#ue4-general

1 messages · Page 695 of 1

normal burrow
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Wiki is gone if that’s the question Erik

abstract relic
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Give it 3 days

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Then we’ll know

frosty bloom
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Didn't really get to use it, had a lot of bookmarked stuff tho. Like GAS etc

grave nebula
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I've been bookmarking stuff for several years. Haven't opened a single one 😭

worldly axle
grave nebula
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You can disable grid snapping, buttons in top right corner of your viewport or corresponding hotkeys.

worldly axle
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thanks !

idle compass
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is it possible to create something like this in ue 4 ? it was created in c4d with octane, i only used a specular material (glass), with some hdri

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I tried creating the scene in unreal but the result is like this

how do I apply HDRI the correct way in unreal ? to get the reflection of the HDRI on the glass, and also how do I create a legit glass material like on the one I created in c4d ?

slate basalt
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is there a way to tell the build tool to print the include paths?

whole quarry
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@idle compass you can but the performance wont be good

idle compass
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do you mean because of the hdri ? @whole quarry

whole quarry
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You will need to enable SSR

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And add those reflection volumes

slate basalt
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-Verbose

frank escarp
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@idle compass not possible to do

whole quarry
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No, reflection is usually just very expensive to use

frank escarp
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you need raytracing reflection

idle compass
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ah I see

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I guessed that

frank escarp
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and i dont think raytracing reflection can do that many bounces

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nor at that quality for the light rays

slate basalt
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not event

idle compass
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well then I think I'll just do this one in c4d

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also another unrelated question, when should I press the 'build' button in unreal ? can I do a project without baking at all?

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also can anyone tell me how to apply hdri in unreal ? I tried to find tutorials in youtube but everyone seems to have different method

limber mesa
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hey can anyone help me with a problem that im having in ue4

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im trying to make health and stamina regen at the same time

grave nebula
limber mesa
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hey deathrey could you help me if you dont mind

violet goblet
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is there a doc for shading model "cloth" ?

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my cloth material looks washed out when i use that shading somehow

grave nebula
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( •_•)σ@limber mesa I'm afraid I specialize on visuals things, and cannot comprehend the magic behind blueprints.

heady moon
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which header file should i include for the GEngine boolean?

limber mesa
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ok thx though

midnight gate
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how do i make ue4 renderer crash less? and yes my drivers are all updated

placid arrow
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run ue4 less

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both answers above just as valid as your question, can you be more specific? 😄

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what are you doing when it crashes? what else have you tried?

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what have you changed?

manic pawn
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you wanna open the secret tab in the project settings and disable "crash at random intervals to make your work more exciting"

placid arrow
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oh that old chestnut? isnt that where there's a "complete my project for me" button?

grave nebula
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Should have ran the engine with -nocrash parameter, and preferably, from a safe window.

normal burrow
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-pleasant

whole quarry
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-stablerun

normal burrow
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-autommorpgfps

whole quarry
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-onemanskyrimgame

placid arrow
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@normal burrow shush, youll give away the switches they used to build fortnite

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then they'll lose their advantage

whole quarry
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-inflatablegoats (favorite of @fierce tulip )

normal burrow
fierce tulip
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*inflatablegoatsimulator

placid arrow
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you know, theres probably enough assets on the various stores etc to build a one man skyrim, its just a matter of how much time you want to spend coding it

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😄

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and if youre happy knowing most of your assets exist in others games

timber nacelle
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Hey i have a serious problem with translucency and DOF. I dont know if its a Raytracing problem because it kinda works with the standart "Raster" method. So yeah im pretty new to Raytracing and overall not the biggest pro so maybe im just missing something, but after searching everywhere i cant find a working solution. Here is the problem: I want to use the DOF from the cine-camera but as soon as the background behind the bottle gets blurry it just clips through it. I know the issue is in the Dbuffer because you cant see it in the debug view but even after enabling the custom depth i dont know how to use it right. Thanks in advance :D

whole quarry
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If someone would do that, he/she/non-binary gender should call the game studio 'suicide games'

placid arrow
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JIRA IGS-357: Inflatible goat filled with helium, lost in stratosphere

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@whole quarry what, third rate homocide? 🤣

sleek spear
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i have been asked to give a quote for developing something in unreal, can someone help me please? msg me.

whole quarry
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@placid arrow imagine the reviews: "has its moments" and "sloppy at best"

abstract relic
fierce tulip
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treefiddy

placid arrow
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lol

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@whole quarry i generally buy premade assets, but in my last game nobody outside the gamedev community ever noticed and it didnt affect its reviews

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when i say assets i mean 3d meshes

whole quarry
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Real world is repetitive as well, its okay as long they are not prominent

placid arrow
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i wouldnt buy premade code, generally because 99% of it is crap and needs to be heavily rewritten to work anyway

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some of my purchased assets are prominent in the game but i hide the fact with a bit of kitbashing

whole quarry
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I found that too, but games are very specific with code so it does make some sense

placid arrow
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there is one premade module im using now in my latest game, and that's smooth sync

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i did once try to use rama's libraries, but had to take them back out again, they made upgrades a total chore

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in the end i just re-engineered the few functions i liked separately into my own blueprint function library

whole quarry
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Rama is great but the hints are so littered with non relevant text :P

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Its a good practice to write your own code, even if its used for BP anyways

placid arrow
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yeah

whole quarry
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Nothing wrong with small short cuts but knoeing how it works under the hood gives a better understanding

placid arrow
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ive even been known to replace chunks of ue4 with other libs... like, ue4 has json parsing, but i dont like it, so internally i use nlohmann::json

whole quarry
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Thats some next level shit for me 😅

placid arrow
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lol

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what you working on atm remco?

whole quarry
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Tho but extactly that, learning every day a new thing to explore is what makes it fun for me

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Im a bit spread out

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Learning motion tracking for video cgi, remaking portfolio site from skratch, trying to make server-client between java server and ue4 working :d

turbid pumice
whole quarry
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My coding knowledge is at beginner level so it takes a lot of trial and error

placid arrow
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theres one way to break that cycle, work alone and take on helpers for small parts, not dev partners

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ah, ive been making games for decades

whole quarry
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I started only 3 years ago, my bp knowledge is a bit better than my coding knowledge

turbid pumice
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I think that is why we are on a Unreal Engine server and not a Unity one lol

whole quarry
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If you know the dunning kreuger effect, im at thr lowest point atm 😄

turbid pumice
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because bp's are better tbh

whole quarry
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Its a great way to get basic understanding of coding, but i think its just a gateway to coding

lucid magnet
whole quarry
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How did you set the reference?

lucid magnet
floral lion
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Character is a Character Class Object

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your Character blueprint probably is subclasses from Character so use that class instead

lucid magnet
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how do i do that?

floral lion
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Use another cast node
don't use Cast to Character but rather Cast To <Whatever your blueprint is called>

lucid magnet
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aaaah

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thank you

floral lion
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and change the variable type too

midnight gate
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is this tutorial still valid

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for 4.24

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i tried it but there is no update location node

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it just makes my door be either in that location or toher

floral lion
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Yeah still should work (just skipped through)

midnight gate
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weird

floral lion
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Update Location Node?

midnight gate
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yes

still bough
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I don't see them using anything called Update Location there

floral lion
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^ same

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he uses SetRelativeLocation which is still valid

still bough
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they're using a timeline to drive SetRelativeLocation, did you do that bit?

midnight gate
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yea but the object teleports from 1 to the other

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even tho i gave it 10 seconds to do the animation

midnight gate
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i want to do that but for rotation

lucid magnet
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Right now im faking, returning to walk after running out of speed - is there any way for me to make this action set my input key to released?

orchid bobcat
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I can't see any messages from users on the site. Is this a known issue?

midnight gate
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it just goes from point a to b in a milisecond

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why wont it animate

orchid bobcat
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The content of the message is missing, but the email notification I got showed the start of the content. Anyone else experiencing this?

mint raptor
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Is there a place to get some legal advice for a contract?

grim ore
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@midnight gate What does your timeline look like?

midnight gate
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ill screenshot

normal burrow
midnight gate
grim ore
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so over 5 seconds a vector track with the Y goes from 0 to 90?

midnight gate
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no over no seconds at all

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it just goes instantly from 0 to 90

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and i cant explain it

grim ore
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im talking about what your timeline is

midnight gate
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yes

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thats what is suposted to happen

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but its not

grim ore
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ok and what node are you using after the timeline? what do you expect to happen

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my guess is what you want to happen is not what you are actually doing

midnight gate
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i just need it to rotate over 5 seconds

next jetty
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I wonder if RotationFromXVector is the node you're looking for here.
Looks like you want to set the rotation value directly yeah?

grim ore
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^^

midnight gate
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but instead it teleports

next jetty
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try removing the RotationFromXVector node

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right click the New Track 3 pin > Break vector

midnight gate
next jetty
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Right click NewRoation > break

midnight gate
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i cant plug in the break node

grim ore
next jetty
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yes, like that!

grim ore
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with just a float track with the 1 value since you only want to change 1 value

midnight gate
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did you use a float?

