#ue4-general
1 messages · Page 694 of 1
@exotic cave yea it all works perfectly in game the meshes are super low poly aswell
hmmm
mate of mine is trying to hook up his vive controller to ue4 cam, anyone have a tutorial for newbs?
That does help 🙂
is there some kind of triangle count limit when building a project for html5?
Anyone know why all of a sudden UE is treating my landscape like a dynamic, mobile actor? O_o
And now my flythrough won't attach
there shouldnt, but if there is its 65336
also, dont update to .24
I get "large actor receives a pre-shadow" warnings and my level sequence with an opening camera sequence won't attach to the scene, I get "not static" errors
yeah I'm deliberately on .23 for this test. and okay that would explain why it works with the 50k model, but looks worse with 200k and even more so with 800k
thanks luos
It seemed to happen after I accidentally dragged the landscape into a level sequence and added a transform to that sequence by mistake
But now that stuff is gone, yet UE still seems to believe my landscape needs to move all over the place
@tawdry storm mobile accuracy for uv's is much lower, you can enable accurate uv's in the mesh (expensive)
@fierce tulip UV's aren't really the problem, it's more that there's random triangles just piercing the mesh
that might be html being html
all I did was some vfx for it, so I am not an authority on it though.
yeah, but like I said, I didn't see any of that on the 50k triangle model
but it seems the limit is per mesh
is it possible to sphere trace by tags? or only by collision type, then for each, brance if actor has tag ?
pretty much correct, tracing is using the physics engine so it uses the physics setup
oktyty
Where could i find the information about CVars.
In source code or any documentations.
can i sphere trace by mesh ? this seems like it would be a specific instance reference as opposed to a mesh
i ask because this didnt produce a printf on true
seems like it should work, understand, being that it gives an input box for meshes
i just want to trace for a mesh
then you would trace based on the collision channel or type for that mesh
ok. i set that correctly.
you can make a custom one for just that mesh to make it easy
which sphere trace, there are 3 of them
i can get it to print the primative component. but if i try to == a generic mesh, it doesnt seem to notice
oops sorry one second
print out the hit component, what is it saying is the hit component?
Question, for someone who only knows how to make something like third person RPG stuff.
if i delete the branch == mesh, it shows the correct prim comp
if i add a branch == mesh, it stops showing.
it shows the correct prim component in printf without the branch ==mesh. but with the branch== mesh, it doesnt printf. which leads me to think its looking for an instance REF, and not just "any mesh"
i want "any mesh of campfireLog
@tender flume
- Some day you start working on platformer.
- Repeat this "working thing" every day.
- Repeat after finishing or cancelling project, ta-da 😛
Oh. I never cancel, more like learning how to make platformers haha
sorry, but such questions it's too broad, like asking for ready tutorial guiding step by step 😉 😛
I regret learning RPG related stuff only.
the problem is the "hit component" is a component, not an actual mesh or actor so you won't be able to directly do your == to the object in your browser which is what you are trying
So I will still have to watch tutorials?
when you get the hit component you are getting a static mesh component, or a particle component
an actual instance. yea, i thought that might be it X_x
and i cant get static mesh from the hit primComp X_x
surely there is a way to sphere trace for a mesh X_x.
without specifying a specific instance
sure you can just think about it
you get the hit component, the one you care about is a static mesh component
on the static mesh component is a static mesh variable which you want
this is kinda weird for what you want, if your looking only for your specific object type in the trace itself then you would only get those back in the first place
i tried to fish the mesh out of the hit comp , but it didnt show a get static mesh option
Anyone experienced with this bUseBooleanEnvironmentShadowing thingy?
because a hit component, a primitive component, does not have a mesh
a static mesh component has a static mesh
oktyvm. i never would have guessed you could cast to a mesh
parent - child inheritence
something to look into might be using blueprint interfaces so you arent casting but generically talking to the item and checking for info or getting info or setting info as needed
Hey @grim ore help us with some tutorials of how to make a easy mobile game
Seriously, folks, I'm at my wit's end and could really use some help. 😦
look at the free mobile match 3 example on the learn marketplace for a mobile game
Did I break something by accidentally putting a landscape transform into a level sequence?
My level sequences won't attach to the landscape now, and it keeps trying to treat the landscape like a mobile actor and I can't seem to change it back.
And this is a map that represents several weeks' worth of hand-sculpting, I'm gonna be so sad if I have to toss it and start over because I uncovered a hidden bug
I'm getting all kinds of warnings about a pre-shadow on my map check now
roll back to before you did the sequencer thing?
Yes, well, in a perfect world we all have source control
I don't, however, so unfortunately I can't, good advice as that is.
none of the suggestions online fix the issue?
They certainly don't solve the issue whereby my flythrough sequence won't attach to the scene or play anymore
And unfortunately, for my kit, that's a non-starter. I have to have this flythrough
I guess I'll go check all my sequences and references again
its definitely weird. I added a landscape, added it to a level sequence, keyed the transform and moved it and it appears to be working as expected (4.24.3)
It could be that I broke something or deleted a track I needed by accident, I'll check. Thanks for the help though!
I don't even need the landscape transform, for what it's worth. But it seems like it broke ever since that got added by accident.
lol moving the landscape doesnt seem to move the collision tho which is amusing
I duplicated the landscape and deleted the old one, which seems to at least have fixed the map check errors about a preshadow
The cinematic still won't attach though
I am not taking this software developer thing seriously enough, or I'd have set up a special padded wall to bash my head into by now 😄
Guys, I want A Random Bool in a specific time so Random FLoat in Range (is the time) and then every between 10-20seconds random Bool
How do I do thsi
@radiant haven : Bit unclear there. You want these variables where and what are you actually doing that you need this for?
