#ue4-general

1 messages Β· Page 698 of 1

undone sinew
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Or something along those lines, something overwriting your configuration.

dense hatch
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@undone sinew I don't see AA settings on my camera actor

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I also just set the AA to epic in the editor and set the AA quality to 4 using game user settings

hoary onyx
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Heyo if i've got a question regarding multi-user am I best to just ask here or head over to #source-control ? (as strictly seen it's no source control)

normal burrow
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i don't think its really relevant to that

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just ask here

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ah nvm i see you over there lol

hoary onyx
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πŸ˜„

normal burrow
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you all are on lan right?

hoary onyx
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we'd be working through VPN but you could also just imagine us sitting in lan with a physical server in the corner

normal burrow
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hm yeah it works like garbage over a vlan

hoary onyx
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:/

normal burrow
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but in terms of source control, it generally treats the session as one instance of the editor

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so I think the thing to do would be to have one person commit the final results after the session is over, then everyone else update

hoary onyx
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but i guess the question to the core would be can you only run the mue-server from within unreal engine?

normal burrow
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yes

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and it will sync all the files over all connections

hoary onyx
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ah that's unfortunate, but i guess as an addition to source-control you'd only be using it when multiple people actually need to work in unreal at the same time

normal burrow
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yeah it is complicated kind of but the one host is basically the one that would commit afterwards

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again it really sucks over vlan, because it does all that syncronization. you'll get disconnects a lot

hoary onyx
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so i guess it's best used for "if you really need to work at the same time for something use it, else just usual source-control"

normal burrow
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its not really related to source control

hoary onyx
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it just profits from it

normal burrow
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it takes over that task while the server is up yeah

hoary onyx
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seing as you need the exact same project files to use it πŸ˜„

normal burrow
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meant to be used with the other developers at the office sort of thing

hoary onyx
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true true

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so it essentials acts like 1 person is currently using the project (if using source control) if I got the right?

normal burrow
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it would be very cool for them to open it up to udp or something

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yeah

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stuff like blueprint editing is synced even

hoary onyx
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yeh it got me hyped when i watched that 1 hour live stream demo thingy

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appreciate the quick help πŸ™‚

normal burrow
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yeah its really cool, wish they'd open it up to slower connections

smoky sonnet
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hey short question is there a better ads plugin because the ones that i can find for free are just with 3 supported "companies"

blissful willow
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Does anybody know where I can get the Robo Recall mod kit for UE4?

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They changed up their page again, and now I can't find it...seems to be gone

sharp cape
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uh oh

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spent the time to reinstall just in case, still looks in the original folder

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it also isn't changing my source control username either meaning I have to manually input it

limber mesa
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@smoky sonnet is that how you can get ads to play?

blissful trail
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ue4 uses 100% cpu, 60% memory, 30% gpu, and 100% of my disk 2 (f:)
i'm in a blank project with nothing but a basic player i made
my version is 4.24
and my specs are (i5 3470, gtx 1050 ti, 12gb ddr3 memory)

normal burrow
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that sounds about right

blissful trail
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?

normal burrow
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how long have you been in blank project?

blissful trail
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a few seconds because it just crashed :/

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this happens with every project

normal burrow
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it will sit there and think for awhile and 4 threads are going to be dominated

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what was the crash for?

blissful trail
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idk it crashed when i opened the player controller bp

normal burrow
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Saved/Logs

blissful trail
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witch one ?

normal burrow
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most recenlty written one most likely, should be named after the project

blissful trail
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this one ?

normal burrow
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looks right

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any message above that ending stack trace?

blissful trail
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i think thats an older one xd 03/29/20 lol

normal burrow
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ah yeah, i didn't look closely just saw a stack trace

blissful trail
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thats apparently the newest one lol

normal burrow
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are you looking at the blank project?

blissful trail
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yup

normal burrow
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would seem you didn't launch whatever project it is there since then

blissful trail
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hm

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the version 4.25 prev 5 i think not 4.24

thin thicket
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Hi guys, I've tried researching this but I haven't gotten many relevant results. Is there any way to export a vertex paint mask as some sort of image file?

