#ue4-general

1 messages Β· Page 692 of 1

stark sapphire
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Alright

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But you also said something about the size

fierce tulip
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and I'd merge the snake

stark sapphire
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Than it fucks up the UV's

fierce tulip
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yes, because its so small the verts are within a specific range, and therefor considered to be so close they should be welded/removed

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no you wouldnt

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also, wording

stark sapphire
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Alright so if I make it bigger in Maya it also should be fixed

fierce tulip
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yes, but imho such a tiny snake should not have such a high polycount anyways

rough hound
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How would i tell my AI when to "walk" and when to "run"? Atm it runs everywhere it goes.

stark sapphire
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It fixed it thanks

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Well it hasn't to be small

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I would scale it in Unreal

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So I kept it in Maya small tough that wouldn't be a problem

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Never used Unreal

rough hound
left arrow
fierce tulip
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you cant get this result with ue4's terrain tool only if that is what you are asking

left arrow
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yes BUT

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Where can I give my world more polygons? I tried to sculp it in u4 but I cant add much details cause of the low polygons

rotund scroll
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you can't really get it with just one tool

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you need to dissect that scene into separate assets

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then create those assets and then compose the scene

left arrow
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Yeah ofc, but I just mean the landscape @rotund scroll

rotund scroll
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does the landscape mean the rocks too?

left arrow
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No

rough hound
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Think he just means like the "hills".

left arrow
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I already sculped the rocks in Zbrush

rotund scroll
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I mean the landscape itself is just a depression with a smooth round brush on a hill.. what's the issue?

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it won't look like that image unless you include all the assets though

left arrow
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My U4 world has to low polygons

rotund scroll
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your scale is off

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that image you posted uses a lot more real estate than what you are using here

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at least 4 times as much, if not more

left arrow
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So what do I need to do? Sorry its my first U4 project

harsh helm
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Hi guys, the brush settings feature keep disapearring from the details panel, why is that? I want to make a mesh out of basic shapes.

last dove
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@left arrow I would just go watch this video https://youtu.be/OWOlYoI-3tY or go to the UE4 documentation on terrain

Here we introduce ourselves to the Unreal Engine 4 landscape tool which allows us to create beautiful open world terrains. We cover the settings and parameters we'll use to create the initial terrain.

Download Unreal Engine 4: https://www.unrealengine.com/download

β™₯ Subscrib...

β–Ά Play video
left arrow
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@last dove I will watch this, thanks a lot !

last dove
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np and if you still don’t have your question answered ping me

rotund scroll
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@left arrow make your brush sculpts BIGGER

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and understand that you will not be able to make details like rocks or flat vertical surfaces with terrain alone

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those are mesh assets you need to get from elsewhere or make yourself

frail sail
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Hello guys there way to possible to make repnotify function in offline game? Like it fires function when variable changed. so i wanna same thing on to offline map.
(im converting Multiplayer to offline map for tutorial)

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or it would work in single games too?

half turtle
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question, i was told that ticks can be set to multithread but that actors set like this, wont be able to interact with the physics engine or spawn things at all

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could such actors however query and send messages?

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also how does the ticking of a component behaves in relationship with its parent actor?

rotund scroll
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ticks get truncated to nearest frame

half turtle
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so their performance is unrelated to the parent?

rotund scroll
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how do you mean?

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that's not the question you asked initially

half turtle
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well... what happens if the parent ticks at a different rate than a component?

rough hound
last dove
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anyone know how I can fix these errors in vs2019 when trying to build UE4 from source?

steep ferry
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Guys I'd really appreciate some help with this, when i shoot in the air everything is fine but when i shoot the wall , the sound cuts out. It seems to be the problem of impact sound, but any way to help this?

lament saddle
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@half turtle multithreading game logic isn't possible without 3rd party plugins. Also all BP events and functions are executed on frame. So a tick set to the default tick duration (0) will fire once every frame.

normal burrow
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Well it’s more that big systems of the engine aren’t able to be multithreaded. PhysX threading is basically limited to a read write lock (many reader, one writer)

tender flume
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Is there a way to optimize shadows for mobile?

smoky sonnet
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License is invalid:
UATHelper: Packaging (Android (ETC1)):       License information is invalid. Please try reloading your license file using the Coordinator Monitor application on the Coordinator machine, or reinstall IncrediBuild.
UATHelper: Packaging (Android (ETC1)):       This build will run in standalone mode.
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anyone know why?

tiny sonnet
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is there an elif node in ue4?

last dove
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for blueprints no

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you can just use the if node and then put another if node that connects to the false output on the first one

tiny sonnet
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is there a simpler way to have multiple branches depending on the value of a variable. for ex, if x=1, do this, if x = 2, do this, if x=3......

blissful trail
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Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 291] Illegal call to StaticFindObjectFast() while serializing object data or garbage collecting!

last dove
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use a switch

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@tiny sonnet

tiny sonnet
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thx

last dove
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np

tiny sonnet
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is there a way to check if a certain component is an actor, and set a boolean accordingly?

last dove
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a certain component? or a certain component on an actor

rough hound
last dove
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@rough hound make a timer

tiny sonnet
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sry, a certain component in the actor

last dove
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drag the component into the event graph as a "get" node, then drag out from that and type ==

rough hound
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But i also need it to update whenever the variable movement state changes

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So a timer would be weird.

last dove
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is that for animation Zad?

rough hound
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Yes. I'm setting the speed so it will toggle running and walking.

tiny sonnet
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wait wut

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that doesnt check if it exists or not tho. if i delete the component, it should make the boolean false, but doing wut you say will give an error

rough hound
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IsValid?

last dove
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ah I see, yeah you want to use IsValid

tiny sonnet
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yh thx

last dove
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@rough hound you should hook that up to Event Blueprint Update Animation

rough hound
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Does that work with blends tho?

last dove
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do you not have an animation blueprint?

rough hound
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I do.

last dove
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then you should have the ability to use it

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and it works with blendspaces

rough hound
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I'm already using that to check the speed of the actor

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and apply that to the blend

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but i want to set the speed of the actor.

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And i don't think i can do that from the anim blueprint

last dove
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what are you trying to accomplish by setting the speed of the actor?

rough hound
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Setting a walk and run speed

last dove
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but why

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I just don't understand

rough hound
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Cause i don't want my AI to be constantly running.

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atm the max speed is 600

last dove
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ah this is for AI

rough hound
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so it always accelerates to 600

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and that's the same as running

last dove
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alright this makes a lot more sense now

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you need to set the running speed in the actual AI actor bp

tender flume
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@last dove Is there any way to optimize shadows?

last dove
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in what way?

tender flume
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Like maybe put it in some cache?

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Mobile

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To reduce memory usage

last dove
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for mobile...

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just bake them

radiant haven
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Someone Know how to make a particle local movement only ?

rough hound
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Yeah that's what i'm doing but i can't figure out when to set it.

radiant haven
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or change the damping

last dove
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@tender flume if there aren't too many shadows, make sure the main light source is stationary, and then bake the light

rough hound
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Have you tried this for local movement?

radiant haven
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thanks

last dove
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Zad, the code you posted earlier sets the AI speed based on what?

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if I know what it gets set based on I might be able to help

rough hound
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That's the problem, i don't know when to call it. I know i want it to be walking whenever it's not "aggroed" and running whenever it's chasing.

last dove
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so its idle should be just randomly walking

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what causes the aggro

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like what player action causes it

rough hound
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I have a roam node setup in the BT.