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hm

grim ore
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yep green is float

next jetty
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good point, dont need vector at all

midnight gate
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how did you get that set relative rotation node? @grim ore

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i only have the ones with blue inputs

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how did you get the green inputs

next jetty
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right click the rotation pin > break

midnight gate
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where

next jetty
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you need to right click the pin itself

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the purple thing

midnight gate
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hm 🤔

next jetty
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Split struct variable!

grim ore
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yep split the struct pin

next jetty
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thats the name I was looking for

midnight gate
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ah finaly

next jetty
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does same thing as break, but inside the parent node

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bit neater this way

grim ore
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all of your structs have that ability in BP, so transforms rotators vectors etc.

next jetty
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very cool

midnight gate
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YES

dark briar
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what time does the 'free for the month' come out?

abstract relic
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Usually the first week of the month

dark briar
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thanks!

midnight gate
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IVE BEEN WAITING FOR THAT FOR A WHILE

grim ore
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First Tuesday of the Month = Free Assets

next jetty
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I'm wondering what's going to happen now that the wiki is kil. I've seen 2 alternative wikis spring up, there's probably more coming

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Reaction on the forums has been 100% negative so far, at least in that thread

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This Discord server is great and all, but it doesn't serve well as a persistent database of answers, like the wiki did. The copy+paste examples were amazing

midnight gate
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that is quite correct

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but im glad most of the time this server is helpful

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@grim ore could you explain why do all the methods of ai fail?

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i mean the ones i did none of them would move

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i did print string they all work

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theres a nav mesh

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but they still wont move

grim ore
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your AI is not set up to use an ai controller? its not possessed by an AI controller? it's in the ground. lots of reasons why

midnight gate
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it is

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still not working

grim ore
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set it on fire and start again

midnight gate
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in the ground 🤔

next jetty
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I think there's an AI move to node that gives a reason why it failed, is there?

midnight gate
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alrithy ill come back soon with whats working and not

grim ore
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its just a generic "it doesnt work" really doesnt help

next jetty
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might help

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legendary videos btw, watched so many

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thank you!

midnight gate
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ah one thing with nav mesh it doesnt display the ground green for some reason

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is theres a setting that does that automaticly or something?

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when everyone else uses nav mesh it shows the ground in green

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mine doesnt

thick herald
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p

midnight gate
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thank you

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it does show green

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but ai will not move :3

grim ore
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ok so a valid nav mesh (shows green)

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the character on the nav mesh somewhere

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set up to use an ai controller, and the controller set to turn on correctly

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and using some AI (BT or an AI node)

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usually the AI controller and possess stuff is the issue

midnight gate
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it is using the ai controler

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how do i set it to turn on correctly?

grim ore
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your not using a behaviour tree right? just an ai move to node or something similar?

midnight gate
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yes ai move to

grim ore
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this has to be set up correctly based on how you use it

midnight gate
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where is that setting?

grim ore
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in the pawn, either in the bp or the instance

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you can just search for AI in the details panel to find it

midnight gate
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hm

grim ore
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if its set to placed in world, is that AI in the world at game start?

midnight gate
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yes

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it is the ai

grim ore
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and your code fires, the one you pasted? after the AI move to it prints out

midnight gate
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yes

grim ore
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can it get to the player? your target

midnight gate
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wait it doesnt print

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wtf

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WHY WONT IT PRINT T-T

grim ore
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its not finding the player I would assume

midnight gate
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so my cast is bad

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thats usaly the case

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how do i get the player location tho

lucid magnet
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Do any of you know why theres an error on this and how i can fix it?

midnight gate
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how do i fix this?

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@lucid magnet you have no target

fierce tulip
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for the xth time this month

midnight gate
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@grim ore how do i cast it?

wary birch
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What would be the easiest way to get the camera component attached to an actor, if any?

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I don't want to loop through all children components, since this check will be done a lot, is there any workaround?

grim ore
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@midnight gate ok so first off there is one issue I can see, and I just noticed it duplicating your code. This Code is on your AI, so the pawn sensing is returning the PAWN that it sees (your player). The issue is your are using the AI Move To and telling it the pawn to move is your player. The AI Move To should be using Self as the Pawn to move if this is on your AI

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there should be no need to cast or get the location if you just want it to move to the pawn it senses (the player) you would just use Self as the Pawn to move and Pawn from the Sensing event as the Target Actor

midnight gate
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hm

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will this interact with npcs by accident?

grim ore
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it will so if it has to be the player you can still cast, just the issue is in your code you are saying "hey player, I want you to move" and not telling the AI to move

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look back at your original code, your PAWN input on the AI MOVE TO is supposed to be the AI that needs to move and you are plugging in the player that was sensed

midnight gate
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that setup doesnt work aswell

grim ore
midnight gate
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HAHAHA

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doesnt work

grim ore
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welp I can say that works for me for sure, is your player close enough to trigger? if you put a print string after the on pawn sensing does it work. Alternately just do a begin play test to make sure your pawn sensing isnt the issue

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both of these work for me, I just tested

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this is cool, new template (Product Configurator) in the latest master branch.

regal shard
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Anyone know why my OnDrop method for drag and drop operations isnt accurately registering? I have OnDrop on a widget consisting of a sizebox and image,(for inventory slots) but sometimes it would not register adjacent widget ondrop methods. Is it a zaxis problem? or do I need to have a precise-click button for the widgets

fair storm
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how is called the function to check if a character is taken, possessed by a pawn?

lucid magnet
grim ore
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your target should be your target, what are you calling update health on

lucid magnet
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the character

grim ore
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ok so you need a way to get the character then. You can use the Get Character node or you can use a reference to it if you have one already somewhere.

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@fair storm If something is controlled it should have a controller, you can always check for the controller to see if it's possessed or if the AI has it

midnight gate
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@grim ore ill test after dinner

plush yew
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does ue4 automatically not render objects like foliage behind objects?

normal burrow
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turn on wireframe

plush yew
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Am kind of confused

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if i had around 40 event ticks like this

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would that be heavy ?

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on the game

normal burrow
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no

plush yew
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or its nothing?

normal burrow
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assuming you need this

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yea that would be almost nothing

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you really should learn how to use unreal insights though

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if you care about performance: measure it.

plush yew
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"if you care about performance: measure it." p@t

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what do you mean by that if you can explain?

normal burrow
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there is a suite of profiling tools you can use that will give you very precise timing

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so you can see exactly where your processor cycles are being spent

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if you get used to keeping an eye on that sort of thing, you'll instantly identify when things balloon out of control

plush yew
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Is there tools inside ue4 for that?

