#ue4-general

1 messages Β· Page 690 of 1

next badger
golden magnet
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oh thats kinda nice

next badger
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@golden magnet the issue with BSP, they have no proper UVs

golden magnet
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not putting textures on them though so does it matter that much?

next badger
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also, if you enable polygon editing, mesh editor plugins you could make new meshes

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@golden magnet if you don't need to bake lighting to them - you could use BSPs

golden magnet
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i'll look into both then, ty

next badger
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@plush yew yellow ones?

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would help if you can tell the exact moment

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cause i see no eny

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except spalshing blood

plush yew
next badger
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it's a crosshair

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you can can change it on event...like linetrace or whatever

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that was not nice

fiery mortar
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hey lads

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why the hell I cant import my fbx file into unreal without seeing these empty.. vortexs I guess? In blender it's completely fine.

pseudo swift
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check your normals

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you can either flip the inverted normals in blender or check "double sided" in your material

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but ppl will advise you against doing that

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I have an issue of my own, I purchased an ice shader, and it look fine in the demo map, but when I try to use it in another map I cant get the shader working correctly. I am using the same materials. Even copy pasting over the same assets, any idea why my models look different in another map? I checked the level blueprint, materials, post-processing / reflection maps etc. Cant figure out why the materials have a "drippy" look in one map but doesnt work correctly in the other, any ideas?

bronze cedar
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hello everyone πŸ˜„ πŸ™‚

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need help on touch controls for android, i want to implement that in my 2d platformer game, little confused and can't make it , any video link, or site link tutorial will really help

pseudo swift
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yea its ice cool

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ponkkis please help mee hahah

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did you buy it aswell?

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okay but talk to me lets break this down

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so the mesh is regular ue character, and the material is the ice shader

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i assume the drips is from displacement

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but that should be in the material right

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so why wouldnt the same material work the same way in another map?

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my other thought was that it is because a BP

fiery mortar
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@pseudo swift ooh that worked thank you sir

pseudo swift
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but the level bp isnt doing anything to the materials or the character

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I even copied over all the post-process reflection stuff

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there must be something im missing which is affecting how the meshes look

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could it be the map settings?

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like graphic settings?

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oh u wrote him

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where?

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link?

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ah

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thought it was yyou

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the thing i dont understand is that the mesh + material is the same

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yet it still has another geometry

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(the drips)

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the first image above consist of 2 characters

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overlaid

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I also imported another mesh into the demo map and it works to apply the drippy look to it

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which means it has to do with the materials

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yes

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but the displacement + the shading break when you move map

tacit onyx
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@pseudo swift Are you using the right material? Because there's a basic material in the IceCool/Materials folder. The ones used in the map are inside of Demo/ExampleMaterials/Characters

pseudo swift
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Authaer, I tried copying over the forzen characters from the demo map

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without changing any materials or settings

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and they get a different look in my other map

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im wondering why

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Literally just copied the ice characters to another map, and they change

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@plush yew it does this to a sphere

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so just displacement in z axis

tacit onyx
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Dunno. Copied a few over and they look fine to me.

pseudo swift
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i almost fixed it

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its a scaling issue

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my project is huge

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in scale

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compared to the demo project

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okay so it works

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so when i copied them over before I scaled them up in size

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cause my environment is a big scale

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but scaling them up breaks the material

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or how the nodes are setup

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so If I want to use the ice shaders correctly I just have to figure out a way to down-scale my entire project

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it makes sense

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yeah so if you do, then make sure to keep the scale to a regular default one!

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i would start by copying over one of the ice manniquins, and just have it as a reference

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cause I started with a lot of other objects without checking their scale

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and u run into problems like this

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is there a way to scale down an entire map?

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or entire project?

iron raptor
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quick question - how was your scale so different from the default?

dreamy lake
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I am having an issue where visual studio says that Editor.Target file has access denied - I really have no idea as to what has happend as I was fully capable of compiling my project yesterday, and been trying to search online for different solution but can't really find anything that would actually help me solve this - Anyone here who might have more knowledge on write access and what not, since this is really doing my head in :/

pseudo swift
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@dreamy lake Idk I am using another asset from marketplace which is a floating island

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maybe that project was incorrectly setup with a large scale

dreamy lake
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@pseudo swift That wasnt for me was it ?

pseudo swift
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ah lol sorry

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@iron raptor

dreamy lake
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np πŸ˜›

pseudo swift
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@plush yew hey that works!!

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hurrayyyy

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πŸŽ†

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god bless this discord

little warren
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Guys is it possible to use commands from the tilda key in game without using the tilda key? What I want to do is have a debugging UI that shows some statistics like draw calls in game on android, which is why I can't directly use the command like

frank snow
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I have a question regarding the Chaos Engine. Will version 2.25 have it?

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If I download from the Github.

plush yew
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ssd is recommended for UE or?

swift spindle
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SSD is always recommended....

plush yew
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-.-

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@swift spindle do you know a library of photorealistic meshes which are recommended?

swift spindle
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... are you trolling ?

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megascans in case your not

plush yew
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why trolling? megascans, they dont have much

viral fractal
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So Guys, a question

swift spindle
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they have 11 thousand...

plush yew
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meshes?

swift spindle
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they have more then your likely to ever use

plush yew
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they have textures mostly.

swift spindle
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yeah... gathered...

viral fractal
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What is the biggest world size you would recommend Working with in UE4

plush yew
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im going to ask somewhere else. bye.

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rude.

swift spindle
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@viral fractal whatever it takes to make sure your game / project works from a enjoyable standpoint

viral fractal
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Ofc., But how well does the levelstreaming and Occlusion in ue4 Work without need to rewrite huge parts of the renderer

swift spindle
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it works very well... but it really depends on what kind of content you wanna show...

viral fractal
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Can it handle 16x16km with high asset density and visual quality ?

swift spindle
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if you work with LODS and imposters.. sure

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but that applys to any renderer

viral fractal
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Most engines get world origin accuracy issues somewhere

swift spindle
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realtime does not have bucket rendering...

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floating point numbers can get crazy.. you need to know your limitations on what's actually needed for convincing detail instead of hoping that it will just work if you throw something at it

viral fractal
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Are there examples out with similar sizes ?

swift spindle
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you might wanna go debug on satisfactory to see how they did things

frank snow
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Will UE 4.25 have the option to enable Chaos Engine?

viral fractal
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Im head of a pretty big project with a decent team and Budget behind it, and we are searching the really best engine for the job, my ue4 expierence is pretty much 0, i only worked with CryEngine and 1 inhouse engine so far

swift spindle
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DM me.. might be able to give you some more in depth pointers

abstract relic
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Can always look into World composition in that case

grim ore
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@frank snow it doesnt look like it but .26 has it enabled by default

frank snow
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There is a .26 out already?

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Is it the .25 plus?

grim ore
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no its the master branch

frank snow
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Cool, thanks.