I ask this because I am using the octane plugin for Unreal engine, and it doesn't support vertex blending directly, but there is a node called the Composite material in Octane which I can use, utilizing the masks I export from Unreal potentially.

If I could export the Red channel as one mask, the blue channel as another, and the green as one more that would be really ideal.

normal burrow
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may be able to export such thing from your 3d modelling package

thin thicket
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but i'm doing the vertex painting in Unreal

normal burrow
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ah well, in that case you'd have to apply your vertex paint to the original asset then export to bake it somewhere else

thin thicket
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Ok, I will try that. thanks

limber mesa
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Anyone know how I can make grass on a 2d world. I looked at many tutorials and they haven’t resolved the problem

golden condor
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Hi Unreal community, can you please help me find a website. One of you might know about what I am talking about.

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Its shown at 1:52

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Its a website where you can take terrain data and use it in terrain generation.

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Someone came to the rescue, thank you.

limber mesa
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Anyone know how I can make grass on a 2d world. I looked at many tutorials and they haven’t resolved the problem

abstract relic
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Give it more than 60 secs between repeating your question

obsidian kettle
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sry not familiar with 2d

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problably this part alone isnt enough...but i didnt wanted to spamm also xD
there are 2 widgets BP that are sending there variables to a player controllerBP that i created. Now i wanted to call the function from the thirdperson actor. I am probably doing it tottaly wrong -.-
any guidance ?

ancient lotus
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@obsidian kettle controller or Player controller

obsidian kettle
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my personal thoughts are. i need the timeline information

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playerControllerBp

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My main goal is to find a solution to separate the different functions a main thirdpersoncharacter has. I am starting with the skill Tree and i thought since it is on press input the playercontroller would be good, but i am not sure what i am missing to make it work. I can make it work when i dump all code into the thirdpersoncharacter, but i really would love learning how to separate

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in the 2 widget blueprint that goes along i changed the character references i needed to the playercontroller and put the timeline code in the player controller too. Now i am trying to call it from the thirdperson character.
If you need seing the other blueprint parts i happily would show you ! just ask if needed

limber mesa
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just curious @abstract relic there are no tutorials on it at all

obsidian kettle
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@limber mesa i googled abit and found this video about 2d maps hopefully it can help you further https://www.youtube.com/watch?v=xJ5CEQGsvjI

Whew, the aspect ratio is all wrong, the bitrate is bad, and I sound like the human incarnation of the common cold.

That said, I've been working towards getting our isometric resource manager prototype running in UE4, but many of the features are still experimental or early a...

β–Ά Play video
limber mesa
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Thanks @obsidian kettle, I’m trying to give my levels more style

winged elk
obsidian kettle
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you want to create a sever where nobody has acces to it ? what would be the purpose of it ? lol
Sorry i have no clue on how to servers :3

winged elk
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no the thing is that no one has access to create servers ... and that the game doesnt have singleplayer

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and the servers are a diff app

obsidian kettle
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i wish you good luck. I failed on the basic stuffs already xD

noble pulsar
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so, i'm a noob when it comes to Unreal Engine, and i'm already having some issues. Is there anybody who can help me out?

obsidian kettle
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cant promise but i will try

swift spindle
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what seems to be your boggle ?

noble pulsar
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well, i just installed Unreal engine 4 on my computer

obsidian kettle
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also, everyone i got a question too. i dont want to repost, so be kind and look at my question, maybe you can help)

swift spindle
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always a good start

noble pulsar
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and when i open it it says, that i need dx11 feature 10.0 on my computer

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thing is, i have DirectX12

swift spindle
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laptop ?

noble pulsar
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no, using an intel pc

swift spindle
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so... you can have dx12... but your hardware might only support dx 10 or 9

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gpu ?

noble pulsar
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that's my video card am i correct?

swift spindle
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yes

noble pulsar
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lemme check real quick, i forgot

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ATI Raedon HD 4200

limber mesa
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@obsidian kettle thanks to your vid I finically found a video explaining everything

swift spindle
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@noble pulsar its a dx10 card

noble pulsar
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crap

obsidian kettle
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happy to help πŸ˜„

noble pulsar
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that means i just straight up have to buy a new card right?

