#ue4-general

1 messages Β· Page 691 of 1

warped tangle
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did you change the setting in geforce while on battery power? It's been a while since I've fixed that issue

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I seem to remember I had to change the setting while on battery power, then plug it back in and restart? I can't remember, there was some serious voodoo magic that had to be done to fix it

bitter iris
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idk much about dedicated but, is there anyway i can send my server partner the files to start a server without having to send the entire packaged game?

warped tangle
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No?

bitter iris
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cool np then

sage kettle
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Unreal Engine is exiting due to D3D device being lost

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yes I turned of battery power on geforce experience.

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been trying to fix this for like 2 hours already

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never had an issue like that before

plush yew
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πŸ––
How would you assess a reasonable payment for a pure gameplay Project featuring core systems like Building / Destruction/ farming , overall Battle , networking + saving (and so on) ?

civic lance
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How do I run my scene at 1080p/1440p?

tacit onyx
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@sage kettle Not sure what to say, but just some quick checking says that people have solved this either by increasing the TDRDelay in their registry. Others have solved it by using DDU to uninstall their graphic drivers and reinstalling fresh drivers. Another says it's related to laptop's power charger cords causing the gpu to switch.

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@civic lance Are you asking to increase the PIE viewport size?

civic lance
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Well yeah that and like, when I run my scene as a standalone, i cant change the window size either

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Do i have to actually make a blueprint for that

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Because I know there are game user settings thing

tacit onyx
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Next to the play button, there's a small dropdown arrow button. Click that, go down to advanced settings. It'll open your editor preference. In that screen, change the resolution to whatever you're looking for.

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You can use the game user settings too.

civic lance
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in advanced settings under play?

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ahhh i see

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Thank you

sage kettle
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@tacit onyx @warped tangle Thanks for the replies guys. Tried everything. Now installing studio driver instead of game ready driver. Someone said that solved the issue. Will inform you.

civic lance
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@tacit onyx is it possible to force full screen?

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nevermind it already does that

plush yew
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Hi, are there any advantages or disadvantages using automatic vs handmade JSON parser in C++? I think which method is better and why

white geode
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tried reloading project but no change

worn granite
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@plush yew Know about how long it takes me to do a thing, about how many things you need to actually ship what you're asking, guess how many changes you'd want, add 50% onto it and then that's a good floor. Throw a bit more on top depending on how well we seem to mesh.

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Unless you're asking from the side of somebody paying for all this work... in which case it's guessing how long it should take an average person in industry to make it. Add 50% of that and project costs with the worst rate you can find by googling

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Either way, the 50% is a constant for good reason. Life happens. If you over/under estimate by a lot, adjust your expectations before the 50%.

weak cypress
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bruh this pc cant handle unreal

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hmm

quaint copper
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Hello one day i want to be able to make a game but right now i want top become well versed with creating landscapes of different kinds.. would anyone be willing to give me some real time advice and tips while i stream?

midnight bolt
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how does UE renders technically? for example, i make new blueprint with few meshes as sort of prefab, but i dont keep origin at 0 0 0. does UE start rendering when the player is near 0 0 0 of the BP, or only when the meshes should be visible from culling?

quaint osprey
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Hi everyone, so I'm having trouble with shadows on a landscape, when I applied a material to it, it made all the shadows pitch black, I tried modifying all light mass and diffusion parameters that's not it, I noticed that when I unview everything except my landscape in the world outliner, it doesn't show up, whereas it should be showing up unlit

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anyone has had that problem?

south ridge
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@quaint copper oof, that's quite a request

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You can certainly (try to) ask questions in #graphics while you stream

quaint copper
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No worries i suppose that would be a bit much lol

whole quarry
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@quaint osprey build lighting

quaint copper
plush yew
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any idea where to find the median gpu of users?

swift spindle
pulsar badge
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Anyway how to change the distance that LOD changes?

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when i go far away from the tree it brings the LOD down

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How would i increase the distance

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The shadows are doing the same thing

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?

weak cypress
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anyone with hardware experience

swift spindle
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in regards to ? @weak cypress

weak cypress
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unreal is just slow

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it could be my hardware

swift spindle
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is your system within recommended specs ?

weak cypress
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what are the recommended specs?

civic lance
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Hey guys, I sketched something up in these past few days. I had no knowledge or previous experience with Unreal Engine. It's still a heavy WIP, and the world bounds are super primitive lol, but it'll do for now
https://youtu.be/bNDKz6nVSxc

A personal project that I created for learning purposes. This is my first time creating a scene in UE4.

All of the foliage (trees included) is from UE4 Kite Demo and Megascans.

β–Ά Play video
swift spindle
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@civic lance post to #work-in-progress

civic lance
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My bad

weak cypress
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i think yeah

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i do have a quad core with 8gb ram

pseudo swift
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Hey guys, any ideas why my material I added to my landscape painting material doesnt show up?

swift spindle
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8 gigs of ram is right on the low end

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for basically everything

pseudo swift
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The materials above work ( just not the bottom 2 )

weak cypress
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i5-2410M cpu

swift spindle
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dev systems should be at least 50 to 100% more then your target platform... (being generous here)

weak cypress
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2 core

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4 thread

swift spindle
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ok

weak cypress
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2.3ghz

swift spindle
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your system is very underpowered

weak cypress
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uhmm

swift spindle
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unless your handeling low poly style stuff...

weak cypress
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its not low poly

pseudo swift
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kostax you need to invest in a new computer if you want to work with 3d, or be a genius at optimising low poly stuff

swift spindle
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then your boned... LOL

weak cypress
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system struggles with most stuff

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even opening chrome

swift spindle
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new computer time

pseudo swift
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altermind are you familar with landscape painting?

swift spindle
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@weak cypress my phone has more power by far...

weak cypress
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oh my ...

swift spindle
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@pseudo swift yeah.. whats up

pseudo swift
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so i have a landscape which is working fine

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and im trying to add another material to the setup

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so I setup the nodes

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and they should be fine

weak cypress
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how much does a good laptop for unreal cost?

swift spindle
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run out of texture allocation eh πŸ˜‰

pseudo swift
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but my material is transparent and when I paint with it, it doesnt work, just shows alpha grid

swift spindle
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@weak cypress 1600 usd for decent system

pseudo swift
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so to the left I have the list of materials, the top 4 work, and in the nodes, im only adding a diffuse texture right now

swift spindle
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@pseudo swift if you have more then 16 texture calls per section.. it will fail back to standard grid

pseudo swift
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in the layer blend I made a new section, and tried both height/weight for the blend type

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ah ok sick

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so I have to unplug another ?

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for example

swift spindle
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in reality you only have 12 that you can actively use

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naw... means you can only use so many per section

weak cypress
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what...

pseudo swift
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but I mean if I switch out some textures, instead of adding - it should work right

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what does "per section refer to?

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per layer blend?

cerulean nimbus
swift spindle
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tech questions are not lounge

cerulean nimbus
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I can only go to the lounge by using #lounge now on my laptop.

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The channel disappears every time I click I click off.

swift spindle
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click then "general tab" it's a dropdown

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it will expose it again

cerulean nimbus
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πŸ‘

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my bad.

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how about that unreal engine eh.πŸ˜…

stoic zodiac
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I'm trying to build android apk, but ue navigates to https://docs.unrealengine.com/en-US/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial/index.html
what could be wrong ?

swift spindle
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missing the android setup files I'd guess

stoic zodiac
quaint osprey
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everything is glozing on its own

plush yew
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there a setting in unreal editor to enable sound preview?

