#ue4-general
1 messages · Page 695 of 1
Didn't really get to use it, had a lot of bookmarked stuff tho. Like GAS etc
I've been bookmarking stuff for several years. Haven't opened a single one 😭
Hello, how can i use a more precise/smooth way to moove multiple objects ?https://gyazo.com/ec17f6fc847beb37234c172d4d64bd30
You can disable grid snapping, buttons in top right corner of your viewport or corresponding hotkeys.
thanks !
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
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 ?
here is my node setup for the glass
is there a way to tell the build tool to print the include paths?
@idle compass you can but the performance wont be good
do you mean because of the hdri ? @whole quarry
-Verbose
@idle compass not possible to do
No, reflection is usually just very expensive to use
you need raytracing reflection
and i dont think raytracing reflection can do that many bounces
nor at that quality for the light rays
not event
well then I think I'll just do this one in c4d
also another unrelated question, when should I press the 'build' button in unreal ? can I do a project without baking at all?
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
hey can anyone help me with a problem that im having in ue4
im trying to make health and stamina regen at the same time
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline.
We recognize that the Wiki has been a valuable resource for many of you during your development journey, and we will be incorporating the top-visited content from the Wiki into ...
hey deathrey could you help me if you dont mind
is there a doc for shading model "cloth" ?
my cloth material looks washed out when i use that shading somehow
( •_•)σ@limber mesa I'm afraid I specialize on visuals things, and cannot comprehend the magic behind blueprints.
which header file should i include for the GEngine boolean?
ok thx though
how do i make ue4 renderer crash less? and yes my drivers are all updated
run ue4 less
both answers above just as valid as your question, can you be more specific? 😄
what are you doing when it crashes? what else have you tried?
what have you changed?
you wanna open the secret tab in the project settings and disable "crash at random intervals to make your work more exciting"
oh that old chestnut? isnt that where there's a "complete my project for me" button?
Should have ran the engine with -nocrash parameter, and preferably, from a safe window.
-pleasant
-stablerun
-autommorpgfps
-onemanskyrimgame
@normal burrow shush, youll give away the switches they used to build fortnite
then they'll lose their advantage
-inflatablegoats (favorite of @fierce tulip )

*inflatablegoatsimulator
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
😄
and if youre happy knowing most of your assets exist in others games
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
If someone would do that, he/she/non-binary gender should call the game studio 'suicide games'
JIRA IGS-357: Inflatible goat filled with helium, lost in stratosphere
@whole quarry what, third rate homocide? 🤣
i have been asked to give a quote for developing something in unreal, can someone help me please? msg me.
@placid arrow imagine the reviews: "has its moments" and "sloppy at best"

treefiddy
lol
@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
when i say assets i mean 3d meshes
Real world is repetitive as well, its okay as long they are not prominent
i wouldnt buy premade code, generally because 99% of it is crap and needs to be heavily rewritten to work anyway
some of my purchased assets are prominent in the game but i hide the fact with a bit of kitbashing
I found that too, but games are very specific with code so it does make some sense
there is one premade module im using now in my latest game, and that's smooth sync
i did once try to use rama's libraries, but had to take them back out again, they made upgrades a total chore
in the end i just re-engineered the few functions i liked separately into my own blueprint function library
Rama is great but the hints are so littered with non relevant text :P
Its a good practice to write your own code, even if its used for BP anyways
yeah
Nothing wrong with small short cuts but knoeing how it works under the hood gives a better understanding
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
Thats some next level shit for me 😅
Tho but extactly that, learning every day a new thing to explore is what makes it fun for me
Im a bit spread out
Learning motion tracking for video cgi, remaking portfolio site from skratch, trying to make server-client between java server and ue4 working :d
shit
My coding knowledge is at beginner level so it takes a lot of trial and error
theres one way to break that cycle, work alone and take on helpers for small parts, not dev partners
ah, ive been making games for decades
I started only 3 years ago, my bp knowledge is a bit better than my coding knowledge
I think that is why we are on a Unreal Engine server and not a Unity one lol
If you know the dunning kreuger effect, im at thr lowest point atm 😄
because bp's are better tbh
Its a great way to get basic understanding of coding, but i think its just a gateway to coding
Anyone that can explain why my reference is'nt compatible
How did you set the reference?