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It can see and hear.

tiny sonnet
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is using enums for an id system, a good option>

last dove
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is it an ID system for multiplayer?

rough hound
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Oh wait

last dove
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also Zad, I would make a custom event called "AI activate aggro" or something

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then when it detects something, it calls the event

rough hound
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Yeah i just figured i could have it set to running whenever it has a target.

tender flume
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@last dove What if it's a city?

last dove
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huh?

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how big is the city

tender flume
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Uh. Not too big.

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Not too small

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The size of GTA3?

onyx cedar
tender flume
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Bandwidth exists on VR? Whoa

onyx cedar
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can somebody who is smart explain to me why converting from a 4 byte float to a 4 byte integer saves bandwidth?

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I'm not doubting the author. I'm just dumb and don't understand

worn granite
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Probably a double quantized into a short or a char

onyx cedar
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oh

worn granite
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So you're going from 8 to 2 or 1

tender flume
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Question

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How does bandwidth exist on VR?

onyx cedar
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they meant integer as the math meaning of the word, not integer as in the c++ version

worn granite
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lemme go read it

onyx cedar
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k

worn granite
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Yeah cpp had dumb names

onyx cedar
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ty

radiant haven
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where can i set this in the world

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i set this in a particle system

plush yew
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Is there a way to change the animation speed from BP?

onyx cedar
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@tender flume it's about multiplayer vr simulation

plush yew
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I want to change the rate scale from BP is that possible?

worn granite
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@onyx cedar they might be talking about float precision being lossly and resulting in more correction rpc as well

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it's interesting

onyx cedar
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yeah but that would be surprising to me that converting to an int would fix that πŸ™‚

worn granite
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Does it?

plush yew
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I got unreal engine 4 but I don't have it open

onyx cedar
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yeah but i'm not thinking about it very hard

worn granite
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if everyone rounds you're way more likely to have the same answer

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If you're getting inaccurate payloads that's a whole other issue ofc

onyx cedar
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yeah thinking about it i don't think that would be a huge issue. it uses ieee 754 floats already, and if they're inaccurate enough to be noticed, we would be noticing

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i think he just did it for bandwidth purposes and that's it

plush yew
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does anyone know what values to use or how to set the caps for Write Achievement Progress? The documentation I found suggests it caps at 100 but even using 0,1 unlocks an achievement

onyx cedar
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part of that article was what you're saying though. if you all round to the same thing, it's all good

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thanks for giving me a sanity check

radiant haven
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What Is Faster Than Tick?

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What Executes faster than tick

tender flume
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@onyx cedar Oh that makes sense but dont use too much ints.

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Sometimes it doesnt help, sometimes it does

hollow raven
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Any tips on where can I find good video that can help me make my own MMORPG combat mechanics similar to Black Desert Online?

last dove
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I'd just google UE4 mmorpg tutorial

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try out a few

hollow raven
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I did but then it shows for blueprints and stuff

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Wanted to get guidance on how to actually make a fighting combat for my own

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I just don't knw where to start

fierce tulip
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you'll need c++, blueprints, gameplay abilities, animations, etc

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so obviously you'll get blueprint and other related tutorials

hollow raven
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I have the basics for C++ but not that strong, so like I don't really know how to code in game that's the thing

abstract relic
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Then you need to learn the basics

fierce tulip
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then I am not sure if you are ready to set up anything even poorly resembling BDO's system, that was made by some of the very best coders in the business

hollow raven
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Ah I see, alright thanks guys

fierce tulip
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just keep practicing and learning, and most importantly keep having fun

paper kernel
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blueprint is kinda addicting tho

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you do c++ and keep wondering "I could have done this 15 minutes ago in bp"

hollow raven
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Alright willl do

last dove
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I love blueprints

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they're so fun

hollow raven
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LOL yea but then again it's better to have your own tho

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I mean the action that I desire to have

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I can just code how many skills I want and that'll be awesome

last dove
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you can make your own skills and what not using blueprints

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and if you use bps then you can follow some of the tutorials online

hollow raven
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True

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Some BP doesn't exist the way I wanted tho

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Like this guy, super cool man these are the skills I wanted to make

last dove
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@hollow raven you can make your own blueprint nodes

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or even edit the existing ones

plush yew
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can i make ue4 render less foliage if they are in distance?

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ue4 renders them by default lol

last dove
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yes

plush yew
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200m away and still renders grass lol

last dove
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on your player camera you need to adjust the view distance

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or do you mean in the editor?

plush yew
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in both

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its no fun to work with 30 fps

last dove
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in the editor idk where the option is, I don't have UE4 open but in your playercamera you can change the value

tender flume
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Meanwhile my aim has always been 30FPS lol.

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It's much easier to work with 30 on Mobile

plush yew
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game should run on 60fps for any gpu

tender flume
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It's mobile haha

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The size isnt that interesting. 10GB+

last dove
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your mobile game is 10+ gb???

tender flume
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Yep.

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No issues since I have 128gb available storage+.

last dove
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that's pretty big for a mobile game

tender flume
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No plans to make it public as well

night bridge
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guys

plush yew
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Any assets from the market place which are free you can use them in your project?

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Even if they were free for this month only?

last dove
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yes

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@plush yew

tender flume
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It just features a city map with several additions to it to make it lively.

night bridge
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how do you fix the "Texture streaming pool over numbers budget?

tender flume
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For me to play basically

last dove
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oh

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I see

plush yew
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@last dove You are sure yea?

nimble moat
last dove
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if they're on the marketplace I doubt you can't use them

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check the license though

tender flume
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It will gradually increase as I add more stuff related to NPCs.

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Haha

last dove
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@nimble moat try asking in #blueprint give a guy named Gallonmate an @ πŸ˜‰

tender flume
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Is it optimal to respawn NPCs at one go?

last dove
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like all of them at once?

tender flume
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Yep.

last dove
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heck no

nimble moat
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I think i might have solved it, as is always the case when you ask for help lol

tender flume
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Thats what I did but I had some cheap solution implemented as well lol

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Whenever the player is further away from the NPC distance. Despawn it

last dove
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yeah a distance to the player based system is good for your type of game

tender flume
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When they reach around the minimum area where they are able to see the NPCs. Respawn quickly

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But doesnt this consume more memory?

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The constant spawning and despawning

last dove
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I guess yeah, but instantly spawning all npcs on the whole map will put a massive load on the cpu

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I'd play around with a few different methods

tender flume
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True hm.

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Such as?

last dove
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idk think of some xD

tender flume
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My goal is currently optimizing assets to the minimum where it looks acceptable with lods

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Not too much fidelity reduced. Not too potatoey

last dove
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maybe section off your city into groups where if the player is in that section, spawn all the npcs (in that area) at once, then once the player leaves the section despawn them after like 20 seconds

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then it's a middle ground between dynamic spawning/killing and spawning them all at once

tender flume
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But is it possible to spawn all of them?

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If I can optimize the poly counts around the entire map itself

last dove
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depends on if the phone can handle spawning all of them

tender flume
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Would that mean lesser load on the GPU/CPU for NPCs?

last dove
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possibly

tender flume
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It's an exynos so optimization has been a priority always hah

last dove
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you could also spawn all the npcs at the start of the game then do an LOD to where at a certain distance they become invisible

tender flume
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Smart!

last dove
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that way they spawn at the loading screen and don't create any big lag spikes when the game starts

fierce tulip
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having them all loaded, even with lod's will be a massive kick to the teeth memory wise

last dove
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what about the dynamic spawning?

tender flume
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The legend has been summoned haha

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Tips legend tips!

sonic gust
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getting it for multiple ue4 dlls

abstract relic
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You have nulls triggering

sonic gust
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it's the first build with the code directly from the repo so I didn't modify anything

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I'm guessing I missed a step or something :-?

