#ue4-general

1 messages · Page 694 of 1

unreal sable
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Restarting UE4 seemed to the trick i think.

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Wierd

midnight gate
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@exotic cave yea it all works perfectly in game the meshes are super low poly aswell

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hmmm

cyan oak
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mate of mine is trying to hook up his vive controller to ue4 cam, anyone have a tutorial for newbs?

exotic cave
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That does help 🙂

tawdry storm
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is there some kind of triangle count limit when building a project for html5?

exotic cave
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Anyone know why all of a sudden UE is treating my landscape like a dynamic, mobile actor? O_o

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And now my flythrough won't attach

fierce tulip
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there shouldnt, but if there is its 65336
also, dont update to .24

exotic cave
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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

tawdry storm
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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

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thanks luos

exotic cave
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It seemed to happen after I accidentally dragged the landscape into a level sequence and added a transform to that sequence by mistake

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But now that stuff is gone, yet UE still seems to believe my landscape needs to move all over the place

fierce tulip
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@tawdry storm mobile accuracy for uv's is much lower, you can enable accurate uv's in the mesh (expensive)

tawdry storm
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@fierce tulip UV's aren't really the problem, it's more that there's random triangles just piercing the mesh

fierce tulip
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that might be html being html

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all I did was some vfx for it, so I am not an authority on it though.

tawdry storm
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yeah, but like I said, I didn't see any of that on the 50k triangle model

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but it seems the limit is per mesh

rancid lynx
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is it possible to sphere trace by tags? or only by collision type, then for each, brance if actor has tag ?

grim ore
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pretty much correct, tracing is using the physics engine so it uses the physics setup

rancid lynx
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oktyty

fallow oxide
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Where could i find the information about CVars.

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In source code or any documentations.

rancid lynx
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can i sphere trace by mesh ? this seems like it would be a specific instance reference as opposed to a mesh

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i ask because this didnt produce a printf on true

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seems like it should work, understand, being that it gives an input box for meshes

grim ore
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well I cant see the rest of your code and the actual trace is not there

rancid lynx
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i just want to trace for a mesh

grim ore
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then you would trace based on the collision channel or type for that mesh

rancid lynx
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ok. i set that correctly.

grim ore
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you can make a custom one for just that mesh to make it easy

rancid lynx
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i did that also. ty.

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i did a for loop, for each actor in the multisphere trace.

grim ore
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which sphere trace, there are 3 of them

rancid lynx
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i can get it to print the primative component. but if i try to == a generic mesh, it doesnt seem to notice

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oops sorry one second

grim ore
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print out the hit component, what is it saying is the hit component?

tender flume
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Question, for someone who only knows how to make something like third person RPG stuff.

rancid lynx
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if i delete the branch == mesh, it shows the correct prim comp

tender flume
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How would you make a platformer?

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(Blueprints only. ^)

rancid lynx
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if i add a branch == mesh, it stops showing.

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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"

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i want "any mesh of campfireLog

brave gate
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@tender flume

  1. Some day you start working on platformer.
  2. Repeat this "working thing" every day.
  3. Repeat after finishing or cancelling project, ta-da 😛
tender flume
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Oh. I never cancel, more like learning how to make platformers haha

brave gate
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sorry, but such questions it's too broad, like asking for ready tutorial guiding step by step 😉 😛

tender flume
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I regret learning RPG related stuff only.

grim ore
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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

tender flume
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So I will still have to watch tutorials?

grim ore
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when you get the hit component you are getting a static mesh component, or a particle component

rancid lynx
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an actual instance. yea, i thought that might be it X_x

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and i cant get static mesh from the hit primComp X_x

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surely there is a way to sphere trace for a mesh X_x.

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without specifying a specific instance

grim ore
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sure you can just think about it

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you get the hit component, the one you care about is a static mesh component

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on the static mesh component is a static mesh variable which you want

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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

rancid lynx
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i tried to fish the mesh out of the hit comp , but it didnt show a get static mesh option

exotic cave
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Anyone experienced with this bUseBooleanEnvironmentShadowing thingy?

grim ore
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because a hit component, a primitive component, does not have a mesh

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a static mesh component has a static mesh

rancid lynx
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oktyvm. i never would have guessed you could cast to a mesh

grim ore
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parent - child inheritence

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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

formal pebble
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Hey @grim ore help us with some tutorials of how to make a easy mobile game

exotic cave
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Seriously, folks, I'm at my wit's end and could really use some help. 😦

grim ore
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look at the free mobile match 3 example on the learn marketplace for a mobile game

exotic cave
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Did I break something by accidentally putting a landscape transform into a level sequence?

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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.

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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

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I'm getting all kinds of warnings about a pre-shadow on my map check now

grim ore
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roll back to before you did the sequencer thing?

exotic cave
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Yes, well, in a perfect world we all have source control

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I don't, however, so unfortunately I can't, good advice as that is.

grim ore
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none of the suggestions online fix the issue?

exotic cave
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They certainly don't solve the issue whereby my flythrough sequence won't attach to the scene or play anymore

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And unfortunately, for my kit, that's a non-starter. I have to have this flythrough

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I guess I'll go check all my sequences and references again

grim ore
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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)

exotic cave
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It could be that I broke something or deleted a track I needed by accident, I'll check. Thanks for the help though!