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Thats new for me tbh glad that i heard it from you

normal burrow
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thats the overview on it

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make sure to visit the next page

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which has the command line args you'll need to provide

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you should prefer profiling in packaged builds instead of in-editor. you can do either (as long as you launch either with the args listed there) but editor has so much more overhead that your measurements are likely not going to be worth much in terms of end-user performance

peak merlin
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Can someone tell me how to pain terrain fast and easy

plush yew
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Thanks for the tip mate helped alot am check the docs you sent me atm

normal burrow
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yeah so you just launch UnrealInsights.exe and then you launch the packaged build or editor with
-cpuprofilertrace -statnamedevents -filetrace -loadtimetrace

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and once those launch you'll see a new item in insights to connect to the launched thing and can view the timings as such:

plush yew
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Wew

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wth hehe

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thats next level

fair storm
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and once those launch you'll see a new item in insights to connect to the launched thing and can view the timings as such:
@normal burrow what is that

grim ore
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you can also adjust the tick rate of those items to something other than per frame if you dont need them to tick every frame

normal burrow
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tell me you've got a video on this matheww 😄

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unreal insights

grim ore
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insights is relatively new and not "released" yes so I havent looked at it much

fair storm
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im still using mysql with mariadb

normal burrow
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its released afaik since 4.23

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but yeah its definitely new

grim ore
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"released" and "released" is 2 different beasts for epic lol

normal burrow
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ah we talking epic language lol

plush yew
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MathewW i can chagne the tick rate?

grim ore
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but the page is updated for .25 and its probably out of beta now

normal burrow
grim ore
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@plush yew yep check the details on the actor, should be one of the first options at the top for tick rate

normal burrow
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so we can expect a video on it?

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soontm ?

grim ore
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oh I should, I am out of work tomorrow for the rest of the virus so I do have time lol

plush yew
normal burrow
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aw lol

plush yew
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Guess i found it

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yup

grim ore
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tick interval, tick rate, tick speed... at some point it would be nice if it was consistent lol

normal burrow
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i'd sponsor a matheww video about insights

grim ore
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its like splitting a struct or breaking it, same thing different words, same confusion

normal burrow
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yeah lol

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its even more confusing when you factor in by ref nodes with breaks

grim ore
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welp ill look at insights in .25, theres some stuff in the docs that looks like its out dated so maybe its working in .25

normal burrow
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its interesting they have 4.25 there

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but maybe thats just everywhere?

grim ore
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so it's "epic in progress" lol

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with preview 5 out of .25 I am betting we get a stable release in the next 3 weeks at the worst which means docs team is in crunch mode

normal burrow
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nice

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btw with tick interval

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is that a minimum interval?

grim ore
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i mean honestly I would hope for 2 weeks, 1 week without a preview and then stable but we might get another preview so who knows

normal burrow
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yeah idk either

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i'm guessing preview 7, after preview 7, no preview 8

grim ore
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@normal burrow according to the docs that is a minimum ticking interval, but I have never tested it

normal burrow
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was just curious if it would do two ticks over double the elapsed time but yeah min tick interval sounds more realistic

limber mesa
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can someone help me with a small issue that im having

fathom mortar
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can anyone explain why my save system wont save the player name variable? Its as if the variable value just gets wiped. And I've checked and it does get passed through/changed from the function. Its just when saving that it seems to disappear

grim ore
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well how do you know it gets wiped? where do you load and set it for later?

limber mesa
grim ore
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also you will never save anything unless the score is greater than high score so I don't know if that matters

fathom mortar
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@grim ore i have a editable text box on the main menu which then passes that value when the player selects play. i have tested with print strings and it does come out the other end. just doesnt seem to exist when trying to save it

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@grim ore yeah I'm aware of that

grim ore
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so if you were to debug this and print out the player name right after the SaveScore event fires (before your create the save game object) does it show the name or nothing?

gilded lichen
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Hello, how would I go about making the 'World of Warcraft' notification system? This being text that appears on screen to tell the player: out of range, not enough mana etc. Here is an example:

fathom mortar
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dont think ive tried that yet. Ive tested it with having a print string after its set from the SetPlayerNameVariable

limber mesa
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hey @grim ore if you dont mind can you help me out real quick

grim ore
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try to see if it's valid when you call the save game, if it is then its a problem in here somewhere. If it's not good then we need to back track to where you set it and figure out why it's not setting it

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@limber mesa BadSize normally means the collider (capsule for the character) is in the ground or somewhere it's not supposed to be. Is it in the ground, or in a wall or somewhere?

limber mesa
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so im trying to make a parallex effect but when i type it into my blueprint it doesnt work

fathom mortar
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@grim ore just tested it and it also doesnt work there. Could it be something to do with the fact that theyre two different functions?

limber mesa
grim ore
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if the variable is in the same blueprint it should be fine, but if its in more than one place then is it 2 different variables?

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What parallax camera? there is none included with the engine

limber mesa
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i was looking at a vide3o and the guy just typed it in

grim ore
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then look at the rest of the video, it might be something they created

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or bought

limber mesa
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he just said make a folder then type parallex camer

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a

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@grim ore how would you suggest that i make the parallex camera

grim ore
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I honestly have no idea, I don't work in 2D much

limber mesa
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ok thanks though

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trying to make something when you hit a key the stamina goes down. how can i do it

patent wigeon
#

I legit don't know what I have to do. I've used my class exactly like this many times before

ancient lotus
#

question, does the null subsystem set NumOpenPublicConnections? if i recall it didnt several UE versions back but im unsure if it does now. its showing 0 like it did before

grim ore
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@patent wigeon your error might be in another spot and thats a false error

ancient lotus
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@patent wigeon close UE4 and compile in visual studio. dont compile through the editor, when you make header file changes its generally a good idea to close UE4 and compile and then restart UE4. this is a must if your creating a new struct or something in the header, but for general work like a new function or variable its usually ok to leave the engine open while you compile. you might need to forward declare your class to like this

UPROPERTY()
class ABaseCharacter* wielder
normal burrow
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yeah adding class there would forward declare it

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but

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putting class ABaseCharacter; under your last include would be the same.

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i'm fairly sure UHT accepts class keyword where cody put it though

plush yew
#

How long does it take for you guys to compile about 200 shaders?

acoustic wraith
#

Hey guys, I can't import an 8K texture because Unreal keeps running out of memory. Is there anything I can do in my project to reduce its memory footprint?

normal burrow
#

can you remove the alpha?

acoustic wraith
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@plush yew Maybe three or five minutes.

grim ore
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@plush yew 30 shaders a second on one machine, 10 shaders every 2 seconds on another

plush yew
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what cpu do you have??

normal burrow
#

its almost instant for me 3970x

acoustic wraith
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Me? 6600K, not OC'd

normal burrow
#

not all shader permutations are equal though

acoustic wraith
#

^

#

So, does anyone know what contributes to a project taking up the memory that it does while in-editor?

normal burrow
#

how much do you have to start with?

plush yew
#

8k textures

#

:smug:

acoustic wraith
#

8GB with roughly 1GB used by Chrome
The 8K texture is really simple, it's just an RGB mask, I could share if it would help.

normal burrow
#

er how much memory i mean, ye

#

that wont cut it

acoustic wraith
#

F

#

Yeah I need to upgrade ASAP

plush yew
#

do you have all 4 dimm slots used?

normal burrow
#

i mean you should be able to load (at least a) single 8k texture but maybe not with editor overhead

lime bough
#

Why is it so hard to make foliage look good

plush yew
#

cause it's difficult replicating the randomness of the natural world

kindred viper
#

@patent wigeon bool bHeld = false: should be bool bHeld = false;

lime bough
#

When i bake my Foliage it produces really dark shadows

#

WHich makes the entire scene black

#

All of the grass becomes dark for no reason

patent wigeon
#

@kindred viper It is, it's just cut off in the picture

kindred viper
#

@patent wigeon ok post Line 91 of the class pls

lime bough
kindred viper
#

@patent wigeon also that error does come up from errors on previous lines sometimes, depending on the mistake. Like Mathew pointed out.

lime bough
#

Trying to get the trees to look good while being optimized seems impossible idk how people make thier leaves look so good

patent wigeon
#

@kindred viper Line 91 is the ABaseCharacter* there. Putting class before it made me able to compile from VS Code. Waiting for it to compile from within Unreal now

kindred viper
#

oh man you didn't forward declare or include then?

#

I've made that mistake many times.