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And I just follow the tutorial the rest of the way, right?

bronze cedar
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@grim ore Sir I managed to run the game on my mobile, thanks to you πŸ˜„ for the help

grim ore
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@frank snow using .26/master or in .25?

bronze cedar
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now what i am looking for is , how to make the touch controls using widget like left and right, jump and shoot, can't get it working as i cannot make those sprites working, i mean when i touch them , i cannot set this 😦

frank snow
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.26

nimble moat
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guys i deleted a project and all backups ive been working on for 4 years, this is just a daily reminder to back up stuff elsewhere than your own hdd

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😦

frank snow
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Oof.

grim ore
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ah yeah if using .26 it will simply just work as far as I can tell. its on by default and shows up in the models panel

frank snow
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Thanks.

grim ore
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It seems like it should work in .25 but it doesnt show up in the modes panel even with all plugins enabled

bronze cedar
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i got touch 1 to touch 4 in input mapping, now i want to connect them with my widget sprites, like left and right sprite and jump and shoot sprite @grim ore

limber mesa
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@grim ore I’m back, just wanted to say that I changed the pic and it works. Something must have been wrong with the previous pics

grim ore
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that is super weird, maybe the settings in the texture are different (like using UI instead of a world texture group or something) so its using weird settings.

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@bronze cedar are the items in the world as actors or UMG widgets? if so are they buttons or just images

limber mesa
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Idk I’m not worried about it anymore. Thanks for the help though

bronze cedar
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they are buttons, i put images on them @grim ore

grim ore
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they should work as input events then in the UMG directly, using the On Clicked or On Pressed

bronze cedar
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so they will work as touched also

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do i go for touch interface

grim ore
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they should work as touch as well yes

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if you look at the Action RPG example they have a touch interface you can look at

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you can use either one

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just depends on the game

bronze cedar
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oh ok sir thanks for the help, just a simple platform game

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@grim ore

sly snow
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@viral fractal from which region are you?

plush yew
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@grim ore Quick question

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for the timeline

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Is it possible for me to make it play slower?

grim ore
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change the play rate

plush yew
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Look

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Oh is there a play rate?

grim ore
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its on the timeline component and on the timeline itself in the bottom left

grim ore
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oh lol guess thats not play rate

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nah get the component for the timline and use the set play rate node

plush yew
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Something like this πŸ˜„

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?

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Ok thanks i get it now

next badger
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@plush yew ok on my end

viral fractal
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@sly snow im from switzerland, why ?

gilded sierra
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Hello ! Got some issues with landscape painting, i'm painting by filling layers (with a splat map i did on substance designer) but some components fill themselfs and some others get empty. I have an automatic slope layer as alpha and all the others are as height blending

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and my auto layer shows up through all thoses painted layers (at the edge i can see basic grass)

amber heath
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hey im new to this trying to make my first game just to see how everything works but i ran into an issue can you not move the capsule i made a dwarf and im trying to fit to him but i cant seem to move the capsule so i moved him but then hes through the floor in the viewport any ideas or advice?

gilded sierra
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Any idea ?

paper scroll
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Hey guys, I’m new to unreal and wondering what type of games should I focus on making first

next badger
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@paper scroll simple

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the simpler the better

paper scroll
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I love wow classic

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But that’s quite complicated

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Surely a mmo is difficult ?

next badger
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mmo is impossible...if you have no AAA funds

paper scroll
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AAA funds ?

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What’re they ?

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Should i focus on learning blender as-well guys?

next badger
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i think you may start with just ue4

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i'm a 3d artist for ...16yrs...and i can tell, you can make game in ue4 with only assets from Marketplace and Learning launcher tab

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w/o need to use blender/max/maya

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ofc it depends on scale

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if you want to make a lot of art - you better spend a year learning 3d

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just take a look on ue4 Jam games

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we're not talking about selling a game here

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if he will - that will be amazing tho

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*for free as well

storm venture
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anyone know of a way to force the ForwardAxis value of a pawn to 0?

south ridge
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What do you mean

storm venture
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im having a bug where opening a menu whilst moving causes the movement to continue despite letting go of the movement buttons

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as in, i hold W, open my menu, release W, and it still moves forward

grim ore
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tell it to stop movement if its a character?

storm venture
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ive tried, doesnt seem to work

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i've tried StopMovementImmediately and StopActiveMovement

grim ore
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super weird, are you using normal character movement component input?

next badger
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just a guess...it stops on release generally?

storm venture
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yup, just a simple pawn with the typical Add Movement Input deal

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just a guess...it stops on release generally?
@next badger correct, as in if i release W without opening a menu then it stops movement like it should

next badger
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yeah, it's how ue4 behave in general, i'm having the same issues in editor viewports

grim ore
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lol man it used to work but yep setting input to UI then stopping movement keeps it stuck

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sooo best solution, disable input!

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works like a charm

storm venture
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ooh so you guys are experiencing this as well? at least its not just me haha

next badger
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are you on 4.24?

storm venture
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yup

grim ore
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axis value gets stuck at 1, Im guessing it never clears the value or goes back to check it again which is odd

storm venture
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right, and disabling input didnt work for me due to exactly that

grim ore
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oh worked here

storm venture
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because when i re-enable input, the value is still at 1

grim ore
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oh yeah I neve tried to re enable it

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thats.... aweful

next badger
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aweful - awesome awful?

grim ore
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I wonder how to get around this issue

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because the inputaxis is still detecting it as 1 even tho its not...

storm venture
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my only solution is to have a branch in my movement controls to block the input when i dont want it but i dont want to stoop to that level

next badger
grim ore
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ok so got an idea, try input mode game and ui only and it clears the buffer if you disable input after. so setting it to ui only stucks the input

next badger
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found someon mentioned Set Input Mode UI Only

grim ore
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so the top one, ui only, when the delay is over and no keys are held will keep moving forward

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with ui and game when the delay is over it polls back to 0 as expected

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so I guess setting it to UI stops the actual detection of inputs but it still has that value stuck so the actual input event fires and keeps moving forward

storm venture
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yup, i get the same results, weird

grim ore
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so maybe set input mode game and ui, disable input (should stop immediately, no need for stop moverment node, delay a tiny amount, set ui mode only?

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actually I bet one frame might work

storm venture
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unfortunately this is all in a function for me so i cant use delays until i rip it all out 😦

grim ore
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oof no bueno and damn 😦

storm venture
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is there a difference between using (SetInputModeGameAndUI + DisableInput) versus (SetInputModeUIOnly)?

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i wouldnt mind doing the former and then EnableInput after i suppose

grim ore
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there seems to be a difference for some reason yep

brisk urchin
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Hi guys, is Texture Streaming usually on by default? Is it recommended to leave on? Or does it depend on the size of the project?

storm venture
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woah, even just using DisableInput while holding input will get it stuck at 1

grim ore
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ooh ooh

storm venture
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doesnt seem like it has to do with the InputModes, but rather the Disable

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(which i assume, Disable is probably called in SetInputUIOnly)

next badger
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@brisk urchin it is enabled by default...

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and it's wise to leave it this way...(and just manually disable for some textures)

brisk urchin
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@next badger I see. It seems that my texture streaming pool size is being exceeded. What's the default amount size?