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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.

grim ore
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lol moving the landscape doesnt seem to move the collision tho which is amusing

exotic cave
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I duplicated the landscape and deleted the old one, which seems to at least have fixed the map check errors about a preshadow

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The cinematic still won't attach though

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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 😄

radiant haven
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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

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How do I do thsi

exotic cave
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@radiant haven : Bit unclear there. You want these variables where and what are you actually doing that you need this for?

radiant haven
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I want that the AI shoots

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every 10-20seconds, it will shoot

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so its a random time 10-20

exotic cave
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Arguably better to just set a timer?

radiant haven
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I am not experienced with timers..

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ok then

exotic cave
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I would get experienced with timers 😄

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That is my advice. They b powerful

grim ore
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^^ 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....

exotic cave
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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

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But, what MathewW just described is indeed the easiest way

radiant haven
grim ore
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definitely not on tick, and do it by function not event so you can re use it

neon bough
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is there some way to jump back to an files previous state which was checked out in source control?

radiant haven
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@grim ore it wont be executed

grim ore
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how you execute it is up to you

radiant haven
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tick

grim ore
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put it on begin play, put it on enemy sees player, etc.

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its your code base

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tick would be the wrong place to do this

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that was just the basics of the system, you have to adjust it to your code

exotic cave
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I agree. UE can handle many different paradigms but event-driven is the most powerful

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But it can be hard for "update loop" style thinking to adjust

brave gate
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@neon bough depends on the source control you use, it's super easy in P4 for instance
but this question for #source-control room

radiant haven
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Whats the Oject reference I need to set?

neon bough
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thanks wasnt aware that it has its own channel

grim ore
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none, read the tooltip it defaults to itself

radiant haven
grim ore
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yep after begin play it will set a timer that between 10 and 20 seconds will call the Shoot function

radiant haven
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and after it will get called it will start the tiemr again within 10-20 seconds

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and thats not happening

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and somehow it odesnt work

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I only get once a signal (print string added)

grim ore
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did you tell it to call it again after you were done shooting?

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Shoot Function -> Do whatever -> Set Timer by Function Name

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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

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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

gilded lichen
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Hello, how do I make the animation go towards the ground?

radiant haven
grim ore
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yeah that looks like it would work. You are basically setting the timer before firing but the result is the same

radiant haven
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well ill try hang on it SHOULD give me eveerytime Hello withing 2-3 seconds

midnight gate
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is it more optimized to have one bg complex material with big png textures or many simple materials with small pngs?

radiant haven
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HMMM

grim ore
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is the Shoot event the one you are calling?

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if so yes its a loop

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I assumed your Shoot at the end was your event to actually fire the weapon

radiant haven
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yes for testing i just but the timer into map bp

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yes

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smae

grim ore
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yes then you would not want that

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your calling the Shoot event with the timer, no need to call it directly as well

midnight gate
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is it more optimized to have one bg complex material with big png textures or many simple materials with small pngs?

radiant haven
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yes, so it will automaticly executes the timer again

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so itll loop

grim ore
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ok

radiant haven
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Looping doesnt worl

grim ore
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I think you are missing the concept here

radiant haven
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yes.

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hang on ill try to explain again

grim ore
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Your timer will call Shoot after a few seconds

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inside of your Shoot you want it to set the timer again so it will call itself again later

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that is it

radiant haven
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an Event gets executed withing 10-20 seconds. After It was executed itll execute again within 10-20 seconds

grim ore
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assuming you are telling it to yes

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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

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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

radiant haven
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AHH i done it

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well yes this as well

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SH is the event

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wait what

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corrected*

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@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 😄

grim ore
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this is a bit more accurate of how you should handle it in the end

midnight gate
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@plush yew THANK YOU

rancid lynx
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do you understand why this is erturning 2 hits for each log ? there are only 2 logs in the scene. only 2 static meshes.

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no extra collision boxes, just the one from the static mesh

radiant haven
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Wait, @grim ore An Event can also be used as a function?

grim ore
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look at the array from the multi trace, see how many it found?

rancid lynx
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it shows 2 hits from each mesh.