swift spindle
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depends on the rest of your system also

noble pulsar
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oh?

swift spindle
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if your running that... might be other issues also

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and depends on what you want to achive

noble pulsar
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well, i want to get the program up and running lol

obsidian kettle
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we all want that xD

noble pulsar
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anything else, i'll cross that bridge when i come to it

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right now, this is the issue i'm focused on

swift spindle
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so.. you can run unreal with dx10

noble pulsar
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wait

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WHAT!

swift spindle
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but your gona run into issues

noble pulsar
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such as?

swift spindle
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so damn slow...

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and shaders not working...

noble pulsar
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any particular shaders that don't work?

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or is it all of them

swift spindle
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well.. you make your own most of the time

noble pulsar
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oh

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duh

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lmao

swift spindle
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so that's not an easy question haha

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but a 500mb card is... weaksauce

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my phone has more then that...

noble pulsar
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well, that's what i have to deal with for now until a get a better graphics card

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right now, i just want it functional

swift spindle
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so you need to add " -d3d10 " to your unreal4 shortcut

noble pulsar
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so, how exactly do i achieve this witchcraft you speak of

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do you mean literally putting it in the shortcut name?

swift spindle
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in the target

noble pulsar
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not sure what that is

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please, speak in retard terms so i can understand

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i don't remember names, i just do

swift spindle
noble pulsar
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lmao, i figured out like a second before you posted that

swift spindle
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😁

noble pulsar
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thanks for all the help bro, i'll see if i can get it up and running

swift spindle
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but yeah... sounds like your in for some pain tho πŸ˜‰

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unreal is not nice to older systems for dev time

obsidian kettle
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:.(

noble pulsar
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what do i do now?

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@swift spindle sorry for my retardation

obsidian kettle
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if i compare both pics i would say add a spacebar ?

swift spindle
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need a space πŸ˜›

noble pulsar
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still getting the same thing sadly

obsidian kettle
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@noble pulsar what confuses me why your folder C starts with the yen symbol xD

noble pulsar
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i think it might be because i have my system location set to japan

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@obsidian kettle

obsidian kettle
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sorry im not really familiar with hardware. not sure what to do :3

noble pulsar
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i wasn't asking ya anything, i was just telling you the reason why it does that

obsidian kettle
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so japan doing instead / the yen. i learned something new πŸ™‚

noble pulsar
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i wouldn't really know about that cuz i'm not from japan

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lmao

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well, is there anybody who can help me out with my little issue?

tiny sonnet
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there is a restriction in ue4 that an actor cant wimulate pyhsics if it has overlapdynamic, so the sword im using are just floating when unequiped, is there a work around?

normal burrow
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what do you mean overlapdynamic?

tiny sonnet
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overlap

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just overlap

obsidian kettle
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try do set the collision of the sword to something else

tiny sonnet
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i cant, i have an overlap event on it

obsidian kettle
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<- no experience, just my first thought

tiny sonnet
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its fine

normal burrow
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if the collision profile for the overlap checks for the sword it'll work, but if you want the sword to act as an overlap and simulate, i don't think that would work yeah

tiny sonnet
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so wut do i do

normal burrow
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what are you overlapping swords for

tiny sonnet
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checks for equip and damage

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i rather not restart and use traces

obsidian kettle
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p@t, if you feel you have additional a minute, i really would ask for you help too πŸ™‚

normal burrow
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how do you move the sword?

tiny sonnet
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move sword? its connected to a socket

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when i unequip it, it detaches from socket

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but it leaves it floating

normal burrow
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Cast nodes require an input nun, you always get the same reference you pass into it out of it unless the reference wasn't a type of the target cast type (then you get nothing back)

tiny sonnet
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wut

normal burrow
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that was for nun

tiny sonnet
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oh

normal burrow
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you can change the sword to be simulated and not simulated when you want it