Character is a Character Class Object
your Character blueprint probably is subclasses from Character so use that class instead
how do i do that?
Use another cast node
don't use Cast to Character but rather Cast To <Whatever your blueprint is called>
and change the variable type too
In this beginner tutorial series I go through how to create a variety of doors used in games.
This first episode teaches you how to create a door that will open when it detects the player approaching, and then closes behind them.
[Resources]
Door Model: https://www.dropbox.c...
is this tutorial still valid
for 4.24
i tried it but there is no update location node
it just makes my door be either in that location or toher
Yeah still should work (just skipped through)
weird
Update Location Node?
yes
I don't see them using anything called Update Location there
they're using a timeline to drive SetRelativeLocation, did you do that bit?
yea but the object teleports from 1 to the other
even tho i gave it 10 seconds to do the animation
i want to do that but for rotation
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?
I can't see any messages from users on the site. Is this a known issue?
The content of the message is missing, but the email notification I got showed the start of the content. Anyone else experiencing this?
Is there a place to get some legal advice for a contract?
@midnight gate What does your timeline look like?
ill screenshot
If it’s for a job could try #career-chat
so over 5 seconds a vector track with the Y goes from 0 to 90?
no over no seconds at all
it just goes instantly from 0 to 90
and i cant explain it
im talking about what your timeline is
ok and what node are you using after the timeline? what do you expect to happen
my guess is what you want to happen is not what you are actually doing
i just need it to rotate over 5 seconds
I wonder if RotationFromXVector is the node you're looking for here.
Looks like you want to set the rotation value directly yeah?
^^
but instead it teleports
try removing the RotationFromXVector node
right click the New Track 3 pin > Break vector
Right click NewRoation > break
i cant plug in the break node
do something like this
yes, like that!
with just a float track with the 1 value since you only want to change 1 value
yep green is float
good point, dont need vector at all
how did you get that set relative rotation node? @grim ore
i only have the ones with blue inputs
how did you get the green inputs
right click the rotation pin > break
Split struct variable!
yep split the struct pin
thats the name I was looking for
ah finaly
all of your structs have that ability in BP, so transforms rotators vectors etc.
very cool
YES
what time does the 'free for the month' come out?
Usually the first week of the month
thanks!
IVE BEEN WAITING FOR THAT FOR A WHILE
First Tuesday of the Month = Free Assets
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
Reaction on the forums has been 100% negative so far, at least in that thread
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
that is quite correct
but im glad most of the time this server is helpful
@grim ore could you explain why do all the methods of ai fail?
i mean the ones i did none of them would move
i did print string they all work
theres a nav mesh
but they still wont move
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
set it on fire and start again
in the ground 🤔
I think there's an AI move to node that gives a reason why it failed, is there?
alrithy ill come back soon with whats working and not
its just a generic "it doesnt work" really doesnt help
@midnight gate https://youtu.be/B6KK0WaZwLI 😉
What is the AI Move To Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
might help
legendary videos btw, watched so many
thank you!
ah one thing with nav mesh it doesnt display the ground green for some reason
is theres a setting that does that automaticly or something?
when everyone else uses nav mesh it shows the ground in green
mine doesnt
p
ok so a valid nav mesh (shows green)
the character on the nav mesh somewhere
set up to use an ai controller, and the controller set to turn on correctly
and using some AI (BT or an AI node)
usually the AI controller and possess stuff is the issue
your not using a behaviour tree right? just an ai move to node or something similar?
yes ai move to
in the pawn, either in the bp or the instance
you can just search for AI in the details panel to find it
if its set to placed in world, is that AI in the world at game start?
and your code fires, the one you pasted? after the AI move to it prints out
yes
can it get to the player? your target
its not finding the player I would assume
Do any of you know why theres an error on this and how i can fix it?
@grim ore how do i cast it?
What would be the easiest way to get the camera component attached to an actor, if any?
I don't want to loop through all children components, since this check will be done a lot, is there any workaround?
@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
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
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
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
that setup doesnt work aswell
so yes if you want it to just find the player
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
both of these work for me, I just tested
this is cool, new template (Product Configurator) in the latest master branch.
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
how is called the function to check if a character is taken, possessed by a pawn?
So how do i define a target for this, and which should it be?
your target should be your target, what are you calling update health on
the character
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.