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log0 log0 log6 log6. maybe i dont undersatnd the question

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2 index elements per mesh X_x

normal burrow
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Visualize them rob

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Maybe it is exit wound

rancid lynx
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sorry i dont understand.

normal burrow
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Draw some lines

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Show where the points of intersection are

rancid lynx
grim ore
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@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

young stone
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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

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this error also pops up on launch

grim ore
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@rancid lynx you might have multiple collision primitives on the logs causing the issue

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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

normal burrow
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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

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Try keeping an eye on 🐏 usage @young stone . If it peaks before that error it’s likely that your running out

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If not, there is probably some bug with something requesting a massive allocation

plush yew
grim ore
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well what is the mirrored actor value?

plush yew
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it's the spawned mirror actor

grim ore
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thats what it is supposed to be, have you checked what the actual value of the variable is?

plush yew
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oh yeah that's what i mean it is setting it

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but it's never sending the input values to the mirrored actor

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essentially it's just cloning the players character and then copying every input

grim ore
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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?

plush yew
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so far it's never reaching the mirrored movement

grim ore
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where do you set the variable to be your clone?

plush yew
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inside that overlap

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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

grim ore
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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.

tender flume
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In what category would you name these two as:

grim ore
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which wont fire if the actor is not valid

tender flume
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Sound and Particles?

grim ore
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which means you need to make sure the actor is valid

tender flume
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Are these considered as SFX or?

plush yew
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that's why I am saying mathew is that it's never going valid that is where the problem is

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SFX and VFX @tender flume

grim ore
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which means you need to find where your setting that variable

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and then what does that code look like

plush yew
tender flume
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What does that stand for again? @plush yew

plush yew
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@tender flume sound-fx Visual-FX

grim ore
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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

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it should be nothing before you spawn it, then it should change to the correct one

delicate elk
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im not sure where i should ask smth about a texture error in unreal so ill as khere i guess

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?

plush yew
delicate elk
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ty!

plush yew
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it's always correct

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that is never being read more than once

tender flume
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Alright thanks.

grim ore
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so in your Mirror Forward what is happening?

plush yew
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just the base movement

grim ore
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what does that forward/backwards do?

plush yew
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it's the characters standard movement

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to make him actually run around

grim ore
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so if you do a print string in the mirror forward it only ever fires once?

plush yew
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no it never goes to the is valid

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so it's never called

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because that valid node never gets read more than once

grim ore
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weird. so you are saying if you watch that code it runs the is valid and always fails?

plush yew
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that only ever runs at the moment you play

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it never checks it more than once

grim ore
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so the fails line is always firing? we know the code is firing since your print string was firing every frame

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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?

plush yew
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I have done a gif 1 sec

grim ore
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yep so it is firing its just failing every time

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so here is a weird question, what is stopping your spawned character from doing all of this as well?

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spawning in, doing the overlap, having its variables changes

plush yew
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cause it checks for the owned character

grim ore
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if you notice both of your characters are printing out the movement code

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one just has an invalid value while the other is valid

plush yew
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well the overlap is only ever running once and only with the controlled actor

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But I did just figure out the problem 😄

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Apparently it was the overlap on the pushing object was putting the mirrored character into a new state

midnight root
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how does one load a level ( world comp) from another project in a new project , keeping all objects where they are >?

gilded lichen
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why does this happen to my animation when I import them?

normal burrow
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are all your animations off the ground the same amount @gilded lichen ?

spice canopy
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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?

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Kind of like my own personal Stadia I guess

gilded lichen
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no, some are on the ground but dont look right, for example:

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I dont know what that bone is doing, is there a way to remove a bone in unreal?

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as these are paid-for assets

abstract relic
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No

normal burrow
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paid-for means what?

gilded lichen
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I paid money for the assets

normal burrow
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did you pay someone to make them?

gilded lichen
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no, I got them from the epic store

normal burrow
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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

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if they view it as essential, they'll fix it

sweet relic
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im betting it is baked in offset for the character controller bp

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so it appears in the center of the capsule without repositioning

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although now that i think about it that dosnt' make sense

normal burrow
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hm yeah i don't think so. unless your doing something fancy with your character @gilded lichen ?

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crouching by default, offsets the skeletal mesh by the shrink in capsule, so the animations should be authored with the same floor

gilded lichen
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for the screenshots I dragged the animation out so no bp

normal burrow
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hm

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do you have the auto floor height setting enabled? that might be all this is

gilded lichen
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where would that be?

normal burrow
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its a preview option

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a moment please.

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the Auto Align Floor to Mesh option, disable this if its enabled

gilded lichen
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it is still floating

normal burrow
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yeah then it is just animations being what they are

gilded lichen
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in mixamo where I got the animation, the mesh looks fine

plush yew
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I saw some Paragon assests on market

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are these free to use to make your own game?

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They characters and animations

normal burrow
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mixamo stuff usually needs cleanup, i thought you said you paid for the assets lol

gilded lichen
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Yes I did

normal burrow
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the character right? not the animation assets?

gilded lichen
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the character mesh

plush yew
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@gilded lichen Put your character in mixamo

fierce tulip
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@plush yew why not read the marketplace eula and such, its all written very clearly.

plush yew
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and take the animation with the skin

gilded lichen
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same animation as in engine

normal burrow
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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

sweet relic
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@gilded lichen when imported into unreal the root bone becomes the origin. that is why these animations are floating

plush yew
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so i can only use it and get money from it if am using ue4 right?

sweet relic
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you will probably have to fix it yourself

normal burrow
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and qBersp yeah, the epic stuff is very clear on MP. you may use these for only games inside unreal engine

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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

plush yew
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@gilded lichen did you try the way i told you about?

