Palaje and the official epic games series'

celest creek
#

@marble pasture I didn't compare the two to be honest.. Epic does have a habit of being out of date

silk lintel
#

@surreal raft dont worry, you'll get the hang of it

surreal raft
#

@silk lintel I really like palaje

wanton wadi
#

@surreal raft I hear that its much better to first get to know the API by using blueprints, and then jump into C++

silk lintel
#

yeah, thats what i recommend

wanton wadi
#

the API is pretty hard to grasp, even for experienced C++ programmers

celest creek
#

@marble pasture 🙂 Good to know for reference then!

summer loom
#

C++ is perfect to learn because it teaches you to do memory management, garbage collection and all

#

But the APi makes it hard lol

wanton wadi
#

exactly

summer loom
#

I know C++ quite well and i cant create a mesh with code right now LOL

silk lintel
#

Tom Looman has a good C++ series when you're ready, but I'd recommend a bit of prior C++ knowledge

wanton wadi
#

i'm quite an experienced programmer and the blueprint system annoys the shit out of me some times (making a big literal spaghetti mess where i'd otherwise write 1 line) but it teaches me how the API works

summer loom
#

Yeah do console games first

surreal raft
#

@silk lintel The Too Looman course on Udemy

summer loom
#

If you know like C# its quite similiar to it

silk lintel
#

@summer loom Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("blah"));

#

or if you mean from vertices

summer loom
#

@silk lintel its not exactly that you can check it in #cpp scroll up a bit

silk lintel
#

Mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("bluhh"));

#

gtg sry

coral patio
#

Guys, when creating an animated shader with displacement, where could you switch on again that the displacement doesn't split faces up in your model (at UV seams and so on)? I know there was just a box that needed to be ticked but I can't quite remember where

plush yew
#

How slow is a cast vs a "doesImplementInterface" node?

rotund scroll
#

probably roughly the same, does implement might be the tiniest bit faster

#

considering the sets of available members

#

the running time is probably still O(log n) in either case so the improvement might not show up even

violet goblet
#

DetailTexturing-Node:
can i use a mask with that node somehow?

plush yew
#

what is Post Process Volume?

violet goblet
#

i guess the area where post processing is done, outside of it, it has no effect (i am just guessing here)

plush yew
#

okay

rotund scroll
#

yep

#

you can make it global as well

#

generally if you're making it global though it might be a better choice to add it to the camera you're using, especially for single player

sage coral
#

Im not sure if anyone can help me on this one or not but I am on phase2 of creating my game which is the character creator I basiclly have everything set up however I cant seem to figure out how to make the moprh targets I couldnt find alot of info on how to do it either. but its basiclly a simple silder that would cause a mouth to open or close.

rotund scroll
#

none of that is simple, but try asking in #animation

sage coral
#

Just had someone sent me an insanily informative video thank you to whoever it was and thank you @rotund scroll and @plush yew

#

@plush yew Really? I musta missed it during my hunt defo one on my list now

flat axle
hoary locust
#

yeah, have it in the playercharacter or controller BP

rotund scroll
#

should work anywhere really unless that function is private to the game instance

#

which I doubt

fleet cedar
#

I hate the feeling of when UE4 freezes for a second and you've got unsaved work so that whole time while it's frozen you wonder if it's about to crash and lose everything

sage coral
#

Just a quick question is Ue4 capable of using things like IK and face controls?

indigo abyss
#

I have a components best practices question.

I have a component (let's call it BaseComponent) that is added onto my BaseCharacter. I have multiple characters derived from BaseCharacter. This is all working great.

I've reached a situation where I want to specialize and differentiate BaseComponent by creating versions of it (BaseComponent1, BaseComponent2, etc.) that are derived from base. These components fulfill the same purpose, but have different logic and behaviors in game.

It seems now like I need to remove my BaseComponent from BaseCharacter to do this, so I can put the correct derived component (BaseComponent1, BaseComponent2, etc.) on each character. I can do this but as a result I'll lose the "every basecharacter has a basecomponent" aspect of the component, which is nice. I find myself wanting to "override" the component so I can maintain that, but I don't think components work that way.

Is there an implementation pattern I'm missing her?

grim ore
#

@sage coral yes

sage coral
#

@grim ore ah ok thank you Im using makehuman as a base and the skeletion was going all weird I found that the IK seems to work much better and act more realisticly

plush yew
#

hey im new and i really need help

#

i was beginning my journey into the unreal engine first hour project but i messed up along the way how do u restart from scratch

sage coral
#

Would I need to only export my model into ue4 if it has an IK from blender or will I need to make a IK system in ue4 also?

mossy bay
#

👌🏽

#

Don't mind the kool-aid on the floor.

rotund scroll
#

@mossy bay is that a question?

mossy bay
#

No.

#

☝🏽

rotund scroll
#

I see

mossy bay
#

Haha, it's just the perspective.

#

Also don't mind the person taking a nap on the right-side of the photo.