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I'm trying to rebuild the entire solution - see if that works

abstract relic
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Did you install visual studio components

sonic gust
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will check after the rebuild but I'm pretty sure I did

plush yew
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evening all! I've recently started learning Unreal (blueprints first and foremost). I have some issues understanding the different replication methods on events. I'm doing this on a Character blueprint, but the actor is only hidden server side, not on the clients. Is there anyone here who understands this and wants to explain it to me? Much obliged πŸ™‚

left arrow
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Guys I need help with my U4 camera. How can I look through my camera? So i can see what the camera sees?

last dove
plush yew
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ok

last dove
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@left arrow do you mean while you're playing the game or in the editor

plush yew
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thanks

left arrow
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@last dove In the editor

last dove
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I believe if you click on the camera in the level it brings up a window with the view of the camera

left arrow
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Yes but its so small

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I want it fullscreen

last dove
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I'm not sure you can make it fullscreen afaik

sonic gust
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you can take control of the camera :-?

last dove
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unless you play the level and possess the camera

left arrow
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πŸ₯Ί

abstract relic
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Windows >>> viewports >>> viewport 2 >>> click on the new viewpoint to make it the active viewport >>> select your camera >>> pilot camera

left arrow
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Thanks! @abstract relic

plush yew
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no give me a patched version of the settings application with a uifi menu thats a separate menu

last dove
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lol what

sonic gust
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@abstract relic question tho: Do I have to build the entire solution or only Engine/UE4?

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before trying to debug

plush yew
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damn give me a patched custom modded version of the settings application for windows

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fucking just give me one

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plz give me one

last dove
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???

plush yew
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troll

last dove
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lol sorry I was so confused

plush yew
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I dont wanna become a minimod but I won't hate you

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OK so the latest testing version of unreal engine 4 just likes to crash on me

worldly axle
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Hello, how can i change the position of an object (Exponential heigght fog) with nodes ?

plush yew
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no I was not talking about that

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hello guys I have problem

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I can't start my project

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I can't open it

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how to fix it?

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I pulled update from source tree and pushed other and now I can't open it

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if you can help me please tag me

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I was damn not talking about that

mighty hearth
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Not sure where to ask this but is there any way to create custom shaped boxes that I could use to zone out areas. if not what would be the best way to create something like that?

glacial pecan
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Unlit view mode is not enough for me, since I do weird shit in my material that has to do with camera distance... how can I override that in the editor so I can see the stuff in my level properly?

fierce tulip
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global material parameter thingy? that way you can disable/tweak values of all shaders using it? else, no idea

tiny sonnet
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can u put a component inside a component

sonic gust
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@abstract relic I tried rebuilding everything, same dlls errors

glacial pecan
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@fierce tulip hmm... a global material parameter and an editor utility blueprint to toggle it I guess... ugly, but could work, thanks!

sonic gust
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looks like I'm missing a ton of dlls , any clue what redistributable or toolkit I need installed?

manic pawn
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there's nothing wrong there

tiny sonnet
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thats not a error taigi, errors are red. idk wut the problem is

sonic gust
#

ah I think I might be missing some vs components :-?

manic pawn
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you can theoretically get the symbols for those by enabling the microsoft symbol server as a source but that will make launching the debugger real slow so don't

sonic gust
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I was missing nuget package manager from vscode but not sure that's what caused the issues

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will get it, try to clean rebuild the entire solution and see if anything else changes

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@manic pawn well... shouldn't it be able to find and load the dlls properly?

manic pawn
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read the message properly

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this is just a notice that a dll was loaded by the process being watched by the debugger, but no debug symbols are available for it

sonic gust
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ah ok, thanks ^_^ did not know what PDB files are

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and how'd you go about debbuging such dlls errors?

manic pawn
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there's no error

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those messages are the expected behavior

sonic gust
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I mean this

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i'm getting those when I try to run ue4 for pretty much any UE4Editor-*.dll

junior solstice
manic pawn
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did you accidentally select win32 target platform instead of win64?

sonic gust
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nope

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I'm doing a clean rebuild of the engine only rn

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are all projects from the solution required to run it? Or is the engine enough (I'd guess so) ?

manic pawn
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don't use build solution

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contains tons of unnecessary tools

sonic gust
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ok, I only did build Engine/UE4 atm

manic pawn
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building UE4 (or a project target) is enough to make the editor work

sonic gust
#

so the others aren't required, thanks for the info ^_^

manic pawn
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you'll also need UnrealPak to package and UnrealLightmass to build lights

sonic gust
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I want to work on some core UE4 stuff

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nothing to do with lighting

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just their HTTP module mostly

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wanna try and implement a feature

manic pawn
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UnrealInsights is also useful

sonic gust
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thanks for the tip ^_^

novel summit
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Does anyone here work with vr?

sonic gust
novel summit
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oh lol didn't see that, sorry

last dove
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what's the code for the gameServer.Target.cs file for UE4.23.1?

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nvm I had a syntax error

gilded lichen
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Hello, how do I make xp orbs follow the player similar to Minecraft?

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I cant figure a way for the orbs to follow the player

plush yew
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Trigger Volume and increase Speed over time ?

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._.

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That'd be too easy so forget that answer

gilded lichen
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what do you mean by increase speed over time? as I've made the trigger volume and allowing them to be picked up by the player

plush yew
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The points don'tget faster ? Played that game a while ago .
Well they would move towards the Player If the Player entered a certain Radius and then you could Check for a collision and Player Tag or Name I guess

gilded lichen
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yep, that I've already done. Its just the movement towards the player

plush yew
#

I suppose there's a sort of Look at player (who entered Radius First) function πŸ€·β€β™‚οΈ
Long story short , I don't know . Thought you were missing a concept

misty creek
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Get the orbs location and the players location then use a lerp to move them to the player

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@gilded lichen

plush yew
#

Goodgood

Could anyone recommend a tutorial series that goes over Minecraft game features including the fathomless topic of saving worlds ?

left arrow
#

Hey guys, should I build my light once when i finish the scene/game or often during I work on my scene/game?

abstract relic
#

How ever many times you need to

left arrow
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I started it 10 min ago and still 0%

plush yew
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When you finish the scene imo

left arrow
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And how long does that take?

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To build the light

abstract relic
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How ever long it take

plush yew
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... I don't know . Saw professionals Not using Static lighting so it might be better to avoid that

abstract relic
#

Everything is project dependent

normal burrow
#

nah you want to use static when you can

left arrow
#

I dont even know what a static is

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I work on my first project

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I have grass and a sun

normal burrow
#

nothing more?

left arrow
#

2 kind of flowers

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and 1 Stone but I dont use it yet

abstract relic
plush yew
#

nah you want to use static when you can
@normal burrow 🧐
Tested the Performance difference between dynamic and Static... almost nothing ._.

normal burrow
#

did you build lighting for static awesomeness?

left arrow
#

@abstract relic Thanks!

normal burrow
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if you didn't, it just uses dynamic lighting

plush yew
#

Tested both

abstract relic
#

You want static whenever you can get away with it. If performance is the goal

normal burrow
#

it also looks much better with bounces and such

plush yew
#

did you build lighting for static awesomeness?
@normal burrow Yup

normal burrow
#

i don't have an explaination for your test results then awesomeness

abstract relic
#

Low scene detail is my guess

normal burrow
#

well, i'd think removing shadows from rendering entirely would be worth it alone

#

but yeah low scene detail would make the difference smaller

plush yew
#

Tested that a while ago but I used megascans

normal burrow
#

if your talking about comparing 600fps to 500fps

#

so you've just got lots of landscape being lightmapped @left arrow ?