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And dont pick animations which dont have "In Place" option in it

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Choose animations and press "In Place"

gilded lichen
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I'll try it now

plush yew
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If it dosent have that dont get the animation

gilded lichen
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urmmm

abstract relic
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Perfect

gilded lichen
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thanks everyone anyway, I'll work it out with the information I have now.

normal burrow
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that is what we call a power stance

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if you want super high quality mixamo matching, you have to use the mixamo naming scheme and include manually placed leaf bones

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then use blender or something to constrain it to the original

fallow oxide
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@grim ore I tried the option to generate CVars list, but the directory is empty.

normal burrow
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its a mess and there should be tools for it by now

grim ore
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@fallow oxide yeah they broke it in a recent release, in .24 i think, in .25 and I think in .23 it works fine

fallow oxide
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yeah I had same feeling

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If you have 4.23 could u please share it here.

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as attachment

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else I had to installe 4.23

grim ore
fallow oxide
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cool thanks

fervent nacelle
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@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

oblique tangle
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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

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can be seen in the vid above^^

night bridge
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guys

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why are some textures in my game blurry now?

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it wasnt blurry

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untill now

fervent nacelle
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@night bridge are you getting any Texturestreamingpool size warnings? That could definitely cause blurry textures

night bridge
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@fervent nacelle yes with a lot of numbers next to it

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@plush yew visually

fervent nacelle
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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

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The bunch of numbers you're seeing is how much over the current limit it js

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@plush yew yeah, I didn't say that because I not near my computer and couldn't remember exactly which ini it was XD

exotic cave
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Hey @grim ore , thanks for the help earlier!

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I was completely wrong about my problem, or at least mostly wrong 😄

fervent nacelle
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yeah, you can paste that same command in engine.ini to make it the default pool size

exotic cave
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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

grim ore
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ahh

exotic cave
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Though actually I do believe that trying to use the landscape as a movable actor did cause those other pre-shadow problems and etc 😄

night bridge
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how do i acces the console

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and how does it affect my GPU

exotic cave
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~ key (tilde) is the default console open key I believe

night bridge
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ìm pressing that button

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bu

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t

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it wont give me the console

fervent nacelle
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@night bridge tilde ~

night bridge
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what is tilde

exotic cave
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The key above Tab

fervent nacelle
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@plush yew the tilde key is. marked as "~" (without quotes"

night bridge
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i know

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im pressing it

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but it wont open console

oblique tangle
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@exotic cave not what I'm looking for

exotic cave
fervent nacelle
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Do your have the viewport in focus?

oblique tangle
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like I said, the wall running logic isn't stumping me

fervent nacelle
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click on that then use tilde

night bridge
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guys i know wich button

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but it wont open

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what is viewport in focus

oblique tangle
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it's the add force logic that is influenced by the player's velocity that is stumping me @exotic cave

fervent nacelle
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so click somewhere in your active scene and then try pressing it

exotic cave
#

@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 😦

night bridge
#

not working

#

any manual way other than hotkeys?

oblique tangle
#

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

night bridge
#

@fervent nacelle is there any other way other than pressing that button?

oblique tangle
#

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

grim ore
oblique tangle
#

yeah the calculations to dampen it and returns to the original state are what's stumping me

plush yew
#

I've turned off auto exposure, yet the viewport keeps auto exposing?

#

How would i stop that?

midnight bolt
#

Is it possible to see how many times my ue4 project crashed?

oblique tangle
#

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

night bridge
#

@grim ore so after i go to the settings there and type console what do i do then

tender flume
#

@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.

kindred viper
#

No and you should have public liability insurance just in case though.

grim ore
#

@night bridge You change it from the ` symbol to whatever you want

night bridge
#

@grim ore how

grim ore
#

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"

night bridge
#

by "Console Keys"?

grim ore
#

Its the keyboard shortcut called "Open Console Command Box"

night bridge
#

im stupid

#

i was looking in Project Settings

kindred viper
#

@plush yew char * is a character array. I would have to see what you are doing specifically though

limber mesa
#

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

kindred viper
#

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

brave gate
#

@limber mesa use math's Clamp or Min node 😉

limber mesa
#

@brave gate im kinda new to this but ill try what you said

#

what does each do @brave gate

brave gate
#

@limber mesa just place it, read node description, see how it works - learn by trying it out 😉