#

Yes! I'm already planning my next map, since that was a learning experience for me.

next badger
#

@plush yew change the chair?

mossy bay
#

Huh?

next badger
#

@mossy bay back to the first one, from it it's all started

grim ore
#

@plush yew we dont know what messed up or where or how so unless you can figure out your mistake or are using source control from earlier you might need to restart

mossy bay
#

I'm not sure what you're getting at.

grim ore
#

@sage coral #animation might have a more accurate answer

fierce tulip
#

he meant if you changed the chairs since you started having the problems and posting here

midnight bolt
#

how do you smoothly rotate directional light in 4.24? in 4.23 it was on by default when you grab the middle of icon

tiny sonnet
#

when trying to replicate, do u usually need to change anything in the AnimBP?

next badger
#

@midnight bolt it's the same as always...dont forget to disable the angle snapping

midnight bolt
#

i only have surface snapping

next badger
midnight bolt
next badger
#

it's "volume" snapping

#

but...agree, my bad

midnight bolt
#

i'm talking about really free grab, in the sun like a sphere

midnight bolt
#

i only seem to get separate x y z

#

no, just GoodSky asset, but it always worked by default on 4.23, i migrated my level before

#

ctrl+L is not the same, Alexey Mak showed what i mean

#

but i cant get it in 4.24

mossy bay
#

Ahh, yes the chair is different.

flat axle
#

Okay, I've messed around with some setting and got a bit further but am still stuck. I've mapped the input on project settings to have "P" on the keyboard as Pause. I have then created an Input action Pause with the flip flop node inside the Player Controller Event Graph. The game will Pause with the "P" key however, it will not un-pause with another press of the "P" Key. Any thoughts?

mossy bay
#

@next badger

next badger
midnight bolt
timid carbon
grim ore
#

@flat axle click on the inputaction pause and look at the details pane for the options

blissful trail
#

hey so i have this variable that counts from 0 up by 1 every 0.2 seconds until it reaches 162
i need to get another variable that counts up to 100 and i need them to finish at the same time
any easy way to do this ?

flat axle
#

@grim ore that did it! theres an option to execute when paused! thank you so much!

final sparrow
#

@timid carbon you can get a new one here, dunno why it would keep disappearing tho

timid carbon
#

@final sparrow Thank you, you saved me 🙂

dire fjord
#

Accidentally hit "apply settings" while working on my menu, for UE4 that means: Compile 4600 shaders at runtime..

blissful trail
#

oof

dire fjord
#

Not even sure why. I didn't actually change any of the scalability stuff, it's not actually hooked up yet

next badger
#

@midnight bolt i'm really sorry, it is indeed surface snapping...was never used one, but it actually snaps to surface normals
i'm still looking for this transform gizmo

midnight bolt
#

i feel like i've seen it on one of the 100-tips ue but its difficult to find

next badger
ashen frost
#

do devs creates environments within the game engine or 3D software?

upbeat jackal
#

Is there a way to keep the cine cameraActor preview (the small preview on the lower right hand side) always on? Im moving around my level doing some set dressing and find myself always having to click the camera actor to see the preview. Im sure there is a smarter way of doing this.

next badger
#

@ashen frost game engine mostly...

#

@upbeat jackal there's a PIN icon near it

ashen frost
#

how about animated cutscenes @next badger

next badger
#

@ashen frost that depends...ue4 does not have flexible tools for that...so AAA probably using software like maya, using live link etc...
but some cinematics can be done inside ue4

ivory sail
#

anyone know why my meshes are getting stuck to a certain point on the landscape? i cant move them

upbeat jackal
#

@next badger legend! thanks. Any chance the preview image can be scaled?

next badger
#

^ editor settings

#

@ivory sail are they just plain static meshes?

#

@ivory sail are they just plain static meshes?

ashen frost
ivory sail
#

@next badger Yeah im just dragging and dropping them into the editor

#

then they just snap to the center of the map and all my stuff is now set to static which is weird cause it was all set to moveable

tidal totem
#

Is printf the standard print method that y'all use for c++ scripts in unreal?

next badger
#

@ashen frost definitely done outside engine...as it's all mocap data
you can do the same in ue4, but you will need some voodoo c++ skills

ashen frost
#

lol

next badger
#

@ivory sail yeah. it's cause they are set to static...
some inheritance issue in ue4 -_-

ashen frost
#

thanks

ivory sail
#

bleh damn you unreal

next badger
#

@ashen frost look at hellblade GDC talks

ivory sail
#

thanks @next badger

ashen frost
next badger
#

they have another one too

upbeat jackal
#

@next badger thanks so much!

ashen frost
#

@next badger thanks will def watch it

ivory sail
#

is there a way i can reset all the meshes back to moveable? @next badger or do i have to go through all my assets one by one

next badger
#

@ivory sail slect them all and just set it o movable

#

but my guess, your issue is not actors but their components

tidal totem
#

....woah. I was literally just watching stuff about Hellblade!

ivory sail
#

sorry they're not actors just meshes i have placed in the world

#

i'm still moving stuff around in my level

blissful trail
#

i have this varialble [variable 1] (it goes from 0 to 162 and goes up 1 every second), i have this other variable [variable 2] (it goes from 0 to 100 and goes up 1 every second) i need ( [variable 2] to finish at the same time as [variable 1] ) how would i do this (i have been trying to figure this out for 2 days)

ashen frost
#

@next badger I hope that I can become as knowledgeable as you someday and help people

next badger
ivory sail
#

ah yes sorry. I'm still relatively new to UE4

#

seems like i cant move any of the actors still

tidal totem
#

Do you have them set to moveable @ivory sail ?

ivory sail
#

yeah

next badger
#

@ashen frost i'm nothing compared to Mathew or Deathrey...or Shadowriver...those are monsters =)))

ashen frost
next badger
tidal totem
#

Oh crap...I should have looked like 4 messages behind your last question lol

#

^^^ Would be slightly odd, but also another possibility

next badger
#

I only had "0 teleport" issue with BP actors

tidal totem
#

since I don't think that is ever naturally selected, but perhaps it was clicked by accident

plush yew
#

@grim ore how would i restart

ivory sail
#

@next badger whats that menus context?