I want that the AI shoots
every 10-20seconds, it will shoot
so its a random time 10-20
^^ set timer, use random range for the time. timer fires, you do your stuff. when your stuff is done set timer, use random range for the time....
I mean, it's possible your set-a-boolean strategy would work too, especially if you need a "cooldown" concept rather than just simple firing
But, what MathewW just described is indeed the easiest way
well I think its right
is there some way to jump back to an files previous state which was checked out in source control?
@grim ore it wont be executed
how you execute it is up to you
tick
put it on begin play, put it on enemy sees player, etc.
its your code base
tick would be the wrong place to do this
that was just the basics of the system, you have to adjust it to your code
I agree. UE can handle many different paradigms but event-driven is the most powerful
But it can be hard for "update loop" style thinking to adjust
@neon bough depends on the source control you use, it's super easy in P4 for instance
but this question for #source-control room
Whats the Oject reference I need to set?
thanks wasnt aware that it has its own channel
none, read the tooltip it defaults to itself
yep after begin play it will set a timer that between 10 and 20 seconds will call the Shoot function
and after it will get called it will start the tiemr again within 10-20 seconds
and thats not happening
and somehow it odesnt work
I only get once a signal (print string added)
did you tell it to call it again after you were done shooting?
Shoot Function -> Do whatever -> Set Timer by Function Name
if you want it to repeat without you having to do it, you can check the looping box on the Set Timer by Function and it will repeat forever
but if you do it yourself you can stop it easier, like say -> Shoot Function -> is the player actually still alive? Maybe I shouldnt keep trying to shoot
@grim ore could do this
yeah that looks like it would work. You are basically setting the timer before firing but the result is the same
well ill try hang on it SHOULD give me eveerytime Hello withing 2-3 seconds
is it more optimized to have one bg complex material with big png textures or many simple materials with small pngs?
is the Shoot event the one you are calling?
if so yes its a loop
I assumed your Shoot at the end was your event to actually fire the weapon
yes then you would not want that
your calling the Shoot event with the timer, no need to call it directly as well
is it more optimized to have one bg complex material with big png textures or many simple materials with small pngs?
ok
Looping doesnt worl
I think you are missing the concept here
Your timer will call Shoot after a few seconds
inside of your Shoot you want it to set the timer again so it will call itself again later
that is it
an Event gets executed withing 10-20 seconds. After It was executed itll execute again within 10-20 seconds
assuming you are telling it to yes
doing it the way you pasted above
your problem is you are telling it to run the shoot function after it just ran it in a loop, instead of later using the set timer
but again this isnt optimal and you will run into problems later if you ever need to check for a valid target or stop shooting
AHH i done it
well yes this as well
SH is the event
wait what
corrected*
@grim ore was actually the same, I tricked UE executing the event SH in the function and not in the Graph, BUt Thanks ❤️
I really appreciate your work and help into this server 😄
this is a bit more accurate of how you should handle it in the end
@plush yew THANK YOU
do you understand why this is erturning 2 hits for each log ? there are only 2 logs in the scene. only 2 static meshes.
no extra collision boxes, just the one from the static mesh
Wait, @grim ore An Event can also be used as a function?
look at the array from the multi trace, see how many it found?
it shows 2 hits from each mesh.
log0 log0 log6 log6. maybe i dont undersatnd the question
2 index elements per mesh X_x
sorry i dont understand.
@radiant haven yes, for the most part events and functions are the same except functions have an output. There are other differences but for a timer you can use a function or event name
I don't know if this is the place to post this but ue4 source build started randomly crashing recently and it's very annoying. This is the error that pops up
this error also pops up on launch
@rancid lynx you might have multiple collision primitives on the logs causing the issue
I just tested and had the template floor mesh returning 4 hits using the same code and it was due to it having 4 collision primitives on it
Hm Noah it’s good to know such error is written towards the end user lol. Better than “reduce map complexit, use soft references” lol
Try keeping an eye on 🐏 usage @young stone . If it peaks before that error it’s likely that your running out
If not, there is probably some bug with something requesting a massive allocation
anyone know why it's never recognizing I have a mirrored actor?
well what is the mirrored actor value?
it's the spawned mirror actor
thats what it is supposed to be, have you checked what the actual value of the variable is?
oh yeah that's what i mean it is setting it
but it's never sending the input values to the mirrored actor
essentially it's just cloning the players character and then copying every input
have you done any debugging to make sure its valid? printing out the value of the Mirrored Actor or putting a breakpoint on the Move Forward and seeing what the value is?
so far it's never reaching the mirrored movement
where do you set the variable to be your clone?
inside that overlap
im spawning the actor, setting the variable but from what I can tell input's aren't constantly being checked that's why it's always not valid
your trying to fix it all at once rather than finding out the problem. You said its not sending the input values to the mirrored actor which I assume is the Mirror Forward.