Also, how do I disable it manually for some textures?

next badger
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it's a common question

brisk urchin
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thank you

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Also, I noticed that my monitor that had UE4 open on started to flicker after I rebuilt the level. Is this some sort of bug? I'm using 4.20.3

wintry forge
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anyone got a simple explanation on what a "normal map" does on a material?

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cant see a difference in this tutorial after applying it

midnight root
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It just gives illusion of height

next badger
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normal map alters the "visible" surface curvature to interact with the lighting, w/o changes in the geometry

normal burrow
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@wintry forge look up tangent space

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meshes have arbitrary coordinates of directions on them which interact with lighting information

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when you have a uv map on a peice of geometry, the x and y of that coordinate to the tangent and bi-normal directions of any given vertex, where z is up.

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so the red and green channels modulate the surface direction while the blue channel pushes it out from the surface.

next badger
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blue actually does nothing, if it's tangent space

normal burrow
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unreal has a backwards mechanism for assuming blue is always positive and rejecting it

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in unreal blue is always sqrt(1.0-(r*r+g*g))

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but that actually isn't linear and i've got my own issues with that being the default (still yeah, this is how both unreal and unity do normal maps marked as normal maps)

wintry forge
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@plush yew https://www.youtube.com/watch?v=O7s4rnt--ck&list=PLL0cLF8gjBpoTwM62rvhgmsk_Xp1_G1Vn&index=3 he says it was for fake depth but i couldent see any visual changes whatsoever

In this video we take a look at how we can setup the floor tiles for our endless runner. We cover setting up the blueprint, material and the attach point for spawning new tiles ready for scripting the functionality in the next video.

β–ΊResources: https://virtushub.co.uk/runner...

β–Ά Play video
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i like this guy, i did a couple of his tutorials already but it was a couple years ago

atomic forge
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Is it normal for Behavior Tree tasks to run once, and never again?

next badger
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um...his normal looks like not a proper normal to me

wintry forge
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nah im not disagreeing, just saying i couldent see a difference. the unreal first google result had an axe with a ton more detail on it with a normal, but i cant really understand how fake depth could do that as opposed to actual shading

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but ye ima move on

tiny sonnet
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this is using als btw

abstract relic
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Open the skeletal mesh

next badger
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@tiny sonnet that looks like a proper root motion to me...it won't move the character if you expecting it to

abstract relic
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Show us the bone hierarchy

tiny sonnet
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@abstract relic yes

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standard als/ue4 skeleton

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@next badger what do u mean?

next badger
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root motion only affects skeleton, not the pawn

tiny sonnet
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wait so i have to move the character as well? im confused, i thought root motion moved the character

abstract relic
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Root motion moves the pawn. That’s the point of it

normal burrow
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Ye

tiny sonnet
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you two are saying opposite things now

normal burrow
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Root motion moves the capsule which is the root of pawn

tiny sonnet
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i have root motion enabled, so why does it stay in-place

normal burrow
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lets see your settings

tiny sonnet
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which settings?

normal burrow
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root motion

abstract relic
tiny sonnet
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ye

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i just changed it to "zero" to check

normal burrow
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play the animation, in the animation view thing

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and select the root bone, see if it moves

tiny sonnet
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it doesnt

normal burrow
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thats the problem then

abstract relic
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Yep

normal burrow
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can't animate the pelvis (and expect root motion)

tiny sonnet
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@normal burrow is it because i have a IK animationBP as well?

normal burrow
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if the animation does not animate the root you will not have root motion

tiny sonnet
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oof

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so how do i go about fixing this?

normal burrow
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animating the root basically.

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Not sure if there are automated ways to do this or some setting though.

tiny sonnet
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@normal burrow the characters feet are locked in the animation. its rly weird sent a gif

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i just crashed ue4 gimme a sec lmao

abstract relic
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Copy/paste keyframe data and clean up in your 3D software of choice is the only way I’m aware of fixing it

tiny sonnet
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@abstract relic its ONLY locked in teh animation, not in game tho

rough hound
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Is there an easy blueprint function that grabs a random value from an array?

abstract relic
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I’d call it a feature

normal burrow
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that is what looping root motion looks like bivze

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it does not return to home

abstract relic
rough hound
normal burrow
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get LAST index off the array

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plug it into max

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and pray that its never empty

rough hound
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The Array has values by default tho

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and i still can't connect it to Set Skeletal Mesh

abstract relic
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But you never know if it has 4 5

rough hound
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Don't i though?

abstract relic
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Max is 5

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In your case

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0 = 1

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1=2

rough hound
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random integer can return 0

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pretty sure.

normal burrow
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ye 5th item would be at position 4 so i think that is right zadkiel. I'm just saying there is a LAST index node you could pull off teh array and plug it in and not have such hard coded design

abstract relic
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It will never call head 4

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Because you’re calling 0-3

normal burrow
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oof

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hightide is right

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it should be 5

rough hound
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so random integer does not return 0

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?

abstract relic
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Ok

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Back up

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Computer count starting at 0

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Instead of 1

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So first index is 0
Second index is 1
Third index is 2
Etc

next badger
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@rough hound what type of the array variable you have?

rough hound
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It was set to object, i just changed it to skeletal mesh.

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and now it works

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My table goes from key 0-4. So if my random int also goes from 0-4 then i shouldn't have a problem right?

abstract relic
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Max 4 = 0-3

rough hound
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But there's 5 objects, not 4.

abstract relic
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Max 5 = 0-4

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That’s what we’re trying to tell you

rough hound
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So it can return between 0 and my max - 1

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Why is it set up like that

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Why isn't max just max

normal burrow
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thats a different node

normal burrow
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if you weren't confused enough

rough hound
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That ones easier, that one is more the kind i'm used to using from my previous work.

maiden verge
rough hound
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Which was just math.Random(0,1)

abstract relic
normal burrow
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Would prefer using RandomInteger if your just passing in length tbh

rough hound
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I'm just using RandomInteger, i don't need the in range.

normal burrow
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then you use the count, not the last position/index (you should be using 5 here)

rough hound
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I could but i also don't need it because this table is always going to be the same. It should never change because i don't have any more models to jam into it.

abstract relic
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Wouldn’t recommend that mindset

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Program it to protect the project against yourself

rough hound
abstract relic
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Yay

rough hound
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Can you have "gaps" in arrays in UE4?

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Like say you have [1] = x and then [2] = nil, [24] = y.

normal burrow
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wouldn't call that a gap

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but if its an object reference, you can assign none to pretty much anything

rough hound
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I mean like, you can have indexes empty. So like using length would return 2 in that case but since the index is 24 on y you wouldn't get that item.

normal burrow
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That is a map

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you can have maps in unreal yeah

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aka dictionary in other things

rough hound
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A map?

normal burrow
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the bottom one

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the bottom ritualistic icon

rough hound
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and what's the difference between an array and a map?

normal burrow
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maps have keys and values

rough hound
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Doesn't arrays have that too?

normal burrow
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so a map of key type int, with value type object would let you have 'gaps'

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no

rough hound
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You have your index/key and your value.

normal burrow
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not with gaps

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arrays are a line of memory

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1D

wintry forge
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did they change it so you cant press Alt+Left Click to duplicate objects?

normal burrow
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everything sits in it one after another

wintry forge
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or is a setting off for me

rough hound
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so maps are what i would refer to as tables

normal burrow
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these are words that are similar enough yeah

rough hound
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can you have different values in "maps".