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i forgot where it is

keen moss
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im working on a spline follow blueprint for a car that i found on youtube and i keep getting this error

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can anyone help

tacit onyx
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@keen moss The reference for your Vehicle needs to be updated in your spline.

weak cypress
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@swift spindle 1600 is a bit too much

keen moss
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@tacit onyx how do i do that, i am novice on BPs

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wait i might know

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my mistake, im an idiot, thank you @tacit onyx

tacit onyx
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@weak cypress You could get away with less. You could get a used one for around 800-1100. At the very least though, I'd make sure anything you get has at least a Ryzen5, I5/I7, 16gb of ram, and a gtx960/1050 or RX560 at minimum. All said and done, if you can manage it you're likely better off buying parts for a desktop and assembling it yourself for less, including monitor/peripherals.

weak cypress
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looks like i am just sticking to my desktop

plush yew
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How much Storage is recommenced for Creating a Game? Is 1TB Storage Enough?

weak cypress
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should be

tacit onyx
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I can't see most people using a terabyte of storage for a game design. Storage is probably less important for design than speed of storage. At least in most cases.

weak cypress
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my main pc is way better for making games

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laptop isnt worth it

tacit onyx
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Laptop is rarely worth it unless you travel a lot.

plush yew
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@tacit onyx You said speed Storage, such as an SSD over HDD?

tacit onyx
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SSD, or better yet an NVMe. You'll be dealing with a lot of files. The quicker you transfer those, the easier your life will be.

fierce tulip
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we'd prefer it if hardware talk is done in #lounge :) thanks

lament star
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Now that DLSS 2.0 is out, will we see it integrated inside of UE4?

fierce tulip
green sky
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Oh sorry i figured with this plague running around you guys could use a laugh

fierce tulip
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yea, but the #old-rules tell you off-topic content should be posted in lounge :)

plush yew
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ok so I am following a tutorial, but he did not explain a step, and I am lost

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how to I break up a plane into polygons?

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@exotic cave

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ugh

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if I wanted regular waves, not low-poly, what would I do?

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can I just ignore that step, or will it not work?

rough hound
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How do i want to set up my AI Controllers? Different Controller Classes for every AI or more "general" AI Controllers and try dictate more in the AI Actor Class?

plush yew
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ok

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well I have to go

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I'll figure it out later, thx.

bitter iris
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Does Statistics only show LOD0 tris counts?

rough hound
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I don't want to learn a certain style if it's shit for everyone else to look at. I don't really mind either way.

tepid hollow
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yeah you need to see the lines

abstract relic
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Readable and clean wires. Even if you need to use more reroute node than actual node

tepid hollow
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i have no idea how those boxes relate, i mean you might know cause you arranged them, but i dont

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i have to move them around to see what you made there

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and when i start to move around, then it gets confusing! πŸ˜„

rough hound
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I read it left to right.

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And follow the white lines

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Then it's stacked top to bot

tepid hollow
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it doesnt matter what logic you put behind, it is not easy to grasp without knowing your "convention", that confuses people

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its like... less relevant to read all nodes, then to got the overview of what their flow is

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also you show a limited case, do you think it looks good if you have lets say 200 nodes there? πŸ˜‰

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what about if you add an exception

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boom! goes the dynamite

rough hound
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I'd probably segment it into "main" sections.

tepid hollow
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you should just in general not try to pack your nodes as much together as possible, if you just be a bit more relaxed and make them allow to "visual flow" you get more bonus points πŸ˜‰

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i dont think that is bad, you should be a bit more like your previous example inside those grey blocks, but still with the same distances you have in the 2nd one

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just good structured, with a bit space

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btw: you also tried out the many many many blueprint organizer plugins?

rough hound
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Huh

tepid hollow
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hahaha

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dont tell me you didnt knew

rough hound
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I don't think i have any? I didn't know there were any either.

tepid hollow
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there are plugins on the marketplace for this, i think there are even free ones, but even the non free ones are just some euro, no big prices

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they are all kinda good, its all kinda what you want, some are worthless cause they are like included in others, there are some with many options, others dont

rough hound
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I haven't really had too much of a problem with it so far.

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hey btw

tepid hollow
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well now you talk about it πŸ˜‰

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so good moment to check the "ready to go" systems

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if you like one specific, please spread, always good to hear

rough hound
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do you know how i could "limit" the speed of an AI? Wherever it goes, it goes to at max speed. I want it to run, in some cases, and walk in others.

tepid hollow
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oh dear.... i see curves and blueprints

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oh wait, just different modes? well isnt that like the basic? i am confused 8-D

rough hound
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I have a Blend file set up so that when it moves at half of it's max speed it walks and faster it runs.

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Really only time i want it to run is when it's chasing.

sage kettle
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Hey guys again. I fixed the issue about crashes for my unreal engine. I wanted to know you about my solution so that can help you in the future. It was all about intel hd graphic 630 (onboard graphic card) I installed the newest drivers for onboard card and "d3d device lost" error and crash have gone. Just fyi!

tepid hollow
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@rough hound this is all like character and animation blueprint, you should checkout some FPS templates or walk/run examples, it like all is really related to how you structure your stuff

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i for sure dont know out of head 8-D not good at this yet

kind robin
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I just had a quick question, I have a bunch of key bindings and i'm currently giving those buttons their appropriate actions
Is it general practice to put all your key binding definitions in the player controller or the character?

grim ore
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either one

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if your character will ever be destroyed then having controls on the character might not be a good idea. If they will always persist then on the character is fine. Having some on both is fine as well.

kind robin
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Thanks for the answer!
I don't have any reasons the character needs to be deleted but i'm going to put them in the player controller just to be safe.

tiny sonnet
high jackal
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Hey I'm kinda new to Unreal and Game Development in general. Was curious if someone could point me in the right direction for a situation im trying to solve?

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Looking to have 1 or more AI controlled characters carry a large item together

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Guessing I need Sockets on the item? and some kind of AI to tell them where to grab onto it or something?

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Not expecting a full answer even a link with reading material is fine.

tiny sonnet
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anyway to fix that

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*this is replicated by the waymaking it even harder

high jackal
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Add an "!isPlayer" condition or something in there?

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So if the unit being damaged is player it just goes false

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I'm a super noob at this so i might be off on my idea πŸ™‚

tiny sonnet
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@high jackal the project is replicated so then it wont do damage to anyone, not just you. thx anyways πŸ™‚

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now that i checked this code isnt even doing damage to others, only yourself, makes no sensed

high jackal
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I dont know what you mean but that's probably my fault.

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Good luck πŸ™‚

tiny sonnet
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lmao ue4 is being a little shit again.

exotic cave
tiny sonnet
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also replicated means = multiplayer. The isPlayer checks if the object is controlled by any player, not just yourself.

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@plush yew yh ik, i learned using anim notfies as well, but i like to figure out why this isnt working as well, just for the knowledge you know?

marsh swallow
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does Reverse on Timeline fire Finished?

plush echo
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Hey guys, so did sequencer replace camera animation?

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From how I understand it camera animation is unique in that its additive of the player camera where as sequencer is not

urban sky
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Can anyone please help me?
I’m trying to build lighting but I get an error β€œfailed to connect to swarm”, now I have checked the log and it says swarm coordinator has failed to be initialized. I then ran the coordinator by itself and it worked perfectly fine, but then ran the swarm agent and it closed itself immediately and gave the same error. (Btw this is not trying to build with multiple machines, this is a solo bake)

tepid hollow
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you do not need any swarm if you just run it on one machine

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(at least not that i know that this makes sense)

urban sky
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Well it won’t build lighting for some reason and it says swarm failed to connect, so idk how to build otherwise

tepid hollow
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either that error is just unrelated or something is configured very wrong.... i have no idea what you misinterpret here

kind robin
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Hello, I have another question
I am making a pause menu but when I add the widget to the view port it's not the focus and I need to click once to focus on the widget before I can click any of the buttons, is there a node I can use to set the focus automatically when the widget is added to the view port?

tepid hollow
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you do know about the node searching abilities in the editor, or?