In what category would you name these two as:
which wont fire if the actor is not valid
Sound and Particles?
which means you need to make sure the actor is valid
Are these considered as SFX or?
that's why I am saying mathew is that it's never going valid that is where the problem is
SFX and VFX @tender flume
which means you need to find where your setting that variable
and then what does that code look like
What does that stand for again? @plush yew
@tender flume sound-fx Visual-FX
then on the input code for your axis, the inputaxis moveforward/backwards right after it is fired before your get print out the value of mirrored actor every frame and watch it
it should be nothing before you spawn it, then it should change to the correct one
im not sure where i should ask smth about a texture error in unreal so ill as khere i guess
?
ty!
it's always correct
I already know this is the issue
that is never being read more than once
Alright thanks.
so in your Mirror Forward what is happening?
what does that forward/backwards do?
so if you do a print string in the mirror forward it only ever fires once?
no it never goes to the is valid
so it's never called
because that valid node never gets read more than once
weird. so you are saying if you watch that code it runs the is valid and always fails?
so the fails line is always firing? we know the code is firing since your print string was firing every frame
i mean it has to be executing it goes from the input event to the move event somehow or does movement not work as well?
yep so it is firing its just failing every time
so here is a weird question, what is stopping your spawned character from doing all of this as well?
spawning in, doing the overlap, having its variables changes
cause it checks for the owned character
if you notice both of your characters are printing out the movement code
one just has an invalid value while the other is valid
well the overlap is only ever running once and only with the controlled actor
But I did just figure out the problem 😄
Apparently it was the overlap on the pushing object was putting the mirrored character into a new state
how does one load a level ( world comp) from another project in a new project , keeping all objects where they are >?
are all your animations off the ground the same amount @gilded lichen ?
Where can i find a good tutorial on setting up publicly available multiple-user pixel streaming, so people can simply go to a website and begin experiemcing the app with full graphics without having to download the app or load it into their own machine's ram or run it on their machine at all?
Kind of like my own personal Stadia I guess
no, some are on the ground but dont look right, for example:
I dont know what that bone is doing, is there a way to remove a bone in unreal?
as these are paid-for assets
No
paid-for means what?
I paid money for the assets
did you pay someone to make them?
no, I got them from the epic store
okay, contact the author and ask them whats up. they don't seem to be authored with any shared floor in mind. so perhaps the author had something else in mind when authoring them
if they view it as essential, they'll fix it
im betting it is baked in offset for the character controller bp
so it appears in the center of the capsule without repositioning
although now that i think about it that dosnt' make sense
hm yeah i don't think so. unless your doing something fancy with your character @gilded lichen ?
crouching by default, offsets the skeletal mesh by the shrink in capsule, so the animations should be authored with the same floor
for the screenshots I dragged the animation out so no bp
where would that be?
its a preview option
a moment please.
the Auto Align Floor to Mesh option, disable this if its enabled
it is still floating
yeah then it is just animations being what they are
in mixamo where I got the animation, the mesh looks fine
I saw some Paragon assests on market
are these free to use to make your own game?
They characters and animations
mixamo stuff usually needs cleanup, i thought you said you paid for the assets lol
Yes I did
the character right? not the animation assets?
the character mesh
@gilded lichen Put your character in mixamo
@plush yew why not read the marketplace eula and such, its all written very clearly.
and take the animation with the skin
yeah agent rhys, like i said you have to clean mixamo up. mixamo has no concept of a root bone and it treats the root bone as a tail
@gilded lichen when imported into unreal the root bone becomes the origin. that is why these animations are floating
so i can only use it and get money from it if am using ue4 right?
you will probably have to fix it yourself
and qBersp yeah, the epic stuff is very clear on MP. you may use these for only games inside unreal engine
you cannot take the assets and bring them to other engines. that is the primary limitation, but for real read the agreement for use on them. and they are explicitly under their own agreement seperate from all other things sold on marketplace because it wasn't confusing enough
@gilded lichen did you try the way i told you about?
And dont pick animations which dont have "In Place" option in it
Choose animations and press "In Place"
I'll try it now
If it dosent have that dont get the animation
Perfect
thanks everyone anyway, I'll work it out with the information I have now.
that is what we call a power stance
if you want super high quality mixamo matching, you have to use the mixamo naming scheme and include manually placed leaf bones
then use blender or something to constrain it to the original
@grim ore I tried the option to generate CVars list, but the directory is empty.
its a mess and there should be tools for it by now
@fallow oxide yeah they broke it in a recent release, in .24 i think, in .25 and I think in .23 it works fine
yeah I had same feeling
If you have 4.23 could u please share it here.
as attachment
else I had to installe 4.23
it looks like someone did it recently https://digilander.libero.it/ZioYuri78/
cool thanks
@gilded lichen there's also a code plugin on the UE4 marketplace specifically for Mixamo rigs and Anims. I've had some good results with the Anims being correctly transferred to the standard Mannequin skeleton, but I can't say I've tried it the opposite way. It's like $35 USD, but I personally I think it's more than worth the cost. Although I do my own mocap now, but that's beside the point. https://www.unrealengine.com/marketplace/en-US/product/mixamo-animation-retargeting
yo, can someone help me out with implementing an addforce to my player while he wall runs? I want to mimic something seen in SM2 where the player can wall run, but the force is exponentially determined by the player's velocity - I'm not struggling with the actual wall running logic, just the add force logic I would need to achieve a similar effect
A quick comparison of the original Wall Sprint vs. the Wall Sprint Upgrade (available in the Spidey-Shop after collecting all the Skyscraper Tokens).
Created with MAGIX Video deluxe 17 Plus
can be seen in the vid above^^
@night bridge are you getting any Texturestreamingpool size warnings? That could definitely cause blurry textures
So that means the predefined texture pool Max memory limit has been exceeded. Your need to either make it large using the console command "r.streaming.poolsize" (no quotes) and then the max gpu memory in megabytes that you want to set it to, or lower you textures' max in-game resolution
The bunch of numbers you're seeing is how much over the current limit it js
@plush yew yeah, I didn't say that because I not near my computer and couldn't remember exactly which ini it was XD
Hey @grim ore , thanks for the help earlier!