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Like say an int in key 1 but a float in key 2

normal burrow
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nope

rough hound
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oh

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so it's a worse kind of table.

normal burrow
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[key] then [value]

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can't change the types of either

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you can have your key be sa string for example, but value type is gonna be what it is

rough hound
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I'm used to keys being either ints or strings and then values being whatever you want.

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Like you could have a table with both int and string keys and values of ints, floats, bools, more tables, strings, functions even.

normal burrow
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your probably thinking of object notation or something which is not what maps are

wintry forge
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Did they remove Alt+Leftclick as a duplication method, or is it a setting I need to enable?

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It currently is just moving things instead of copying them like im used to

rough hound
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Idk, i've only coded in Lua before using Blueprints in UE4 πŸ˜…

normal burrow
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no it works squall

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yea lua is a anything is whatever language like js afaik

rough hound
#

Idk if it's because lua is interpreted and not compiled that it has some more freedom

wintry forge
#

its not working in the blueprint editor viewport 😦

normal burrow
#

i tried in world outliner

wintry forge
#

i just checked, it works in the main viewport

normal burrow
#

er world viewport

#

maybe ctrl+w is what you want squall idk

wintry forge
#

blegh. ill do that instead thanks

#

even this guide is telling me to do it, and i know it works, but its not working for anything in the blueprint editor for some reason

#

what do you mean? it doesnt work for you either?

#

its supposed to and it did a year ago

swift spindle
#

alt drag works fine

next badger
#

copying node by alt drag?

wintry forge
#

copying a box/arrow atm in blueprint viewport

#

yea it doesnt let me alt drag

#

in the main viewport/the world viewport it works fine

next badger
#

i'm really in doubt...was neve using alt+drag in bp viewport

marsh swallow
#

Okay so i have an issue with setting a struct yet again. I am getting a map of Name:Struct then breaking that and getting another Map of Name:Struct and then adding a new Item to it. However it does not seem to get saved back into the "CharactersAdditional Struct" What am i missing.

next badger
#

@marsh swallow you need to set the struct back

#

set members does not change the original

marsh swallow
#

i know, but i cant quite figure out which part i am setting back. lol I hate struct when it comes to this. lmao

#

so i have to actually set the variable at Set Members

next badger
#

set charactersadditional

#

and use out pin from las node as input to set

cedar wave
next badger
#
Epic Online Services

With Epic Online Services, we're making it easier and faster for developers to successfully manage and scale high-quality games. As a game developer ourselves, we've tackled numerous hard problems over the years. With Epic Online Services, we're sharing the fruits of our labor...

marsh swallow
#

CharactersAdditional is a Map tho. so how would i copy the whole map. If I set CharactersAdditional its expecting a map input and i can make map but that would erase all other values

next badger
marsh swallow
#

I am breaking a Name:Struct Map to get the characters outfits, which is also a Name:Struct Map

#

and i want to add a new outfit to the inside Name:Struct Map then save that back which has all the other characters.

#

and i can see it breaking and adding in all the data correctly, it just never ends up actually adding because its not saving back correctly. I know i have encountered this before and it drove insane then. lol

inland trellis
#

Does anybody know what files and directories can be removed when transferring an Unreal project between computers? I'm looking to remove unnecessary stuff to optimize transfer size.

normal burrow
inland trellis
#

Awesome Thanks

next badger
#

@marsh swallow my bad, set members works by reference...should change it inside the struct

marsh swallow
#

which.... struct. πŸ˜‚ i have do damn many and im doing im some crazy stuff atm. lol

next badger
#

i see only one

marsh swallow
wintry forge
#

this is a stupid question, but is there a simple way to revert the viewport to what it was before you pushed play? (besides world outliner > select > f)

next badger
#

@wintry forge save the view, by ctrl+num...then restore bu num

marsh swallow
#

Wait. I think i remember now

wintry forge
#

ty!

next badger
#

@marsh swallow i see, doesn;t matter...set members will override the content, as it passed by reference

#

struct of structs of structs of....

wintry forge
#

Blueprint Viewport: Y = 32.3
ThirdPersonCharacter: SetActorLocation New Location Y = 323

what is causing the disrepancy?

#

having New Location Y = 32.3 moves the character minimally, and having it 323 makes it move to the expected location, so obviously the scale is off by 10, but idk why it would be listed in different units across actor's blueprints

next badger
#

@wintry forge check if the parents of this component in the bp all have scale of 1

#

SetActorLocation is world space

grim shale
#

Hello, I created a base BP called character_BP with a base height and width integer variables, After that i created a another BP based on that BP called character2_BP, By right clicking on character_BP and selecting Create Child Blueprint Class, But when i open the variables menu of that BP(character2_BP), I can't find the two variables (width and height) Although i can set and get them in the event graph. Is there a way to make them visible in the variables menu?

next badger
grim shale
#

Huh? that easy....

#

lol, thx πŸ™‚

wintry forge
#

that was it, thanks

restive arrow
#

Hey I just wanna make a block move to a different direction when the game starts

#

I'm new so I don't know stuff i guess'

normal burrow
#

check out the second pin here @restive arrow

#

do the banana one

restive arrow
#

Ok thanks

plush yew
#

How many storage is recommended for creating a game? Is 1Tb HDD enough?

fallen wing
#

please help me πŸ™‚ whenever i import an animation into unreal engine i ALWAYS get these errors. it's really annoying me because I've spent so much time animating.
"imported bone transform is different from original"

normal burrow
#

is it a warning or error?

fallen wing
#

@normal burrow error

copper wing
#

is unreal engine 4.24 not out yet?

normal burrow
#

yes its out, 4.24.3 is current version

#

@fallen wing what is your armature named?

copper wing
#

hmm ok when i open the unreal editior, and try to click on 4.24 its greyed out

normal burrow
#

you likely need to install that version then

fallen wing
#

it is names armature

normal burrow
#

can you tell me what the first bone in the mesh is named?

#

inside of unreal

fallen wing
#

I’m so sorry I’m a noob how do I do that?

#

oh yeah

normal burrow
#

and in blender do all these bone names match?

fallen wing
#

Yes just without the -

#

it's just spaces there are no "-" inbetween words in blender

#

I appreciate your help

normal burrow
#

hm i'm not sure tbh, people who have this issue also name it "Armature" which makes unreal ignore the "Armature" object as bone.