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so take your equip code and modify it that way

tiny sonnet
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that makes no sense, you want me to simulate physics then turn it off? that seems very unreliable

normal burrow
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well i wouldn't have set it up to use overlap this way πŸ˜„

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but i'm saying you can do it

tiny sonnet
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i realize

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this mistake now

normal burrow
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you can absolutely enable and disable simulate physics

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but yeah it might not be reliable

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but it can be done

tiny sonnet
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picking up an unequipped sword also requires an overlap so

normal burrow
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well

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the player overlaps to pickup?

tiny sonnet
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yes

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well more like a collision box

normal burrow
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the player has an overlapping volume?

tiny sonnet
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yes

normal burrow
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yeah only one thing needs to be an overlap

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so if its simulated on the ground, and your pickup overlap hits it, it might work

tiny sonnet
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oh wait, both dont need overlap?

normal burrow
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no

tiny sonnet
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aw shucks

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that works then.

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@normal burrow 1 more question

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is ip hosting local or global for multiplayer

obsidian kettle
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i understand it and at the same time i cant work with it. I am missing a logic. I mean, i tried creating to figure out which object refence it needs, basically used brute force, tried almost every variable lol
I also tried to create a local variable of the character i am referring but it lacks than the inputs from thw widget. The one variable i think it is, is set in a widgetBP and i have no clue to interact with it. I would love to show you the blueprints p@l if you have the time :3

getting desparate after almost 3 weeks xD

normal burrow
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What is the parent type of it nun

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@tiny sonnet I’ve not dealt with networking in ue4 yet

tiny sonnet
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what is that trying to do nun, the image is not clear

normal burrow
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If it’s the player controller

tiny sonnet
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just use "get player controller"

normal burrow
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You pass that in if you know the proper number

obsidian kettle
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the function was supposed to work with 2 widgetBP and the regular thirdpersoncharacterBP. I am trying to use a PlayercontrollerBP and call it from the thirdpersoncharacter

tiny sonnet
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yh the object is wut i wrote above

obsidian kettle
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yeah thx the Bp accepts it, but the skill tree does not show up. I will check the code if i changed a node. (hopefully its only that :3 )

velvet pawn
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Does 4.24 help fix any issues with Server position fixing with Sprinting?

calm knoll
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I have a main menu and one room set up for my game, when I launch the two separately both work fine but when I launch the start menu and go into the rooms map the controls don’t work?

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Someone please help I’m inexperienced and I just wanna work on my game lol

velvet pawn
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@calm knoll Can I see the BP for changing the gamemode?

winged elk
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does anyone know how to Tick the dedicated server checkbox?

warped sun
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I'm trying to replicate rotations made by mouse input. i have tried everything. anyone know a tutorial or method that will work 100%?

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Some cases the rotation can be seen by the server when done by the client but other clients cant see other clients rotation.

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other than the pawn turning left and right

dark lantern
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Hi guys, I joined today. I have a question: When I slide values in the viewport(for example directional light intensity), it increase so hard. Is there any key to slide values smoothly?

young stone
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where can I post this so Epic could help, cuz as I see no one on this discord knows how to fix this problem

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my launcher still keeps crashing

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should I post it on github or smthg, cuz I can't do the Report A Bug in UE4, since they won't be able to reproduce it without my project

spare sun
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well I mean

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are you sure you arent just out of video memory though? @young stone

polar barn
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Has anyone had issues with massive frame drop when glass applied to windows?

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I am setting up a scene in twinmotion, but I am experience deep Frame rate drop in scene when glass material applied to glass panes in upper viewing area.. if any other material applied no frame rate drop. anyone run into issue with glass material and any suggestions on how to work around this?

fierce tulip
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In VR they tend to use dithered masked glass, but it might not work well everywhere.
Translucency (and especially the new 4.24 or 4.25 glass/translucency shader) can be quite costly, along with it having troubles sorting depth.

glacial pecan
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@polar barn yes, glass seems to be a huge problem in Unreal

tender flume
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The glass renders those objects right as well

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So maybe its not a good choice to use glass to render lots of objects on it

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Maybe there could be some placebo methods?

plain tinsel
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How can I get physics pawns to replicate? I tried replicating their location&rotation to the server but that didn't really work. I have the movement and controls all complete and working but can't get it working on multiplayer.