I was completely wrong about my problem, or at least mostly wrong 😄
yeah, you can paste that same command in engine.ini to make it the default pool size
I had unbound my camera from the "Camera Cuts" section, if you're interested at all in knowing what simulated the error I thought I had
ahh
Though actually I do believe that trying to use the landscape as a movable actor did cause those other pre-shadow problems and etc 😄
~ key (tilde) is the default console open key I believe
@oblique tangle : https://www.youtube.com/watch?v=OpoTTJQOADU
Hey everyone! In this Let's Create we're creating wall running that you see in games such as Titan fall 2 and mirrors edge. I hope you enjoy this video!
Consider supporting me on Patreon: https://www.patreon.com/matthewpalaje
Foundation video: https://www.youtube.com/watch?...
@night bridge tilde ~
what is tilde
The key above Tab
@plush yew the tilde key is. marked as "~" (without quotes"
@exotic cave not what I'm looking for
Do your have the viewport in focus?
like I said, the wall running logic isn't stumping me
click on that then use tilde
it's the add force logic that is influenced by the player's velocity that is stumping me @exotic cave
so click somewhere in your active scene and then try pressing it
@oblique tangle : I mean, shouldn't be too rough if you just have a Blueprint that checks your actor's velocity, and maintains a boolean as to whether or not they're wallrunning
Sadly I don't have time today to try to actually write a BP for it though 😦
I'm trying to mimic it similar to the vid, where the player's velocity when the begin wall running carries over and then exponentially decreases until they r kicked off the wall
@fervent nacelle is there any other way other than pressing that button?
that's not necessarily what I'm going for, it's more dynamic than just a simple bool check
the wall running logic is fine, I simply need help with how I would implement the add force that propels the player on the wall
which is scaled by the player's velocity
and decreases over time
yeah the calculations to dampen it and returns to the original state are what's stumping me
I've turned off auto exposure, yet the viewport keeps auto exposing?
How would i stop that?
Is it possible to see how many times my ue4 project crashed?
hmm so if the player is moving at 4000, and you add forward velocity of 200 and then subtract-200 over 2 secs, doesn't that just negate the added force you have added, not the player's overall velocity?
wouldn't it just be smarter to
correct me if I'm wrong
but yeah
multiply the player's velocity
then interp that value down to a lower valhe
close to almost 0 or something
@grim ore so after i go to the settings there and type console what do i do then
@gilded lichen This is very memeable stuff right here though
When people ask to do drawing commissions for free.
When you manage to fix a bug thats been bothering you.
No and you should have public liability insurance just in case though.
@night bridge You change it from the ` symbol to whatever you want
@grim ore how
how what?
you change it, you click on the spot where it asks you what key to use and you type in the new key
alternately you put in a secondary binding in the spot next to it that says "type a new binding"
by "Console Keys"?
Its the keyboard shortcut called "Open Console Command Box"
archive.org will cover that
@plush yew char * is a character array. I would have to see what you are doing specifically though
Is anyone available to help me with this one short question about nodes
trying to make it possible for health and stamina to regen at the same time but stop regening when they reach 100
yeah you are on the long road of "why native C? why?"
once you get the hang of it, you get by. Its my crux though
@limber mesa use math's Clamp or Min node 😉
@brave gate im kinda new to this but ill try what you said
what does each do @brave gate
@limber mesa just place it, read node description, see how it works - learn by trying it out 😉
it's really simple
i cant find the math clamp
im using the min
thx moth
wait, @brave gate how can i make the min have an exec node on it
you can't, it's pure node
oof idk where to put it lol
let me try one thing
before i come crying back lol
didnt work @brave gate here is what i did
i corrected it to 100 and nothing
Thanks I need this a lot
https://docs.unrealengine.com/en-US/Programming/Basics/CommandLineArguments/index.html in this documentation they mention UE4Editor.exe where is this? Do they refer to the one in program files?
Collection of arguments that can be passed to the engine's executable to configure options controlling how it runs.
I'm trying to create a shortcut that launches ue4editor with my game project, directly starting the game (instead of editor)
the one they are referring to is the one for your editor wherever you installed it, usually "INSTALLDIR\ENGINEVERSION\Engine\Binaries\Win64"
so yes it could be in the program files directory if you installed it there
normally if you just want a shortcut to start the game instead of editor you would make a shortcut to the .uproject and tell it to run
yeah
so I tried doing this "C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\Win64\UE4Editor.exe" Tactical.uproject Setup?listen -game
however it gave an error message
depending on where you created this shortcut if might have no idea where your uproject is at
it's in a totally different folder
I'm following these instructions from Epic https://www.youtube.com/watch?v=TbaOyvWfJE0 unfortunately they weren't very clear on this
For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gYwhBTjNLSFPRiBpwe5sTwc
In this video you'll learn simple networking basics in Unreal Engine 4, including how to test/launch your game for network play.
A link to the wiki for further notes is a...
In this video, the uproject is elsewhere? Definitely not in the binaries folder
so does the uproject need to be absolute path?
ok it looks like it needs to be absolute path, the video was just not clear
makes sense
Whats the best way to display loot drops with slots? Is creating a pickup object with an array and widget a good option?