#

easy fix when you have slapped your own face for it many times :p

patent wigeon
#

I have the class included, it just decided to not let me use it. I still don't know when you need to forward declare and when not to, it seems so inconsistent

#

Yep, it compiled successfully. Sometimes Unreal really confuses me

grim ore
#

replace Unreal with Coding in general and yep that's about right

patent wigeon
#

^

kindred viper
#

@patent wigeon Forward declare when you only need to reference the class like the way you did with a pointer, where you dont need any functions or anything else, just for the class to know the other one exists. Include when you need to use anything from the class itself.

limber mesa
#

hey can anyone help me with this, treying to make it so when you hit a key it consumes stamina

grim ore
#

i dont know what we can do, thats a snippet of code and you have more before it and we dont know when its called. Your A key should reduce your stamina by 0.08 when you press it , does that not work?

limber mesa
#

it doesnt because its not connected to stamina

plush yew
#

How do I set custom snap sizes?

limber mesa
#

when i connect it it still consumes stamina without me hitting it

grim ore
#

welp your system is all over the place and we dont know what does and doesnt work. Your code right there should reduce the stamina variable when you push the A key but you say it doesnt

limber mesa
#

those two nodes matt before the sequence need to be connected

#

oh wait i may have an idea

#

i can connect the stamina regen to false

patent wigeon
#

Are you using the Branch for anything? You're not comparing it with anything

limber mesa
#

i will in a sec

patent wigeon
#

Are you printing out the stamina value so you see if it actually changes or not?

limber mesa
#

yea

#

so i tried this but idk how i can make it a condition

#

but it doesnt work

#

how can i make the two keys a condition

patent wigeon
#

Add a boolean ("moving" or something) and set it to true when you're moving/sprinting, then you connect that bool into the condition and then if you're not moving it should regenerate stamina and not when you're moving

#

But switch the white pins around if you call it "moving". Otherwise it will work the other way around

limber mesa
#

so i need to get it then set it

#

right?

patent wigeon
#

When you've released all movement keys you set the bool variable to false. If any keys are pressed set it to true

#

Then get the bool and plug it into the branch there

limber mesa
#

ok i get what your saying

#

ill try that thanks

#

it works

#

thanks here is what i did

#

should i plug anything into the condition

#

@patent wigeon

patent wigeon
#

You've already plugged the bool into the condition, so no need to do that

limber mesa
#

ok will either way work

patent wigeon
#

What do you mean?

limber mesa
#

if i plug the red node from moving False

plush yew
#

Is unreal a more cpu or gpu heavy software?

grim ore
#

yes

plush yew
#

yes

grim ore
#

GPU for graphics stuff, CPU for not graphics stuff

thick herald
#

true

#

unless it's particles

normal burrow
#

mmm kinda

plush yew
#

I notice my cpu maxes out faster than my gpu

normal burrow
#

it could be more cpu utilizing but it does a good job of both

grim ore
#

CPU for normal lightmass and shader compiles for example, CPU for cpu sim particles or effects, GPU for making stuff on the screen or GPU particles, CPU for physics, etc.

plush yew
#

Okay

grim ore
#

turn on RTX, that's a gpu bottleneck

#

turn on android, thats a cpu bottleneck while it compiles

#

etc..

plush yew
#

Okay'

patent wigeon
#

@limber mesa Ah, no it works either way. What you're doing there is getting the "Moving" variable and checking if it's true at the point where you run the branch. It doesn't matter which one you get it from, just that you get it from somewhere

limber mesa
#

i get it thanks very much marmot

patent wigeon
#

No probs 👌

limber mesa
#

actually marmot i have one small question

#

since i have that figured out i was trying to see since the stamina is full then i can health regen but if its not then i cant @patent wigeon

plush yew
#

Do you need an rtx gpu to use RT textures in ue4?

patent wigeon
#

@limber mesa Just a sec, making a little example

limber mesa
#

kk

patent wigeon
#

Basically, if stamina is full, start regenerating health

limber mesa
#

ok then ill add my hp stuff into the function

patent wigeon
#

You can have it where your tick event is. Just check if stamina is full and then go onto adding health every tick

limber mesa
#

yea those two nodes were tied into event tick

patent wigeon
#

Alright

fair storm
#

how can i cast an event from something to a widget?

frozen pond
#

fast question, so i want to model something for unreal, lets say it will be wall of planks, should i model wall of planks in blender or create planks and make it wall in unreal ?

patent wigeon
stiff marlin
#

Is it possible to use a static mesh with cable components?

limber mesa
#

oof that is so complex to me @patent wigeon. here is what i came up with but it doesnt work

fair storm
limber mesa
kindred viper
#

@frozen pond depends how you want to use it. If you want to re-use it and it can be in many forms, then create a single plank and a script in unreal to align it along a spline as a spline mesh component. Or... create a single plank in Blender, then use the Array modifier and dump out a complete fence, repeat if you need 2 or 3.

frozen pond
#

@kindred viper more like create set of 10-30 planks and create diffrent stuffs from it, bridges, wall, fences, roofs etc.

kindred viper
#

yeah in that case I might create a one-stop-shop but only because I love doing dynamic stuff like that. I'd do it for the jollies 😄

split stirrup
left arrow
#

Hey guys, is there anyway I can make the plane edge from my water follow the "flow" of the mountain? I mean like extrude or bend the plane 🤔

fair storm
#

Hey guys, is there anyway I can make the plane edge from my water follow the "flow" of the mountain? I mean like extrude or bend the plane 🤔
@left arrow save the level

#

oh wait

#

you mean a ramp

left arrow
#

nono

#

more curvy

#

Like the water is going down there

fair storm
#

i guess you can use the. path

#

wait let me check how is called

#

spline?
@plush yew guess so. is like a green pattern

#

where you can attach material in it

left arrow
#

Im a noob in U4 thats my first project, I have no idea what you guys mean

fair storm
#

Im a noob in U4 thats my first project, I have no idea what you guys mean
@left arrow usually you have to "hide" the things when create shapes

#

for example my mountain is an actual 3d model

left arrow
#

Yes

fair storm
#

you have 2 choise

#

create a 3d shape where you attach the material of the wather . or use the green pattern im trying to explain what is it

plush yew
#

How to i get my sky sphere to match the sun directional light?

#

That was my worst phrased question yet

Attempt 2:
How would i get my sky sphere's "sun" to match the direction that my directional light is pointing?

floral arrow
#

@plush yew you have to refresh the sky sphere in details panel

left arrow
#

@fair storm So I need to create a plane in Maya and make some Spline shit on it. Or I use green pattern in Unity?

floral arrow
#

and connect the directional light to the sky sphere

#

in details panel

plush yew
#

Okay

#

Thank you Jesus

fair storm
#

@fair storm So I need to create a plane in Maya and make some Spline shit on it. Or I use green pattern in Unity?
@left arrow is better to use the second option. let me open a project and i'll find that name xD

left arrow
#

@fair storm Okay, thanks a lot!

fair storm
#

is that green pattern

plush yew
#

how does one refresh a sky sphere?

fair storm
#

how the hell is called

#

SPLINES

#

HERE WE GO

floral arrow
fair storm
#

you can

@fair storm Okay, thanks a lot!
@left arrow you can find it there

plush yew
#

Thanks :)

left arrow
#

Lemme look

fair storm
#

i never used before. is very usefull

floral arrow
#

I have a project idea where I want to have a building on the side of an ocean cliff with an underwater view dug into the cliff looking out to a reef and an above ground section of the building with different lighting post processing settings. would this be possible does anyone know how to achieve this

#

im assuming just have a PPV for the ocean part and another for the above ground part?

tiny sonnet
#

when does april free 4 month stuff com out

floral arrow
#

@tiny sonnet i think it took till like march 4 for the march stuff to come out

#

last month

tiny sonnet
#

kk

left arrow
#

@fair storm Thank you so much! it worked

lime bough
kindred viper
#

I want to say turn the oven down, but its probably not the correct answer 😄 Perhaps lightmap resolution?

plush yew
#

Hentai spotted

sick stirrup
#

[QUESTION] Is it legit to have low poly normal looking like that for mobile game (in UE4) as far as it's looking good with normal map?