@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
@grim ore ill test after dinner
does ue4 automatically not render objects like foliage behind objects?
turn on wireframe
Am kind of confused
if i had around 40 event ticks like this
would that be heavy ?
on the game
no
or its nothing?
assuming you need this
yea that would be almost nothing
you really should learn how to use unreal insights though
if you care about performance: measure it.
"if you care about performance: measure it." p@t
what do you mean by that if you can explain?
there is a suite of profiling tools you can use that will give you very precise timing
so you can see exactly where your processor cycles are being spent
if you get used to keeping an eye on that sort of thing, you'll instantly identify when things balloon out of control
Is there tools inside ue4 for that?
Thats new for me tbh glad that i heard it from you
Overview of Unreal Insights application profiling tool
thats the overview on it
make sure to visit the next page
which has the command line args you'll need to provide
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
Can someone tell me how to pain terrain fast and easy
Thanks for the tip mate helped alot am check the docs you sent me atm
yeah so you just launch UnrealInsights.exe and then you launch the packaged build or editor with
-cpuprofilertrace -statnamedevents -filetrace -loadtimetrace
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:
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
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
insights is relatively new and not "released" yes so I havent looked at it much
im still using mysql with mariadb
"released" and "released" is 2 different beasts for epic lol
ah we talking epic language lol
MathewW i can chagne the tick rate?
but the page is updated for .25 and its probably out of beta now
again @fair storm https://docs.unrealengine.com/en-US/Engine/Performance/UnrealInsights/Overview/index.html there
@plush yew yep check the details on the actor, should be one of the first options at the top for tick rate
oh I should, I am out of work tomorrow for the rest of the virus so I do have time lol
aw lol
tick interval, tick rate, tick speed... at some point it would be nice if it was consistent lol
i'd sponsor a matheww video about insights
its like splitting a struct or breaking it, same thing different words, same confusion
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
yep but....
so it's "epic in progress" lol
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
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
yeah idk either
i'm guessing preview 7, after preview 7, no preview 8
first velcro #lounge
@normal burrow according to the docs that is a minimum ticking interval, but I have never tested it
was just curious if it would do two ticks over double the elapsed time but yeah min tick interval sounds more realistic
can someone help me with a small issue that im having
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
well how do you know it gets wiped? where do you load and set it for later?
how would you fix this
also you will never save anything unless the score is greater than high score so I don't know if that matters
@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
@grim ore yeah I'm aware of that
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?
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:
dont think ive tried that yet. Ive tested it with having a print string after its set from the SetPlayerNameVariable
hey @grim ore if you dont mind can you help me out real quick
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
@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?
so im trying to make a parallex effect but when i type it into my blueprint it doesnt work
@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?
how can i get the parallex camera
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?
What parallax camera? there is none included with the engine
i was looking at a vide3o and the guy just typed it in
he just said make a folder then type parallex camer
a
@grim ore how would you suggest that i make the parallex camera
I honestly have no idea, I don't work in 2D much
ok thanks though
trying to make something when you hit a key the stamina goes down. how can i do it
I legit don't know what I have to do. I've used my class exactly like this many times before
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
@patent wigeon your error might be in another spot and thats a false error
@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
yeah adding class there would forward declare it
but
putting class ABaseCharacter; under your last include would be the same.
i'm fairly sure UHT accepts class keyword where cody put it though
How long does it take for you guys to compile about 200 shaders?
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?
can you remove the alpha?
@plush yew Maybe three or five minutes.
@plush yew 30 shaders a second on one machine, 10 shaders every 2 seconds on another
what cpu do you have??
its almost instant for me 3970x
Me? 6600K, not OC'd
not all shader permutations are equal though
^
So, does anyone know what contributes to a project taking up the memory that it does while in-editor?
how much do you have to start with?
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.
do you have all 4 dimm slots used?
i mean you should be able to load (at least a) single 8k texture but maybe not with editor overhead
Why is it so hard to make foliage look good
cause it's difficult replicating the randomness of the natural world
@patent wigeon bool bHeld = false: should be bool bHeld = false;
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
@kindred viper It is, it's just cut off in the picture
@patent wigeon ok post Line 91 of the class pls
Looks like this before bake
@patent wigeon also that error does come up from errors on previous lines sometimes, depending on the mistake. Like Mathew pointed out.