#

it's really simple

limber mesa
#

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

brave gate
#

you can't, it's pure node

limber mesa
#

oof idk where to put it lol

#

let me try one thing

#

before i come crying back lol

#

i corrected it to 100 and nothing

#

Thanks I need this a lot

proper quiver
#

I'm trying to create a shortcut that launches ue4editor with my game project, directly starting the game (instead of editor)

grim ore
#

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

proper quiver
#

yeah

#

so I tried doing this "C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\Win64\UE4Editor.exe" Tactical.uproject Setup?listen -game

grim ore
#

depending on where you created this shortcut if might have no idea where your uproject is at

proper quiver
#

it's in a totally different 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

grim ore
#

makes sense

regal shard
#

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

grim ore
#

doing it the way you suggested seems fine, but thats very broad of an example

regal shard
#

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

grim ore
#

it just depends on how the rest of your project is designed. Creating a widget and adding it should be fine

regal shard
#

ok ty

#

idk why it crashed

grim ore
#

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?

regal shard
#

probably

#

so the best practice is modifying an existing widget right?

grim ore
#

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

proper quiver
#

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 😛

rotund scroll
#

probably not no

#

your best bet is paying someone to tutor you

#

at your own rsk

cosmic matrix
#

why do they closed the wiki?

grim ore
#

they plan on folding all that information into their in house docs and learning portals

cosmic matrix
#

@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

normal burrow
#

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>

snow crown
#

casual homophobia is not welcome here

normal burrow
#

some people like to leak memory i guess lol

manic pawn
#

accidentally deleted brain instead

normal burrow
#

lol ye

grim ore
#

@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

cosmic matrix
#

I think they do something stupid really... 😤

grim ore
#

well they stopped it a while ago, didnt look like it was going to survive and now we know 😦

cosmic matrix
#

@plush yew oh where can i get the old doc?

#

oh ok

#

i don t understood XD

midnight root
#

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 ?

abstract relic
#

Yes it’s normal

plush yew
#

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.

midnight root
#

what an odd way of doing it, nobody wants a player to be seen viewing high rises ? lol

#

sigh

abstract relic
#

Nope

#

That requires a nice character

#

The default mannequin doesn’t match well with fancy architecture

normal burrow
#

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

plush yew
#

Thanks!

midnight root
#

@abstract relic nonsensical, gotta start somewhere

#

SO, an adventure game doesn't deserve a fancy character ? ;)0

#

no matter

abstract relic
#

arch vis isn't for games

midnight root
#

why not

abstract relic
#

because it's arch vis

normal burrow
#

lol ^💯

midnight root
#

its the only one that has sunsky out of the box, soits recommended for that, according to forums

normal burrow
#

your opening yourself up to a much fancier industry going that route

midnight root
#

lol

abstract relic
#

a much fancier, 10 frame industry

normal burrow
#

so when you get no framerate... yep

midnight root
#

I can handle it ty anyway;)

#

I can handle that too

abstract relic
#

arch vis can't handle it

#

nothing about you

normal burrow
#

just be ready to buy a arch vis computer

midnight root
#

:)I'm sure

flat scroll
#

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

bitter iris
normal burrow
#

@flat scroll have you restarted your computer?

#

Delete the intermediates folder otherwise and maybe that'll smoothen things up after shaders recompile

limber mesa
#

@plush yew im confused on how that can fix my problem

flat scroll
#

@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

bitter iris
#

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

normal burrow
#

Jordan you get no prints at all? try removing that velocity zero check

bitter iris
#

i noticed i put get player controller lol

#

was meant to be get player character

#

chers though

normal burrow
#

ah yeah

#

get the pawn from the controller or get player pawn instead

bitter iris
#

what change my get player char to pawn?

normal burrow
#

was referring to the other one but

#

either is fine

bitter iris
#

oh lol okay

normal burrow
#

if its a character that is

bitter iris
#

yeah

limber mesa
#

hey @normal burrow could you help me out with something

normal burrow
#

idk

#

whats the issue

abstract relic
#

mind read damnit pat

normal burrow
#

😓

limber mesa
#

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

normal burrow
#

perhaps a sequence node is needed here?

limber mesa
#

let me try

normal burrow
#

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

limber mesa
#

it didnt work ill show you more

#

this is what i tried to do

#

any suggestions @normal burrow

normal burrow
limber mesa
#

?

normal burrow
limber mesa
#

dont you mean max?

normal burrow
#

no

#

max would set it to 100

bitter iris
#

max is 100

limber mesa
#

oof idk know this im new btw

#

ok i did that step

bitter iris
normal burrow
#

nah you want a min there, so it doesn't exceed the max

limber mesa
#

i want it to regen but i need it to stop regening once it == 100

normal burrow
#

then you can get rid of what is to the right of setting health

limber mesa
#

so dont set it?

normal burrow
#

do the same for health as well

limber mesa
#

but then how can i connect them both

normal burrow
#

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

limber mesa
#

so this is what i got so far

versed lion
#

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?

limber mesa
#

im afraid to test it

normal burrow
#

by connecting the false to the start of the health regen.

#

@versed lion show graph

limber mesa
#

how can i connect the false to the health regen

versed lion
#

this is the AI controller

normal burrow
#

see that On Success pin?

#

and On Failed?

versed lion
#

yeah

limber mesa
#

when you done pat i need you to look at my graph again. it didnt work

#

stamina work but health doesnt

normal burrow
#

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

limber mesa
#

didnt work

knotty vessel
#

how can i use a layer blend node with tecture object nodes?