civic lance
#

Guys is it possible to like create irregularities / bumps on a default plane mesh?

ivory sail
#

like right clicking and asset or is it located somewhere

#

ohp found it

tidal totem
#

correct @ivory sail

ivory sail
#

its disabled. but i still cant move anything

blissful trail
#

nobody knows my thing ?

ivory sail
#

@blissful trail is this a blueprint question?

blissful trail
#

its a math question thingy

tidal totem
#

So they technically should both stop at 100? @blissful trail

blissful trail
#

one should stop at 100 the other should stop at 163 but at the same time

tidal totem
#

Then they both can't be going up by 1 every second

civic lance
#

^

blissful trail
#

i can alter the one that goes up by 100

tidal totem
#

the one at 163 needs to be going faster, or the one at 100 needs to go slower

plush yew
#

How Can I change crouch speeds?\

#

rn my crouch still goes full speeds

#

and Idk why

tidal totem
#

that is the only way that they can meet at the same time @blissful trail

fleet cedar
#

@blissful trail When you say "every second" are you doing that in a timer event or a tick event?

tidal totem
#

You would have to have the var = 163 moving at approx. 0.61 while the var = 100 moves at normal speed

plush yew
#

How do this?

tidal totem
#

so about 1.61 seconds for every 1 second that passes

#

You either have 100 seconds or 163 seconds to work with. I decided to go with 100 seconds. To fit 163 seconds into 100 seconds you need to divide the two...100/163. You end up with approx .61, which would be .61 added onto a second. That would mean that for every second that passes for the var = 100, 1.61 seconds would need to pass for the other var so that they both would finish in 100 seconds

#

I'm nearly positive that I am doing the math correctly

fleet cedar
#

@plush yew There's a few ways to do it, one way is a bit more complicated than the other way but it's got the advantage of being easier to tweak

tidal totem
#

but that is if it is being based off of standard time

fleet cedar
#

@plush yew If you're using the character movement component, you can set the max walk speed like this:

#

So when you press your button to crouch, set that to the speed that you want to walk at crouched

tidal totem
#

@blissful trail

blissful trail
#

yes

fleet cedar
#

There's a different way to do it which is better for the long term, but try that out and if you're happy with it then go with it

plush yew
#

I set it up the old way i think

tidal totem
#

did that work for you? @blissful trail or is it still not working correctly?

fleet cedar
#

@plush yew Mind posting a screenshot of your setup?

plush yew
civic lance
#

so is there no way to add bumps/irregularities to the default plane mesh?

#

i know its obviously possible with landscape

fleet cedar
#

@plush yew So after you set the camera location, you also need to set the speed like I posted in the screenshot

#

And probably also resize the capsule for accurate collisions

plush yew
#

where do I attach the character movement node

grim ore
#

@civic lance no, the landscape system is different than the mesh system. You can use the new mesh editing system in .24 and later to try and add details with sculpting

fleet cedar
#

@plush yew How long have you been working with Unreal for?

plush yew
#

3 weeks

fleet cedar
#

You might want to do a few structured tutorials since they're pretty helpful for getting you up to speed on how to do things on your own

#

Making your own projects is a great way to learn but you also need to get a good foundation first

#

This is my go to recommendation as it helped me a lot: https://www.youtube.com/watch?v=GCCIBnwhzSM&list=PLwmGmCVti_dDV27SVvB56m-tgabXzOvou

Unreal Engine 4 Platformer Tutorial Series:
In this series we will be setting up a small template of a platformer game. The aim is to focus more on improving the interaction with the player and increase the overall feel of even the most simple prototype.

This Video:
This is ...

▶ Play video
#

Since it's a 2D tutorial you get to just focus on the important basic parts of programming

plush yew
#

okay thanks

#

I will watch

fleet cedar
#

👍

timid carbon
#

Testing out projectiles , how do i move this collision box ? i can scale it but not move its location its anchored to center... unless there is a ignore collision from spawn ?

#

it is set to delete off collision but the box is in middle @spark sonnet (if you would like to take a look)

fleet cedar
#

@timid carbon That's your scene root component that can't be moved there's a few different ways:

  1. Add a new scene component and call it root, child everything underneith it should work for your method
  2. Child the collision to the beam and make the beam the root
timid carbon
fleet cedar
#

Yeah so now you'd have to do in and move everything back to where it's supposed to be

ivory sail
#

just an update i figured out what was wrong my snap values were set waaaaay too high for some odd reason

#

Thanks for the help @next badger & @tidal totem

timid carbon
#

not sure if all that has to be above like it was before ? but now there is no collision 😦 it does not delete at all

fleet cedar
#

@timid carbon Show me where you're detecting the collision in the blueprint

timid carbon
#

as soon as the collision box hit something it deleted itself,,, but the collision box needs to be moved

fleet cedar
#

Oh I see

#

Well first of all, why not just have collision on the mesh and skip all of this?