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like that you can just search for "Focus" and might see it? at least that is what i would do πŸ˜‰

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best always without context then you get all all and can see whate oyu need to use it on

kind robin
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Yes, i've tried almost all of the focus nodes in the search menu, almost all of them throw me an error saying "This widget does not support focus. If this is a UserWidget, you should set BisFocusable to true"

tepid hollow
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doesnt that help? πŸ˜‰

kind robin
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I couldn't find any options that were similar to that so I assumed it wasn't a UserWidget

tepid hollow
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you might just use the wrong widget, probably you cant focus on that specific widget thing but on other things of it, i have no UI experience, just shooting in the dark, you might wanna ask the #umg channel πŸ˜‰

kind robin
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Okay, i'll give it a shot in there
Thank you

urban sky
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@tepid hollow this is the issue I am having, and I’ve even reinstalled and performed other troubleshooting steps, nothing has worked

tepid hollow
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that is for sure wrong configuration

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go to your settings somewhere swarm is activated

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i forgot right now out of head how its activated, but for sure its activated on your project somehow and needs to be deactivated

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unreal doesnt do that out of the box, you probably use some project out of the net? πŸ˜‰

urban sky
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Well I mean this is a fresh install and a fresh project, but I will check the settings rn

tepid hollow
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would be interesting if its really a default problem, sure is that this is not happening normally πŸ˜‰

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at least for me, yet

kind robin
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I figured it out, I can set the input mode to UI and game and bring in a focus widget on there

tepid hollow
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\o/

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see

swift spindle
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@urban sky check your firewall

urban sky
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That isn’t the issue, I completely disabled it and tried, got same issue

abstract relic
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All of them? Even the every annoying windows defender? 😜

swift spindle
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if you can't connect.. it's almost always your firewall

tepid hollow
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haha

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but he doesnt want to connect

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you should read and not only watch the video πŸ˜‰

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there is no need to use swarm on a single computer and default unreal dont expect you to use swarm, so i am not sure what is happening there

abstract relic
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Regardless. (Going off memory here) open control center >>> firewall >>>allow specific app >>> check if its allowed access

swift spindle
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it use's swarm no matter what

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that's how it bakes

urban sky
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I’m under defender and it shows as disabled (managed by mcafee)

swift spindle
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your thinking of the networking version

tepid hollow
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the popup he gets in the video, i do not recall that

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i do recall it from using the networking version

swift spindle
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yeah... this is almost 100 percent a firewall issue

tepid hollow
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so logical i am confused, but yeah i am no expert it could be really his firewall blocking the app and that making sub processes life harder πŸ˜‰

swift spindle
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or your not running UE4 with admin rights

urban sky
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Well I mean firewall is disabled, and I just retried it running as admin

swift spindle
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.... your using McAfree

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nothing is ever disabled untill your format your system and bury it in a deep pit and cover it with concrete

tepid hollow
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i am actually now trying this πŸ˜‰

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wanna see the error

urban sky
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Lol not my choice, my father bought it, so I’m taking advantage of it

tepid hollow
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kids..... πŸ˜„

swift spindle
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🀷

abstract relic
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Honestly, treat what it reports as a triple lie

urban sky
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XD I’m technically an adult (19)

swift spindle
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not even....

tepid hollow
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When I was 19 I also said I am not an adult anymore and my 30 years old self still thinks my 25 years old self was an idiot child

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(and now i am 40 years and i think both of them were idiots)

normal burrow
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lol

abstract relic
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Let’s not have a grey hair and/or baby face measuring contest please

swift spindle
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but they are so fun LOL

blissful trail
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is this bad ??

tepid hollow
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i am still not getting used to my age, so annoying, but hey @swift spindle you are right, it must be firewall, just to underline for @urban sky, so he just needs to get into his Windows Defender Apps and give it right access

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Unreal really handles switch of firewall access in the middle of a run not very good πŸ˜‰

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ha ha

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it also freezes totally on that swarm connection try

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is tht an effect of the windows firewall or is that really just code that cant handle a timeout?

abstract relic
next badger
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swarm is lightmass process

urban sky
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Well I mean idk what to do, it now has permissions, and isn’t working

tepid hollow
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what about antivirus as mentioned?

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no McApe?

normal burrow
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if you want to make an exception for defender you can but probably not neccisary. if swarm is giving you issues, restart your computer

tepid hollow
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actually i fizzled a bit more around and i must have done something wrong before, but now without network access i actually do build lightnings, mh should assure that network access is really off

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so i removed now the 4.24 ue4editor from the defender firewall and then when he asked again i actually denied him the access, i also denied swarm agent the access, he still starts building lightning

tiny sonnet
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Im using this code for a melee mutiplayer game to handle damage. But, its only doing the collision with the weilder, and not hitting the victim. it makes no sense. Plz help

urban sky
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I mean I am pretty much done, it is bs that I can’t even get in touch with support, I have an answer hub question from dec 1st w/ no response, and I can’t get direct support cause that requires a license as far as I can understand (udn)

tepid hollow
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well the answer hub should help but its really a weird problem πŸ˜‰

normal burrow
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@tiny sonnet does it being multiplayer have anything to do with it?

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your trying to damage a sword there unless its a weird name

tiny sonnet
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This is inside the character welding it. If a sword touches you, you take damage.

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The other actor variable is basically anyone who touches that blade. I created and on overlap inside the bp_sword and promoted the other actor to a variable

normal burrow
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the person swinging the sword is the instigator, the sword itself is the damage dealer, then the damaged actor should be the thing taking the pain

tiny sonnet
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It is

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Anything that touches the blade should take damage

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But rn, only the player itself is taking damage when I swing bcz I made the collision box too big

normal burrow
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how come your using other actor on the sword and not the overlap?

tiny sonnet
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I created an "on overlap" node in the sword BP, promoted the "other actor" to a variable so it stores it, then I cast it to the character BP to make it the damaged character

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If you get what I mean

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@normal burrow I need sleep can we talk tmrw pleaseee.

normal burrow
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lol yeah

oblique tangle
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Anyone know why when I package my project it completes within like 3 seconds and has no errors but doesn't actually package?

normal burrow
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log file?

restive arrow
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I'm trying to have something happen, when two cubes overlap eachother, but I can't figure it out. They are both actors though.

oblique tangle
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@normal burrow how can I send u the log file?

normal burrow
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just drop it here on the channel

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Saved/Logs

oblique tangle
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tell me when u got it

normal burrow
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you do a package here?

oblique tangle
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ye i packaged my project and that's what happened

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got no clue what's going on with it lmao

restive arrow
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._.

oblique tangle
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@restive arrow 'ActorBeingOverlap'?

normal burrow
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what time did you try to package around?

oblique tangle
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tried packaging like 4 mins ago

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as soon as i did it, it made the packaging beep, and completed within like 2 secs

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might have to do with packaging settings

restive arrow
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It's ActorBeginOverlap. When one cube overlaps the other, destroy the cube. I don't know what you would have to do to the cast.

normal burrow
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after editing animation blueprint?

oblique tangle
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That's what I meant, mb

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ye I tweaked something

marsh swallow
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Anyone have any idea why CineCamera screenshots look like this?

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normal cameras come out looking correct. We know its PC specific because other people on the team dont have the issue.

normal burrow
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i'm not seeing a package attempt gibb0, not sure why it'd do that to you. maybe try restarting computer or just editor then packaging again (don't do anything else) then close editor after it fails and send a new log

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whats wrong there darinius?

marsh swallow
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see that black bar the bottom

oblique tangle
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yeah ill give that a go

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very weird

marsh swallow
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here is my computer takes

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different lighting, same area. no black bars

oblique tangle
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aspect ratio of the cinecamera?

marsh swallow
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same camera, 2 diff comptuers

normal burrow
#

is it just the black bar that your concerned with?

marsh swallow
#

is there some editor settings or weird ini setting.

#

yeah. were just curious as to why

normal burrow
#

yeah i'm not sure why it'd put a black bar in like that but aspect ratio or some similar setting probably on the cinecam

#

unsure though

oblique tangle
#

@normal burrow do you reckon it could be due to ue4 being 4.24?

outer fossil
#

Is there a way to bump up the terrain tessellation count? I can't seem to make it have more detail. Is there some sort of soft cap? Would be nice to have slightly more detail coming through the height.

abstract relic
restive arrow
#

I have a level where two blocks close in on eachother, and when they close, a variable is set "IsDead" I have a box trigger in the level, and if IsDead is true, anything in that boxtrigger is destroyed.

dim merlin
#

Hi, anyone knows any other animation service like Mixamo?

fallen marten
#

No - most other places to get free animation have pretty shitty stuff to work with

#

You are better keyframing your own in blender or Maya or whatever you have to use

#

It's pretty simple - if you want mocap then that's a whole 'nother ball game

tidal condor
#

Didn’t really know where to ask this, if you use packages from the store and they go into their own folder. When you complete your game and package it to send it out. Does it add all the materials and textures etc to a folder? Or does it show the same folder layout in UE4 screen. I’m new lol

abstract relic
#

No. All assets (uassets) are for the editor. It’ll be compiled once you package it. To put simply

hoary geyser
#

Does any 1 have any about the online services that epic was suposed to anounce at gdc? pls @me is you do

#

any news''

outer fossil
#

@abstract relic thanks for helping. Even with adding the multiplier it seems to cap out after which no value makes it more dense.

quick kelp
#

can someone help me with this? i implemented a new animation blueprint. it worked, but when i closed the project, i can't reopen it again without crashing before starting. anyone know what the issue is?