Trying to get the trees to look good while being optimized seems impossible idk how people make thier leaves look so good
@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
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
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
replace Unreal with Coding in general and yep that's about right
^
@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.
hey can anyone help me with this, treying to make it so when you hit a key it consumes stamina
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?
it doesnt because its not connected to stamina
How do I set custom snap sizes?
when i connect it it still consumes stamina without me hitting it
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
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
Are you using the Branch for anything? You're not comparing it with anything
i will in a sec
Are you printing out the stamina value so you see if it actually changes or not?
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
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
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
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
You've already plugged the bool into the condition, so no need to do that
ok will either way work
What do you mean?
if i plug the red node from moving False
Is unreal a more cpu or gpu heavy software?
yes
yes
GPU for graphics stuff, CPU for not graphics stuff
mmm kinda
I notice my cpu maxes out faster than my gpu
it could be more cpu utilizing but it does a good job of both
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.
Okay
turn on RTX, that's a gpu bottleneck
turn on android, thats a cpu bottleneck while it compiles
etc..
Okay'
@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
i get it thanks very much marmot
No probs 👌
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
Do you need an rtx gpu to use RT textures in ue4?
@limber mesa Just a sec, making a little example
kk
@limber mesa This would be a way to do that
Basically, if stamina is full, start regenerating health
ok then ill add my hp stuff into the function
You can have it where your tick event is. Just check if stamina is full and then go onto adding health every tick
yea those two nodes were tied into event tick
Alright
how can i cast an event from something to a widget?
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 ?
@limber mesa For example
Is it possible to use a static mesh with cable components?
oof that is so complex to me @patent wigeon. here is what i came up with but it doesnt work
@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.
@kindred viper more like create set of 10-30 planks and create diffrent stuffs from it, bridges, wall, fences, roofs etc.
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 😄
@keen igloo I found this in github, someone nice is working in a mirror site 🙂 https://github.com/MichaelJCole/wiki.unrealengine.com
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 🤔
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
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
Im a noob in U4 thats my first project, I have no idea what you guys mean
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
Yes
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
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?
@plush yew you have to refresh the sky sphere in details panel
@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?
@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
@fair storm Okay, thanks a lot!
how does one refresh a sky sphere?
@plush yew https://www.youtube.com/watch?v=nIMxpEmPyM4
Shows how to adjust the settings on the default Sky Sphere to create a sunset look and a night-time look with stars in Unreal Engine 4 (UE4.10, MacOSX).
you can
@fair storm Okay, thanks a lot!
@left arrow you can find it there
Thanks :)
Lemme look
i never used before. is very usefull
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?
when does april free 4 month stuff com out
@tiny sonnet i think it took till like march 4 for the march stuff to come out
last month
kk
@fair storm Thank you so much! it worked
How do i stop my lighting from baking like this
I want to say turn the oven down, but its probably not the correct answer 😄 Perhaps lightmap resolution?
Hentai spotted
[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 🙂
Can someone tell me please how I can delete this? I created a spline landscape and got this 😦
piece of a spline mesh creeping in
Alt + f4
@flat idol Its always there where a mountain picture icon is
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.
@flat idol Thanks!
alt f4?
I tried it but my U4 always crash when i press it @plush yew
Yeah 😦
And then tie the alpha to the players health
I didn't look at it in depth but this: http://shootertutorial.com/2015/08/10/player-damage-indicators-and-dying-effect/ looks like it could work for what you are trying to do
there's a few different things you can do.... where are you at in your project status ?
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
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 Thank you so much! it worked
@left arrow 😄
@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.
Odd
@grim ore how do i set this up
Make a non C++ project. You can always convert it over
@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.
someone can explain me why when i convert a string to text it is blank?
but should i make a branch or...?
i have a Health percentage
that could work i think
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?
you wont need most of that
but first few steps should do it
but unless you need C++ I'd not worry about it
did the visual studio project open up after adding the C++ class in the editor?
@fair storm are you sure your string is not blank in the first place?
@grim ore 100%
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?
wait.... is the issue that you just can't double click it ?
do u have plugins visible ?
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
where are you expecting it to show up...
in the C++ part?
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
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
agree
should be, this is what I got
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
LOL
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
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.