I tried displaying the widget to the viewport on overlap and UE4 crashed xd so im doing someting wrong
doing it the way you suggested seems fine, but thats very broad of an example
yeah i just wanna know that creating widgets and adding them is the best way to do things
or the other option is having a widget created and modify it
it just depends on how the rest of your project is designed. Creating a widget and adding it should be fine
creating and destroying is probably the least efficient way tho if you just need to reuse one
maybe you were creating it over and over by accident?
its probably more efficient if you plan on re using it yes
create it once, make it visible or hidden as needed, modify the data inside of it as needed
basically the same as your main ui
apparently there's a race condition with pawn and HUD begin play...
play in editor, HUD will exist during begin play of pawn
but not in packaged game 😛
why do they closed the wiki?
they plan on folding all that information into their in house docs and learning portals
@grim ore thanks for reply
when do you think stuff will be avaible?
wikis are more important than there poor documentation really that s a shame
lol on returning a char*
also
@plush yew your leaking 512 byte of memory there
char nameChar[512]; would be how to put that onto stack memory.
otherwise delete[] namechar; after its used.
<@&213101288538374145>
casual homophobia is not welcome here
some people like to leak memory i guess lol
accidentally deleted brain instead
lol ye
@cosmic matrix I wouldnt count on any timeframe or even guarantee that info would come back. The thread on the forums says if there was important info in there let them know on the thread so they can move or replicate it
I think they do something stupid really... 😤
well they stopped it a while ago, didnt look like it was going to survive and now we know 😦
I chose architecture for project type and added starter content, but on play no 3rd person is showing up, just 1st player,,is that normal, is there no faster way to get a 3rd going ?
Yes it’s normal
I have a question about Organizing the Content Folder? What suppose to go in order? I feel lost of what suppose to go where?
Example: I downloaded Materials from UE Market Place. I noticed it’s in my Content Folder, but when I try to add my Material, I don’t have an option to pick it?
I only have Options to pick Materials from the Starter Bundle.
what an odd way of doing it, nobody wants a player to be seen viewing high rises ? lol
sigh
Nope
That requires a nice character
The default mannequin doesn’t match well with fancy architecture
@plush yew you could use https://www.unrealengine.com/marketplace/en-US/product/linter-v2 to help you follow epic standards with the content folder
Scan your content for potential issues and inconsistent style conformity. Comes with rule sets for Unreal Engine's Marketplace Guidelines and Gamemakin LLC's (http://ue4.style) Guidelines, but you can also create your own.
its made by allar
but generally organization is up to you
and yeah, dress slacks or dark theme dress shirts would fit a high rise much better
Thanks!
@abstract relic nonsensical, gotta start somewhere
SO, an adventure game doesn't deserve a fancy character ? ;)0
no matter
arch vis isn't for games
why not
because it's arch vis
lol ^💯
its the only one that has sunsky out of the box, soits recommended for that, according to forums
your opening yourself up to a much fancier industry going that route
lol
a much fancier, 10 frame industry
so when you get no framerate... yep
just be ready to buy a arch vis computer
:)I'm sure
I started having issues with the UE4. It used to run perfectly fine, but now after running for a few minutes the entire UI/ window just freezes, you can still get popups and such, but they just stay over. It's like the display does not get updated for some reason.
I didn't use UE4 for a couple of months and in meantime I installed the latest GPU drivers (AMD RX470, from the official site) and I have a feeling this might be related.
I'm using 4.24.3
hey guys tryna get player location., but the code just isnt showing it on print string does this look right?
@flat scroll have you restarted your computer?
Delete the intermediates folder otherwise and maybe that'll smoothen things up after shaders recompile
@plush yew im confused on how that can fix my problem
@normal burrow You mean restarted after installing the drivers? yeah, I installed them like a week ago.
I went into the editor pref and restored the default options. It might be a placebo, but it might have fixed the issue, somehow
If you can, try get stat gpu open, I think you're having the same issue i was having
Turned out to be HZBOcclusion
Slate UI
Jordan you get no prints at all? try removing that velocity zero check
i noticed i put get player controller lol
was meant to be get player character
chers though
what change my get player char to pawn?
oh lol okay
if its a character that is
yeah
hey @normal burrow could you help me out with something
mind read damnit pat
😓
im trying to get two things to regen at the same time. health and stamina.
i tried to use this but it failed
one sec
perhaps a sequence node is needed here?
let me try
i can't see to the left so i'm unsure, but you'd want the sequence on the top line, then add pin so there are two (if there isn't already) and connect second to bottom
it didnt work ill show you more
this is what i tried to do
any suggestions @normal burrow
?
dont you mean max?
max is 100
i ashume its this
nah you want a min there, so it doesn't exceed the max
i want it to regen but i need it to stop regening once it == 100
then you can get rid of what is to the right of setting health
so dont set it?
do the same for health as well
but then how can i connect them both
then just remove these
after you set stamina
draw a line to the health line
or keep using that sequence node
it should work, your logic was just a bit off there
so this is what i got so far
hey guys I made an AI that suppose be moving constantly to random locations but it moves to 1 random location then rotates his mesh 0.1 to the left or right any suggestion?
you could do this before adding to health if you wanted
by connecting the false to the start of the health regen.