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Server can move flawlessly and replicates

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But clients can't even move

plush yew
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You should make sure the actor is set to replicates?

Spynorbays we can't help more bc we didn't build your pawn. Have an indepth look on networking in UE4, the videos on youtube are amazing if you're doing BPs

glacial pecan
bitter iris
grave nebula
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situational.

austere scroll
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can you change the roation of a material ?

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in ue4

fierce tulip
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textures in materials, yes.

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math in materials, yes.

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materials as a whole, no.

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I wouldnt mind a tickbox in meshes that would swizzle the uv's though, that be neat.

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Could save some time rotating the uv's myself, or setting up a mat instance with rotated textures.

bitter iris
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thats why i like the geo brushes ^

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i just wish turning it into a mesh would be better at generating the UVs lol theyre a mess

austere scroll
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the one witha red circle around it is what i found on the forums

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but it doesnt work since u cant put 2 things in UVs plug in the texture sample

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wait if i Append UV's multiply with the custom rotator , does it work ?

fierce tulip
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plug it into the bottom of that multiply where your uv's are set up

abstract relic
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Or plug the tile bit to the uv of the rotator

austere scroll
fierce tulip
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or, plug the multiply into the uv's

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should work either way

abstract relic
austere scroll
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ok thanks , it worked πŸ‘

fierce tulip
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np :)

heady moon
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In landscape editing, which is a better practice when you want to decrease the height of a certain area in the map:
1- Using the smooth tool
2- Holding shift while clicking on the area

(I don't want to put any holes in the map, btw.)

fickle wharf
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is there any way to turn a skeletal mesh into a static one on-the-fly?
as in i'd like to "petrify" a skeletal mesh when actor reaches 0 hp
then use procedural mesh to allow cutting it
but procedural meshes can only be copied from static mesh

fiery mortar
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How could I possibly fix this

hoary locust
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By checking to see if it exists before removing it

plush yew
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who wants to play drawful 2?

fierce tulip
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@plush yew might want to ask in #lounge so this channel doesnt contain off-topics :)

neon bough
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does someone know how to figure out if a box overlaps another box on game begin?

frozen pollen
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why does literally every lighting tutorial for UE4 have a window in the scene

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i can't find anything for completely indoor scenes

neon bough
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the overlap events seem to only trigger when something moves into the object

fierce tulip
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@frozen pollen try googling "ue4 lighting academy"

frozen pollen
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looks like all of the videos on that channel have some outdoor light effecting the scene

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unless im looking at the wrong place

limber mesa
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does anyone know how i can save this material

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it wont save

fierce tulip
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either your version control locked the file, or it suddenly got turned to read only, or you have two versions of the project open.

limber mesa
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i think its my version control, do i check in version control?

austere scroll
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nvm i figured it out

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i just connected it to the end

limber mesa
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hey i tried to do something with the lighting and it asked for me to restart. my editor wont load passed this. can anyone help

plush yew
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i need some help

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im trying to copy and paste a button but i cant

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this is my error

limber mesa
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anyone know what is going on

fickle wharf
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@limber mesa lighting takes a while to rebuild

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@plush yew the problem is literally what it says...

plush yew
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im new idk what its asking me to do

fickle wharf
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you're pasting into something that doesnt allow multiple children

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from something that does

plush yew
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im literally so confused

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1 sec

fickle wharf
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that... doesn't explain anything

neon bough
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button widgets may have only one named slot

plush yew
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i just want to copy the play button and paste it to change the text to "options"

limber mesa
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@fickle wharf ok, ill notify you if it takes longer than an hour

neon bough
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then try to paste it while you have selected the canvas panel

plush yew
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got it now

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thanks

young stone
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are you sure you arent just out of video memory though? @young stone
@spare sun how do I know if I am, I don't have any programs running in the background and this problem occurs when I compile a blueprint>the editor freezes> starts eating ram till reaches 100% (16gb)> that error pops up

spare sun
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you can watch the gpu memory usage in the task manager.