#

That could take awhile, you just gotta wait for it. sometimes it gets stuck on 0% and other times 99%

abstract relic
#

Usually it happens when you have a ridiculous amount of foliage instances with no culling and have shadows enabled

normal burrow
#

yeah, having too high of lightmap resolution will cause the 99 percent hiccup i think

lament star
#

I've been hearing for a while about this "network prediction plugin" being developed, does anyone know what's it all about?

spare steeple
#

has anyone had the typical Swarm failed to kick off. Compile Unreal Lightmass. error but didnt resolve it by rebuilding unreal lightmass?

weary void
#

Hi there! I am currently writing a water shader with ray tracing and I'm struggling to get the opacity effect. It looks like I can't have my material blending with anything, it's just completely solid

#

Does anyone know if translucency is working with ray tracing?

#

I'm using 4.24

normal burrow
#

yeah satan

#

what version are you on?

spare steeple
#

4.24

normal burrow
#

github right?

spare steeple
#

yeah

#

vs2019 if that makes a difference

normal burrow
#

open up ue4 sln

#

at the top Build->Solution

#

make sure editor is closed

#

that should build everything

spare steeple
#

i did that earlier

#

might as well try rebuilding though

midnight bolt
#

@fierce tulip i've got reply from unreal devs, they will look into reported bug

#

thats a followup from few days ago

plush yew
#

hey guys

#

is mannequin skeleton alright to be used for final production or you think its too poor of a design for that?

spare steeple
#

the skeleton or the mesh?

plush yew
#

skeleton

spare steeple
#

yeah that skeleton is fine

junior solstice
#

how to rotate ai around player ? i can find it

spare steeple
#

has all the bones you would need for a human character

plush yew
#

say i wanna put all my characters to use that same skeleton

#

ok

spare steeple
#

thats what i do

#

im sure a lot of people do that

plush yew
#

do you retarget?

spare steeple
#

also helps because most marketplace animations are made for that skeleton

#

retarget yes

#

as long as the other skeleton is rigged properly

strange night
#

Might be useful info in there

plush yew
#

so i guess the Advanced locomotion is using same sceleton right?

spare steeple
#

yes

plush yew
#

alright

#

cuz i've only had headaches with mixamo

#

Animations there are nice but there's a lack of too

rough hound
normal burrow
#

does it not exist?

rough hound
#

wtf

#

i changed the name

#

just added a 2 to the end of it

#

and now it works?

normal burrow
#

likely fails silently

rough hound
#

Is it because it's trying to reimport

normal burrow
#

look at the source file path, in texture viewer

abstract relic
#

Blame /intermediate

rough hound
#

I had it in .tga but the files got corrupted or something

normal burrow
#

k well you need to update the path to jpg

rough hound
#

But i don't have a texture file for them

normal burrow
#

then reimport will work

rough hound
#

I'm just drag dropping

normal burrow
#

whats the point of reimporting then?

rough hound
#

Idk

normal burrow
#

you could export to reimport for no reason

rough hound
#

that's the error message that pops up

normal burrow
#

if you want to replace what was a tga to a jpg you have to change that source path, then reimport

rough hound
#

I'm just drag dropping

normal burrow
#

it likely is because there is already a file with that name

rough hound
#

oh

#

the material?

normal burrow
#

it removes the extension, adds a .uasset

rough hound
#

ah that makes sense then

#

I'll just make a folder for it.

#

the textures

pine siren
#

When my character is moving fast (super ultra fast) it turns into this blurry mess, even though the camera is moving just as fast, and it should look like nothing is happening. How can I disable this blurry feature?

normal burrow
#

define super ultra fast

pine siren
#

several kilometers per second

manic pawn
#

ah yes. have to make sure we don't just enable the stencil, but enable the stencil with stencil

normal burrow
#

its a stupid name but yeah enabled only enables the custom depth

abstract relic
#

That burned me too Zeb

normal burrow
#

and stiian i imagine your doing something more to stay at that rate of travel? acceleration will show up this way, so idk how far you'd be able to travel to notice it leveling

abstract relic
#

Then you gotta enable it in the mat if it isn’t a post process mat. 12 step for a damn stencil 😜

normal burrow
#

Yeah, And they don't really make it super obvious that you need to enable anything in the first place. It'd be nice if the stencil view for example, said that they were disabled lol

#

the velocity calculation for blur is based on position changes @pine siren so if you are teleporting the camera in place it'd reset that value i think. hard to say why it'd be doing that consistently though

rough hound
#

I removed my static mesh component and replaced it with skeletal mesh and now it seems i can't refer to self anymore in the bp?

pine siren
#

@normal burrow Oh right. I'm using SetActorLocation per tick when moving, that's probably a bad idea I guess. The plan is to move over to addInputVector or something when I finish creating a decent movement component.

normal burrow
#

if you uncheck teleport it should be fine

#

teleport option basically resets motion blur and physics sims

pine siren
#

I'm using c++, so I can't "uncheck" anything. but it seems the default parameter for teleport is ETeleportType::None, so I guess I'm not doing that..

normal burrow
#

its hard to say that wouldn't cause issues as well. is it a ACharacter?

spare steeple
#

just updating my issue with Swarm failed to kick off. Compile Unreal Lightmass. in case anyone searches this discord for the issue:
rebuilding the engine (and unreal lightmass) did nothing, turns out embree.dll was missing from my Binaries/Win64 folder so i copied it in from a launcher build and now it works

#

not sure how it was missing or what happened to it, but that was the issue

normal burrow
#

building solution didn't move that file there?

spare steeple
#

nope

normal burrow
#

wild

spare steeple
#

i had embree.2.14.0.dll in there though

normal burrow
#

ubb and all that as well?

#

glad you got it regardless

#

Believe that 3.1 is the current minimum support

#

why?

#

your using a fork or something right?

#

lots of edits?

#

idk, might be easier to upgrade than your thinking with github fork, could look into porting just that part of it down

#

your fork should be a clear means of seeing what you did and what needs to be redone but i've got no idea of the scale of edits

#

🀷 can't really complain about not being able to upgrade then

#

maybe project settings has a min hardware level or something. idk tbh i've not touched mobile stuff with a ten foot pole by choice.

#

But on the store your selling on, you should be able to limit hardware this way

#

google store for example will let you choose and pick specific devices to support or not

#

sounds like you need to edit the engine further then lol

#

there is likely a way to not package the lower hardware support levels but i am well out of my comfort level suggesting this

wintry forge
normal burrow
#

yep

wintry forge
#

im completely inexperienced with vectors, could you gimme a short explanation or is it a long explanation by default on the differences between the 2

normal burrow
#

each are comparing X and Y of the 2D Vector after subtracting the end from the start. top one takes an absolute value before comparing which means it changes a -1 to a +1

wintry forge
#

ah ok so the only difference is the absolute

#

thanks!

normal burrow
#

mathematically yeah that is the difference

wintry forge
#

i dunno why the guide went through all those steps

#

why use lots math when 1 click do trick?