#

texture**

limber mesa
#

with this pat it didnt work

knotty vessel
#

wait i think i might of figured it out

#

maybe

versed lion
bitter iris
#

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

knotty vessel
#

does anyone know the names of these nodes?

#

sorry im new to this hbfhgb

bitter iris
#

constants

knotty vessel
#

oh thanky you :))

#

thank*

bitter iris
#

If youre making this as a landscape material id suggest making the material into an instance and doing params

tiny sonnet
#

is replicating a inentory system a tedious process? I made one a while back but i nvr replicated it.

knotty vessel
#

OH

#

i was confused lmao

#

ty :))

bitter iris
#

Yeah that way you can edit your material on the fly

abstract relic
knotty vessel
#

thank you :,))))

#

this servers very helpful ashbfs

tiny sonnet
#

the unreal engine documents really arent that good in my opinion

knotty vessel
#

usually i look up tutorials for things i dont know but i cant rlly ask google what a picture is lmao

abstract relic
#

I see you never seen Houdini's or Substance's doc 😛

#

or Zbrush

#

or...

normal burrow
#

😂 yeah, or source sdk

abstract relic
#

software doc sucks

knotty vessel
#

it rlly do

abstract relic
#

I feel pampered when I open unreal's doc

normal burrow
#

Luxurious documentation pampering is how i'd put it as well.

abstract relic
#

for beginners at least

knotty vessel
#

it took me a year to learn blender bc i was trying to use their docs lmao

normal burrow
#

You can usually look at the code as well if your really want to know how things work.

abstract relic
#

I'm not impressed with it's cpp api section

normal burrow
#

cpp api help is literally generated from comments in the code

#

so.. reading the code is really the better way hah

abstract relic
#

"this is a thingy, it does what thingies do"

normal burrow
#

// 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

#

so just mentioning that if you get confused at where the hell GetWorld() is in documentation brohan

lucid magnet
abstract relic
#

you don't

#

it's for setting a bool

#

like for a branch

normal burrow
#

are you trying to stop or play a montage?

lucid magnet
#

but how can i check if an action is going on - by an interface event?

normal burrow
#

you need a branch there

#

if you want to connect the two and split execution based on that Return Value

lucid magnet
#

how can i check if the montage is playing?

#

with the branch

normal burrow
#

add a branch first

lucid magnet
#

yes

#

done

normal burrow
#

do you see the red ring on the branch?

lucid magnet
#

yep

normal burrow
#

connect the red rings

fallen marten
#

Lol

normal burrow
#

then connect the > symbol out of the event, to the > in to the branch

abstract relic
#

time to get mattew video

normal burrow
#

ye

abstract relic
normal burrow
#

that @lucid magnet

lucid magnet
#

ok thanks

#

very very new to this

normal burrow
#

you doing good, keep it up

knotty vessel
#

how do i fix no falloff on brushes in lanscape paint mode

versed lion
#

p@t sorry to bother man but about the AI thing, i still don't get why he stops

normal burrow
#

my bad i forgot oshri,

versed lion
#

its ok 🙂 you are a good man that helps alot of people no rush

normal burrow
#

the success and failed parts, you want to connect these to something that re-attempts the walk cycle

abstract relic
#

#askpat has returned 😛

normal burrow
#

picks a new end point

versed lion
#

it does but after 5 moves again its crashes

#

stops*

limber mesa
#

hey pat sorry for the bother but it didnt work

abstract relic
#

lol

limber mesa
#

ik

normal burrow
#

show graph

peak merlin
#

Guys can someone help me on something im new the ue4 so im running on someone problems

limber mesa
#

same @peak merlin

abstract relic
peak merlin
#

Im trying to recreate a game called vainglory

#

I used some paragon characters

#

But i want to add health bar and other thing but

normal burrow
#

green circle == keep

peak merlin
#

When i add them they dont show up

normal burrow
#

freshly doodled line == make

versed lion
#

@peak merlin did you make a create widget note?

#

and add to viewport note?

limber mesa
#

make a == float pat?

peak merlin
#

Noo can u show me a video

versed lion
#

sure

#

wait

normal burrow
#

there is one line to add

limber mesa
#

ohh

peak merlin
#

What you guys are creating

versed lion
#

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 ...