#

Then just make the mesh the root component

timid carbon
#

i dont know how 😦

#

watching youtube vids and experimenting

fleet cedar
#

Take a look at that

timid carbon
#

ok

#

Thanks for taking the time trying to help me @fleet cedar

fleet cedar
#

No problem

winged notch
#

Im Having Trubel Building Unreal Engine 4.24.3 With the Chaos Engine On Linux Xubuntu And Windows 10

#

Have 2 Different Computers Both 64 Bit

#

Computer One Runing Linux Xubuntu With Intel Core i7 CPU And The GTX Titan (2014)

#

Computer Tow Runing Window 10 With Intel Core i7 CPU And Nvidia Quadro K1200 (2015)

manic pawn
#

maybe if you don't capitalize every word, it will work

normal burrow
#

lol

winged notch
#

I Successfully Built Unreal Engine 4.24.3 From Source Without Chaos On Computer One (Xubuntu 64 Bit)

normal burrow
#

you fine

#

Can you tell us the issue john?

winged notch
#

it Won't Build the Binaries

normal burrow
#

An error?

winged notch
#

Im Building it one more Time to get the error and upload A screenshot

normal burrow
#

okay, we'll wait

winged notch
#

Ok

#

Im still building Unreal Engine 4.24.3 to find the error heres the tutorial i followed

#

heres the Chaos Destruction Overview from epic games

normal burrow
winged notch
normal burrow
#

this doesn't help find your problem . try posting in #engine-source or getting the error.

winged notch
#

Im Getting the error

#

just trying to see if i capitalized something or misspelled a line of code

normal burrow
#

Yeah it would be good to post an error. If you have a hard time getting it ask in #cpp or #engine-source

half turtle
#

question, hwo many actors is too many actors?

winged notch
#

explain

half turtle
#

is 10000 static actors too many if they have point lights and a collision sphere? how can i make the engine not process actors that are too far away from the player pawn?

#

i am makign a game that creates kind of miniature galaxy with stars and planets, it spawns Max about a thousand stars with max 10 planets, this stars only have light sources, and some pseudo gravity bound by a collision sphere

#

the planets orbit the stars, but is not really important if they are a million kilometers away from the player

#

and id ont want the game calculating lights from this stars that are super far away

winged notch
#

I believe unreal engine 4 infinite no actor limit

half turtle
#

ahh okay so no actor limit, but i need to lower the load coz my game is slowing quite a bit... 😦

winged notch
#

but i would implement LOD system static mesh/skeletal mesh

#

And Mipmaps for textures

half turtle
#

the nature of the game makes it non load really gpu wise..

#

is mostly... empty space lol

winged notch
#

and Delete of screen lites

half turtle
#

wtih very simple models (no more than a thousand polygons on spaceships), planets and stars are just spheres with like a 100 poly

winged notch
half turtle
#

is there any written one?

#

i am in china right now... youtube is not my friend at all...

#

videos are not my friend at all whatsoever lol

winged notch
half turtle
#

thanks!

winged notch
#

Add a delay function to remove stuff like projects small rocks after a set time

#

and try replacing small asteroids with PBR billboards sprites

half turtle
#

okay so i know what is killing my CPU now

winged notch
#

What

half turtle
#

because unreal has only fake gravity towards the z axis i made fake gravity with the collision spheres as mentioned, and this spheres are constnatly getting overlapping actors to see what to pull towards the star

#

when i have 2 thousand stars, that is 2 thousand 15000 radius spheres constantly checking for overlapping actors

#

and some spheres are even twice or triple that radius

spark niche
#

Hey, does anyone know if Multiuser editing works with C++ code?
And/or if this is planned to be implemented?

half turtle
#

that is how i added gravity

#

do gravity applies force to whatever actor that receives that message

winged notch
#

I would recommend set is up to only spawn the gravity on collision event

#

UE4.22 Multi-User Editing doc

half turtle
#

i tried that before, using on begin overlap and end overlap to add the actors that had to be affected towards an array, but it glitched horribly, sometimes when ships left the collision sphere, they would become able to accelerate towards infinity in seconds

winged notch
#

Im still trying to get multi user editing myself

half turtle
#

and even now sometimes on hit and overlap seem to not execute at all (i have had ships crash against a star and bounce off, even tho teh stars have a destroy actor on hit)

winged notch
#

try spawning 2 shape 1 for spawning the overlap event and 1 for the gravity

spark niche
#

@winged notch I had a look at that, and I've got multi user set up with two users. But when I edited and compiled the C++ code it didnt update for them.

#

Moving models in the scene, and making "content" changes seems to be reflected. But I'm not sure what happens to C++ files

winged notch
#

Are you Hosting the multi user session

half turtle
#

thanks john i will try with a second collision box

winged notch
#

Im trying to fix the same problem on my Computer

spark niche
#

@winged notch I am hosting it. I've got the server on my PC. And they've connected in. We're using hamachi as a vpn.

winged notch
plush yew
#

how do i adjust gravity settings for my character

winged notch
#

I would recommend waiting for discord member that understand more about Multi-User Editing

plush yew
#

@winged notch Thank you!

#

❤️

timid carbon
#

@spark sonnet scroll up until you see my message

winged notch
vernal gust
#

does anyone here manage a 7days to die server? need help with a few things

blissful trail
#

when i try and launch the game in unreal engine 4 it stops responding and uses 90% of my cpu

winged notch
#

Wut is your GPU AMD or Nvida

#

are you graphics driver properly installd

willow vapor
#

Any idea of if it's possible to copy/share a camera translation from the viewport? And then easily "paste" it to move the camera there.

If I want to tell you, look at this and BAM, exact camera.

sharp mist
#

hi guys. I'm trying to link a dll from another library into a module. the library uses c++ new and delete. However UE4 overrides the new and delete which causes a lot of issues. How do I disable the new/delete override just for my plugin?

olive atlas
#

I'm not sure if this is the right place. Could anybody direct to where or who is working on the ue4 to blender bridge.

lament yarrow
#

Hi, I need help, since I couldn't find that info anywhere else.