@versed lion show graph
how can i connect the false to the health regen
yeah
when you done pat i need you to look at my graph again. it didnt work
stamina work but health doesnt
do you see the false there on the branch?
drag a line from false to where you set the health
and the line previously going to set the health
plug it in to the branch
didnt work
well my AI now moved to 3 locations then stopped what are the differences between the radiuses? https://prnt.sc/rqhoj8
this is gunna be a big message 😄 erm
I'm trying to make my own command, so this;
"/loc"
then it to display my location code of XYZ which is here, as you can see I've got a
https://cdn.discordapp.com/attachments/666796462503362575/694695206989201418/214109db60fc63ac78053bf51809e23a.png
I've then created a function of ShowLocationMessage, using the variable then add new message
https://cdn.discordapp.com/attachments/666796462503362575/694695363617095700/c21e5a76e468d44dc132b8ece1660502.png
then finally in "Check For chat command" I've got that function called here
https://cdn.discordapp.com/attachments/666796462503362575/694695568567697418/7b468ce99d62457d04b5e73924c0b94c.png
but nothing is outputting when I use /loc
wondering if anyone can help
constants
If youre making this as a landscape material id suggest making the material into an instance and doing params
is replicating a inentory system a tedious process? I made one a while back but i nvr replicated it.
Yeah that way you can edit your material on the fly
@knotty vessel if you ever find a material node you're unfamiliar with
https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/Functions/Reference/index.html
Reference page for each of the material functions, separated by category.
the unreal engine documents really arent that good in my opinion
usually i look up tutorials for things i dont know but i cant rlly ask google what a picture is lmao
😂 yeah, or source sdk
software doc sucks
it rlly do
I feel pampered when I open unreal's doc
Luxurious documentation pampering is how i'd put it as well.
for beginners at least
it took me a year to learn blender bc i was trying to use their docs lmao
You can usually look at the code as well if your really want to know how things work.
I'm not impressed with it's cpp api section
cpp api help is literally generated from comments in the code
so.. reading the code is really the better way hah
"this is a thingy, it does what thingies do"
// Executes the current context and modifies value.
whats worse is they miss things
so if you use the documentation api site to know whats available
it just skips things in the code that are wrapped around in
#if WITH_ENGINE
but code is good to read still
The base class of all UE4 objects.
like none of these functions are documented there
so just mentioning that if you get confused at where the hell GetWorld() is in documentation brohan
How do i connect theese two?
are you trying to stop or play a montage?
but how can i check if an action is going on - by an interface event?
you need a branch there
if you want to connect the two and split execution based on that Return Value
add a branch first
do you see the red ring on the branch?
yep
connect the red rings
Lol
then connect the > symbol out of the event, to the > in to the branch
time to get mattew video
ye
What is the Branch Node in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
that @lucid magnet
you doing good, keep it up
how do i fix no falloff on brushes in lanscape paint mode
p@t sorry to bother man but about the AI thing, i still don't get why he stops
my bad i forgot oshri,
its ok 🙂 you are a good man that helps alot of people no rush
the success and failed parts, you want to connect these to something that re-attempts the walk cycle
#askpat has returned 😛
picks a new end point
hey pat sorry for the bother but it didnt work
lol
ik
show graph
Guys can someone help me on something im new the ue4 so im running on someone problems

Im trying to recreate a game called vainglory
I used some paragon characters
But i want to add health bar and other thing but
When i add them they dont show up
freshly doodled line == make
make a == float pat?
Noo can u show me a video
there is one line to add
ohh
What you guys are creating
this is a playlist containing all the user interface information you need: https://www.youtube.com/watch?v=WJHfPwodtQo&list=PLL0cLF8gjBprIHm0yo-Vj9oBwi2-gAIEd
In this series we take a look at how we can develop beautiful, interactive user interfaces within Unreal Engine 4!
We'll cover the process of creating heads up displays, menus & more using UMG...
♥ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN
♥ Don't forget you ...
by Virtus learning hub enjoy
i made it ghostbusters now, add ghostbuster line
@versed lion thanks dude i have been for hr try to solve this lol
it doesnt work
@peak merlin np man
like smite?
it doesnt work
may want to start up playmode then observe what happens with those lines billiamsfluster
you'll see red glowing lines that indicate execution
if theres no execution going to that part then thats the problem
@versed lion if it goes 5 times and stops likely it failed to start
there is no execution
still looking
@normal burrow if you were me what would you put after the "on success" note?
i found a problem
when i press on a key programmed to do something it works but on the graph it isnt showing that
if your getting a false from random location
may have to nudge the thing somewhere
in addition to just retrying after some delay
ok man thanks for the effort
effort is what i think when i look at my scribbles too lol
is there anything wrong with replicating variables that don't need to be replicated?
can you modify game ready characters purchased in the marketplace in blender?
wtf happened to the wiki, how am I meant to develop now without all that documentation?
For your project? Yes
@versed lion thanks dude it worked i fixed it
😂
lmao is that mixamo
It looks like it damn that cool
Hello great people.
Its been a while since I've been here since every single project I was on was Unity but this month we're doing an Unreal project and I thought what better way to be back than to say hi to people.
So, hi!
hi, welcome!
I am so excited to be working within Unreal again! I kind of missed Blueprints workflow lol
Does anyone know of a tutorial to make a conquest type game mode? I:E like battlefield where you capture control points. I could probably figure it out, but for once it would be nice to have something to cheat off 🙃
Can't think of any but yeah, it should be pretty straight forward with overlaps and such
ugh blueprint -_-
also define conquest, is it like most players of a specific side in a zone takes it over?