▶ Play video
normal burrow
versed lion
#

by Virtus learning hub enjoy

normal burrow
#

i made it ghostbusters now, add ghostbuster line

limber mesa
#

heres what i got

peak merlin
#

@versed lion thanks dude i have been for hr try to solve this lol

limber mesa
#

it doesnt work

versed lion
#

@peak merlin np man

peak merlin
#

Im making moba game

#

With third person view

versed lion
#

like smite?

peak merlin
#

Yeah

#

But with

#

Vainglory characters

limber mesa
#

it doesnt work

normal burrow
#

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

limber mesa
#

there is no execution

normal burrow
#

that is the problem then billiams

#

see where execution dies

limber mesa
#

still looking

versed lion
#

@normal burrow if you were me what would you put after the "on success" note?

limber mesa
#

i found a problem

#

when i press on a key programmed to do something it works but on the graph it isnt showing that

normal burrow
#

if your getting a false from random location

#

may have to nudge the thing somewhere

#

in addition to just retrying after some delay

versed lion
#

ok man thanks for the effort

normal burrow
#

effort is what i think when i look at my scribbles too lol

tiny sonnet
#

is there anything wrong with replicating variables that don't need to be replicated?

knotty vessel
#

can you modify game ready characters purchased in the marketplace in blender?

pure owl
#

wtf happened to the wiki, how am I meant to develop now without all that documentation?

abstract relic
#

For your project? Yes

peak merlin
#

@versed lion thanks dude it worked i fixed it

ivory yacht
knotty vessel
#

lmao is that mixamo

peak merlin
#

It looks like it damn that cool

golden condor
#

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!

next jetty
#

hi, welcome!

golden condor
#

I am so excited to be working within Unreal again! I kind of missed Blueprints workflow lol

fallen marten
#

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 🙃

normal burrow
#

Can't think of any but yeah, it should be pretty straight forward with overlaps and such

ancient lotus
#

ugh blueprint -_-

#

also define conquest, is it like most players of a specific side in a zone takes it over?

fallen marten
#

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

ancient lotus
#

what are you struggling with currently

abstract relic
plush yew
#

hey if i need help do i ask here?

ancient lotus
#

you can

plush yew
#

ok i been having a problem

ancient lotus
#

which is

plush yew
#

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

abstract relic
#

Those are typically due to your graphic card, driver, and/or os needs to be updated

fallen marten
#

@abstract relic thanks man I'll check it out 👍

plush yew
#

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

abstract relic
#

It could

plush yew
#

i have NVIDIA Geforce GTX 1650

#

running 445.75

abstract relic
#

Heard similar reports that the most recent update is never a good idea to have

plush yew
#

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

tiny sonnet
#

you can revert driver updates

plush yew
#

where do i go for that

tiny sonnet
#

device manager

#

you can buy postproccesses like that on the ue4 marketplace

normal burrow
#

DDU is what you need

plush yew
#

i am here

#

where do i go next

tiny sonnet
#

go to driver tab

plush yew
#

it doesn't let me roll back

normal burrow
plush yew
#

i don't know if i messed this up

#

but i did reinstall the driver

tiny sonnet
#

use what p@t posted then

plush yew
#

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

abstract relic
#

Feel your pain. I spent all day doing workstation management. Hang in there and goodluck.

normal burrow
#

These days are inevitable, how are you on discord without internet?

plush yew
#

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

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I was talking about modeling

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Thought he was mentioning modeling

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ok, thank you

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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

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But i am pretty sure that is customizable

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alright, thanks

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I'm trying to create a game which requires two copies of the exact same level over again

weary basalt
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I have it checked but its not displaying bounds at all.

normal burrow
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Yeah

weary basalt
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Really..

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Thats shit.

normal burrow
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Believe so

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Viewports outside of pie don’t use the same information for culling

plush yew
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wait but now i can't go into my 2517x1527 resolution

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it's now just the default 1920x1080 and unchangeable

weary basalt
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Yeha fair enough.

normal burrow
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Well wasn’t defending it lol

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But perhaps this is why

plush yew
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also, is there any better way to create artificial collisions for a map with more complex surfaces than creating a bunch of invisible boxes?

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@normal burrow i have this error now after i had removed my driver update

normal burrow
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Perfect

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Now install a driver

plush yew
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ok great

normal burrow
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Spaghetti you can make an invisible mesh

plush yew
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is geforce experience going to let me pick a driver

normal burrow
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No use the site

plush yew
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but it pointed me back to the same driver

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i had an issue with

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the same version

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that's not working

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invisible mesh?

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how do I do that?

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btw, the snap system worked perfectly

tiny sonnet
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best place for me to learn to animate melee attacks

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should i use record

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or maya

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?

plush yew
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it's your preference really but look into both of them to see which one you like better

plush yew
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love your help guys @normal burrow and @tiny sonnet really appreciate it

plush yew
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is there a shortcut key combination to disable grid snapping when moving a static mesh?

tiny sonnet
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np

mortal zealot
honest vale
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lol, epic just deleted the wiki?

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fucking idiots 😄

fallen marten
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Drunk at the keyboard 🙃

honest vale
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at least they're migrating the content somewhere

fallen marten
#

They should make an offline downloadable pdf

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Or have it built in to the editor

honest vale
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docs page is shitty

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and imo there should be a breadcrumb navigation element at the top of the page

forest tree
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Yeah there seem to be issues on the web front

honest vale
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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

forest tree
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Same with the marketplace, perpetually stuck in MVP-mode.

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Which is begging for features and bugfixes that could seemingly be built quite easily.

frank pagoda
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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...