#

Say I have a .png image that I want to create asset from. After I do that, can I delete the png? What is "Source" field of a newly created uasset is used for then?

plush yew
#

if you're interested into NINTENDO visuals! go here and learn how they make it! https://noclip.website/
you can fly thru many nintendo games!

weak cypress
#

@blissful trail maybe you dont have enough ram?

half turtle
#

so what is the msot recomended approach for this : i have created my main menu, however the way i made my game, the game controller has the components that spawn things and essentially all the rules.

when the game starts, it starts wtih a blank level and the default base game mode controller.

when i press new game, it loads my game level, which has an override for my custom game controller.

should i use this approach, or should i use the same level i start in and just generate the world on it after i press play?
also if i cast to class, does this affect any instances of this class that get created afterwards?

atomic onyx
#

anyone knows how can I get all instanced static mesh components on a foliage?

shut oxide
#

how to prevent this clipping of my landscape

glacial pecan
#

how do I add a editor utility widget to the editor?

#

oh right... I need to run it... by right-clicking on it... in the content browser...

#

I shouldn't have to do this, but here we are... at least I'm able to 🙂

solid matrix
honest vale
#

there's a way to flush the landscape grass cache or something

#

might've been a console command 🤔

rough hound
#

How could i reference particles created in anim notifies?

#

I need to edit the end point of a beam particle

#

Or do i need to make it a particle component?

tawdry storm
#

is there an 'easy' way to add HTML5 as a build platform to 4.24 or do I have to make a full on source build from the community git?

#

basically through the launcher I can just add Android, but since HTML5 is now depricated I was wondering if addint it would be as simple as downloading the right files and adding them manually

pallid talon
#

Has anyone had issues on 4.24.3 freezing up? UE4 just freezes randomly. Not crashing, rest of PC runs fine. But UE4 quits responding.

#

I've never had this issue happen before.

#

The only plugin I've enabled is Megascans.

worldly axle
next badger
left arrow
#

Anyone knows some good stylized/cartoon HDRI's for Unreal? I really need some for my project 🤔

tawdry storm
#

@worldly axle is there something that set's the camera arm length to 0 maybe? or maybe since it's origin seems to be inside the character it could be that the camera is colliding with the character itself, did you try dragging the camera arm out of the character?

sonic gust
#

Does anyone know any good guides / books / tutorials about good games architecture in UE4 specifically?

midnight root
#

@next badger nice image so only for exp. height hm,,I wonder if that works with sun &sky well

lament saddle
#

@next badger can confirm in Firefox, Edge and Chrome. Razor-thin slider widgets.

next badger
#

@lament saddle hmm...weird, i've tested in chrome and it was ok

#

maybe it's random?

tawdry storm
#

on my chrome it's also super tiny

next badger
#

ok, i'll report it

flat axle
#

can you set an unhovered event for vertical boxes?\

plush yew
#

hello, has anyone here imported a DLL to unreal engine before? mine keeps returning NULL even though I have a valid DLL in my path

rough hound
#

Why is there no information on referencing particles in anim notifies? Is it simply not possible?

plush yew
half turtle
#

in a 2d capture component, is there any way to tell it to render actors as a custom sprite?

rose gulch
#

Hi guys, I have a kinda noob question.
I want to create a character that I can change the clothes of in game. I though of making a socket system that I could change the clothes to what I liked. Though the animations don't play and the clothes don't interact properly with the character. Any tutorials or any guides I could follow? Any suggestions in general?

worldly axle
#

@tawdry storm I tried to moove the arm outside the character, it still doesnt works. Mooving the camera alone doesnt works too

tawdry storm
#

weird, it could be that there's either something that sets the arm length to zero or maybe an object with a big collision that blocks the camera

plush yew
#

I have a problem

#

I can't play my game in the editor. ```
Can't play in editor while performing Add Componet

tawdry storm
#

have you tried restarting the engine?

copper wing
#

hi

#

i wanted to know who tried the new unreal engine 4 4.24?

thick herald
#

everyone...

exotic cave
#

@solid matrix : Yeah, that's your grass trying to conform to a topology that is no longer there.

glad karma
#

Somebody know maybe where can I find free particles of rain and sound? I did one particle but when I choosing incollision on distance field and changed settings in project doesn't work :/

opaque plover
#

In the editor, I cannot add a Material to a (UMaterialInterface*) property of my GameInstance.
The square and all the GUI is there, but there is just 0 items to choose from in the menu. Drag&drop from content explorer does not work either.
Any idea?

exotic cave
#

@rough hound : Is that your model? It looks great!

rough hound
#

I only ported it 😅

#

It's from a game called Total War Warhammer 2, initially ported it to another game but thought it was a cool model i could use learning to make AI.

#

I'd assume using tick would be too intesive. (Like Apply damage every tick)

exotic cave
#

@rough hound : Tick is fine, but do it in a time independent way

rough hound
#

I was planning on starting and stopping it the same way i do the laser

exotic cave
#

Tick should have a real-world time-elapsed since last tick somewhere, I can probably go look it up

#

And then just use unit analysis to make sure you're getting DPS, not DPT

rough hound
#

?

#

Unit analysis?

exotic cave
#

In engineering and science, dimensional analysis is the analysis of the relationships between different physical quantities by identifying their base quantities (such as length, mass, time, and electric charge) and units of measure (such as miles vs. kilometers, or pounds vs. ...