#

but maybe it doesn't do that with animations

fallen wing
#

Yeah, ty for your help anyway

normal burrow
#

which version of unreal are you using

copper wing
#

4.23

fallen wing
#

me?

normal burrow
#

yeah harvey you

#

you likely just have to install 4.24 from epic launcher fear

copper wing
#

oh ok thanks

fallen wing
#

I'm using 4.25.0

cyan robin
#

how would you make the mesh invisible for the character, and still be able to use the animations holding a weapon -- so that when the player runs the weapon is still bobbing up and down but the character is invisible?

abstract relic
#

come on, why do people keep using preview version of the engine for their projects

fallen wing
#

idk lol is that old?

normal burrow
#

lol

abstract relic
#

it's young

fallen wing
#

oh holup

abstract relic
#

too young to use

normal burrow
#

its edgy and has a bad attitude

fallen wing
#

Wait

abstract relic
#

needs to ferment a while longer

fallen wing
#

why does it say preview

#

i'm such a noob

normal burrow
#

engine fermentation is an important engine thing

abstract relic
#

because it's not out of beta

fallen wing
#

jeebus

#

will everything be different when i switch over?

#

the layout etc?

abstract relic
#

it's for... previewing πŸ₯

fallen wing
#

i didn't change anything

#

also, will my project still be valid to use?

#

ty

#

πŸ˜„

normal burrow
#

you can't go back in time without source control harvey

#

but you could ride out the preview

#

it just makes problems like this impossible to address cause it could be anything

abstract relic
#

give it a month or three

fallen wing
#

i think i'll just switch back and start fresh

#

at this point idc

#

it's been annoying me for too long

#

and someone else is making a similar project to mine so if they release it first it'll look sketchy on my end

#

so zoom

#

ty

#

for your help

normal burrow
#

get some source control

fallen wing
#

ok

normal burrow
#

if you do restart harvey, would recommend against the Armature name thing based on the google results

fallen wing
#

i don't know what anything means

normal burrow
#

name your armature root, and dont' have a root bone

fallen wing
#

i understand that though

#

ok

#

ty

abstract relic
#

you have a bunny from 5 nights at freddy's. It's already sketchy πŸ˜›

normal burrow
#

sketchy preview engine and bunny could work

fallen wing
#

i'm so confused if you guys are trolling me rn lol

normal burrow
#

nah your good

fallen wing
#

ok ty πŸ™‚

abstract relic
#

not trolling

normal burrow
#

we're just engine connoisseurs

fallen wing
#

ah lol tysm

abstract relic
normal burrow
#

Just a few months more

#

At preview 7 it’ll be about right

fallen wing
#

ty

restive arrow
#

I'm trying to do something, where two cubes close in, and when they crush somebody, that player dies, I have the cubes moving.

tawdry sigil
honest vale
#

@tawdry sigil what exactly is your question?

#

there's marching squares for generating the contour lines for a scalar field

#

Marching squares is a computer graphics algorithm that generates contours for a two-dimensional scalar field (rectangular array of individual numerical values). A similar method can be used to contour 2D triangle meshes.
The contours can be of two kinds:

Isolines – lines foll...

tawdry sigil
#

Searching a algroitgh or a way to get the outline

#

like when i ikt need to place outline cubes with which floats and when its full cubes

#

@honest vale The Cubes itself i already have

#

Input are 4 floats for like the top left bottom left vertecies and so on

dark briar
#

does unreal have a 'UE Con'?

#

like twitch has twitchcon for ex

cyan robin
#

any ideas on how i can improve the weapon sway here?

sage kettle
#

Hey guys, I am having chrashes after pressing ctrl+z. Anyone else having the same issue?

restive arrow
#

Is there a way to bypass the "Object" thing when you cast?

thin mango
#

any ideas on how i can improve the weapon sway here?
@cyan robin I would add a bit of anticipation. Looks more like a wand because without anticipation it looks like it has no weight: https://www.youtube.com/watch?v=F8OtE60T8yU

NEXT VIDEO: http://youtu.be/u-SXLaQGg50
PREVIOUS VIDEO: http://youtu.be/haa7n3UGyDc

This is my video series highlighting each of the 12 Principles of Animation as described by Frank Thomas and Ollie Johnston in their book "The Illusion of Life".

SUPPORT ME: http://www.patreo...

β–Ά Play video
cyan robin
#

Ah, great, thank you @thin mango

#

So should I keep the weapon to one side for a few frames more before swinging to the other side?

restive arrow
#

I have two blocks, that close in on a player, and I want to destroy the player when they actually crush him. Any help?

thin mango
#

I would make it go backwards (to the right) for a couple of frames) to get impulse, and the do the swing. @cyan robin

restive arrow
#

I'm using the advanced locomotion plugin.

#

The free one in the epic store

thin mango
#

I haven't used that plugin, but those blocks are generating forces or they are just kinematic?

restive arrow
#

They are just blocks that I put a move component to crush the player.

cyan robin
#

Thank you

thin mango
#

You can check when both overlap/hit the character at the same time and if they are going one towards the other and the kill the player

restive arrow
#

Ok, lemme try

thin mango
#

@cyan robin, if you find that it takes too much time to anticipate and that it is not responsive, here you have a tip from a Riot animator (it took me some minutes to find it) : https://youtu.be/_1j5Tf6ulII?t=181

GDC

In this GDC 2016 session, Riot Games' Alex Lehmann is joined by 5th Cell's Amy Drobeck-Jones, ILM's Jean-Denis Haas, Sucker Punch's Billy Harper, Epic Games' Jay Hosfelt, and Phoenix Labs' Simon Unger as they explain the best tips and tricks for improvig your craft as an anima...

β–Ά Play video
#

It's about doing anticipation before and making the character ready to land attack

cyan robin
#

This is great, thank you

tacit onyx
#

@restive arrow You cannot bypass the object pin on a cast node. In fact you should never have a cast node unless you have an object reference to plug into it that you need to change. The Cast node is meant to take a reference and change that reference into the type you need to access the data of certain classes within an object.

wary birch
#

Is there an integer Vector 2D in blueprint?

#

FIntPoint?

midnight bloom
#

Is there a way to forbid having several components of the same class in an actor like Unity?

wary birch
#

What would be the easiest way to get the viewport size in blueprint? GetViewportSize returns an error

tacit onyx
#

@wary birch What kind of error? GetViewportSize is working fine for me.

wary birch
#

I'm running using Vulkan, I think the error came from it

#

I can't start the editor now, it just crashes

#

A failed assertion apparenlty

#

Assertion failed: InSize == (~0ULL) || InSize + Offset <= Size [File:/home/akarys/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp] [Line: 435] Failed to Map 33554432 bytes, Offset 0, AllocSize 256 bytes

#

rebooting seems to have fixed it

#

I also see an error in the console Ensure condition failed: Viewport.width > 0 || Viewport.height > 0 [File:/home/akarys/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanPendingState.cpp] [Line: 530] LogOutputDevice: Error: Stack:

tacit onyx
#

I'm not sure, but I think a few others are having that problem on androids, someone mentioned something about making sure that there is a HUD assigned to the player controller. Other than that, afraid I'm useless there.

civic lance
#

Guys how can I make the certain objects appear only when I am close to them? Obviously it has to do with the "visibility" attribute and i could've coded it up in raw c++ code, but how would you go about it in UE4?

plush yew
#

Too many event ticks like this

#

Would it be heavy?