▶ Play video
violet goblet
#

someone here used "unreal + alembic hair" already?

plush yew
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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 ?

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?

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Pls I just want to start my project 😄

ivory yacht
#

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

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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

half turtle
#

what are the ... limits for a world in size? and what issues arise if i make a world over 20km?

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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?

gilded lichen
#

Hello, how do you make animations smooth? I thought I remember a setting to make them look a bit better.

placid arrow
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hi all

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im a bit concerned about this

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is there any community effort to relaunch the wiki articles as a github wiki then

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i'd like to contribute if there is

plush atlas
#

Anybody knows how to prevent steam vr from launching ?

plush yew
#

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"

wooden vine
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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.

young stone
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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

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what's causing this

frank escarp
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@wooden vine houdini, maybe houdini + gaea

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you can drag and drop houdini terrains into ue4 and everything gets setup automatically

wooden vine
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@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.

frank escarp
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at almost 5k

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i think FX is the one with everything

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so its a pretty big nope

wooden vine
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Damn

floral lion
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Depends on your studio size
For smaller studios it is 250$ per year

radiant haven
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Guys, how can I get the location of my Mosue CUrsor in the world

floral lion
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and Indie has everything in it

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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

frank escarp
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yaeh indie is a great deal

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you can download the education license, which is like a demo

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and check the terrain tools

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the education license cant connect to unreal tho

wooden vine
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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

radiant haven
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@floral lion Yes I have it liek this but it doesnt recognize meshes if i click on a mesh

dim merlin
whole quarry
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@young stone what videocard do you have?

young stone
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Gtx 1050ti

dim merlin
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anyways, so is it possible to show/hide debug shapes (lines etc) while not destroy them?

whole quarry
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@young stone retail or a china version of it?

lament verge
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noob question... the part on top of the viewport where i can change the angle snapping dissapeared

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how do i get ut visible again?

whole quarry
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F11?

lament verge
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that just exits full screen

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but still not visible

young stone
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@young stone retail or a china version of it?
@whole quarry retail-_-

lament verge
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@plush yew thank you very much!!!

young stone
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The editor just some times freezes and starts eating ram

whole quarry
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@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?

unreal sable
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I've got RAM issues too.
Seems like the longer UE4 runs play tests the chances increase of crash.

ancient tangle
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@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
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@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

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this also started poping up on launch

lucid magnet
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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

plain gazelle
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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?

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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.

mint sequoia
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Does anyone else think that.. the sky in UE4 looks god awful?

fierce tulip
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its just a placeholder

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you'd make your own

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and .25 has a new system for it

quick kelp
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@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

fierce tulip
mint sequoia
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@fierce tulip Yeah been keeping an eye on it. Wish there was a good stylized option too

fierce tulip
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tweaking, custom textures, and some post processing and you should be fine.

mint sequoia
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Hopefully. If I google images "ue4 stylized sky" I don't see any good results

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I'll tackle it after I sort out trees

manic pawn
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incredible fps in that video

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totally playable

ruby folio
#

Sooo.... Material layers are being brought back?

lucid magnet
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How can i make so that when pressing an input - one thing happens, and when i press it again - another thing happens

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?

fierce tulip
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flipflop

lucid magnet
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what?

bitter iris
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flipflop is a node @lucid magnet

lucid magnet
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oh

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nice

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im very new thanks

ruby folio
glad gulch
#

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:

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I see this all like a Matroschka puppet (edit:) and now i try to get the right order.

grave nebula
#

What is this wiki thing people are talking all over? Wasn't it taken down for renovation ?

fierce tulip
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yea, but they decided its better to close it.

grave nebula
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mmm... I did not realize that it was closed for a year

abstract relic
#

Who didn’t see that coming? 😜

grave nebula
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Was it helpful to people ?

abstract relic
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There were some nice tuts

fierce tulip
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i didnt even know it existed, others are furious hehe

abstract relic
#

It’s was more a wiki of, “how to get this specific effect”

grave nebula
#

My experience with wiki started and ended on one article.

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Answerhub is next in line.

fierce tulip
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oh yea, I forgot I put some vfx tuts on it when I made my first few tuts

frank escarp
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epic games killing wiki before answerhub is.... not very smart

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answerhub is far less useful than the wiki

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its a shame tho, answerhub on the closed beta days actually worked

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but its spammed to death

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either by spammers

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or by people who cant google their question

grave nebula
#

I'd disagree. Answerhub used to be helpful. Did not participate in beta, but it did work in 2016.

frank escarp
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yeah when unreal costed money

grave nebula
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yeah, that time

frank escarp
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when it became free it got flooded with noobs

fierce tulip
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some people siteripped the wiki, so its available

abstract relic
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Webarchive here we go

grave nebula
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Wayback machine is also not reliable.

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Some valuable waybacked pages got removed.

frosty bloom
#

And this is not an april fools joke?

normal burrow
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Some sites started redirecting to way back and just not hosting their content. Which way back just removes