#

i'm 100% sure its the animations folder, since i have a backup of the project, and when i tested adding the animation folder to that it also crashed on start

#

update: the problem is with the animation blueprint asset in the animation folder specifically.

paper flower
#

Hello everyone! Unreal editor crashes on launch. Does someone know why?
I read that is probably a FBX issue or something like that but I'm not even loading a project. It's just the editor 😫

quick kelp
#

having the same problem here. i identified that the animation blueprint is causing the crash on start for me, therefore i'm deleting it and making a new one

paper flower
#

Woaaah, but that animation blueprint was on your project right?

#

I'm not loading any project 😦

quick kelp
#

oh damn, that must be some serious bug for you

#

is this your first time launching the engine or did this just start happening

#

cause i would recommend reinstalling the same version of the engine again to see if that fixes it

paper flower
#

It was perfectly fine two days ago and today just crashes haha

#

I already re-installed

#

even epic games πŸ˜…

plush yew
#

Is there anyway i can generate a skeleton for my character?

#

Without removing it and adding it again to the game

tacit onyx
#

@paper flower Oddly, someone said restarting their PC solved that exact error.

paper flower
#

@paper flower Oddly, someone said restarting their PC solved that exact error.
@tacit onyx Doing that rn haha thanks!

plush yew
#

cant play in editor when performing add component

#

why this comes?

dim merlin
#

How do i find nearest actors like this, but then with a array of locations?

tacit onyx
#

@dim merlin Pretty much the same way. Just change the GetDistanceTo function for a Distance(Vector), use get actor location on the Main Actor(You could also just do this once and store it locally before the loop so it doesn't have to call this every time it checks a new vector) Then change the NearestActorLocal variable to a vector type to store and return your closest vector to the main actor.

fossil apex
#

Hello I was wondering if anyone could help me with my two questions. https://forums.unrealengine.com/community/got-skills-looking-for-talent/job-offerings/1737971-looking-for-someone-to-make-a-quick-video-tutorial-to-answer-my-two-quesions
One person sort of helped with question 2 but if there is a better method I will be glad to hear. I just found this discord group, I posted in general on forums with no help before... :( Thanks.

#

So I posted under job offering as a "last resort" to get my question answered. Lol

#

Thanks.

gleaming lotus
#

Hey gang! Any idea how to make it so UE4 does not open visual studio when double clicking a blueprint node? Thanks! (@ me in your reply pls)

robust tree
oblique tangle
#

anyone know how I can recreate this perched movement from the arkham games?

#

so that when my player enters the perch area (indicated by red), they can move forward along the pole or back, and then if they move to the side of it they fall off

fiery mortar
#

hey guys

oblique tangle
#

I'm guessing it's going to need to involve some sort of spline movement

fiery mortar
#

can somebody help me with this shit? It wasn't like this the last time I used the ue4 but now the right shoulder looks squeezy and there is nothing wrong with mesh why did this happen?

midnight gate
#

HOW DO I STOP UE4 FROM CRASHING CONSTANTLY?

#

sometimes i cant even open the engine to edit my game cuz it instantly crashes

#

some core and render from ue4

spare sun
#

depends on ur project tbh

midnight gate
#

no it does not

#

switching it from Invidia to integrated graphic card fixed it so far its stable

tacit onyx
#

Sounds like a power cord, power settings, or driver error.

midnight gate
#

well my drivers are always updatd so i guess my gpu is bad

#

my power settings are allways max

tacit onyx
#

Updated != Uncorrupted

midnight gate
#

most likely driver error cuz launching my packaged games gives me d3d error

tacit onyx
#

I'd get a driver cleaner and fully uninstall them before reinstalling from a fresh download.

midnight gate
#

my idea is that my hardware is too old

#

cuz i have a laptop and its t530 thinkpad by lenovo

#

its a bit of an old model

#

whats a studio ddriver

#

too lazy

tacit onyx
#

Huh. Didn't know about those. I might grab that and try it. TLDR, it's a driver optimized for creative applications.

#

If it works, don't "Fix" it.

midnight gate
#

lol

wanton wadi
#

Hey all, so the internet isn't really helping me out, but I'm wondering a couple of things regarding animations / FPS / multiplayer games;

  1. Using a seperate mesh for the FPS view and the TPS / Multiplayer view is usefull because of different FOV's, clipping and an overal nicer result. Do I need to make 2 animation sets of everything? so an FPS version of reloading a weapon, and a TPS version? Can't I just use the TPS skeleton / animation, and hide everything but the arms?

  2. Do I really need so many "animations" for every weapon? I have 0 animation or modelling experience but reloading an AK and an M4 differ just a tiny bit. It feels useless having to animate the hands, and then animating the weapon, for every weapon seperately. Can't we just use IK? Pulling the mag, pulling the bolt - its all a very linear action that would be very easy to just "program" in, in my opinion. hand on mag -> merge mag + hand bone -> pull hand to side -> put it back. Just like shooting (pulling the trigger), or holding the weapons - its just a combination of certain hand shapes and putting those on the right position of the weapon.. I don't understand why 1 gun would need 300 animations:

Arms Idle
Third person idle
M4 idle
M4 with grip idle
AK idle
AK with grip idle
Arms pulling trigger
Third person pulling trigger
M4 pulling trigger
M4 with grip pulling trigger
AK pulling trigger
AK with grip pulling trigger

Arms pulling trigger and firing
Third person pulling trigger and firing
M4 pulling triggerand firing
M4 with grip pulling trigger and firing
AK pulling trigger and firing
AK with grip pulling trigger and firing

it just feels so useless and I'm wondering why I'm not seeing any "tutorials" or explainations on how to do it efficiently.. Am I just seeing this wrong?

fierce tulip
wanton wadi
#

its more of a generic approach, not specifically animating but I'll ask it there :+)

plush yew
#

The 4.24 engine is closing my project automaticly in few secound's after being loaded :/

#

My wolf have weird reflection to the light

#

is there a way i can remove it?

strange night
slate basalt
#

is it possible to cache the shaders across multiple projects? i create/destroy projects all the time and i feel like i'm always rebuilding the same stuff

fierce tulip
#

afaik no

slate basalt
#

and reducing the number of permutations will potentially "slow down" my application correct?

#

(unless it's something that i don't use obviously)

fierce tulip
#

reducing the number of permutations would not slow down your application.

slate basalt
#

so why do we generate more permutations?

#

i was under the impression that they were just shader specializations

fierce tulip
#

as in material instances?

slate basalt
#

just trying to optimize different code paths

#

well material generates hlsl which gets compiled but in non ue4 engine, we would basically try to generate different shader specialization to optimize conditions or just remove different code paths

#

i guess you could replace a parameter by a const

fierce tulip
#

variables in instances are (depending on their branch ofcourse) fairly cheap, its static switches that can cause a lot of permutations.

slate basalt
#

my understanding of it is that it would do the equivalent of replacing a uniform for a const and then compile that shader as its own specialization

#

but i dont know what unreal does

fierce tulip
#

I dont see any benefit in that

slate basalt
#

reducing the number of instructions and branching

#

?

#

the compiler will optimize things properly because a variable is now a const

slate basalt
#

so is there a node in the material editor to specify that you want a permutation?

fierce tulip
#

static switches, yes

slate basalt
#

alright thanks

rough hound
#

my editor keeps crashing, making it kinda hard to make a map.

slate basalt
#

@rough hound that's horrible my deer

gleaming lotus
#

Is there a way to check if the user is wearing headphones or desktop speakers??

normal burrow
#

Ask them / options menu

gleaming lotus
#

Yeah that was my plan B, would rather do it automatically though, thanks πŸ˜„

normal burrow
#

I’d say you could check for usb in the device name but my motherboard audio for whatever reason comes up as Speakere (USB Audio)

#

And it’s a headset, not plugged into usb so idk

wary birch
#

I'm working on a portal system, and I'd need to render some meshes on both sides at the same time, maybe partially cutted. What would be the asiest way to do that? (C++/blueprint)

rotund scroll
#

have a camera look at them

white geode
#

does anyone have any tips on how to improve natural lighting that in areas that are not as close to windows, besides just increasing skylight intensity?