#

For only checking

#

Lets say there i 20 of these checking

#

Any thoughts?

surreal tundra
#

hey! ive been struggling for ages with this local fog, it disappears when the camera goes far away and i want it to stay constant

#

ive been sliding every slider and changing all parameters i can think of but nothing works

#

anyone has any idea? would be of so much help!!

tawdry storm
#

@surreal tundra your sphere mask is based on camera position, so everything in a radius around whatever you set the 'radius' variable to, will be visible

surreal tundra
#

but ive scaled the radius way up and it still disappears 😦

#

@tawdry storm

tawdry storm
#

well hardness shouldn't be anywhere outside 0-1 for a start, but that shouldn't be the issue

#

why do you have the sphere mask in there at all?

surreal tundra
#

It came from another tutorial on how to make local fog. I tried removing the node but it didn't really help. Do you have any tips on something I could plug there instead of that node?

tawdry storm
#

what happens when you plug in the texture directly without any of the multiplies?

surreal tundra
#

@tawdry storm no difference 😦

tawdry storm
#

okay that's super weird, so it shouldn't be the material

surreal tundra
#

: (

#

okay got it to work! but now the water is acting like this haha

midnight gate
#

HAT DOES THIS X ON THE LAMP MEAN?

civic lance
#

usually that means that the light is not active because there are a lot of other light sources around it

midnight gate
#

HMMMMMM πŸ€”

plush yew
#

Is there a way to see whats lighting or effect are cuasing some kind of lag?

midnight gate
#

it should tell you performance issues when you build lighing i believe

placid arrow
#

what is a "licensee build" of ue4?

plush yew
#

Anyone could help me how would you go about setting up a "customization menu" that is essentially scene and has it's own player controller and pawn?

#

I've been trying to create separate UWorld's just like it's done in UT for the replays

#

but the engine doesn't seem to support this yet?

placid arrow
#

works fine for me?

#

you need to override the game mode for your customisation menu's map and make sure your customisation menu has its own map

#

there may be other ways, but that seemed straightforward for me

plush yew
#

Are you sure you understand what i am talking about? I want to switch between UWorlds and not load levels*

placid arrow
#

i also have some checks in my character that check if the player is in 'play' mode or 'customisation' mode, which disables some stuff like sound effects and alters some inputs

#

hmm, not sure you can switch uworlds without switching levels can you?

#

in that case the answer to your question might be 'no' 😦

plush yew
#

That would be the goal. I have a multiplayer session going on. I want a 3d window opening up in an umg widget ; )

placid arrow
#

ah! i see.

plush yew
#

So can't switch levels

placid arrow
#

i dont have that issue as i keep customisation out of the multiplayer part, they customise before they join the match

plush yew
#

It seems to work only when replays are used

placid arrow
#

could you use level streaming to fudge it?

#

and/or level instancing?

plush yew
#

Not without making a mess

#

It's been "coming" for years

placid arrow
#

you could put customisation and play code into the character

#

and have a switch in there based on a global setting that says if theyre in customisation mode or not?

#

a bit messy though

plush yew
#

it's about loading a seperate player controller and handling over input to this view

placid arrow
#

hmm

plush yew
#

now putting this on top of the current character would be a mess once again :/

#

figuring out why UE4 crashes when switching to a seperate UWorld would be great

#

people say they got this working >_> yet i can't reproduce this

#

I am pretty sure it's possible i just do something wrong

#

or maybe the engine needs slight modification to enable this

placid arrow
#

im pretty sure a lot of internal pointers are attached to the uworld object instance

plush yew
#

otherwise the split screen view, and the replay system wouldn't work

placid arrow
#

and changing it after initialisation isnt really supported so those pointers might be left dangling

#

could be wrong though

plush yew
#

Wondering if anyone got this working

#

I saw it's been done in some titles ; )

#

And it would be a great feature though, especially if you want mini games, and other small 3d previews to be done

placid arrow
#

stack trace looks a little like its trying to free the initial uworld?

plush yew
#

Yeah, it's keeping a pointer to the current uworld somewhere

#

and then when you change levels in the new world it crashes.

placid arrow
#

i have something a little like what youre after in one of my games, in appearance only. its a hack. way outside the game world playable area i have a 'movie set' containing a copy of the character, with a different animation blueprint and is controlled by a umg blueprint. it is visible only via a separate camera that renders to a umg texture

sly snow
#

@viral fractal You can write me a DM. (in German if you want) I might be able to help you.

plush yew
#

I want to use this for minigames, customization menus for various stuff and having the option to run an entirely different world there would be the perfect option

#

i gotta hack around wit the engine source then i guess 😦

placid arrow
#

on the plus side at least we have the ability to change the source

#

unlike other options offered in other engines

thin mango
#

Guys how can I make the certain objects appear only when I am close to them? Obviously it has to do with the "visibility" attribute and i could've coded it up in raw c++ code, but how would you go about it in UE4?
@civic lance Depends on the implications of making certain objects appear. You can do it on the material, if you want them to still have collision while invisible. A masked/translucent material where opacity depends on camera position or the tracked position of the character should be fairly easy to implement. But if you want also collision to go away and you don't want to use C++ in BP it's relatively easy to achieve. Create a sphere collision that only overlaps and the you Set Visibility for the actor when the character Begin the overlap and Ends it.

civic lance
#

@thin mango All I want is to render the mesh once the firstpersoncharacter is within a certain distance of it. Just creating a small simple game based on sound cues

#

The collision can just stay there, since it will simply render when you get close to it

#

So i do still want collision

dark briar
#

how do i change that annoying unreal engine high pitch sound whenever i compile?

austere scroll
#

i have these trees and foliage in my project , ITS EXTREMELY Laggy ( in terms of the framerate)

in the "shader complexity" view mode , its all green , so its supposed to be amazing in frames

#

any reason why it does that ?

tacit onyx
#

@dark briar There's a sound when you comile? O.o

dark briar
#

like a high pitch squeak

#

when i build in visual studios lol

tacit onyx
#

Oh, not a clue. Thought you meant BP compiling.

wary wing
#

@austere scroll What do the stat commands tell you? stat gpu for instance

dark briar
wary wing
#

Oh that kinda beep noise?

dark briar
#

everytime i change my code in VS and build it,

#

its a beep noise

#

yea

austere scroll
#

@wary wing how do i use ccommands ?

wary wing
#

@austere scroll Type em in the console

dark briar
#

can i turn that beep off itself

austere scroll
#

which one ?

tacit onyx
#

@austere scroll Tilde key by default

wary wing
#

@austere scroll Start with stat unit

#

Output Log

#

You can type commands into the bottom of it

austere scroll
#

is that good or bad ?

serene birch
#

a little more and you can switch from fps to spf (seconds per frame)

tacit onyx
#

Lol

austere scroll
#

@serene birch so its good ?

serene birch
#

the green one is good, the others in red is your GPU struggling πŸ™‚

austere scroll
#

300 frames is good , isnt it

wary wing
serene birch
#

it's a frame duration in ms, bigger is NOT better here

tacit onyx
#

That's 300ms to draw a frame. Meaning you have about 3fps.

austere scroll
#

oh i see

#

sheet

serene birch
#

you want that number to be like 16ms (16ms gives you 60 fps)

austere scroll
#

why tho

#

my pc can run gta v on high graghics , is UE4 that hard to run ?

dark briar
#

THANK YOU

wary wing
#

Yay! πŸ™‚

scarlet birch
#

Anyone know a quick way to fix these thumbnails for white icons?

austere scroll
fierce tulip
#

@austere scroll gta is extremely optimized, if you do the same for your ue4 project, itll run just as well

austere scroll
#

mhm..