I've made control points that count how many from each team are in a radius and figure out who controls the point, it's a matter of tying all the levels control point actors into a game mode and sorting out scoring, where you can spawn etc.. Maybe if there's no tuts I'll have to make one once I've got this covered
Yeah pretty much. Although if there is opposing players in a zone, you can't fully own the point until there is only members from one team in the radius
what are you struggling with currently
Can’t vouch for this
https://youtu.be/kaVj2G6hC5U
Some UE4 portfolio work on a King of the Hill style Third Person Cover Shooter Multiplayer shooter.
hey if i need help do i ask here?
you can
ok i been having a problem
which is
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')
i have been searching all over online but only people who are just into playing video games get this error but i haven't found anyone report this when actually in the editor
this happens before i even get a chance to open my project
on the project select screen and it crashes to say that
actually i have found some with the same problem in the editor itself but they say it crashes on their project in 5 minutes or so
i haven't really seen them solved
if someone has had this problem i would like to know the solution
Those are typically due to your graphic card, driver, and/or os needs to be updated
@abstract relic thanks man I'll check it out 👍
could it be faultly like the update did that itself, could i downgrade and fix the problem that way
because this seemed to happen when updating my driver
It could
Heard similar reports that the most recent update is never a good idea to have
I have no idea how to downgrade the update
yeah
i do not know how to downgrade this update to the previous one
yeah this update was pretty recent as of march the 24th
you can revert driver updates
where do i go for that
DDU is what you need
go to driver tab
it doesn't let me roll back
Here you can Download Display Driver Uninstaller, this Display Driver Uninstaller is a driver removal utility that can help you completely uninstall AMD/NVIDIA graphics card drivers and packages from your system, with...
use what p@t posted then
ok thanks
oddly i have disconnected my internet
damn my 3 other routers are connecting
wait i have a question
when i clean and restart is the whole process supposed to be grey after i press the option
it hasn't crashed but the ui is unavailsblr
Feel your pain. I spent all day doing workstation management. Hang in there and goodluck.
These days are inevitable, how are you on discord without internet?
Not quite
is there a way to move a group of meshes precisely in the editor?
like using the transform tool
But simular topic it took ages to compile 3 layers for my landscape
Snaptool
I was talking about modeling
Thought he was mentioning modeling
ok, thank you
You have freedom im it, for scaling and transforming there are snap tools even for rotating they all have their seperate integers tho for the snapping
But i am pretty sure that is customizable
alright, thanks
I'm trying to create a game which requires two copies of the exact same level over again
Does the "Bounds" flag only work during a PIE session?
I have it checked but its not displaying bounds at all.
Yeah
wait but now i can't go into my 2517x1527 resolution
it's now just the default 1920x1080 and unchangeable
Yeha fair enough.
also, is there any better way to create artificial collisions for a map with more complex surfaces than creating a bunch of invisible boxes?
@normal burrow i have this error now after i had removed my driver update
ok great
Spaghetti you can make an invisible mesh
is geforce experience going to let me pick a driver
No use the site
but it pointed me back to the same driver
i had an issue with
the same version
that's not working
invisible mesh?
how do I do that?
btw, the snap system worked perfectly
best place for me to learn to animate melee attacks
should i use record
or maya
?
it's your preference really but look into both of them to see which one you like better
love your help guys @normal burrow and @tiny sonnet really appreciate it
is there a shortcut key combination to disable grid snapping when moving a static mesh?
np
Is https://docs.unrealengine.com/ editable? Meaning if I find an error can I make a PR request or a wiki change?
Drunk at the keyboard 🙃
at least they're migrating the content somewhere
docs page is shitty
why is the sidebar going OVER the content?
why is the sidebar empty when I go to C++ reference page?
and imo there should be a breadcrumb navigation element at the top of the page
right now there's just the inheritance hierarchy
Yeah there seem to be issues on the web front
the above thing is a bit iffy if you google something and land on that page, you have zero visible means to navigate the docs pages upwards in the hierarchy
Same with the marketplace, perpetually stuck in MVP-mode.
Which is begging for features and bugfixes that could seemingly be built quite easily.
Seeing that there is not much simple documentation on how to do it, I decided to record a video showing how to setup Pixel Streaming for remote access over the internet with the latest 4.24 version of the engine.
Hopefully it will help some of you.
Enjoy
https://youtu.be/9V6Iy-OSlc4
@ancient tangle I got a server running in AWS, Any tips on how to make multiple instances with their own controls? Instead of copying all the files and folders. Have you looked into that?
With the new 4.24 engine version, Epic Games changed a bit how Pixel Streaming works, embedding Web RTC directly into the plugin and simplifying the setup process.
In this video, we are going through the setup process of an Unreal Engine project in order to be able to stream i...
someone here used "unreal + alembic hair" already?
Hello ! I Have a problem with the engine. I can't make changes to blueprints and in generaly its very hard to change anything. Does anybody know what should I do ?
?
Pls I just want to start my project 😄
someone could help me out. I should put a game object (character). that after speaking to him allows you to change the character of the player. I need a guide or something
and also an initial menu that can be chosen between 2 characters. once you save it must remain that and you can no longer access that menu
what are the ... limits for a world in size? and what issues arise if i make a world over 20km?
like, if i create a world that is mostly empty space (almost literally) what issues would happen if i say create a world that is a million kilometers?
Hello, how do you make animations smooth? I thought I remember a setting to make them look a bit better.
hi all
im a bit concerned about this
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline.
We recognize that the Wiki has been a valuable resource for many of you during your development journey, and we will be incorporating the top-visited content from the Wiki into ...
are all the wiki articles available on archive.org?
is there any community effort to relaunch the wiki articles as a github wiki then
i'd like to contribute if there is
Anybody knows how to prevent steam vr from launching ?
why is there no tutorial series which teaches me everything?
why do people have to come here and ask so many questions -.
there should be tutorial series which teaches you everything you need.