#

or is this just how it's supposed to be - it's like sunlight has 0 effect on anywhere other than in general areas where the rays are hitting (no sunlight through the windows on the other side for example)

wanton wadi
#

increase bounces?

white geode
#

yeah this is with 50 bounces which is why the area to the left is pretty well lit

wanton wadi
#

oh wow

#

then I wouldn't know πŸ˜› very unfamiliar with UE 😦 sorry

fierce tulip
#

you can still fake some lightbounces by adding a dim lightsource at those windows in the back

pine siren
#

Is it possible to change the global direction of gravity for everyone/everything? Instead of negative Z. Or would I have to create a custom Actor-class that every single movable actor inherits from?

white geode
#

hm maybe 2 directional lights will work then - one with a lower intensity in the opposite direction - thanks

outer fossil
#

Is it okay to scale down a landscape to make the resolution higher? Or is that a bad trick?

bitter iris
#

in 4.24 how come post processing dof doesnt work?

#

trying but nothing happening

wary wing
bitter iris
#

what the

#

is this the wrong one πŸ˜„

wary wing
#

Nope, that's the correct one

#

What does it do if you set your focal distance super low? Like 1.0

bitter iris
#

but no matter what values it doesnt get further

wary wing
#

'further'?

bitter iris
#

like if i do more distance

#

doesnt work past 1

wary wing
#

Pretty much all of your scene there is 'far away'

#

Surely 2.0 also works

#

And blurs heavily

bitter iris
#

yeah

#

ill try do 30 see if that does anything

#

ew yeah it works but man 🀒

#

haha

#

i liked the old dof :/

wary wing
#

What are you trying to do with it anyway? Blur the grass or the background?

bitter iris
#

background

supple totem
#

has anyone had luck with physical anim component in 4.24? I've used is many times before but can't get it to work now

rough hound
bitter iris
#

right click an pilot the camera

rough hound
#

thankls

bitter iris
#

i think ill live without DoF

#

i feel blind using it

wary wing
#

Seems fine here

bitter iris
#

what values are those

wary wing
bitter iris
wary wing
#

My camera is admittedly super close to the grass

#

Yeah well... your scene is all 'far'

bitter iris
#

yeah

wary wing
#

Have you considered using a cinematic camera?

#

Can change aperture too then

bitter iris
#

why i liked the old one as you could fully control it

wary wing
#

'Mobile'

bitter iris
#

see the 4.23 one allowed me to use that tho?

wary wing
#

Use the settings on the camera

#

There are more

#

From the 4.23 release notes

Removed: Multiple algorithms to perform depth of field in the Deferred shading renderer have been Removed:

Gaussian DOF is now Mobile Renderer only. Its settings have been moved to "Mobile Depth Of Field" category of the Post Process Volume and Camera settings. It’s properties are only editable in Mobile Preview while working in the Editor.

Bokeh DOF has been removed from this release forward.

The old "Circle" DOF algorithm (that could be enabled with r.DOF.Algorithm=0) has been deleted. Only Cinematic (β€œDiaphragm”) DOF method remains for DOF usage on anything other than Mobile platforms.

Note that any content what was using Gaussian DOF or Bokeh DOF in the Deferred Renderer will have DOF disabled. There is no longer a select using "Depth of Field Method." DOF can be simply disabled by setting the β€œDepth of Field F-Stop” to 0. Any content that’s using a Cine Camera or directly the Circle DOF method regardless of r.DOF.Algorithm will remain using UE 4.20’s Cinematic (β€œDiaphragm”) DOF method.
bitter iris
#

cry

#

ill live without, thanks jet

wary wing
bitter iris
#

okay cheers

wary wing
weak cypress
#

any guide on how to do level design?

wary wing
#

@weak cypress That's a very broad question. Perhaps try #level-design ? It will depend on what sort of game you're making

rough hound
abstract relic
#

Bah. Not a file to worry about losing

#

Regardless. If you have two projects open. Close one of them.

normal burrow
#

ye and or your disk space

#

believe the uproject file has to match

#

idk tbh

#

you can just rename the folder though, doesn't have to be named after the uproject

#

there might be better resources on the internet about this but then i'm reminded ARK is still named ShooterGame etc

#

ye the exe anyways

abstract relic
#

Can confirm. Still called ShooterGame.exe

tender flume
#

Can I remove the folder called VaultCache?

#

It's taking up at least 30-40GB+

strange night
#

Yes, but anything you want to import into a project from your library will need to be downloaded again if it hasn't already been.

tender flume
#

So once its imported

#

I can delete it again yes?

strange night
#

Yeah, thus the 'Cache' part of it. πŸ™‚

#

Also, in the Epic launcher, you can change the directory of the cache if you want to drop it some storage disk instead.

last dove
#

hey y'all I've been trying to build UE4 from the source code on github so I can make a dedicated server exe, but every time I build UE4 in VS 2019, I get the three errors below.

Error    C4800    Implicit conversion from 'ADODB::_Recordset *const ' to bool. Possible information loss    UE4    C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.25.28610\INCLUDE\comip.h    311    

Severity    Code    Description    Project    File    Line    Suppression State
Error    C4800    Implicit conversion from 'ADODB::_Connection *const ' to bool. Possible information loss    UE4    C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.25.28610\INCLUDE\comip.h    311    

Severity    Code    Description    Project    File    Line    Suppression State
Error    MSB3075    The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development" -WaitMutex -FromMsBuild -2019" exited with code 5. Please verify that you have sufficient rights to run this command.    UE4    C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets    44    

any ideas on how to fix these?

surreal tundra
#

why does this happen to my depth of field?

#

either i dont get any depht of field, and unless i go down to aperture 0.1 then i get this but with a ton of artifacts/the image goes crazy

surreal tundra
#

in this unreal test clip. how do they get this depth of field?

#

anyone?

scarlet birch
#

The second shot is wider.

lament saddle
#

@surreal tundra Try asking in #graphics if you haven't figured it out. I'm no expert but viewing the depth G-buffer (change "lit" to "buffer visualization" in the viewport) might help in figuring out what's happening in your scene. The DoF uses the depth channel to determine the amount of blur for any given area of the screen, I think.

surreal tundra
#

Hmm okay, yeah I didn't manage to figurenitnout

hard quarry
#

I want to import multiple CSV files, all with the same option.
If I drag in multiple files into the content browser I get this dialog for every single files, ist there something like a "Import All"?

valid pike
#

Hello can some 1 recommend a PR agency indie friendly for pc gaming ?

uneven herald
#

howdy

#

i kind of need help with code issues

inner cloak
#

is it possible to multi-user edit for making and editing blueprints ?

uneven herald
#

i want to add return;0, but i dont know how to add more space to this, enter doesnt work

#

Any help?

crude vessel
#

Okay I can't get a response in Animation, but maybe someone here can point me in the right direction? I remember hearing once that bone rotations are less expensive than bone translations in UE4, can anyone confirm?

plush yew
#

i have a problem. There's a black background on my material

crude vessel
#

Like I'm doing a race rig, I could go either way (translate or rotate) and am wondering which would be more performant.

uneven herald
#

why doesnt enter work to increase space aaa

#

i want to separate these two but enter doesnt actually separate

plush yew
#

Something weird happening with terrain. What's trouble: with mobile render glitching terrain in one place. I actually found a problem source - fog, but we don't want to remove fog, because it needs for atmosphere. How this can be fixed?

hollow raven
wintry forge
#

Hey guys, whats the difference between using an open source C++ engine and using unreal or unity? Or are they engines themselves and so its basically the same thing? Or maybe I am misunderstanding what engine means entirely?

#

Also, though im a complete newbie and have no chance at it, if I made a sellable game in unity/unreal they take a portion of the profits right?

uneven herald
#

where do i find it in files

#

unreal engine itself

hollow raven
#

Can I add custom exec for my input and output? Because that's the only thing I need right now

tacit onyx
#

@wintry forge Not sure about Unity, but Unreal takes 5%. The Engine isn't the big cut on that though, Publishers are a much larger point.

uneven herald
#

oh dear

#

this must be russia

#

but this seems familiar

#

my goodness please help #include doesnt work for me

rustic crow
#

*Π΄ΡƒΡ€ΠΊΠ°

wintry forge
#

@tacit onyx Thanks for the info! So using unreal, they will take 5% and youre saying in addition to that, whatever publisher will take another cut?