#

I had hardtime with bake a smoothed poly on hard edge and the only way I found it to work, is make everything (on the low poly) in one smooth group but the low poly normal look crap without the normal baked map. So I just wanted to know if it's legit or not 🙂

left arrow
#

Can someone tell me please how I can delete this? I created a spline landscape and got this 😦

flat idol
#

piece of a spline mesh creeping in

plush yew
#

Alt + f4

left arrow
#

@flat idol Its always there where a mountain picture icon is

flat idol
#

That's the spline node where a mesh ends and another begins. You can probably work on the mesh you use here to avoid these clipping areas, or the material. Probably someone else knows this better.

left arrow
#

@flat idol Thanks!

plush yew
#

alt f4?

left arrow
#

I tried it but my U4 always crash when i press it @plush yew

plush yew
#

Sad

#

:(

left arrow
#

Yeah 😦

tiny sonnet
#

alt f4 is the easiest fix to all ue4 problems

#

u can buy them in the marketplace

misty creek
#

What are you meaning by really basic?

#

What do you want it to do?

tiny sonnet
#

make them

#

not hard

#

get photoshop and make them

misty creek
#

And then tie the alpha to the players health

swift spindle
#

there's a few different things you can do.... where are you at in your project status ?

lucid magnet
#

Hi does anyone know how i can set my widget to only appear when my ''current health'' is under 25% - how can i implement it to this

swift spindle
#

are you just starting out.. or are you far along in the dev path ?

#

like.. custom C++... or just assets and BP

#

sounds like you are missing some of the dev tools that visual studio needs

#

inside the Visual Studio Installer.. there is a series of modules.. you'll be wanting the game dev pack... it even mentions unreal

fair storm
#

@fair storm Thank you so much! it worked
@left arrow 😄

grim ore
#

@lucid magnet widgets have visibility, you can change that when you are damaged. Creating the widget once and have it hidden when you are not using it then make it visible when you need it.

swift spindle
#

Odd

lucid magnet
#

@grim ore how do i set this up

swift spindle
#

Make a non C++ project. You can always convert it over

grim ore
#

@lucid magnet wherever you adjust the players health, check to see if they are below 25% then change your visibility on that widget. beyond that how you set it up is based on your code.

fair storm
#

someone can explain me why when i convert a string to text it is blank?

lucid magnet
#

but should i make a branch or...?

#

i have a Health percentage

#

that could work i think

grim ore
#

I dont know, I dont know where your code is at for damage or where that code above is or any of that stuff. Again that is how you do it, where you put that code is up to you

#

@fair storm are you sure your string is not blank in the first place?

swift spindle
#

you wont need most of that

#

but first few steps should do it

#

but unless you need C++ I'd not worry about it

grim ore
#

did the visual studio project open up after adding the C++ class in the editor?

fair storm
#

@fair storm are you sure your string is not blank in the first place?
@grim ore 100%

grim ore
#

show your code then? a simple string -> text conversion node should work without an issue

#

@plush yew you have mentioned you compiled the editor from source, which version and are you sure you are running that version of the editor?

#

so you compiled the source from github, it finished, you went into the binaries folder for your machine and ran the ue4 editor, created a new project from a template, chose C++ as the type and when it created it gives an error?

swift spindle
#

wait.... is the issue that you just can't double click it ?

#

do u have plugins visible ?

grim ore
#

so if you are taking a blueprint project, adding a new C++ class that is not blank, and creating it you should see that it is compiling then VS will open and the new class will be in your editor. IF you dont see the last parts then yeah there is an issue with VS

swift spindle
#

where are you expecting it to show up...

grim ore
#

in the C++ part?

swift spindle
#

Click > View Options bottem right corner of content browser

#

show C++ class's

grim ore
#

well if they created a new project like they said they did and it opened it would show c++ classes by default

#

sooo I would hope that is not the issue lol

swift spindle
#

show plugin content ?

#

I still feel like it's a simple thing like this...

grim ore
#

I would start from the start and actually try and fix errors if there are any. If you create a new project, choose say Third person template, choose C++ for the type, name it and create what happens

#

it should open the project and VS

swift spindle
#

agree

grim ore
#

basic Editor opened with the basic expected project with C++ classes for the project and VS 2019 opened with the project selected as the default project and the default classes

#

uh

#

you cant create to root

#

thats a no no in windows

swift spindle
#

LOL

grim ore
#

try d:\projects

#

making sure you have that folder of course

#

and try TPPSOURCE as the file name so we all know its unique

#

well the location would be D:\Projects and the name would be TPPSOURCE so I assume thats what you did

#

ok so what is inside that folder on your drive? did it create the TPPSOURCE. if so what is inside of that?

#

ok so eliminate the engine is the issue and its C++ related, do the same thing but BP project not C++ and name it something else like TPPSOURCEBP

#

okdoke you can close it down, no need to wait

#

if you right click your uproject, the one for the CPP project, and switch unreal engine version what option is it on already?

#

so we can verify its using your custom source build which we assume is working

hoary elm
#

hello. just wondering if anyone knows how i implement a plug in i downloaded to allow global gravity in UE4. tried putting the folder into the runtime plugin folder but maybe im doing it wrong. sorry very new.

grim ore
#

yep so that looks right. If you delete the .sln and right click the uproject and Generate Visual Studio project files does it error out?

#

yep

#

you want the build tools to create it again

tiny sonnet
grim ore
#

@plush yew yep so it will recreate the solution file

tiny sonnet
#

plz help

grim ore
#

open up the solution file and VS should open up

#

okdoke so yeah its a conflict issue, I know you pasted that before but didnt know when it was coming into play. IF you click on the platform toolset drop down what does it show

#

thats the weirdest thing

#

you just have VS 2019 installed right?

#

its almost like your engine was compiled with an older toolset for some reason

#

that might be causing it then, the engine could have found that and used it to compile itself

#

yeah the build tools would be from vs 2017 and would be needed if you used say VS Code instead of studio

#

remove the 2017 build tools

#

if you didnt generate the project files for the engine it wouldnt have used the correct toolset

#

download source -> setup.bat -> generate project files.bat -> open sln -> build

#

any changes to VS or any SDK or any other compiler crap the generate project files has to be re ran

#

that goes thru your machine, detects VS install and toolchain versions, etc etc.

#

I would suggest uninstalling 2017 atleast and making sure on 2019 you have this as the only build tools (14.22)

#

did you do the generate project files with the 2017 tools installed tho?

#

you might have generated it against the older toolchain from 2017 , then it failed, then youforced it to open in 2019 which would still be using the older toolchain, and now your VS is against that one

#

yep remove the 2017 stuff, make sure you have just the 14.22 tools installed and just 2019 then delete the .sln in your source editor folder and tell it to generate again. it should then find all the 2019 only stuff and it should work after you rebuild

peak merlin
#

Hi how can i do this

#

On ue4

#

Add a photo and draw

#

The background

tiny sonnet
#

matthewW can u help me with my problem

grim ore
#

you could always try NOT upgrading your project btw when you open it by hand, the no upgrade option, but I wouldnt hack it I would just make it only use 2019

#

@tiny sonnet its hard to tell based on just that but are you spawning a sword then that sword now overlaps so it spawns it again and that sword overlaps and .... ?

tiny sonnet
#

oh kk

#

shit

#

i just realized

#

i forgot to iunclue the isEquipped boolean branch lmao

grim ore
#

@plush yew no you dont need ARM at all, and I would remove the 14.25 and replace it with the 14.22, the .25 can have weird errors with some of the UE4 code

#

try checking .22 and then remove .25. If not I mean you can leave it as is but you might get errors eventually they moved some stuff and certain libraries have weird issues

#

I never check the game dev with C++ stuff so it doesnt give me that error 😦

#

Install VS , check .net desktop development, C++ desktop development. Try and compile UE4, it will fail a few times with missing SDKs, I install the SDKs until it stops complaining, win lol. Thats what I end up doing every time

#

I can say I dont have cmake installed, or the profiling tools or the gpu debugger and UE4 compiles fine

#

super weird 2017 got installed tho, thats normally a separate install from the website