Like "Visuals 101"
Hey guys, I need some help choosing terrain generation software, I'm considering buying one. I'm looking towards "World Creator" (as most feature-packed and game-dev oriented), also how about "Gaea"? looks promising and easy to use. "World Machine" is an outsider for me, UX/UI and workflow look kinda outdated.
I press PLAY or compile and sometimes this error pops up, I watched the memory usage and first the editor froze then the usage started growing and when it reached the max ram this error poped up
what's causing this
@wooden vine houdini, maybe houdini + gaea
you can drag and drop houdini terrains into ue4 and everything gets setup automatically
@wooden vine houdini, maybe houdini + gaea
@frank escarp Sounds interesting, but I'm quite not sure about Houdini licensing, do they have an option to buy software? Renting is not for me.
Damn
Depends on your studio size
For smaller studios it is 250$ per year
Guys, how can I get the location of my Mosue CUrsor in the world
and Indie has everything in it
Guys, how can I get the location of my Mosue CUrsor in the world
@radiant haven PlayerController Transform Mouse To world #blueprint #cpp for more
yaeh indie is a great deal
you can download the education license, which is like a demo
and check the terrain tools
the education license cant connect to unreal tho
I'm a single bedroom developer, I need something with an adequate learning curve, Houdini is too much for me, I guess.
Depends on your studio size
For smaller studios it is 250$ per year
@floral lion
@floral lion Yes I have it liek this but it doesnt recognize meshes if i click on a mesh
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1739154-changes-to-the-official-unreal-engine-wiki
my god, the wiki software is so bad its offline now?
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline.
We recognize that the Wiki has been a valuable resource for many of you during your development journey, and we will be incorporating the top-visited content from the Wiki into ...
@young stone what videocard do you have?
Gtx 1050ti
anyways, so is it possible to show/hide debug shapes (lines etc) while not destroy them?
@young stone retail or a china version of it?
noob question... the part on top of the viewport where i can change the angle snapping dissapeared
how do i get ut visible again?
F11?
@young stone retail or a china version of it?
@whole quarry retail-_-
@plush yew thank you very much!!!
The editor just some times freezes and starts eating ram
@young stone it was a valid question, wouldnt be the first time someone bought a spoofed old videocard presentes as a modern one. Anyways do you have the same issue in a new project?
I've got RAM issues too.
Seems like the longer UE4 runs play tests the chances increase of crash.
@ancient tangle I got a server running in AWS, Any tips on how to make multiple instances with their own controls? Instead of copying all the files and folders. Have you looked into that?
@frank pagoda I am looking into that. Planning a couple of tutorials on aws setup and multiple instances
@young stone it was a valid question, wouldnt be the first time someone bought a spoofed old videocard presentes as a modern one. Anyways do you have the same issue in a new project?
@whole quarry I'll check but this issue never happened before
this also started poping up on launch
Hi. I am working on camera controls... is there any way for me to make an input control on the 3rd person boom arm socket offset - kind of like what i did with this camera zoom
What is the relationship between the PlayerPawn and the CameraManager inregards to placement of the camera during gameplay, which one overrides the other, if at all. And where is the CameraManager set or can that be set in multiple places?
Basically in the CameraManager class I wan't to know where to attach the camera to the skeleton bone on the model/playerpawn skeletal mesh.
Does anyone else think that.. the sky in UE4 looks god awful?
@mint sequoia there is a free asset on the market place called Good Sky. it provides you with a very useful blueprint for sky. i use it alot
Testing out, pretty cool, should Star Citizen be scared? ;).
Found here,
https://www.youtube.com/watch?v=svb2UZ0BxqY
@fierce tulip Yeah been keeping an eye on it. Wish there was a good stylized option too
tweaking, custom textures, and some post processing and you should be fine.
Hopefully. If I google images "ue4 stylized sky" I don't see any good results
I'll tackle it after I sort out trees
Sooo.... Material layers are being brought back?
How can i make so that when pressing an input - one thing happens, and when i press it again - another thing happens
?
flipflop
what?
flipflop is a node @lucid magnet
Is my logic right: Interaction System -> Interactable (Parent/Master) -> Differend Sub-Categorys (Child/Slave) for example -> Weapons (Child/Slave and Parent of:) -> Specific weapon (Child-Child/Slave of Interactable -> Weapons) and findable in structs.
So: I'm on the right way? And where i should put my Inventory-System? D:
I see this all like a Matroschka puppet (edit:) and now i try to get the right order.
What is this wiki thing people are talking all over? Wasn't it taken down for renovation ?
yea, but they decided its better to close it.
mmm... I did not realize that it was closed for a year
Who didn’t see that coming? 😜
Was it helpful to people ?
There were some nice tuts
i didnt even know it existed, others are furious hehe
It’s was more a wiki of, “how to get this specific effect”
My experience with wiki started and ended on one article.
Answerhub is next in line.
oh yea, I forgot I put some vfx tuts on it when I made my first few tuts
epic games killing wiki before answerhub is.... not very smart
answerhub is far less useful than the wiki
its a shame tho, answerhub on the closed beta days actually worked
but its spammed to death
either by spammers
or by people who cant google their question
I'd disagree. Answerhub used to be helpful. Did not participate in beta, but it did work in 2016.
yeah when unreal costed money
yeah, that time
when it became free it got flooded with noobs
some people siteripped the wiki, so its available
Webarchive here we go
And this is not an april fools joke?
Some sites started redirecting to way back and just not hosting their content. Which way back just removes