#

but the performance drop only happend when i added the trees

#

even when there was grass , i was ok

fierce tulip
#

well, then you know its the tree's, and can do some research on how to optimize them

austere scroll
#

do u think if i put the trees as normal objects instead of foliage with collision , it will make a diffrence ?

wary wing
#

@austere scroll It may be the tree mesh asset itself. How many polygons is it, and does it have LODs?

austere scroll
#

@wary wing do i get the polygon number from blender or UE4 ?

wary wing
#

You can see the triangle count if you open the mesh asset in UE4

#

(or by mousing over in the content browser)

royal crest
austere scroll
wary wing
#

Well that sounds like some good targets to look at πŸ™‚

plush yew
#

Hello Guys is there any way to change the landscape mobility?

#

to make it moveable

#

how to change material tiling on mash basis? not via changing tile on the mat

#

comon man, it's not funny

midnight root
#

4.24.3 how do I get rid of shadow that follows player around at , I tried all settings and nothing fixes it, not seeing any articles on forum that fixes it either

plush yew
midnight root
#

I have no idea where the shadow is coming from, it followers player in play mode as well as non play mode

#

I worked through all settings nothing fixes

#

Forum doesn't seem to be finding one either so came here hoping somebody had dealt with and fixed

wary wing
#

@midnight root Can we perhaps see a picture of this mysterious shadow?

midnight root
#

sure one sec

plush yew
#

@wary wing hahaha

midnight root
#

Follows player

wary wing
#

Do you mean the darkness in the distance?

midnight root
#

yes

plush yew
wary wing
#

Well shadow cascades only work out to a certain distance. I notice you don't have any shadow at all on your character though. Are you trying to do something in particular with the lighting?

midnight root
#

dynamic shadows

#

set force no compile in world settings as well

#

precompute

#

@plush yew I"ll check thx

wary wing
#

Do you have distance cascades turned on?

#

On your directional light

midnight root
#

I"ll check,

wary wing
#

In that picture of yours it looks like not wholly incorrect self-shadowing on the terrain

#

Can you point out a particular piece that's "wrong"?

midnight root
#

@wary wing off entirely, and shadows aren't supposed to follow player like a puppy πŸ˜‰

wary wing
#

Well... actually they are

midnight root
#

?

wary wing
#

There's essentially a sphere around the camera where you get dynamic shadows

#

Up to the max cascade distance

abstract relic
midnight root
#

@wary wing I have all that off though

wary wing
#

Err

#

So how are you getting any shadows at all?

#

Do you not want any, or?

plush yew
#

is there anyway to change the mobility of a landscape?

midnight root
#

just dynamic due to static taking forever

#

to build

#

fairly large world comp world

wary wing
#

Yes but dynamic shadows have limitations. Like a max distance

#

You can't escape it

midnight root
#

?

wary wing
#

Or turn it off

#

You could make the distance large

#

Is that what you've done?

midnight root
#

avoiding cascades as they aren't supposed to be great for world comp terrains/worlds

#

besides cpu hit

#

etc

wary wing
#

@plush yew Nope

#

Oh so what are you using?

#

Distance field shadows? RT shadows?

midnight root
#

sun & sky for starters

wary wing
#

Ok that's not a shadowing technique

midnight root
#

directional light is included ofc

wary wing
#

Sure

midnight root
#

and atmosphere

plush yew
#

@wary wing is there a way to make from a landscape to a zylinder

midnight root
#

skyatmosphere

wary wing
#

Ok. And what settings do you have on your directional light? That's what matters for shadows

plush yew
#

nope

#

a oneil zylinder^^

#

you know this

#

?

wary wing
#

Oh!

#

You could use two or four landscapes I guess

#

And rotate them approptiately

midnight root
#

@wary wing Moveable affects world cast shadows and oddles more

#

typical ones most use I'm sure

wary wing
#

Sorry I thought you'd typo'd "cylinder" heh

plush yew
#

@wary wing thx yeah this should work

wary wing
#

Cool

plush yew
#

i will try this out^^

wary wing
#

^ Let us know how you go πŸ˜„

#

@midnight root So is your directional light Movable then?

midnight root
#

dynamic yes

wary wing
#

Ok, but you said you turned off cascades. Can you screenshot those settings?

midnight root
#

I did

plush yew
#

at first i wanted to make a zylinder brush and paint it then turn it into a mesh but the resoultion will go under ground hehe^^

wary wing
#

@midnight root Oh I mean the actual settings, like the details panel for the light. I'm not sure what shadow setup you're using so a bit lost as to what to suggest

midnight root
#

right

wary wing
#

What's in the CascadedShadowMaps section?

midnight root
#

all off

#

O in top field

wary wing
#

Ah

#

So are you using screen-space (contact) shadows or something?

#

Nope

#

You did screenshot that

#

@midnight root Have you built lighting since you changed everything to dynamic?

midnight root
#

Yes first thing

#

need help finding screen space vs

wary wing
#

It's Contact Shadow Length You have it at 0

thin mango
#

So i do still want collision
@civic lance You can try something like the following in a masked material:

midnight root
#

right

plush yew
#

Is there an option now to add C++ files to an UE4 project from Visual Studio or anywhere? I mean anyway to do this Without using the Engine? 😦

wary wing
#

@plush yew Nice πŸ˜„

#

@midnight root Have you tried completely disabling Cast Shadows on your directional light?

midnight root
#

Ya doesn't help, they are still there

#

Maybe a bad project file, something borked somewhere duno

#

Others have had same problems on forums but zero resolutions

worn granite
#

@plush yew Sure is. Make the files with the file explorer, then regenerate the project files.

wary wing
#

@midnight root ^ that looks a bit like what you get from having a reflection capture on only part of the map

midnight root
#

HM

worn granite
#

You could add them from VS, but both the editor and MSVS suck really hard at adding files.

wary wing
#

But I wouldn't call that a shadow

plush yew
#

@worn granite that still requires to use the engine.

midnight root
#

well its abNORMAL πŸ˜‰

#

reality death

worn granite
#

Eh. Pick your battle. You're using the engine at the end of the day and UBT isn't really the editor.

wary wing
#

@midnight root Ok sure, but it also doesn't look much like what was in your screenshot does it?

plush yew
#

after every file i have to regenerate the project files, and reload the project, and let the scan to complete