#

@peak merlin You might need a little more detail on what you are asking? That image looks like a plane mesh with a texture on it below the white and green blocks

#

delete the .sln from the source folder then run generateprojectfiles.bat again so it finds your installed tools and creates the SLN for that

#

then open it back up and recompile. it should open up 2019 and it should compile against just that toolchain now

#

not recompile, rebuild. or clean and build.

peak merlin
#

@grim ore i want to add a picture of a 3v3 map so i need to create it so i saw that video that that dude used bps and something to allow him to draw the map easy

grim ore
#

ask the author? or share the video? or do they explain? If the "picture" is just an image you would use a material with that image and put it on a plane mesh which is your ground

peak merlin
#

@grim ore

#

This is the video

#

Lol i did it hahahah

grim ore
#

yep the background/floor of the map is just a flat plane with an image on it then he used the geometry tools to draw out the basics

#

@plush yew yep. When you run generate project files the unreal build tools scan your computer to find the correct visual studio to use and sets up the solution file for visual studio for you.

peak merlin
#

I turned the photo into a material and then past it to the cude and expanded thr cude

grim ore
#

you can also force it to use a specific one and have other options but I am guessing the build tools used the older tools to build the engine but the engine itself was set to use the newer tools installed with 2019 so it was panicking

#

@peak merlin yep that works

peak merlin
#

@grim ore i made also materials in terrain but i it does t paint

grim ore
#

if you do the rebuild option in VS or clean then build you should be fine

#

if you just build it might use older intermediate files and not work right

#

@peak merlin painting landscape is much more complicated you should check out the docs

peak merlin
#

Yeah i need to learn that professionally

grim ore
#

yep

#

rebuild basically does clean and build in one step

#

yep yep hopefully this works

tiny sonnet
#

@grim ore how would u authority guard a equip sword from ground ability, or do u even need to?

grim ore
#

I would delete the 2 test projects we created and after it finishes try again with a new project

#

yeah I dont know what would happen opening the ones we made but I would rather be safe than sorry. It seems like the engine was creating them using the older toolset info which we dont like lol

#

well 10 hours is way past my bedtime but there are other people that might be able to help. Based on what happend tho assuming this doesnt fail to build (it shouldnt it built before so the source is good) you should be ok again

swift spindle
#

there's always the option of getting it via epic launcher 😉

#

you can

grim ore
#

Shh....

swift spindle
#

not true

grim ore
#

its not the same as using source so keep that in mind

swift spindle
#

well.. to be fair.. your planning on doing a lot of debugging 😛

short echo
#

Any way to bulk-update animations to lock root motion?

grim ore
#

you can attach the debugging to the editor/project but your not going to get the exact code or be able to change it for example like you would running a debug build from VS

swift spindle
#

unless your really invested in needing to debug to that level.. your asking for a lot of extra hurt...

grim ore
#

if your using C++ with UE4 might as well strap in for the hurt anyways 😛

swift spindle
#

true... but still... overriding class's and what not is just less.... pain

grim ore
swift spindle
#

sarcasm ?

#

I'm an artist that can debug and create code

grim ore
#

its an artist that can do magic

swift spindle
#

basically

#

kinda rare like a chicken with teeth

#

but more useful

#

sell-described..... kinda mean 😛 @plush yew

heady quartz
#

Stamina or cool down or both. what do you guys think is better for a combat system for an rpg/adventure game?

fallen wing
#

hey guys, i really need to know how to change the speed of a character bp. ❤️ thank you so much.

swift spindle
#

whoops... found out...

heady quartz
#

Character movement > set max walk speed

fallen wing
#

Oh, can i do that without placing the character bp?

#

where do i do it? sorry.

grim ore
#

@heady quartz two different ways for 2 different games, just depends on what your game is

fallen wing
#

Oh i found it!!

#

ty!!

heady quartz
#

Rpg/adventure game (zelda botw)

grim ore
#

if its more actionish then stamina seems more likely as you plan your moves and each one has weight (more surviving than just hitting the best button that is up)

#

can use both tho, actions can use stamina and skills can use cooldowns

heady quartz
#

I have skills and normal attacks

#

I already implemented a cool down system but was depating if i shouls make a stamina system as well

grim ore
#

if you have time try it, you wont know until you test

heady quartz
#

Problem is, i have never played an rpg or an adventure game and i'm attemping to make one..

swift spindle
#

go play one now

#

will save you so much pain 😛

tiny vigil
#

Hi i recently got unreal engine and know the basic stuff for it and i wanted to ask when i downloaded and install ue4 what other programs are recommended i download that help with character design and codeing for ue4

grim ore
#

Visual Studio for coding, pick a program that fits your need for character design

abstract relic
#

Zbrush, Blender, Marvelous Designer, Substance Painter, Photoshop, Substance Designer, Topogun, Maya, 3d studio max

tiny vigil
#

which one do yall recommend from experience

abstract relic
#

all of them

#

different tools for different things

viscid pebble
#

So I have a local mutiplayer game I have developed. I was wondering if their was a way to implement a plugin (something quick and dirty) to play the game over a network

#

I posted this on multiplayer

abstract relic
#

make the client the dedicated server

#

pardon me, listen server

delicate elk
#

hey everyone, have a problem that i get an assertion which im not sure how to fix, anybody got a clue?

#

Assertion failed: !bCleanedUpWorld

#

ver 4.23.1

grim ore
#

Debugging symbols!

abstract relic
#

Packaging? Go to [project]/intermediate and delete that folder. I get a cookie, every time it works

delicate elk
#

ill give that a try, packaging indeed

delicate elk
#

i heard it has to do with 4.23.1 level streaming , but previous packaging works

#

@grim ore thanks!
But yeah i find it weird that previous packages worked yesterday etc

abstract relic
#

damn, wanted that cookie

normal burrow
#

Not yet hev lol

grim ore
#

hey it could still be intermediate, it's a good simple thing to try

normal burrow
#

it certainly could be

delicate elk
#

yep! trying right now

#

removed saved etc as well to make sure

#

and binaries

#

lets hope it is as simple as that

#

cause there's quite a complex level streaming in the project

normal burrow
#

anticipation

grim ore
#

I bet it's the level streaming, hopefully he can roll back to when it used to work and figure out the changes and beat UE4 into submission

delicate elk
#

ooofff the problem is that we are a team of 5 so if im rolling back thats gonna be some big troubles

#

XDD

abstract relic
#

🍪

delicate elk
#

sadly stil lthe same

abstract relic
#

atlas

normal burrow
#

shucks, have you considered going to 4.24?

#

we might have just spent two days going to 4.24 but, worth it? idk

delicate elk
#

definitly, art part of the team didn't want to though, apparantly there were issues in 4.24.1 /2/3 that obstructed them

abstract relic
#

indeed there are

delicate elk
#

so yeah damn this will be quite rough

normal burrow
#

you would have to weigh potentially being able to package a game vs not

grim ore
#

well you might not have to roll back, just roll back another copy and try and figure out the difference especially if you can narrow it down to level streaming changes

abstract relic
#

like that vector length in the mat graph squint

normal burrow
#

big-oof. "lets put 2D where 3D is and 3D where 2D was"

delicate elk
#

hmm i see, ill give it a go, though as far as i know there were no changes specifically to streaming

grim ore
#

time to set up a build system so it automates testing and building every day/hour/commit 😦

delicate elk
#

weirdly enough i know someone in a different project else who had the exact same issue today as well after packaging worked few days ago for them as well

grim ore
#

maybe it's an april fools gag.....

delicate elk
#

LOl

normal burrow
#

gremlins.

delicate elk
#

i wish

#

That'd be quite an expensive joke

abstract relic
#

reset project settings 😛

grim ore
#

someone at epic wanted everyone to update to the latest version so it's a timebomb for today

#

clean the project, roll back the clock to a few days ago, give it a whack lol 😛

normal burrow
#

i noticed some strange things on their git today. the hell is 4.25 plus?