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
@hoary elm depending on if its an engine or a project plugin it has a folder it should go in https://docs.unrealengine.com/en-US/Programming/Plugins/#pluginfolders
apparently this is a infinite loop? any reason why
@plush yew yep so it will recreate the solution file
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
matthewW can u help me with my problem
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 .... ?
oh kk
shit
i just realized
i forgot to iunclue the isEquipped boolean branch lmao
@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.
@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
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
Ever wondered what a realistic Summoner's Rift would look like?
Patreon: https://www.patreon.com/ambiguousgames
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This League of Legends scene...
@grim ore
This is the video
Lol i did it hahahah
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.
I turned the photo into a material and then past it to the cude and expanded thr cude
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
@grim ore i made also materials in terrain but i it does t paint
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
Yeah i need to learn that professionally
@grim ore how would u authority guard a equip sword from ground ability, or do u even need to?
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
Shh....
not true
its not the same as using source so keep that in mind
well.. to be fair.. your planning on doing a lot of debugging 😛
Any way to bulk-update animations to lock root motion?
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
unless your really invested in needing to debug to that level.. your asking for a lot of extra hurt...
if your using C++ with UE4 might as well strap in for the hurt anyways 😛
true... but still... overriding class's and what not is just less.... pain
@short echo look a the Property Matrix to do that
its an artist that can do magic
basically
kinda rare like a chicken with teeth
but more useful
sell-described..... kinda mean 😛 @plush yew
Stamina or cool down or both. what do you guys think is better for a combat system for an rpg/adventure game?
hey guys, i really need to know how to change the speed of a character bp. ❤️ thank you so much.
whoops... found out...
Character movement > set max walk speed
@heady quartz two different ways for 2 different games, just depends on what your game is
Rpg/adventure game (zelda botw)
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
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
if you have time try it, you wont know until you test
Problem is, i have never played an rpg or an adventure game and i'm attemping to make one..
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
Visual Studio for coding, pick a program that fits your need for character design
Zbrush, Blender, Marvelous Designer, Substance Painter, Photoshop, Substance Designer, Topogun, Maya, 3d studio max
which one do yall recommend from experience
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
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
Debugging symbols!
Packaging? Go to [project]/intermediate and delete that folder. I get a cookie, every time it works
ill give that a try, packaging indeed
btw https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1658668-unreal-engine-4-23-released/page10 has the exact issue with that version
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
damn, wanted that cookie
Not yet hev lol
hey it could still be intermediate, it's a good simple thing to try
it certainly could be
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
anticipation
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
ooofff the problem is that we are a team of 5 so if im rolling back thats gonna be some big troubles
XDD
🍪
sadly stil lthe same
atlas
shucks, have you considered going to 4.24?
we might have just spent two days going to 4.24 but, worth it? idk
definitly, art part of the team didn't want to though, apparantly there were issues in 4.24.1 /2/3 that obstructed them
indeed there are
so yeah damn this will be quite rough
you would have to weigh potentially being able to package a game vs not
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
like that vector length in the mat graph 
big-oof. "lets put 2D where 3D is and 3D where 2D was"
hmm i see, ill give it a go, though as far as i know there were no changes specifically to streaming
time to set up a build system so it automates testing and building every day/hour/commit 😦
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
maybe it's an april fools gag.....
LOl
gremlins.
reset project settings 😛
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 😛
i noticed some strange things on their git today. the hell is 4.25 plus?
yup ill try beating it a few times, thanks a lot
I mean stupider shit has happened with math and durations
4.25 plus is the beta for the secret UE6 version
preview ++ pat
unrealengine6 you say? 
when you run out of numbers
yep you need to input the secret code tho in order to unlock the new features
fimaly.
is there a chance that the cause could be cause of someone else having the Uproject checked out
(perforce)
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
alright ill do that C:
we'd be guessing, without
its highly suspect tho that exact error on that same version was linked to streaming tho
yeah i am in your boat there too, sounds like what they are working on too
like it's having an issue loading because your loading because its loading and it cant unload and it might be a recursion stuck
Desperate times calls for desperate measure. Get those symbols, lock everyone out, and test an updated build
Alrighttt thanks!
Desperate times call for starting over 😛
how is it that like 20% of images people upload from their computers for project crashing or needing help are pictures from their phones 😦
can't see the problem = no problems
lol "help me i don't know how, what am i doing?" snaps picture with phone
the + still hasn't been identified?