#

hell so slow

worn granite
#

Unless you TOTALLY mean outside UE4 - then you can just use cmake

midnight root
#

It was an example of someone else with the problem no fix

worn granite
#

Either way, you're stuck with MSVS and nmake if you wanna do UE4

plush yew
worn granite
#

My suggestion allows you to not have to have the editor open, and also not have to deal with the annoying file thing in MSVS

plush yew
#

I would really prefer to use this :C

wary wing
#

@midnight root Am I missing something? That looked completely different to your problem

worn granite
#

Yeah, but that's the filter view. Guess you could try the other view mode in the solution explorer... might create the file in the correct place?

plush yew
#

@worn granite i am already doing it that way but it's way too slow, was hoping there are improvements on this in 5 years

midnight root
#

nope it wasn't , not sure if his was completely dynamic lighting but the same pervasive circular shadows was present

plush yew
#

@worn granite the other view mode doesn't work afaik

worn granite
#

Try to make more than one file at a time =D

midnight root
#

but Im clearly not using EXP fog

plush yew
#

I have to rename a file actually

#

xD

#

and then add a new one with a different name

wary wing
#

@midnight root Could it be post-processing? AO perhaps?

midnight root
#

I'll check to be sure

wary wing
#

I just put together a map with similar light settings to yours and don't have the same issue

midnight root
#

I see it nowhere,sun&sky don't seem to use it

#

sun &sky and skyatmosphere ?

wary wing
#

That's just a combination of a skybox and some lights isn't it?

midnight root
#

ya faik

wary wing
#

I haven't used that

midnight root
#

its NEw

#

SO YA

#

so ya

#

could be a bug with that dunno

#

I was exhausting errors on my side before reporting it as one

wary wing
#

I still think it's something about your setup

midnight root
#

I tend to agree, maybe but its happening to others

#

maybe diff sertup,,to what degree who knows

wary wing
midnight root
#

VERY ROUGHLY

wary wing
#

Do you have a post-process volume? Anything turned on in there?

midnight root
#

sky & sun don't seem to use that anymore

#

but ya prior, I did sure

#

4.24.3

wary wing
#

Hmmm... thought: The Syn & Sky actor has its own directional light. Is that the one you've been changing settings on?

midnight root
#

yes

#

Its not the end ofthe world , concentratikng on design , appreciate your efforts always

#

concentrating >

wary wing
#

Ok cool. You'll probably come back to this in a day or two and the solution will be obvious πŸ˜„

midnight root
#

often ;))

#

Like with modeling etc.

#

;0-

rough hound
#

What do i need to keep in mind if i want to create a "horde" type of AI?

grim shale
#

Hi, How do i set the visibility of a component from another BP? I tried using (set visibility node) and it didn't work.
Note: This BP is a child BP of another BP.

fierce tulip
#

@rough hound optimization. In days gone most of the zombo's are vertex animated static meshes, and I think even sprites in the far distance. only the close ones are actual skelmeshes

rough hound
#

Never played that.

#

How many zombies are we talking?

fierce tulip
#

few thousands in some cases

rough hound
#

oh

#

that's a lot more than i need

#

100-200 is probably max.

plush yew
#

@fierce tulip that is the game which isnt there for pc or?

rough hound
#

Maybe horde was a bad choice

fierce tulip
#

@plush yew iunno

plush yew
#

I unno

#

?

rough hound
#

How many of "this" would i be able to pull off before game starts chugging really bad?

fierce tulip
#

a few, unless you extremely optimize

#

there should be a gdc talk related to it, but my google fu is sucking today

plush yew
#

What animation tap is this?

#

The name of the animation BP

kindred viper
#

@rough hound there has been some advancements in animation sharing in recent times so it should be fairly standard to run through the techniques and get a couple of thousands running without issue. I've seen people do crazy experiments with it but not in actual game runtime environments (besides fortnite). So it's possible if you are careful with draw calls and share as much anim as possible. Perhaps utilise the Crowd Agent system.

rough hound
#

I don't need to worry about it just yet

#

way too advanced for me

#

but it's nice to know i'm not severly limited for future reference.

thin mango
#

Sorry, I saw later that Marc just suggested that πŸ™‚

wary birch
#

If a function has this signature in the engine source code, it isn't callable from blueprint, right?

ENGINE_API void ResizeTarget(uint32 InSizeX, uint32 InSizeY);```
flat gorge
#

I have created a custom event, update slot, however when I move to different bp I can't seem to connect it with array note output

normal burrow
#

Press compile button

flat gorge
#

it didn't help

normal burrow
#

Then inventory slot object is the wrong type or it needs casting

wary birch
vast fossil
#

@flat gorge maybe you need to get the specific component out of the GET and plug that in

flat gorge
#

hmm.. idk I am working from the tutorial cause I never made an inventory b4, but I did everything as in the vid, double checked everything and to update he connected the get to update slot, I get that connection error, I even went back in the video just to make sure I didn't miss anything, everything seems correct

worldly axle
#

OH thanks !

glad stone
#

is it possible to import vertex colors in UE4 ?

#

already have a mesh painted inside of Blender

abstract relic
#

Yes

glad stone
#

how would I export a vertex painted mesh from blender/maya ?

#

afaik there is no texture just the mesh with vertex color info (?)

frank oar
#

anyone know what kind of BP i would need to reset a level ? I can quite figure out how to work this reset level node XD

white geode
#

does anyone know why all the normal windows are gone when I open a new empty Actor blueprint?

#

I don't get the viewport or components or event graph/etc.

#

when I first create it, they're there

#

but when I close it and reopen it, they all disappeared

frank snow
#

Hello again. I am trying to compile UE 4.24 from source for the Chaos Engine and I keep getting this error. I have followed the guide on the doc site but it dosn't mention this. I thought it might be that I had to run with administrative permissions, but that didn't help.

#

@white geode I think it is because you have nothing in the blueprint. Like it says on the top of the right panel. I have accidentally forgotten that a few times myself.

white geode
#

oh gosh I didn't even see the blue link for some reason, thanks

civic crown
#

How do I destroy an actor when it exits the player's viewport? I have a 2D projectile that penetrates walls and I don't want it to linger forever if it doesn't hit something.

grim ore
#

you can have it check to see if it's in view of the player, otherwise set it to be destroyed after X time (there is an auto destroy variable on all actors you can change in the details panel)

civic crown
#

I didn't know about Initial Life Span, that should be good enough for the scope of my current project. Thanks!

sage kettle
#

Guys I am having d3d chrash anyone else having the same issue?

civic crown
#

actually after some heavy googling I managed to find this code which seems to work. I'll probably keep in the actor life just as a fail-safe though

#

do you have any more details about the error? (as in a crash log or something)

warped tangle
#

@sage kettle are you on a laptop by chance?

sage kettle
#

yes running 1060 gtx

warped tangle
#

are you getting the crash on battery power?

sage kettle
#

just installed new win10

#

well disabled an option on geforce experience

#

if you meanthat

warped tangle
#

yeah that's usually the cause

#

It's usually the laptop switching from the dedicated gpu (1060) to the onboard one that causes that crash

sage kettle
#

yes I feel like that causes the problem but cant find a solution.