#

thanks again

last dove
#

is there a way to build a linux dedicated server file from the UnrealFrontend app from the UE4 source engine? every time I try building the game.snl as a Linux Development Server, it fails and says that it was an "Invalid x64" even though I'm building for Linux. I can confirm that I have the correct Clang version for cross compiling

wintry forge
#

Why waste time say lot word when few word do trick? @normal burrow

normal burrow
#

They are doing different things there, idk if your talking about node count or what but i'm not seeing a 1 click opertunity

wintry forge
#

ah ic, i meant right clicking the vector variable, instead he used the vector - vector and break vector nodes

normal burrow
#

well right clicking the variable and splitting it in place is no better than having a break node. generally performance benefits exist to having fewer nodes ran in a pure statement. its not true for everything of course though. the top has 6 nodes the bottom has 5 with two split parameters in it.

#

you'd have to profile to see which is smarter, but wouldn't avoid being generous with the clicks

wintry forge
#

:p yea and in the end his worked and mine didnt lel

#

proly not that code in particular tho

normal burrow
#

peice of code just seems to check if your drag of finger is more wide than tall

#

without that abs, it'd only work one direction

wintry forge
#

ye

normal burrow
#

glad you got it

manic pawn
#

wait a minute

#

wtf

#

how did that wire get connected?

teal tulip
#

Lol

normal burrow
#

lol

teal tulip
#

#wontfix

normal burrow
#

wildcards are messed up too

teal tulip
#

Only at 4.24 or them all?

#

I have to do a patrol over github tomorrow to give a check to pull requests

#

There is usually gold

last dove
#

can anyone help me with cross compiling in the source version of UE4? I'm trying to make a dedicated server but whenever I build my game to Linux, it says the platform/configuration is invalid. here's a pic of the log screen when I try to build:

sacred sluice
#

Hallo! I have a question. Why my root motion animation make my character small?

#

When i root motion off, my animation is ok. But i need root motiob anim

hoary silo
#

Whenever I try to launch my game the launch fails and I get this message. Does anyone know how to fix this?

fossil socket
#

that's odd, you're definitely on a 64-bit OS right? i suppose you would be if you packaged the game

hoary silo
#

Yeah

fossil socket
#

could be a corrupt file, the path seems to have got mangled even though you covered it up

old kite
#

can someone shoot me in the correct direction on how to "pin" or "constrain" a cloth on two independent movable points? i have a plane with cloth physics working, but wanna pin the top two corners.

worldly axle
#

Hello, how could i change the position of an exponential heigt fog via the nodes ? There is no add blueprint button

unreal comet
#

Is there a setting in the nav mesh to fix this?

grim ore
#

normally the max step height

rotund scroll
#

make the collision of the stairs a ramp

#

you really don't want stairs ever to have step collision

last dove
#

hey @rotund scroll do you know anything about cross compiling a dedicated server to linux from the UE4 source engine (vs2017)?

rotund scroll
#

have I ever given off the idea that I do?

last dove
#

Idk

rotund scroll
#

I have no clue about server stuff

last dove
#

😭

rotund scroll
#

I don't know that randomly tagging people is going to help you either

grim ore
#

does compiling the linux server on linux not work?

last dove
#

I'm sure it does, but I have windows 10 not linux

rotund scroll
#

try answerhub

plush yew
#

Hey uhh, is this the chatroom to ask for general questions about Unreal?

rotund scroll
#

it's likely one of those things that very few people know about

#

so you might have to wait a while

#

yes sir @plush yew

last dove
#

there is one guy here that knows about all of the dedicated server crap but he hasn't spoken in quite a while

#

PrintStringFTW

grim ore
#

if you plan on running it on linux why not compile it on linux?

last dove
#

because my actual server OS is linux

#

much cheaper than buying another copy of windows or windows server

old kite
#

how do you constrain the corner of cloth to a moveable point?

plush yew
#

I need help I am searching for a result for Hours! Heres the Command thingy LogPlayLevel: Error: ERROR: System.ComponentModel.Win32Exception (0x80004005): Der Dateiname oder die Erweiterung ist zu lang

#

SORRI FOR POPPING IN πŸ˜›

grim ore
#

when do you get that error will help

plush yew
#

Okay cool cool. I actually had a question myself, I just started Unreal two days ago and I've started my first project, which is in third-person and I'm working on my first mesh, which is my main character. This is kinda difficult to say but my main goal is to make a 2D sprite move around in a 3D map. I've made a bunch of flipbooks and mapped them all to my mesh. So what I'm working on now is my event graph, to which I can provide for some better insight, and I'm trying to make my character have a few properties. I have him moving left and right well, however when, I'm making it to where if he moves upwards or downwards, he still walks and depends on which direction (left or right) that he'll continue the animation on. So say if my character moves right, then goes into his idle flipbook, when he presses up he'll continue to look as if he is going up, and go back into the right idle frame once his velocity is 0.

sinful osprey
#

What's the config file that saves your content browser favorites? Mine won't save for some reason and I'm assuming it's not checked out of P4?

plush yew
#

reeeeeeeeeeeeeeeeeeeeeeeeeeeee

#

I have each one of my sides as a boolean, however whenever I make the animation depend on whether if right or left is activated, the animation is just stuck on a still frame.

#

Actually scratch that, lemme send a high res version. It's kinda blurry

keen moss
#

I'm working on a drivable car blueprint, following some tutorials I've found online. Everyone is working ok except the tires start to blue and pixelate once the car gets up to a certain speed. Any advice?

#

Blur*

rotund scroll
#

disable motion blur?

keen moss
#

It's already disabled, the effect only occurs near the tires

rotund scroll
#

no idea then

lament saddle
#

disable TAA?

#

it's the only other thing that uses motion vectors AFAIK

keen moss
#

I will try that

#

AFAIK?

normal burrow
#

as far as i know

rancid lynx
#

if i attach a rock actor to a wall actor, how can i "get attached parent" on the rock, to find the attach parent ?

#

get attached parent returns the actors self root, not the other actor that it was attached too

#

another way to ask, "how do i find what actor an item is attached too, if the primative component was attached to a new actor

normal burrow
#

Technically thats how it is supposed to work

#

i think get parent actor is what you want

#

how many levels of parenting do you have?

tiny sonnet
#

is there an easy way to destroy all components in an actor except 2?