delicate elk
#

yup ill try beating it a few times, thanks a lot

grim ore
#

I mean stupider shit has happened with math and durations

#

4.25 plus is the beta for the secret UE6 version

abstract relic
#

preview ++ pat

normal burrow
#

unrealengine6 you say? handrub

abstract relic
#

when you run out of numbers

grim ore
#

yep you need to input the secret code tho in order to unlock the new features

normal burrow
#

fimaly.

delicate elk
#

is there a chance that the cause could be cause of someone else having the Uproject checked out

#

(perforce)

normal burrow
#

yeah i thought that probably was what it was hightide but the commit times were like hours between 4.25 preview and 4.25 plus

#

would recommend you get debug symbols as mathew suggested

delicate elk
#

alright ill do that C:

normal burrow
#

we'd be guessing, without

delicate elk
#

(im asking cause they forgot to check in and its 3AM here )

#

xD

grim ore
#

its highly suspect tho that exact error on that same version was linked to streaming tho

normal burrow
#

yeah i am in your boat there too, sounds like what they are working on too

grim ore
#

like it's having an issue loading because your loading because its loading and it cant unload and it might be a recursion stuck

abstract relic
#

Desperate times calls for desperate measure. Get those symbols, lock everyone out, and test an updated build

delicate elk
#

Alrighttt thanks!

grim ore
#

Desperate times call for starting over 😛

normal burrow
#

thats a few levels higher than desperate i'd say

#

lower? maybe lower.

grim ore
#

how is it that like 20% of images people upload from their computers for project crashing or needing help are pictures from their phones 😦

abstract relic
#

can't see the problem = no problems

normal burrow
#

lol "help me i don't know how, what am i doing?" snaps picture with phone

polar hawk
#

the + still hasn't been identified?

normal burrow
#

matheww just said it was ue6

#

which is good news for me

grim ore
#

im telling ya its UE6 if you use the unlock code

#

didnt you notice all the copyright tags on the code base removed the dates recently...

#

it's a conspiracy

normal burrow
#

i've seen some account on twitch too, unrealengine6

grim ore
#

ok so most of it was changed, they are Epic after all so getting it right the first time.... 😆

normal burrow
#

lol is the change to notice only in +?

grim ore
delicate elk
#

confirmed that it is level streaming

#

quickly deleted all streaming and packaging is ok now

normal burrow
#

they fixed that by 4.24.3 mathew?

solid matrix
#

so my landscape isn't generating foliage in a packaged build. It's just the brushify landscape with a few tweaks and assets. Anyone have similar problems?

soft atlas
#

I'm working with what appears to be an outdated tutorial. I'm trying to make a pause menu and it is telling me to set vertical box to wrap with size box and set size property to fill but I cant find that option

grim ore
#

I actually like this commit "Menu animations are now disabled by default. They cause flickering popups in high DPI unaware applications." I mean technically it fixes the issue lol

#

@soft atlas do you have more details as that sounds weird

soft atlas
#

It seems I was in the wrong details page ignore what I said 😅

grim ore
#

😉

polar hawk
#

That has been my strategy lately

#

get a bug report?

#

disable the feature

#

people stop reporting bugs

grim ore
#

High DPI seems to be a recurring issue, maybe have it refuse to run on anything but 1920 displays?

normal burrow
#

😄 that is rough. "Do I want to report this flickering or retain animated ui?"

abstract relic
#

No what you do is break the Submit bug report button

polar hawk
#

I'm convinced UE4 and High DPI are mutually exclusive

delicate elk
#

So yeah just wanna update, seems like the issue is somewhere cause of streaming from levels into eachother, Streaming other levels to main level works out fine, but then streaming the main level back to the other levels causes cook error

grim ore
#

@solid matrix is it not generating the meshes or the textures/materials are bad?

normal burrow
#

i'd like to see hdr be taken seriously. idk if you've read the docs on that mess yet. but high dpi sounds difficult too.

solid matrix
#

@grim ore It's not generating the meshes. The landscape materials look fine

#

and it works if I click Launch

grim ore
#

yeah in packaged builds materials can be set incorrectly but work fine in editor but the meshes would still show up

#

@delicate elk hopefully you can work around it

soft atlas
#

Ok, so when making an element for UI there is a thing called size box. When making a size box in this tutorial there is an option on the detail page that isnt there for me called Size, for me they are each of the respective position and size X and Y

golden dawn
#

Yo can someone give me a hand with something? It’s probably really simple.

#

I’m having an issue with decals looking washed out. It seems like every time I fix something there’s another issue. I figured out why the decals look washed out. But to fix that I have to change some nodes in the material editor, and when I open the materials editor I don’t see the window with the nodes.

normal burrow
#

which change arounds did you you do?

grim ore
#

@soft atlas show a screenshot but are you trying to make your size box a specific size or the content in it a specific size? there are 2 parts to a size box and the first part changes based on it's parent

delicate elk
#

@grim ore Trying right now indeed to do so, not looking to good though

grim ore
#

@golden dawn are you opening a material or a material instance?

golden dawn
#

Um

#

What’s the difference

grim ore
#

one has the word Instance appended to it

soft atlas
grim ore
#

in UE4 tho one is the actual material that has nodes, the other is the front end for it that lets you change it's settings (parameters) @golden dawn so if you want to edit the nodes make sure you are editing the Material itself

soft atlas
#

Sorry for the quality

grim ore
#

yep look at the top right

#

Slot (SOMETHING)

#

the Something is different on each one and determines how the child can be controlled

#

the bottom picture the size box is a child of the horizontal box, the top picture its a sibling (next to it)

soft atlas
#

Thank you

grim ore
#

yay

abstract relic
#

Use the screenshot hotkey

grim ore
#

use Shift-WindowsKey-S !

normal burrow
#

it works great when you have discord installed on the same computer

#

you can use the web based discord though too

golden dawn
#

Where would I find the material if I just see a material instance

grim ore
#

I use the web based discord 🙂

normal burrow
#

🔍

grim ore
normal burrow
#

i don't judge. i just was correcting need to install

delicate elk
#

Weirdly enough, it seems like the cooking fail only happens when cross streaming 3+ levels

#

below 3 levels it does not occur

grim ore
#

I dont like using the app itself, i just keep the web loaded

normal burrow
#

web app seems to get features faster too

grim ore
#

like 99% of the crap I do is web based now besides UE4 so I figure why use another app. It's chromium based anyways the app right?

#

or whatever the wrapper is

normal burrow
#

something like that, i don't think its chrome based but it might be

grim ore
#

oh electrum I think its called

normal burrow
#

that one yes. its hard to keep track of what is and isn't chromium now

grim ore
#

Electron!

normal burrow
#

It combines the Chromium rendering engine and the Node.js runtime.

grim ore
#

yep thats what it was

normal burrow
#

close enough lol

grim ore
#

i think its a common way to appify web stuff

normal burrow
#

yeah, node.js is pretty fun. i imagine if unreal needs a slow but easy scripting language it goes js.

grim ore
#

yep I did a backend for testing out a MP game in UE4 using node to do the login/storage stuff for fun. I use node and mongo on a free AWS server here at work. I really don't know what I am doing but it's easy enough to just fake it lol. the REST plugins work well with UE4 and Node out of the box

normal burrow
#

😄 yeah, my learning of js was basically: I need a web backend hm?

#

oh i can just treat everything like a dictionary? nice.

grim ore
#

pretty much the same here. I mean programming is programming you just have to learn the syntax

normal burrow
#

yeah

grim ore
#

json is nice to just pass info tho for sure, C# loves it just call it as a dynamic and done

normal burrow
#

'differen'"'"'t' if python else True

#

mh yeah both java and c# i don't understand why they exist

grim ore
#

I like C#

normal burrow
#

they are 'fast' lanuages comapared to ones that are less restrictive but then they are fast because of how restrictive and mindnumbingly full of rules

#

yeah I don't mind C# really either as long as I don't have to follow its rules for performance

grim ore
#

ah well I don't worry about performance so 🙂

normal burrow
#

then you could be using something funner like js haha

grim ore
#

for the stuff I use it for, business apps most of the hangup is in bandwith or server processing anyways

normal burrow
#

ah yeah

grim ore
#

well C# and VS is nice right now due to Xamarin. I have ios/windows/web/android all in the same codebase

normal burrow
#

with js you pretty much need to spawn many processes to do things efficiently, so c# and javascript have this but then python is kinda complete there too.