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
i've seen some account on twitch too, unrealengine6
ok so most of it was changed, they are Epic after all so getting it right the first time.... 😆
lol is the change to notice only in +?
see all the new stuff....
confirmed that it is level streaming
quickly deleted all streaming and packaging is ok now
they fixed that by 4.24.3 mathew?
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?
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
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
It seems I was in the wrong details page ignore what I said 😅
😉
That has been my strategy lately
get a bug report?
disable the feature
people stop reporting bugs
High DPI seems to be a recurring issue, maybe have it refuse to run on anything but 1920 displays?
😄 that is rough. "Do I want to report this flickering or retain animated ui?"
No what you do is break the Submit bug report button
I'm convinced UE4 and High DPI are mutually exclusive
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
@solid matrix is it not generating the meshes or the textures/materials are bad?
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.
@grim ore It's not generating the meshes. The landscape materials look fine
and it works if I click Launch
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
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
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.
which change arounds did you you do?
@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
@grim ore Trying right now indeed to do so, not looking to good though
@golden dawn are you opening a material or a material instance?
one has the word Instance appended to it
In the tutorial there is the orange boxes and a size option
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
Sorry for the quality
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)
Thank you
yay
Use the screenshot hotkey
use Shift-WindowsKey-S !
it works great when you have discord installed on the same computer
you can use the web based discord though too
Where would I find the material if I just see a material instance
I use the web based discord 🙂
🔍
If it's and instance, you want the Parent @golden dawn
i don't judge. i just was correcting need to install
Weirdly enough, it seems like the cooking fail only happens when cross streaming 3+ levels
below 3 levels it does not occur
I dont like using the app itself, i just keep the web loaded
web app seems to get features faster too
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
something like that, i don't think its chrome based but it might be
oh electrum I think its called
that one yes. its hard to keep track of what is and isn't chromium now
Electron!
It combines the Chromium rendering engine and the Node.js runtime.
yep thats what it was
close enough lol
i think its a common way to appify web stuff
yeah, node.js is pretty fun. i imagine if unreal needs a slow but easy scripting language it goes js.
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
😄 yeah, my learning of js was basically: I need a web backend hm?
oh i can just treat everything like a dictionary? nice.
pretty much the same here. I mean programming is programming you just have to learn the syntax
yeah
json is nice to just pass info tho for sure, C# loves it just call it as a dynamic and done
'differen'"'"'t' if python else True
mh yeah both java and c# i don't understand why they exist
I like C#
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
ah well I don't worry about performance so 🙂
then you could be using something funner like js haha
for the stuff I use it for, business apps most of the hangup is in bandwith or server processing anyways
ah yeah
well C# and VS is nice right now due to Xamarin. I have ios/windows/web/android all in the same codebase
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
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
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.
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
are you listing only the persistent level?
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
old forum post is saying to only add the main persistent level to cooking, but i'm not sure whats going on here.
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
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
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
shouldn't there only be one main level that loads it all together?
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
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?
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
wait ill give a litttleee example, now im curious if i went on this level streaming stuff all wrong
this would be the Main level (persistent),
and art level for example:
is DEADBEAT_MainLevel the Persistent level in the first screenshot?
So i don't know honestly if that is allowed or not, but it should be avoidable
i see hmmm
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.
good point
i think the idea is you just turn off what your not working on
but again, i could be wrong here.
yeah @cyan robin that sort of thing
thanks
Layered Blend per Bone
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
I figured out the materials thing, but the decals all still look washed out
Why do there seem to be templates for everything except fighting games?
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
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!
@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.
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)
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
@kindred viper I just don't get it. It's not working for me. Could you help me?
@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
Just start with the third person template it should be all setup.
@fair storm Absolutely.
@fair storm well you need a language between VaREST and the mySQL (mariaDB). I use PHP on a webserver myself
i already did
but if for example i want to know if a user got that specific item but the others no?
Can anyone help with these decals? They all look really washed out and don’t blend well with the scene
where is the data stored? a boolean each item?
i think they look good ^^
but i dont know better, so sry xD
This is my first time doing anything with unreal. So I have no idea what do
@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
but like this someone is able to hack the game
@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
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)
what do you mean with serialize? (im not english at all xD)
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?
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
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
okay cheers @kindred viper
@soft atlas Thats a simple tutorial fix mate. Go check any health bar tutorial
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
yeah or at periods when its important for the database to have the information. Only you can say when that is though
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
?