#

like is there an except node?

rancid lynx
#

ty. get parent actor returns self actor's scene. not other parent. just 1 layer. 1 actor attached to another actor. when i use get parent actor, it returns the rocks scene, not the walls scene

fallen wing
#

I know I'm asking a LOT. I'm just going to write a couple blocks of what I need if that's ok. ❀️ :)

1. How would I make it possible, to look somewhere, press shift, and deploy a portal? (I already have the particles) then, press it again and deploy another? and when stepped into that portal the screen fades and fades back in, and you are at the new portal? i know i'm asking alot and i apologise. thankyou. (Once used this it will delay for about 3 minutes, and how would i add a bar to show you how far it is into becoming usable again?) thank you! πŸ˜„

hard quarry
#

What is the maximum X or Z coordinate in unreal engine?

flat idol
#

32bit floats

normal burrow
#

@hard quarry basically numbers get fuzzy the further you get from zero

#

340282346600000000000000000000000000000

#

that is the largest float value you can have.

lament saddle
#

@tiny sonnet Not really. Maybe you can get creative with component tags but you're pretty much stick looping through every component and destroying / not destroying them based on some criteria.

hard quarry
normal burrow
#

340282346600000000000000000000000000000-1 = 340282350000000000000000000000000000000

#

that is how fuzzy it gets

#

what scale are you shooting for?

tiny sonnet
tiny sonnet
#

i promoted the damage causer to a variable, to use that. but its still not working? its not casting the damage variable over

flat idol
#

Put the collision shape into bp sword and move the code too. There you wont need to cast to anything, it's already the sword so just use the value. The causer can be bp sword's owner or self if you need that too.

tiny sonnet
#

that wont work. i have to have a seperate actor for my purposes

#

the cast isnt working for some reason. i put the variable inside my player character, and the cast work. makes no sense

fallen marten
#

You'll have to get all actors of class, and get the closest BP sword from it to plug into your reference @tiny sonnet

#

Idk where that top code is, but I'm assuming it's not the character or the sword

wooden leaf
#

I need to download and install 4.22, how ever my epic launcher doesn't give me that option. anyone have any ideas

tiny sonnet
#

dropdown beside play button i think

#

no

#

@wooden leaf next to engine version at top there is a +, click that

wooden leaf
#

I tried that, it's grayed out.

tiny sonnet
#

send me a picture

wooden leaf
#

I see your is all so grayed out

tiny sonnet
#

oh you want 4.22 why exactly?

#

im not sure tbh

wooden leaf
#

Modding requires it.

normal burrow
#

you press the button that says install

wooden leaf
#

I don't that option for 4.22, I see 4.21, 4.24 and 4.25

normal burrow
#

will check

#

you click the down arrow

#

then 4.22.3 is the 4.22 there.

wooden leaf
normal burrow
#

see the arrow at the end of 4.25.0

#

top right of it

wooden leaf
#

Oh, ok, thanks

normal burrow
#

Creative UI strikes again

normal burrow
#

as in axes?

#

it will mess up animations yes

#

do that with your right hand, then with your left hand

#

if you think of middle finger as Y, index as X, a left handed coordinate system has a Y that points right

tiny sonnet
#

gameinstances are global variables right?

normal burrow
#

Y is usually the axis that gets flipped in conversion

#

unless your houdini, and you just swap z and x

#

animations in ue4 are not relative to any ref pose yeah.

#

so if you move the bone, your not changing the animations

#

is it a humanoid?

#

you could potentially retarget then

#

idk, it depends on how the program exports it

#

blender is Z up like unreal but its right handed. so from there (with default export settings) it just negates Y heading

#

X remains to be X and Z is still Z from blender even though X is generally left in blender and Y is meant to be forward (as per all the constraints rely on, and how the bones are drawn)

#

So it'll matter what program your exporting from anyways. just have to test it

#

looks like from max, it just negates Y

#

which is what blender does as well

#

what are you doing?

#

you don't convert between left hand and right hand, the engine does this for you when you import. what matters is that the animations and the meshes that use them are oriented the same way as the skin weights / bind pose

#

are you trying to mirror the animation?

#

if you look at those two pictures, the Y is on the same axis, its just pointing different directions

#

Yeah

#

animations from max as well?

#

@tiny sonnet the game instance represents the game basically

tiny sonnet
#

is there a way to get global variables

normal burrow
#

so it goes between levels yeah

tiny sonnet
#

a variable i can use in all my blueprints

normal burrow
#

you want X to be forward there sukebi?

#

GameInstance is basically what you want BIVZe, but anything world related does not belong on it.

tiny sonnet
#

but gameinstance saves previous data, i dont want that

normal burrow
#

you've got to be careful that you don't hold reference to something in a world that is removed because it'll keep lots of things from garbage collecting until its reset

#

Take a look at mannequin

#

The templates have him -90 around Z

#

Y axis for forward is standard

#

it does mean you need that extra rotation

#

but yeah its the only way the labels for the orthographic views make sense too 🀷

fervent nacelle
#

@normal burrow couldn't he use a soft refetence to circumvent the issue with gc when unloading levels?

tiny sonnet
#

can i change the value of a gameinstance variable with an input forexample?

fervent nacelle
#

@tiny sonnet you could also use the your controller class to store persistent logic and variables

normal burrow
#

soft references are paths

tiny sonnet
#

kk

normal burrow
#

so you'd only be able to use a soft reference with an asset that is in your content brwoser

#

weak ptr would be fine yeah

fervent nacelle
#

@normal burrow oh is it just a global variable, I skimmed through a bit too quickly I guess

normal burrow
#

but might mean you need to write those weak pointers in c++. i can't recall if those are exposed to blueprints for adding variables. I know that they show up as regular references though when exposed from c++

#

Yeah I just meant the references you want to be careful of holding inside a game instance would be those that ive and are spawned inside a level. not references to things in a file on disk as much

#

as those spawned things hold a reaching reference out to the spawned world they live in

#

but yeah weak ref / weakobjectptr these would be okay but there is overhead in resolving these

tiny sonnet
#

@fervent nacelle i feel stupid now lmao

fervent nacelle
#

@normal burrow yeah, memory usage can get out of control if in-level instances aren't handled properly

#

@tiny sonnet no worries, man, I forgot plenty of stuff, for whatever reason, just this tends to be really easy for me to recall, and I couldn't even tell you why XD

normal burrow
#

@plush yew you'd be better just applying a -90 on your skeletal mesh component

#

but yeah you would do that if you really really wanted to avoid it

fervent nacelle
#

Yeah, I usually have a lot more success with manual level streaming in chunks, so I cant say I've spent a whole lot of time with soft references, as I just really havent needed to. It does seem like a specialized use-case variable type

wooden leaf
#

I have a project in the unreal engine 4.21. how can I update them to 4.22

sturdy apex
#

In the epic launcher you should be able to right click it

wooden leaf
#

This is a project using Wwise for modding for an unreal engine game. if I said this right. That doesn't give any options like that

sturdy apex
#

hmm, let me take a look. I had just done this recently, my memory must be off.

wooden leaf
fervent nacelle
#

@wooden leaf pretty sure there was a code refactor engine side between 4.21 and 4.22

#

I had to fix a raymarching shader because of it

sturdy apex
#

@wooden leaf I think I found it, you launch your newer UE4, then when it asks to open a project choose MORE at the bottom right. Then when you select your project that is for an older version it should give you an option to create a copy that will work on the new one

plush yew
#

dxr gpu baker looking good πŸ™‚

sturdy apex
#

Can someone point me in the direction or provide a keyword that will help me find how to create an inventory menu that can loop around infinitely? I've been looking at widgets and ListView, but I can not seem to identify how I could make a list loop back around if I were to have a list of inventory items (strings) and keep pressing joystick down. Closest I have seen is to put a struct inside a struct, but I have heard that is a bad idea. Googling for looping inventory didnt work at all also.