#

You didn't have this in math class?

#

You want damage per second, but you're in a loop that happens per tick, not per second

rough hound
#

I'm not from an english speaking country.

#

Yeah i get that. Wouldn't there be a problem with doing damage per tick, as tick is called every frame right?

exotic cave
#

Why?

#

Not if you multiply by your time delta

rough hound
#

Say you have 60fps at one point. then 120fps next time. Wouldn't that double the amount of times the damage is applied?

#

During that second

exotic cave
#

Not

#

If

#

You multiply by your time delta 😄

#

Every tick, you actually get the time elapsed since last tick

#

So, let's say you are at 60 fps. Your time elapsed since last tick will be about 0.016667 seconds.

#

Let's say your damage per second is 100 ouchies per second.

#

You multiply that by the seconds elapsed (1/60) and you get 1.6667 ouchies.

rough hound
#

Oh

exotic cave
#

Now your engine speeds up, you're at 120fps. Time elapsed per tick will be about half of before.

rough hound
#

Yeah that makes sense.

exotic cave
#

0.0083333 etc seconds

#

You multiply that by your dps and get .83333 ouchies

#

There are slight drawbacks to this approach

grim ore
#

one thing some games do if dealing with a "tick" is to set a standard tick rate on the server for these events. Everquest 1 for examples has a 6 second tick

exotic cave
#

@grim ore is describing the cool, e-sports-y sort of way 😄

civic cobalt
exotic cave
#

Whereby it gets standardized a bit better so it's not so subject to individual machine differences

civic cobalt
#

if i enable tick before beginplay, the tick works, but beginplay still doesn't fire

exotic cave
#

@civic cobalt : Is that your level blueprint?

civic cobalt
#

thats just an actor inside the level

exotic cave
#

Hm, then it should work

civic cobalt
#

its freakin strange

#

and its with all the blueprints

exotic cave
#

You have a custom class?

civic cobalt
#

no

exotic cave
#

Custom camera manager?

#

'''With help from the friendly helpers on AnswerHub, I've learned that mis-matching GameMode/GameModeBase with GameState/GameStateBase will cause event begin play to not fire.'''

rough hound
#

Ok lmao i def messed up cause i crashed my engine lmao.

wicked kettle
#

hey guys, what is the hotkey for that thingy where you can see your map in red/green shows which areas need to be optimized etc?

#

I dont know the name of it

exotic cave
#

@wicked kettle : F5

civic cobalt
#

@exotic cave holy crap

exotic cave
#

At least if you're talking about shader optimization

civic cobalt
#

thank you

wicked kettle
#

it doenst do anything

exotic cave
#

@civic cobalt : Happy to help 😄

wicked kettle
#

with f5

civic cobalt
#

how did you find the answer so quickly?

#

i was looking for an hour

exotic cave
#

Unique vantage point in space/time

#

Possibly related to being a programmer for 29 years now

#

@wicked kettle : Sec, I'll pull up my project

wicked kettle
#

thank you!

civic cobalt
#

sweet thanks man

rough hound
#

How would you get the delta time for the ticks?

exotic cave
#

You have to be running, you know that right @wicked kettle ?

wicked kettle
#

running?

exotic cave
wicked kettle
#

and yes its shader complexity

exotic cave
#

Yes

#

Doesn't work in editor

wicked kettle
#

ah u mean i have to be in play mode

#

thanks 😄

exotic cave
#

@plush yew has the right key combo for in-editor

#

Then Alt-4 will turn it back to your lit render

wicked kettle
#

@exotic cave thank you so much

exotic cave
#

Thank @plush yew, I wanted so badly to be 3 for 3 here 😄

#

Instead I get two and a foul tip

plush yew
#

Hello

#

How can i create pedometer for android

#

I have to carculate steps

#

@grim ore you know this kind of stufff

thick herald
#

bad ping dude

#

don't go pinging people begging for help.

plush yew
#

I know him

wary birch
thick herald
#

engine settings maybe?

wary birch
#

Nope MOA

plush yew
#

How to even connect android gps

exotic cave
#

@plush yew : You talking about how to write the script, or how to link it to the blueprints?

#

This thread seems relevant

#

I mean, seems fine 🙂

#

Assuming you don't mind the complexity of the actor component

dapper idol
#

Does anyone know how to solve the project not saving?
I'm getting this error for everything I change and try to save

The asset '/Game/ThirdPersonBP/Maps/1' (1.umap) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

and this is what it says in the console:

LogSavePackage: Moving '../../../../../../Megaport +/Documents/Unreal Projects/LevelDesign/Saved/1F446701D4C7E4D6DEE464A97173096D5.tmp' to '../../../../../../Megaport +/Documents/Unreal Projects/LevelDesign/Content/ThirdPersonBP/Maps/1.umap'
LogFileManager: Warning: DeleteFile was unable to delete '../../../../../../Megaport +/Documents/Unreal Projects/LevelDesign/Content/ThirdPersonBP/Maps/1.umap', retrying in .5s...
LogFileManager: Error: Error deleting file '../../../../../../Megaport +/Documents/Unreal Projects/LevelDesign/Content/ThirdPersonBP/Maps/1.umap'.
LogSavePackage: Error: Error saving '../../../../../../Megaport +/Documents/Unreal Projects/LevelDesign/Content/ThirdPersonBP/Maps/1.umap'
EditorErrors: New page: Save Output
EditorErrors: Warning: Error saving '../../../../../../Megaport +/Documents/Unreal Projects/LevelDesign/Content/ThirdPersonBP/Maps/1.umap'

exotic cave
#

@dapper idol : Them's a lot of directory ditto marks, so to speak.