#

Publishers are like, the store? or is that another cut?

uneven herald
#

could someone please help me with code

#

there arent too many active people here

#

darn

#

well guess im stuck

#

rip

#

jellifying a thing is so much harder in unreal engine

tacit onyx
#

@wintry forge Publishers are the people who generally put your game/software out there for sale. They promote it, put it in places for people to buy etc. The store is separate as well. Examples might be, Publishers are like Paradox or No More Robots, a store is like gog or Steam.

wintry forge
#

@tacit onyx Ah thanks, this seems a lot more simple than I expected!
The engine charges you for making it in their engine. (with caveats)
Publishers are advertisers that take a cut for said advertisements. In the case of working with a group under a big company, the big company is usually the publisher.
Stores, similarly to publishers, advertise your game but also make it available for purchase.
Taxes, of course "cut" into profits.
All 4 will take a cut. Any other sources that may try and take a cut?

surreal tundra
#

why isnt this plane in focus? the things behind it are green so it should be in focus again

#

its in focus now in the viewport because i set it to render after DOF

#

but otherwise its unsharp until everything else gets sharp

#

its like it doesnt work in normal depth of field settings

#

like so

tacit onyx
#

@wintry forge That's about all unless you count employees, company lawyer, or anything else like that. You may want to talk about stuff like that in the #industry-chat channel. They'd know better and it's more meant for that.

wintry forge
#

Thanks a lot man! I wont be anywhere near that, I just was interested in the process. Youre awesome!

sullen steeple
#

is there a chat for wanting some help?

#

i would like to learn more about ue4

#

i'm trying this discord cause i just got trolled when i tried other places and this place seems legit

#

thanks

plush yew
#

I don't have blender or the ability to run it. Is it possible that someone could make me a plane split up into triagonals so I can make low-poly water?

surreal tundra
abstract relic
#

Maple (probably red maple), oak (probably black or post oak), hickory, and chestnut

plush yew
#

wow thanks

sullen steeple
#

@plush yew i have tried website's like does in pinned messages but they did not work properly. whenever i had an error i did not know how to get around it

#

i am looking for someone that would spent a little bit of time learning me the basics of ue4

plush yew
#

@abstract relic all the ones you named are babies or? the big ones are scots pines then?

sullen steeple
#

ok i'll try

abstract relic
#

They’re mature trees

teal tulip
#

like me

steep spire
#

New to unreal and need some quick help. I have calculated and set a int variable and called it "coaloutput" and now want to use that variable in another blueprint as an input. When I try to add it to other blueprints I get this

#

I'm sure this is something super basic but I can't remember from all the videos I've watched

thick herald
#

@plush yew looks like beech trees for the most part, some kind of pine - maybe Scots Pine, and something else to the right handside. Maybe Ash but can't see enough details.

steep spire
thick herald
teal tulip
#

you need to do a cast to it before you access the var itself

steep spire
#

I've actually watched that but couldn't remember

#

thanks @teal tulip

teal tulip
#

give the thanks to MOA.d not me

plush yew
#

can i reduce vertices of all LODs of a assets in one go? i dont want to do that for all lods manually

abstract relic
#

There’s built in presets

#

Deco is a good one

teal tulip
#

there was a marketplace tool for that, inside the engine the built in presents for architecture etc as High named, or manually edited them

grim shale
#

Hello.

#

What does "Access none trying to read property" mean?

plush yew
#

@abstract relic what do they do? if i select foliage, its stays with 1 lod

rotund scroll
#

means whatever you're trying to access is null

grim shale
#

Also, What is the object wildcard in the 'Cast to" node?

rotund scroll
#

it's whatever you want to cast

grim shale
#

I usually put "Get player character" in it though i don't know why....

rotund scroll
#

use that link that was just posted about blueprint communication

grim shale
#

Alright, Thanks.

hidden knoll
#

Does anyone know how to make my side scroller character’s head face the mouse cursor?

rotund scroll
#

oof

#

I would know for a non playbook animated character

abstract relic
plush yew
#

hi guys. im a developer who comes from unity and i would want to learn unreal. how did you did it?

normal burrow
#

woo

#

read that in reverse

plush yew
#

Ok, thanks!

normal burrow
#

The concept you'll want to get down is the role of an actor and the roll of scenecomponent

#

scene components are both like gameobjects and transform component in unity

#

except they are also components

#

concept of actor is not covered in unity at all. but actors are made up of scenecomponent(s)

#

they have one as their root, and it represents the actors position, rotation, scale etc. all scene components under that root component are also the same actor.

#

so when you have a humanoid character for example, you've got a skeletal mesh component which is a primitive component (akin to a collider in unity) and primitives are scene components.

#

everything is smarter but takes a bit more understanding to grasp compared to: components, everyhting components

knotty vessel
#

is there a way to get more or make more brushes for landscape paint mode? like instead of the one round brush you can have like a grass brush to make the transition between grass and dirt look slightly more natural?

plush yew
#

now i'm installing the launcher

rotund scroll
#

christ reading that tutorial made me realize how horribly backwards unity is

#

they literally try and spin the fact that there is no visual scripting system as something positive

normal burrow
#

pretty sure they write the docs before the implementation there

#

well, they've got one now, so its a better thing apparently lol

rotund scroll
#

what's it called?

normal burrow
#

idk

#

@grim ore was playing with it a bit ago

hidden knoll
#

@normal burrow Do you know how to make a sidescrollers head face the mouse cursor?

normal burrow
#

what kind of a character is it

#

mannequin?

hidden knoll
#

3rd person sidescroller

normal burrow
#

does it use a skeletal mesh for the character? I'm not familiar with that template

dawn gull
#

Hey, sorry to interrupt, but how can i merge two geometry brushes into one object so I can make a blueprint object out of it?

hidden knoll
#

Dang

rotund scroll
#

@dawn gull select them both and convert to static mesh. if you wanna keep them, make a copy as converting them deletes the base geometry

dawn gull
#

It won't let me

rotund scroll
#

tell it I said it's ok

dawn gull
#

I have two geometry things i converted into triggers

rotund scroll
#

christ man use the snipping tool

#

please

dawn gull
#

sorry

#

its late im tired xd

rotund scroll
#

I don't think you can do it for volumes

#

you have to use brushes

normal burrow
#

i don't think there is a way to merge actors either. at least i'm not aware of any

dawn gull
#

it says it is a brush

#

in the world outliner

rotund scroll
#

you can merge meshes, but only static meshes

#

however

#

you can convert brushes to static meshes

#

and that will convert the entire selection of brushes, in order, to a single mesh

dawn gull
#

but i need it as a trigger

#

not a static mesh

rotund scroll
#

you can create a trigger inside the blueprint

dawn gull
#

how

rotund scroll
#

collision volume components

dawn gull
#

but i cant use subtractive

#

oh wait

#

nvm

#

im dumb

#

i can use priority for my gravity mesh

#

thanks

normal burrow
#

just a heads up bubby, i pretty much expect bsp brushes to be deprecated soon

#

they already don't rtx and would seem like the in editor mesh editor is stanced to take over its usage

rotund scroll
#

the in editor mesh editor isn't ready for wide scale use as of yet

#

needs a significant overhaul of usability

dawn gull
#

ok

#

thanks

rotund scroll
#

but yes probably in 4.26

#

we'll see it ready for use

dawn gull
#

k

#

wait i can't get geometry objects in the blueprint viewport

#

how do I do that

#

because i need a cylinder

#

and there is no default one in the engine I have to make one with the geometry components

last dove
#

anyone have any idea how to fix these errors when compiling 4.23 from source in VS 2019?

normal burrow
#

hm someone else was having that issue here before

last dove
#

that was also me

#

but it got buried earlier today

rose frost
#

Hello, I don't know where to ask... I would like to create a map editor in game but... I can't find any post talking about it, except "You can't do that in blueprint, you have to do it in CPP"
Have you any ideas of where should I start?

tepid hollow
#

you dont need to do that in CPP, i dont see a reason why you cant do it in Blueprint, or do you mean an ACTUAL Landscape editor that transforms a landscape? That is an editor only feature

rose frost
#

No, I just want to put few blocs, and check some conditions

#

I should do that in an actor?

tepid hollow
#

yeah that is just like a game πŸ˜„

#

well yeah you do that like you would make a game

rose frost
#

Oh! Yeah I didn't thought about that!

tepid hollow
#

there is not a difference to an actual game if you think about it πŸ˜„

rose frost
#

Thank you πŸ˜„

tepid hollow
#

the people you talked to thought about the Landscape

#

cause that is REALLY a problem

#

you cant make a runtime landscape editor, period

#

well you can if you are masocist and punch the engine, but so far i just heard once of that

#

thats why those voxel plugins exists, they eliminate the problem

#

but thats just anecdote πŸ˜‰

coral folio
#

is there a section specific to building/packaging your project ?