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usually when gpu runs out of memory, applications start using ram instead - hence the huge ram usage. Its quite a bit slower though

young stone
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I'll look into that

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I also tried deleting all the nodes in the blueprint=still crashes on compile, then tried also deleting all the functions and variables=doesn't crash on compile

spare sun
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if ur running from source might be just a leak tbh

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I had issues with master branch, but 4.25 seems stable for now

light thunder
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Is there any reason why A data table cannot contain another data table, as long as the child data table doesn't reference anything contained in its parent?

kind robin
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Hello!
I have a blueprint with a static mesh as a child of the default scene component
For some reason when I move the object it only moves the scene component and not the children, does anyone know why this happens and how I could fix it?
I can't change the static mesh to be the root as the scene component is inherited and cannot be removed

rotund monolith
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Good afternoon guys

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I have a question: i have a playerstart object in the position 0,0,0. I want my bP player is spawned in that position

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But ever i play the game, the player all time is spawned at 0,15,0, why?

light thunder
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@rotund monolith is the player falling/moving? make sure the space is empty because if there is something colliding with it, it will spawn you on top of it

rotund monolith
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It is empty

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i emsured it myself moving the player start

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if i move PlayerStart to 0,15,0, players appears in that position

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if i move PlayerStart to 0,-15,0, players still appears in 0,15,0

marsh swallow
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I am having the hardest time making an animation montage blend with the walking animation. I am setting the montage to the UpperBody Group and splitting at the spine_01 bone. however the legs just stop responding. The animation plays, but the legs just dont move.

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I have followed all the tutorials online which are all just slightly adjusted variations of the same thing. lol

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Am i missing something?

plush yew
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In unity we have events like this:
OnCollisionEnter

  • OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collid

How can i detect similar behavior in UE4? As we only have the Hit Event no other event tells when the rigid body ended the Hit, and overlap events don't fire if the rigid body is only "touching"

velvet pawn
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@marsh swallow I would follow the tutorial to the T at first, then tweak it after the fact.

plush yew
marsh swallow
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@velvet pawn I am. lol

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thats my problem. I followed many of them, pretty much all of them doing the same thing. and never get their result

velvet pawn
#

Does it work with no tweaking?

polar barn
#

anyone know if the maker that makes the unreal4 turn based tool kit ever is on here?

marsh swallow
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nope

velvet pawn
#

I'm not sure then

rare ivy
#

Hi I am trying to make a flip so that when the player in in the air he can press E and he does a 360 flip and it works once when I go into play mode but after the first time the animation doesnt play again anyone know why?

autumn cove
#

Hey, I'm pretty new to UE4 and 3D-Stuff in general, so I hope this is an easy one:
As you can see in the picture, the light isn't working as it should on the selected object. In fact the opposite side gets illuminated by the point light. Does anyone know why?

velvet pawn
#

@rare ivy It might be the IsFalling? node.... I can't remember if there is an InAir? node, but that would be better for what you are doing

dense gorge
#

I’m working on my first UE4 level - interested to know the solution for reference @autumn cove

velvet pawn
#

Or create an INT with the jump that goes up by 1, and OnLanded event resets to 0
Branch from "E" Keypress that if the counter is 1 or more, do the flip, false does nothing

rare ivy
#

@velvet pawn couldnt find a in air node but also the weird thing is that it works perfectly fine the first time I press E but after that not anymore ... hmmmm

velvet pawn
#

I am having a very similar issue with my multi-jumps

#

I can do it once, then the character has to fall off something again before I can do it again, but only during the fall, and not after landed again

limber mesa
#

it wont save

frozen pond
#

is there anyway to connect soccket on static mesh to diffrent soccket on second static mesh /

limber mesa
#

@fickle wharf sorry for the ping but do you know what I can do to save this

fickle wharf
#

not really, not without more info

#

hmmm

limber mesa
#

Someone was saying that version control blocked it

fickle wharf
#

check if you have multiple instances of the editor open

#

sometimes when the editor crashes or you close it

#

it doesnt fully close

#

and then the files stay open

limber mesa
#

I checked

#

He also said it may have got turned to read only

fickle wharf
#

what VCS are you using?