#

I am assuming I am phrasing it wrong

wooden leaf
#

I can't use unreal engine to start the mod project, I have to use Wwise for modding for the game I want to mod in.

sturdy apex
#

Sorry, I don't know anything about Wwise myself. Hopefully someone else here will know something.

wooden leaf
#

It's telling me to manual do it, and I have no idea what to do

normal burrow
#

Like a list that repeats itself?

wooden leaf
sturdy apex
#

@normal burrow yeah, I thought it would be easy peasy, but I haven't found anything on it

normal burrow
#

Not real standard of a function

#

Idk UMG well enough but timers and stuff on phones do this

sturdy apex
#

timers you say? I'll try searching for mobile game examples and see what I find.

normal burrow
#

So maybe search around for something like that term wise

sturdy apex
#

ah, yeah, thats the one

#

Thanks a bunch @normal burrow

fervent nacelle
#

@sturdy apex you might be able to get away with manipulating an inventory slot array with a for loop with break to see if it's reached the same cell that is defined as the end cell and then reset the current index once it reaches that, effectively restarting the list, if that makes sense

sturdy apex
#

@plush yew It does not, but I am going to reread that sentence 20 more times until it does. I also need to look more into breaks and end cells, and see how to reset index. Sounds very promising, thank you

#

woops, @fervent nacelle

fervent nacelle
#

okay so if you now how many slots you want until it repeats, you can assign that to a variable and create an array that house the inventory item data and by using a for loop with break node, with each new cell/entry evaluated you can run a boolean gate to see if the current entry has the same value (+/- 1, it's late), if it is you'd reset the current array value to 0

wintry forge
#

hey guys, i made a simple android game and im trying to export it. I am following the guide on the site but cant drop the memory below 450 mb(!!!) and i only added about 4 static meshes/textures, but also using the default 3rdpersoncharacter

#

i made it only export the 2 maps, compressed/cooked packages, and tried to specify the 4 directories I used (thirdperson bp, thirdperson, mannequin, and the game files)

fervent nacelle
#

@wintry forge memory can be taken for many different things beyond meshes and their corresponding textures. I'd disable any unnecessary engine featureike distance fields if you don't need them

sturdy apex
#

@fervent nacelle thank you, I'll see if I can take it from here. Much appreciated

fervent nacelle
#

@sturdy apex anytime!

#

feel free to let me know if it works!

sturdy apex
#

it may be a while, I am slow as hell, but sure will

plush yew
#

How to fix broken lighting

#

its night here and this plane mesh is glowing

#

like dafuq

wintry forge
#

@plush yew how would I do that? this is my first game, im just trying to test out the thing i made from a tutorial

fervent nacelle
#

@wintry forge most of such options would be in project settings under the edit tab of the editor

#

@plush yew are any others glowing or just that one mesh?

plush yew
#

just than mesh

#

that

wintry forge
fervent nacelle
#

Try seeing if anything is plugged into the emissive input on that mesh's material, emissive materials don't give off light but light themselves

plush yew
#

@fervent nacelle its semi dark at day

#

but gets like that when night comes

#

this is what day looks like

fervent nacelle
#

@wintry forge oh sorry, then you'll want the render setting tab, and then I'd just go through the list reading what each one does and disable/enable accordingly

exotic cave
#

Check your material for an emissive hookup, please, @plush yew , just like @fervent nacelle said

plush yew
#

why it doesnt glow at day

#

it glows only at night

exotic cave
#

It does

fervent nacelle
#

yeah, it just doesn't look like because of the luminosity difference

plush yew
#

it doesnt glow

fervent nacelle
#

oh, can't send a screenshot of the material editor with the main node selected?

sturdy apex
#

@plush yew That PS1 style looks cool

fervent nacelle
#

can you send *

#

there's some extra contextual options there I need some info about to help you a bit better

#

oh wait

#

do you have a skylight?

plush yew
#

i have skylight

#

@sturdy apex thank you

fervent nacelle
#

is it static, Stationary or movable?

plush yew
#

its movable

fervent nacelle
#

is there baked lighting, either from the default level or a lot bake prior to now?

#

Light bake

wintry forge
#

man, i wish i could just play the game and it would detect what is needed for the package

#

obviously not possible for bigger games but would really help my noobie self right now

plush yew
#

where is baked lighting @fervent nacelle

#

can you explain what you said earier

#

this has never happened before

#

mesh lighting is broken

#

i have to fix it but how

fervent nacelle
#

Yeah so there's the tiny widgets at the top of your in-game viewport with one of them labeled "Show". click it and a drop down will appear, there'll be a checkbox in one of the sub drop downs that says volumetric lightmap, if it's unchecked, then check it, and tell me if anything new shows up in your level

plush yew
#

i checked it and now this is full of black pixel balls

#

problem is at mesh

fervent nacelle
#

if you see a bunch of spheres pop up, go to the world settings tab and find the checkbix for "force no precomputed lightmaps" and rebuild your lighting

plush yew
#

not at lighting

wintry forge
#

with these settings, it says "map specified on the commandline.... mainmenu could not be found. exiting"

#

what could be the problem?

plush yew
#

didnt help

#

bruh, i have to fix meshes lighting

#

not worlds

#

there is no lighting problems with other things

wintry forge
#

i also have "cook everything in the project content directory" checked, but also the map is in the main project directory

fervent nacelle
#

The thing is it's all interdependent, problems like this are easier solved going by macro to micro solutions to the problem. I'm not quite sure exactly what's going on with your mesh, but it's 3am here and I gotta get some sleep, sorry man, hope you find a solution

#

@wintry forge sorry, I know nothing about packaging, I'm just a middleman

wintry forge
#

np gl man

plush yew
#

pls someone help me with glowing plane mesh problem

#

and if i make it long

#

it becomes black

#

wtdf

normal burrow
#

Why does your editor look like Atari?

plush yew
#

because there is post process

#

please help with my problem

#

well i propably know problem but i dont know to fix it

#

so i feel like that lightmap of this mesh is at wrong side

#

its at backside

#

and when sun goes down it makes it glow because it uses lightmap that is at bottom

#

and at day it is dark because it uses bottom ligth map

#

how the fuck do i fix this

exotic cave
#

First, you stop swearing and have some patience.

#

Every single one of us has bugs with UE. Many of us are trying to fix and polish our own projects right now.

#

Second, I'd advise actually looking at the lightmap UV's in your mesh in the Static Mesh Editor.

#

UE in general will override your mesh's lightmap UV's on import, and will put them into UV1

plush yew
#

Why cant i swear, its complementing my words

#

and why cant i say please help me. It doesnt mean that i dont have patience

exotic cave
#

You can do whatever you like, but the mods will eventually cite you for language if you don't keep it in check.

plush yew
#

fucki weirdo

exotic cave
#

This is a professional channel.

#

Please be a professional.

plush yew
#

never has been

#

you made it be

normal burrow
#

You should turn off that post process at get a look at what’s happening with that off as well. I feel like trying to understand the issue with that is extra difficult. Reenable

#

<@&213101288538374145>

exotic cave
#

shrug Go have a look at what's actually happening with your lightmap import.

plush yew
#

But i have to put it back when i want to play

#

its very complex then

#

My lightmap here

#

i dont see a problem

#

i have to flip it

weary basalt
#

@plush yew Please read the #old-rules thanks. Act professionally and respectful when engaging other members of this community thanks.

unique kraken
#

hey can someone simply confirm something for me really quick?
is it possible to use multible vertex color grps in ue4?

exotic cave
#

You sure that's your lightmap UV?

#

Is that UV0 or UV1?

plush yew
#

What does it mean to be professional

#

its UV0

exotic cave
#

It doesn't look like what UE does to automatically generate a lightmap.

#

Check the Build Settings for your UV import settings

plush yew
#

where

#

i didnt find it

exotic cave
#

I'll show you. Hold on.