#

im getting some errors and i would ask for help c:

tepid hollow
#

#shipping probably?

pulsar fractal
#

Noob question - In a networked game, does each player still maintain their own GameInstance? Does the server get one of its own too?

tepid hollow
ruby folio
#

Has there been any news on the Unreal Blender Tools?

brave gate
#

@pulsar fractal every instance of game has its GameInstance, simple as that
GameInstance isn't replicated, so its usability for networked games is minimal

#

what you typically use is GameFramework set: Game Mode, Game State, Player State

  • and so-called "programming subsystems" in recent versions of engine for managers
ruby folio
#

haha. Fair enough

stray tundra
#

@last dove did you update your vs2019?

warm swallow
#

General question for Unreal Engine does anyone know how i can lock the window so it can't be resized? Such as if im in PIE mode i cant click a corner and drag and resize the window?

#

I mean if im playing on 2560x1080p screen i want the window to only to be 1920x1080p

last dove
#

@stray tundra yes, I updated it before I even opened the source files

#

16.5.1

stray tundra
#

yea thats a bug in the new update

#

you need to supress that error

last dove
#

how can I suppress it?

plush yew
#

Hi. When im ingame, everything is much darker than in editor. what is that

last dove
#

@plush yew that's the auto exposure setting that makes the editor brighter depending on where you're looking

plush yew
#

but editor is using game settings exposure

last dove
#

hmm

#

no clue then

plush yew
#

oh u were right tho

pulsar fractal
#

Thank you! @brave gate

last dove
#

@stray tundra I can't suppress errors, only warnings. I googled around and I couldn't find anything about how to suppress errors, only warnings

stray tundra
#

Can you update one more time... they just updated vs2019 again few days back

#

may have fixed the bug

#

in vs2017 that would be a warning

#

but 2019 is very strict

last dove
#

just checked and it says I'm up to date

#

I have all the required targeting packs, etc.

plush yew
#

can someone tell me what should I do to make a totally dark level? (ie underground with 0 sun light), I mean, should I just erase all lights and put one by one as required or should I tweak into some other parameters

last dove
#

is the underground part in the same level as the aboveground part (I assume you want a seamless transition)

plush yew
#

all levels are gonna be underground, it's a horror game, but I don't know what's up with lightmass volume and postprocess volume since all the tutorials I find are about exterior enviroments

#

so I was wondering if I need to tweak into some illumination parameter to make lighting more appropriate to all dark map (the character has a flashlight)

last dove
#

tell me if I understand this correctly: you want the player to be the light source, with no light on anything else right?

#

and as you walk the light (from the flashlight) illuminates a certain radius around the player?

#

^^

plush yew
#

ohhh yes exactly that

#

thanks

#

skylight is like a form of global illumination right

fallen wing
#

hey guys! i have these scanlines, and what would i do to make it pan in the widget like you're watching a tv? (it's for the view of a robot)

#

like how do i make them scroll?

#

Please tag me if you respond. Thankyou.

#

Oh, how would i do that? and would i be able to put it into the widget? Sorry, I'm a little bit of a noob.

#

Oh, i found a tutorial on panner on youtube, but how would i be able to put it into the widget? thank you πŸ™‚

#

you are a life saver!

#

thank you!

fluid stone
restive arrow
#

How do I restart the game with an input?

hidden aurora
#

Does anyone knows where the epic games launcher assets temp folder is? Because i need to import an asset that its original version is 4.24 to a 4.25 project

flat idol
#

Just create a project for 4.24 then right click uproject and switch to .25

plush yew
#

anyone here make logos

#

il pay

abstract relic
sleek spear
#

what are the basic principles to make something online and multiplayer with unreal engine? both client and server software is made with unreal engine? are there servers that one can rent as game servers? that easily support unreal engine multiplayer functionality?

tepid hollow
#

@hidden aurora you actually can even go and just tell him to show all projects, pick the 4.25 project, then he says this is not compatible but you can still pick 4.24 version then in a dropdown and then he imports it "as if it would be a 4.24 project" and you dont need to touch any project version. I also never noticed but you can do it.

fossil apex
#

This channel sucks lol.

#

I get more help on the forums than this shit. Peace out.

normal burrow
#

Cya

little tree
#

hey is this were we can ask questions about unreal engine

normal burrow
#

Yep

little tree
#

ok cause i got a bit of a problem

#

been trying to open my save file and all the textures wont load back

#

mind if i upload a snip of it?

abstract relic
#

Go to [project]/intermediate
Delete the folder, it’ll recache everything

little tree
#

were would that be located, sorry but i'm really new with this program

abstract relic
#

Wherever you saved your project

#

If you don’t recall the directory. Look in your documents folder

restive arrow
#

How do you send a packaged game to someone else?

little tree
#

@abstract relic seems to still be giving me issues

#

any other ideas to fix this?

abstract relic
#

Damn. No cookies tonight

#

Can you show us the asset as seen in the content browser

little tree
#

how would i go about doing that?

abstract relic
#

Take a screenshot

little tree
abstract relic
#

Red vignette is your texture?

little tree
#

one of them, but i only use that for the hud, for the ground im using the default T_Ground_Grass_Mat

normal burrow
#

In your content folder do you have these things?

abstract relic
#

They’re using all default assets by the looks of it

normal burrow
#

Ah ok

little tree
#

yeah

abstract relic
#

Just to triple check

#

Make a new level

little tree
#

just opened up a default and it seems to have the same problem

normal burrow
#

Hmm

abstract relic
#

I am incredibly distracted by that developer folder with the glasses

normal burrow
#

Hahhhaha

little tree
#

not sure how i did that tbh

normal burrow
#

You did well

abstract relic
#

I’m starting to lean towards graphic driver being the culprit

little tree
#

but like i literaly opened this up after not touching this for like a day and this is happening

abstract relic
#

But. Make a new project

normal burrow
#

It a laptop?

little tree
#

nope pc

#

desktop

abstract relic
#

If the new project also has the same issue. Go to your engine version (within launcher) and select verify. This’ll fix any corrupted files on the engine side

little tree
#

new project seems fine

normal burrow
#

Question: what did you do with project settings recently?

abstract relic
#

Was about to say

#

Did you mess with clip planes recently for example

little tree
#

i reduced the near clip plane

normal burrow
#

Oof

abstract relic
#

Lol

normal burrow
#

You read my mind

#

You set it to zero huh?

abstract relic
#

Make it higher. Relaunch the project

little tree
#

i think i put them to 1

#

ok i had it at 0 lol

abstract relic
#

Settings won’t go into effect until you relaunch. Hence why it seemed fine yesterday

little tree
#

lets try 2

normal burrow
#

That is like a split cookie I think

abstract relic
#

I’ll take it

#

Near mind read

normal burrow
#

talley mark

little tree
#

alright looks good now thanks guys

abstract relic
#

Hurray. Cookies.

Good luck with your project Scavenger. πŸ‘πŸΌ

little tree
#

thanks!

normal burrow
#

Be careful with your near planes from now on

#

Keep it far as you can get by with

little tree
#

rgr

abstract relic
#

Remember to feed it and give lots of pets

blissful trail
#

idk if the crash is at the bottom or the top but unreal just randomly crashed :/

normal burrow
#

What text editor is that?