#

What is "Megaport +"?

dapper idol
#

thats just where my documents folder path is

exotic cave
#

Is that your Windows user name or user directory? O_o

worldly axle
#

@tawdry storm i guess its not even the arm length cause if it would it would not be 0 on the horizontal axis, but it does

exotic cave
#

Well, it can't delete your temporary map file.

grim ore
#

@plush yew the engine has Accelerometer support built in, you can use that to determine movemement. You will have to use math to determine what counts as a step or you can look at geting a plugin from the marketplace

dapper idol
#

It's a bigger hdd so I changed the path to this folder (a while ago)

tawdry storm
#

@worldly axle based on your video it looks to be centered to your capsule collision, so if it's parented to that it's location should be 0,0,0

exotic cave
#

I haven't used actor components really, @plush yew . I've only read the docs.

#

They seem fairly involved to me. If you don't mind that, by all means forge ahead.

plush yew
#

@grim ore Okay thanks

exotic cave
#

@dapper idol : Go in with Windows File Explorer or the file explorer of your choice.

#

See if you can make a backup of that map yourself, and then delete it yourself.

worldly axle
#

yup

exotic cave
#

One way or another, Unreal Engine is calling your filesystem and asking it to delete a file so it can overwrite it, and getting an access denied message from your Windows filesystem.

worldly axle
#

but i moved the arm up

#

so if the arm would be a length of 0

#

it would be still a bit up

#

no?

dapper idol
#

Imma try that @exotic cave

worldly axle
#

i mean i moved both the arm and the camera

exotic cave
#

That's not really on UE. It means there's something wrong with your current filesystem, which could be anything from your hard drive to system configuration to whatever.

rough hound
#

Hmm... What type of loop should i use for my laser? A while loop is giving me infinite loop error, and i'm not sure how i would set up a for loop to work with the timing.

exotic cave
#

@rough hound : Why do you need a loop?

#

Doesn't your animation have start/stop points?

rough hound
#

With Notify Begin

#

and end it with Notify End

exotic cave
#

I can't see your whole graph but I suspect you're misinterpreting what a While loop in a Blueprint does

#

That While loop will run inside the blueprint during that tick until it is false

rough hound
#

It does the loop body as long as the bool its given is true right?

#

oh

exotic cave
#

Noooo

rough hound
#

lmao

exotic cave
#

You just want a single conditional

#

@plush yew : I think you're the only one today that I probably am not advanced enough to help 😄 I think if actor components make sense to you, go with them

rough hound
#

So i check the bool variable in my tick event and do the damage there instead i guess.

wary birch
#

Recompiling all shaders is slooooww

exotic cave
#

@rough hound : Yes, the "while" in your head is "while the laser is on", I think, but the while within a blueprint loop is something very different

wary birch
#

Wait, the skysphere is centered around the camera?

exotic cave
#

@plush yew : U da man 😄 I learned something new from you today (the Alt-8 in editor for shader complexity)

grim ore
#

@wary birch Define slow? 30 minutes or more or just annoying

exotic cave
#

@rough hound : I think you have the right idea 😄 Your conceptual "while" translates to "per tick", I think, not an actual in-blueprint while loop

#

"While laser is crisping actor, burn actor" is just a check per tick, not an actual while loop.

rough hound
#

Yeah

hasty pewter
wary birch
#

Around 20 minutes I think, it is more about the fact that the number is moving slowly

fleet cedar
#

What's a good channel for some vector math help?

exotic cave
#

In-blueprint while loop would be for doing a repeated calculation on something that you want to repeatedly check and happen all inside one tick.

rough hound
#

I should've known this because it works the same in the engine i used prior to UE4. Though i almost never used while loops. Always for loops.

grim ore
#

@wary birch what is your CPU on your machine?

exotic cave
#

@fleet cedar : What are you trying to do with them vectors?

amber tangle
#

Is there a way to reset the editor viewport? Somehow when I launched my editor this morning, it's somehow acting like there's incredibly weird culling going on (even with different maps)

#

Not happening in the play standalone

wary birch
#

i5-8500 @ 2.8GHz iirc, although I'm on linux so it should be a bit faster

exotic cave
#

Physics, raycasting for logic (line of sight etc.), or graphics?

grim ore
#

@wary birch ah yeah no hyperthreading so it's gonna be slow 😦

wary birch
#

Yep it is

grim ore
#

you are on linux so Incredibuild shouldnt be an issue, that was what I was checking for mainly

wary birch
#

I'm always amused how ue4 break KDE everytime I launch it

#

What is Incredibuild?

grim ore
#

part of visual studio on windows

exotic cave
#

feels happy to be among gurus today

amber tangle
#

it's wild - even PIE works fine, but the standard view only shows things at off angles

#

anything directly in front vanishes

#

not seeing any setting that looks different than yesterday

wary birch
#

Ah okay

#

I hope one day linux will be fully supported by the editor

fleet cedar
#

@exotic cave In trying to describe my problem I think I may have found some sort of solution

grim ore
#

@amber tangle did you change your near clip plane?

amber tangle
#

Not intentionally, let me check

exotic cave
#

@fleet cedar: Often happens that way, still, would be nice to know your problem so that I can point you at the various channels around here

fleet cedar
#

But basically at the moment I'm trying to keep a vehicle AI on the nav mesh, so what I'm doing is calculating where it's position will be in the future and if that position is off the nav mesh then I want to apply either a 1 or a -1 to rotate back to the right direction