#

That is on the Details tab in the Static Mesh Editor.

#

Should be underneath your UV button, or thereabouts. Right side of the screen.

plush yew
#

yes i found now

exotic cave
plush yew
#

this is made in blender

#

custom

exotic cave
#

So that's why I want to know that you're sure that you're looking at UV1 instead of just UV0

#

Your UV's look like Blender's packing algorithm to me, not UE's

plush yew
#

this is 1

normal burrow
#

Are you using static or stationary lights alter?

plush yew
#

moving because there is day and night going

normal burrow
#

Then lightmaps aren’t in use

plush yew
#

and its shader mode 4

#

it has weird penguin and smile face

unique kraken
#

pls could someone tell me if its possible to use multible vertex color groups?

exotic cave
#

@plush yew : Please check your Light Map Coordinate Index setting

plush yew
exotic cave
#

In General Settings

normal burrow
#

Idk what vertex color groups are

exotic cave
plush yew
#

its 1

unique kraken
#

well vertex color, one grp contains the colors for the mesh

#

and a second grp contains different colors

exotic cave
#

Try setting it to 0 to see what happens. It's supposed to be 1, but your UV's in UV0 don't appear to overlap there

normal burrow
#

You can have vertex color per vertex. Up to 8 uv channels as well

unique kraken
#

how is that connected to the uvs?

exotic cave
#

That way, at least we'll know if there's an issue with the mesh flipping your normals or whatnot

plush yew
#

didmt help

exotic cave
#

Did you hit "Apply Changes"?

plush yew
#

no

#

i saved

normal burrow
#

You can pack anything in uvs. Such as a second vet ex color over two of them. I dunno what a group is but you can have one vertex color per vertex

exotic cave
#

Try it with "Recompute Normals" checked.

#

Set the lightmap index back to 1, as well.

#

I mean, it honestly doesn't look like your mesh is well-formed

unique kraken
#

i basically trying to have 2 colors per vertex

plush yew
#

its landscape

#

not like house or something

exotic cave
#

But not a UE landscape

#

It's a mesh you made, right?

plush yew
#

but thanks @exotic cave, it now works

#

it glows at day

#

black at night

unique kraken
#

bcs i dont need textures basically, vertex colors are enough for me but i would need multible per vertex

exotic cave
#

Whatever you're doing in Blender is baking your normals upside-down, then

ashen brook
#

@unique kraken no, only one set of vertex colors in unreal

unique kraken
#

ARG

ashen brook
#

if you need more per vertex data, consider encoding it in UVs

unique kraken
#

how would i do that?

#

any tipp in the right direction at least?

ashen brook
#

what 3d apps are you using?

unique kraken
#

im useing blender

ashen brook
#

no idea then, sorry

#

but basically, you can have more than one UV channel

unique kraken
#

yes

#

i use 3 at the moment for most things

ashen brook
#

you can use a script to write whatever data to those channels

normal burrow
#

Think of vertex colors as 4 texture coordinates uv0.x .y, uv1.x, .y == .r,.g,.b,.a

ashen brook
#

the pivot painter does this to encode pivot positions into UVs

unique kraken
#

okeyy

#

so basically i need a script that writes me that data into my uvs

#

wich isnt going to happen

#

so

#

screw this

#

i guess

normal burrow
#

Try googling it

ashen brook
#

you could always just bake out your second color set to a texture and use that

normal burrow
#

Not that uncommon of a thing

unique kraken
#

yea probably what im going to do, a 8x8 texture will do it

#

vertex colors would have just been easier

normal burrow
#

UV to that

#

Then make one for blue and alpha

#

Then presto: colors

unique kraken
#

πŸ€”

#

so

#

top left is green?

normal burrow
#

Yeah you can treat top left as green

unique kraken
#

lets say i squeez my uv in one pixel in the top left

ashen brook
#

first channel is red, and goes along the horizontal axis from 0 to 100%

#

second channel is green, and goes along the vertical axis from... usually from 0 to 100%, but between 3D programs sometimes this is inverted, as it is here

unique kraken
#

what do u mean by channels

#

like the uv number 0,1,2?

#

so lets say i used my 4. uv for this and i place red bottom right, my greens top left.
in ue4 i would need to grab the uv channel 4 and seperat rgb? am i following this correct?

normal burrow
#

Ye basically

#

Just plug uv into make color using x and y of it

#

For red and green

#

Then another uv for blue and alpha

unique kraken
#

make color?

#

is that a node

normal burrow
#

Vector append

ashen brook
#

each UV channel consists of two float values

unique kraken
#

yes

ashen brook
#

that's what I meant by channel above, sorry for the confusion

unique kraken
#

ah

#

okey

#

so basically my 2. vertex colors are just supposed to be values for my materials,
if i wanted a value of red .5 it would be here

normal burrow
#

Yea

unique kraken
#

i think i get it, maybe i find a way of painting and the placing it or so

#

thanks very much

upbeat lake
#

Is there a way to swap shading models (forward vs deferred) at runtime? I know I can alter this var to set it at the game instance level but i'm hoping to be able to switch between the two modes depending on the persistent map loaded... so on open level

#

r.ForwardShading=False

manic pawn
#

no, because depending on this variable different shaders will be cooked, so a packaged build can only support one at a time

upbeat lake
#

bummer

#

ok

wind night
#

Hi! Is it possible to print something into console?
I have UFUNCTION(Exec) function and I want to display something as output. How can I do it?

#
        FString Version();```
fathom grove
#

where do i self promo?

junior vessel
#

@wind night Not sure but don't you need any function parameters?

wind night
#

I dont need πŸ˜‰

#

I think I found solution. I dont have to display in console my output

#

I can display on screen by GEngine->AddOnScreenDebugMessage

errant lintel
#

@wind night iirc you can use Exec UFUNCTION specifier only in some place like ACheatManager or APlayerController

wind night
#

also in GameMode πŸ˜‰

ashen brook
#

@fathom grove you can post work in the Share Your Work category below, according to the guidelines

fathom grove
#

yep TY

ashen brook
#

Does anyone know if you can switch the Collections view back to the old style, or undock it somehow?

#

post 4.24

brave shard
#

guys please do you how to make animations for lika a chainsaw? I only know how to do animations for character moving (rotating bones etc). Should i do this on an external program?

ashen brook
#

for a chainsaw, the way I would do it is with a panning texture

brave shard
#

u think?

#

actually i found nothing on internet and so no idea

ashen brook
#

Yeah. UV the blade as a linear strip, and then control pan speed through a scalar parameter of the material.

#

easiest way and good enough for 99% of cases

brave shard
#

yes sure

#

but what about the "teeth"

#

of the chainsaw

ashen brook
#

what about them?

#

make the material masked, and there you go

brave shard
#

thank you

#

any clues how to make the material?

high nebula
#

Hey fellow awesome people I am having a build issue with my project. Everything works perfect within the editor 4.24.3 but when I try to cook for Windows 64bit I get the following error. I cant for the life of me work out the cause.

ashen brook
#

give the blade its own material slot - the material there would be a simple panning texture, speed controlled by a parameter. Note that it'll look weird if you rev it slowly, but abrupt drastic speed changes should look fine.

high nebula
#

UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: 0 [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Public\RHIDefinitions.h] [Line: 1340]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Unknown FeatureLevel 2
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffc3a9c3e49 KERNELBASE.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffc3cfdcf31 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: end: stack for UAT

brave shard
#

thank you so much