#

I don’t see a crash there

plush yew
#

does anyone know how to make a campaign game like Call of Duty w/ voiceovers and animations?

normal burrow
#

Kind of broad question

fluid stone
#

uh I feel like barely anyone visits #source-control . I need someone familiar with Perforce. I'm stuck trying to set up a typemap and it just won't work. Hope nobody's gonna punch me for asking here

plush yew
#

lol. im trying to figure out how to make a storyline game with the missions you complete

normal burrow
#

I’d only recommend against perforce

#

But someone might know

fluid stone
#

well I just got the storage space and set it up. It worked great so far until this issue

normal burrow
#

Not sure what a type map is

fluid stone
#

pulling my hair out here. Literally just looks as if it worked for anyone but me for some reason I can't find

#

uh from what I understand it's a file that tells perforce what to do with each file type

#

the problem is that when I get my project files from server, they are marked as read-only

#

that's what typemap is supposed to take care of but isn't in my case

normal burrow
#

In perforce you must check things out first

#

That removes the read only flag

#

It’s been more than ten years since I’ve had to use p4

plush yew
#

anyone know how to make a campaign game?

#

like cod

runic narwhal
#

Shot in the dark here, but does anyone know what "Paint Context" is? Looks like not even Google knows what it is.

#

I can't believe there isn't more people asking about this.

#

Very few threads about it, and the one I did find ended with someone recommending to draw a debug box instead 😐

weary basalt
#

@runic narwhal Widgets have an OnPaint function you can override. Those nodes that take in a Paint Context are to be used inside that function.

runic narwhal
#

Not sure I follow.

#

My goal here is to draw a box to visualize selection for a "Get Actors in Selection Rectangle" node. I'm doing this in a HUD.

#

You're saying I can override this?

weary basalt
#

Im not suggesting you to use the function, you asked what a Paint Context was.

#

A Paint Context is passed in as part of the OnPaint function on a Widget class.

#

Have you tried looking on Youtube for tutorials on creating a selection box?

#

There are many that explain how to manage this.

runic narwhal
#

I dared to think I might figure it out for myself, but I'll go look for one.

restive arrow
#

Hey, I have a cutscene, but I want to disable the player's movements during the cutscene

#

How do I do dat>

#

?*

restive arrow
#

I'm using Disable and Enable Input, the Disable works, but the Enable doesn't

frank oar
#

Hi!
I have a concept for an animation viewer.

I want to use a menu to view different animations being played (it is to learn/critique skills in sports) it will be viewed in VR.

Do I make a duplicate level for each animation and have the manu open up those levels or is it easier to load in each animation Into the same level?

Bearing in mind I would want the existing one to go away when loading I the new one...

I would be grateful for any advice!

glad karma
#

Hey, how can I change myrain particle to going on floor not to sky?

fierce tulip
#

invert the Z-axis velocity

dim merlin
#

Hi, anyone knows a good way to sort two arrays of locations to have all a unique nearest distance:

manic pawn
#

what's unique nearest distance supposed to mean

dim merlin
#

right imagine blue 6 is having the shortest distance to red 2

#

so 6 blue always will be 'assigned' to red 2

#

so blue 4 would not be assigned to red 2, cause blue 6 is shorter

#

so then i want to assign as manny possible reds to blue's

#

or even when there are more reds than blue's

silent chasm
#

but if 4 was closer to 2 then 6 wouldn't be assigned to 2 anymore right?

dim merlin
#

yup, indeed

rancid lynx
#

why do point lights have to be special jackasses and not follow the standard 'activate - deactivate' notes X_x. why must they only toggle through vis visfalse

rancid lynx
plush yew
#

Isnt it same thing like timer?

#

Set Timer By event?

#

It will only delay the event to happen?

#

Or its not how it works?

manic pawn
#

how many points are you planning to use this with

dim merlin
#

good question πŸ™‚ around a thousand or two i think

manic pawn
#

oof

dim merlin
#

πŸ˜…

manic pawn
#

you will need to use some kind of dynamic acceleration structure then that lets you query for nearest neighbor and also remove points that have been used

dim merlin
#

i might be able to calculate the sorts or whatever in a thread i think.. however i get the points from a actor

manic pawn
#

this has nothing to do with sorting

dim merlin
#

thought i might be able to sort distances ..

manic pawn
#

well with your 2000 points you got a million possible pairs

dim merlin
#

yeah, thanks sounds kinda heavy hhm

manic pawn
#

assuming this needs to run fast, my first idea would be like this:

  • create k-d tree for both sets of points
  • while points exist in both sets:
    • get point x from set a
    • find nearest neighbor y in set b
    • find nearest neighbor z in a
    • keep going until you get 2 queries in a row returning the same points (so it will be the closest possible pair)
    • remove both points and save pair
#

I wonder if there's a better way

frozen crater
#

Where is the file located that the Input Settings get saved to in a "Shipping" build? There are no keybindings in the Game/Saved/Config folder

manic pawn
#

the DefaultInputs.ini file will be inside the pak

frozen crater
#

okay, so there is no way to access it? and the game saves changes into the .pak?

manic pawn
#

the game does not change default config files

#

you're not really intended to modify these bindings

frozen crater
#

okay, thanks a lot!

dim merlin
#

@manic pawn with create k-d tree u mean two loops right?

manic pawn
#

k-d tree is an acceleration structure that lets you find the nearest point in a set to another point

#

if you create one of these for each set, you can use them to find the shortest pair with a point in the other set

rancid lynx
dim merlin
#

@manic pawn any idea where to find any c++ k-d tree examples, did only found a plugin for blueprint..

#

hhm, seems the plugin looks pretty good to use imo

ebon goblet
#

anyone know how quickly collision is toggled? Does it change on the next frame?

wary birch
#

For some reason, Unreal decided that GetOverlappingActors should return an empty list right here. The box collision is set to OverlapAllDynamic and the player is the default mode

#

What on earth am I doing wrong?

rustic vine
#

help me

#

c++ local server connected problem

#

can't connect

#

where is the problem

#

server source

#

help me

#

unreal engΔ±ne scoket how is the connection

dim merlin
#

@plush yew check its velocity?

whole aspen
#

Has anyone had an issue with physics bodies generating at a very large scale on some bones?

rustic vine
#

a video resource that can help with connection pls

smoky sonnet
#

hey anyone know why i get black boxes above and under my 2d game on my mobile phone

#

i dont know how to activate fullscreen on mobile phone [set fullscreen mode wont work]

rancid lynx
#

exporting from blender sometimes makes scale 100x with armatures and bones

#

@whole aspen exporting from blender sometimes makes scales 100x with armatures and bones. you can google the blender ue4 export process, something about unit size .01 , there if a recommended export settings that can sometimes resolve it, but i can never remember what it was. i have to try 5 times sometimes. thats a blender thing. so if the item you are using was made by someone else, from blender, it might still exist.

#

but thats probably not your issue anyways

#

why the hell would the top code work fine, while the bottom code does not ?

smoky sonnet
#

maybe you cast the return value into smth different with the set node

rancid lynx
#

well i thought i hit "promote to variable"

#

but uh. maybei clicked something i didnt notice X_x

smoky sonnet
#

but now it works good one

rancid lynx
#

yea ty. im not sure how that set node got 2 input circles. maybe while i was renaming or something. yea thats probably it.

smoky sonnet
#

that could be it

unique steppe
#

is there any ways to play test with multi user?

stark sapphire
#

I'am talking about those random cuts in the model

strange night
unique steppe
#

does it work with Multi-User editing?

strange night
#

Not sure

unique steppe
#

thats the thing Im trying to ask hereeee

sleek spear
#

what are the basic principles to make something online and multiplayer with unreal engine? both client and server software is made with unreal engine? are there servers that one can rent as game servers? that easily support unreal engine multiplayer functionality?

stark sapphire
#

@plush yew I did conform normals in Maya but that doesn't fix the issue

strange night
sleek spear
#

@strange night cool, thanks

stark sapphire
#

It's just a sphere

#

Like how

fierce tulip
#

bit much for a simple snake, so yea eithers its the normals that are flipped, or the model is so small that ue4 thinks the verts are so close they should be welded

stark sapphire
#

I did conform Normals in Maya

#

That should fix the normals right

fierce tulip
#

looking at that last image, your snake is so small and so high poly it removed degenerates

#

aka very close clusters of vertices

stark sapphire
#

So if I scale the model in maya

#

It will be fixed?

fierce tulip
#

you can disable it on import, but I'd suggest to reduce polycount

stark sapphire
#

What can I disable?

fierce tulip
#

"remove degenerates"

stark sapphire
#

Alright will try that what does that exactly do?

fierce tulip
#

i just told you

stark sapphire
#

Merge vertices?

fierce tulip
#

more like removing, but yes