#

So gameplay programming vector math I guess

amber tangle
#

@grim ore it's set to 10, what should it be? (haven't intentionally changed it)

exotic cave
#

Ahhh, some kind of automatic OOB detection

rough hound
grim ore
#

nope that the correct #, was just a guess since that causes the camera to look wrong if its changed

amber tangle
#

Worth a shot

#

whatever it is, it's only impacting the main editor view, not PIE or standalone

grim ore
#

@amber tangle well you can try resetting the layout to defaults from the drop down menu, cant hurt

amber tangle
#

The show> use defaults? Tried that one

#

layouts > one pane seems to have done it

#

Wild

dapper idol
#

Thanks @exotic cave , making a backup and deleting the map worked, I can save again! :)

exotic cave
#

@dapper idol : No problem 😄

#

And just in time for me to head off and get some sleep after all-nighter. Be well all!

plush yew
#

found the issue with GetDllHandle when linking my DLL...my DLL was created for x32 but i put it in Binaries/Win64/ folder

amber tangle
#

(the weird part is it was already in one pane... so nothing changed that I could see... just suddenly all my objects appeared again. Wild)

rough hound
#

There's no "Timer" function in UE4 is there?

#

or i guess there's delay

grim ore
#

there most definitely are timers and delay

#

you literally type "set timer" and the options come up

rough hound
#

oh

south kernel
#

I am trying to get my phone preview to be in portrait mode but keeps going to horizontal
how can i fix that?

grim ore
#

have you tried to change the orientation settings in android for the project?

south kernel
grim ore
#

do you mean on device or Play in editor on mobile?

south kernel
#

play in editor

grim ore
#

PIE has it's own settings

#

you can click on the common resolutions and choose a device, then the icon to the right of it toggles between portrait and landscape. If yteting mobile you should definitely make sure you use the mobile preview as well

south kernel
#

i see Thanks i couldnt find it for my life

grim ore
#

also play in standalone is different than Play in editor so that might not respect the play in editor settings

rough hound
#

So this doesn't work 😅 I'm trying to set a "cooldown" on my ranged attack. I'm guessing the delay doesn't run after finish execute.

rough hound
#

Yeah, i use those for other things but the problem is i don't want him to stop completely and wait for the cooldown to finish

#

i want him to go into melee range for example while it's on cooldown.

faint tide
#

I'm about to buy a new computer screen for my PC and thought it would be nice to have one that supports my work well in UE4.
Any recommendations?

I've noticed on some guides on youtube where people use really high resolution screens which seems to make their UE4 work much more overview-able.

midnight bolt
#

is there any tool to automatically assign 'correct', ie greenish lightmap res to my meshes?

rough hound
#

Which he does atm. But it won't re enable the ranged attack so if a target moves out of his melee range and the ranged attack is not on cd it won't fire.

rancid lynx
#

is there a node that executes pin 1 if X = 0, pin 2 if x = 1, pin 3 if x 2. etc etc ? a multigate that fires based on an INT or float ?

tough marsh
#

@rancid lynx switch on int?

rancid lynx
#

tyvm. ill check. very probably that yes

tough marsh
#

@rough hound im pretty sure after you call finish execute the rest of the code doesnt fire I may be wrong you be can toggle a breakpoint there and see

rancid lynx
#

switch leads me to believe the same. else they could call it sequence on int

#

correct. it only calls 1 path each time. tested and working perfect. ty ty

tough marsh
#

yeah it will only call the one int you feed into it and np

rough hound
#

the delay executes but is "deleted" right after.

#

or

#

the breakpoint works

#

But the delay doesn't go through

tough marsh
#

put the delay and bool before the finish execute also you said you were trying to do a cooldown epic already has a built in cooldown node for the bt

rough hound
#

?

#

How

#

Also if i set the delay before finish execute then it wouldn't be able to perform other actions while it's waiting for the cd to finish.

pallid thistle
#

hey guys, someone knows if ue4 have a global shake intensity multiplier?

#

to apply on game settings

tough marsh
#

then get rid of the delay and just do a set timer by event and set and unset the bool as needed

rough hound
#

Yeah that worked

#

or rather i just needed the cooldown part on the behaviour tree.

wintry forge
#

Ay boys. Do you suggest I learn coding from scratch (I have some very old experience w java and simple stuff like ahk, gamemaker) or just use the visual programming of unreal?
Also I'm restarting w unreal, what guide is the best to follow in your opinions?

frail sail
#

101k or 1m?

#

wtf

#

not my ss btw saw from ue4 fb group

lavish glacier
#

Number of lods box is missing

tough marsh
#

Check a different mesh it may be your LOD import

lavish glacier
#

there is no lod imported with this mesh, just default mesh

rancid lynx
#

@wintry forge i suggest you spend some time learning blueprints. they can do alot. alot. my entire game is blueprint. i know alot of basic java. i havnt needed any programming.

tough marsh
#

well check a different mesh and see if you have the same problem

lavish glacier
#

ok

wintry forge
#

@rancid lynx i made a partial game using blueprints in the past, but i was wondering if people saw a large advantage to actually coding everything. though just jumping in again i might as well get started with blueprints again 🙂 ty for the advice

rancid lynx
#

thatll show you a quick examples of what blueprints can do. they are very fast. much faster than formatting program code

wintry forge
#

ill check him out 🙂 thanks man!

rancid lynx
#

oh

#

all this is done with blueprints only