#

yeah, java has always kinda been this way though

grim ore
#

I never got into python and probably never will lol

#

tho I have to as it's part of UE4 but I don't have to like it and I can delay as long as possible

normal burrow
#

I learned it through blender

#

scripts in blender are similar to key strokes and stuff. like you have to change to edit mode before you can do some things just as you would using the mouse and keyboard. but it was a good way to pick up python. nice python console and api sense in it etc.

delicate elk
#

so yeah, just want to update u guys again, it really seems the issue is having more than 3 maps streaming into eachother, using a different map etc does not resolve the issue

normal burrow
#

are you listing only the persistent level?

grim ore
#

if 2 maps stream into a map then that map streams into another map does that get past the limit lol?

#

and that an interesting thing, I beleive the kite demo would break in this case

normal burrow
#

old forum post is saying to only add the main persistent level to cooking, but i'm not sure whats going on here.

cyan robin
#

hi, how i would go about transferring the first person idle animation from the standard template, to the third person idle animation? the first person idle animation only has the skeleton for the arms, so i'm wondering how to take this part and somehow combine with a complete skeleton?

#

i have this idle animation that seems to work really well with the first person arms, but the rest need the third person skeleton so not sure what to do

normal burrow
#

start with just getting the arms going javin. then you can use a blend per bone node to isolate it to the arms and have whatever other animation exists now play under the arms

delicate elk
#

Ah wait ill give some more context,
Basically there's the following:

  • Main Level
  • 3x Art Level
  • 1x Light Level

The main level gets everything streamed to it (so light and 3 art levels)
the art levels get the main and the other remaining art level + light levels streamed
and the light level gets the main and Art levels streamed

All of them use the Always loaded streaming method

normal burrow
#

thonk shouldn't there only be one main level that loads it all together?

delicate elk
#

Thats the idea indeed, but the problem was that artists would not be able to see the level in full in their own dedicated level since it was not streaming back

#

I'm not 100% sure what the workaround for that would be

normal burrow
#

have one persistent level

#

that is used for packaging

#

and loads all the levels in it

#

then only specify that level for cooking?

#

alternatively, have whatever the art levels load from the main level.. not be the main level split it up?

delicate elk
#

Ah is there a way to specify only a singular level to be cooked?

#

I see hmmm

normal burrow
#

That is the only way i understand streaming to be, but that doesn't mean i'm not wrong

#

believe that is why the call it a persistent level though

delicate elk
#

wait ill give a litttleee example, now im curious if i went on this level streaming stuff all wrong

#

and art level for example:

normal burrow
#

is DEADBEAT_MainLevel the Persistent level in the first screenshot?

delicate elk
#

Yes

normal burrow
#

So i don't know honestly if that is allowed or not, but it should be avoidable

delicate elk
#

i see hmmm

normal burrow
#

if you open up the main level

#

you can turn off the other levels, so i am not sure that nesting of level streaming is intended.

delicate elk
#

good point

normal burrow
#

i think the idea is you just turn off what your not working on

#

but again, i could be wrong here.

delicate elk
#

hmmm i see

#

I appreciate the help a lot though

normal burrow
#

yeah @cyan robin that sort of thing

cyan robin
#

thanks

normal burrow
#

Layered Blend per Bone

delicate elk
#

hmmm it seems indeed @normal burrow , after searching a bit , that the correct workflow would be selecting the level IN the main level u want to work on and than adjust it there instead of in the map itself

#

like u said

golden dawn
#

I figured out the materials thing, but the decals all still look washed out

surreal gyro
#

Why do there seem to be templates for everything except fighting games?

hollow raven
#

Anyone have time to help me? I need help on my anim montage, I already check the skeleton and it's linked and I'm not so sure what to do now

true sail
#

Hey everyone can I have some help? I'm trying to set up a bare minimum blueprints multiplayer game. All I really want is for a player to be the server, then another player to join that player (Not even a screen to show servers available), but I've run into a roadblock. I've looked at the tutorials online and they're good, but they're not very practical. Like, yes, I get it, you can push the drop down arrow next to the play button and set the player count from 1 to 4, but how do I get that to work with two standalone windows, or even two different computers? I just need to be pointed in the right direction as to how I can have one window run, where the player spawns, creating the server, then another player spawns, sees that there's a server available, and joins

Thank you!

kindred viper
#

@true sail that should be straight forward in the official docs for multiplayer. I would go through a basic tutorial on it, official if possible. The core basics aren't difficult for this but as with anything, you just have to do it the right way.

fair storm
#

theres anyone who know if is possible from mysql database to create player inventory? (im usin varest already to comunicate things like, credits, levels, etc)

arctic flame
#

How can I find all animations that are using a certain Anim Notify State? The "Animation Notifies" window seems to list all Skeleton Notifies but no Notify States

true sail
#

@kindred viper I just don't get it. It's not working for me. Could you help me?

kindred viper
#

@true sail its 4am and im knackered mate. I would just do the official docs. I did and got it working first time. Also check out Cedric's Network Compendium. It's a great source

scarlet birch
#

Just start with the third person template it should be all setup.

kindred viper
#

@fair storm Absolutely.

fair storm
#

@fair storm Absolutely.
@kindred viper how

#

i have to create a row each item?

kindred viper
#

@fair storm well you need a language between VaREST and the mySQL (mariaDB). I use PHP on a webserver myself

fair storm
#

i already did

#

but if for example i want to know if a user got that specific item but the others no?

golden dawn
#

Can anyone help with these decals? They all look really washed out and don’t blend well with the scene

fair storm
#

where is the data stored? a boolean each item?

obsidian kettle
#

i think they look good ^^
but i dont know better, so sry xD

golden dawn
#

This is my first time doing anything with unreal. So I have no idea what do

kindred viper
#

@fair storm well you could store it locally in the struct for the inventory (when time critical request happen), or in the database (if you have time to query it). Ideally you would only be using the database for pre and post-runtime. ie. pre-runtime, get the data, setup the UE struct side, only save to database when you finish and keep a local copy in a savegame object. Then update the database post-runtime or when you need a critical update.

#

@golden dawn a simple first person shooter with pickups would be great

fair storm
#

but like this someone is able to hack the game

obsidian kettle
#

@golden dawn its my first time too. i assume yuo followed a tutorial for this. what i usally do is trying to understand what the tutorial is doing and trying to change to my needs. Isnt a really good answer sry :3

kindred viper
#

if thats your worry, you can serialize the data, but if you think thats not enough, then you need another engine as this one is open source and can be hacked easier than others (except for Source engine which is absolutely wrecked at this point)

fair storm
#

what do you mean with serialize? (im not english at all xD)

bitter iris
#

Hey I'd like to convert my 8192 x 8192 map into tiles, to do this can I just export height map and UE4 can split it? or do i need to split the heightmap into how many tiles i want?

kindred viper
#

It's like a compressed data format, unreadable without unserialisation. You can also encrypt during serialisation

#

@bitter iris export the heightmap to World Machine and it has tiling options in there

soft atlas
#

Me and my friend are trying to figure out how to have an ammo counter on screen, we have an ammo pool set up with integers but dont know how to make that connect to a widget and have it appear

bitter iris
#

okay cheers @kindred viper

kindred viper
#

@soft atlas Thats a simple tutorial fix mate. Go check any health bar tutorial

fair storm
#

so. the progress should be. client read the data from the database via php , the database echo the informations, then that information in a save game, then the data in the savegame is encrypted, then when the client end the game just save things on the database?

#

is not better to save data in a dedicated server

kindred viper
#

yeah or at periods when its important for the database to have the information. Only you can say when that is though

fair storm
#

somehow

#

i just want to make characters skin selection

obsidian kettle
#

Generally speaking. I am trying to understand ue rudimentary. As practise right now i am trying to set as example skill tree in child actor and call it from parent. I am not sure how to handle the 2x reference in the widget Bps. I made their 2 child actor reference.
Im missing programmer logic here. I am trying to avoid chain castings