limber mesa
#

Idk how do I check?

fickle wharf
#

... how do you not know what version control you're using

limber mesa
#

I just started using ue4.

fickle wharf
#

i'll assume you arent using one lol

#

VCS = version control software

#

for ue4 that means perforce most of the time

limber mesa
#

So I go to project settings?

fickle wharf
#

no, it's not relevant

#

you can check above the map editor

#

there is a button "version control"

#

if it says not connected, you're not using one

limber mesa
#

Map editor?

hearty walrus
#

Hey has anyone got some simple keyboard icons for using in tutorials

fickle wharf
#

sorry it says Source Control

limber mesa
#

Yea it has a cancel button on it

#

It’s disabled

#

So I’ll enable it

fickle wharf
#

no lol, don't

hearty walrus
#

wtf is source control

limber mesa
#

What provider do I use

fickle wharf
#

it's not related to the saving issue

#

jesus

hearty walrus
#

please explain source control to me

fickle wharf
#

it's not

#

related

limber mesa
#

Oh

#

😁

fickle wharf
#

go google it, it's a massive topic and not a 5 min explanation

limber mesa
#

So what do I do to fix it

fickle wharf
#

back to the saving issue... i'd restart pc and reopen the project

limber mesa
#

I did

fickle wharf
#

unless there's a lot of work you'd lose

limber mesa
#

I was experiencing with light shaders

fickle wharf
#

hmm yeah so basically

#

sometimes this happens because you edit a bunch of stuff

#

but then forget to save them

#

and then well... sometimes that happens

#

that's especially true with materials, i've encountered this before

#

you do stuff and you have no idea what you're really doing and well

#

it just ends up confusing the shit outta the compiler and you cant save it in the end xd

limber mesa
#

Ok

#

So how can I save it

fickle wharf
#

try compling all open materials

#

and other assets

#

then saving them one by one

#

usually that will work

limber mesa
#

I always compile and save

fickle wharf
#

apart from that, i dont really know enough the engine either

limber mesa
#

What’s a localization service

fickle wharf
#

do you get an error log?

grim ore
#

soo..... show us in the content browser where this material is at

limber mesa
#

Ok

grim ore
#

it might shed some light to this issue

fickle wharf
#

looks suspiciously at the avatar

#

are you the wtf is? series guy?

#

:O

spare sun
#

inb4 its path length issue

grim ore
#

its not, look at the name of the file its trying to save

limber mesa
spare sun
#

oh

grim ore
#

dont edit engine or plugin content, make a copy of that material and put it in your project then edit it

spare sun
#

ur editing default content

limber mesa
#

Yes, I’m following a tutorial on light shaders

grim ore
#

cool. You want an answer to why it wont save you have it now, its up to you on what you want to do with that info

limber mesa
#

So it won’t save because I am editing the default content?

fickle wharf
#

huh, TIL πŸ˜„

spare sun
#

well basically ur editing content thats not even part of ur project

#

its part of the engine itself

limber mesa
#

Ok

#

That’s why my screen is black

#

Thanks everyone

#

Around 8min he starts

grim ore
#

im not saying it shouldnt save, it should save if you are doing it right. But editing plugin/editor content directly is never the right was since it's shared between projects

fickle wharf
#

@grim ore btw are you the author of "Wtf Is?" series on yt?

grim ore
#

I am yep

limber mesa
#

He is

sonic gust
#

that series is awesome ^_^ good job!

fickle wharf
#

love your content, has helped me understand a whole bunch of undocumented stuff over the months :D

limber mesa
#

So @grim ore so I would make a copy of that material?

grim ore
#

yep I would make it

limber mesa
#

And put it in the same folder?

fickle wharf
#

you should put it into your project

sonic gust
#

btw, not should where I should ask this, maybe the bp channel, but - I have a widget which contains another child widget - I want to set a variable "parent widget" on the child as "self" - is it possible without constructing the thing in BP? (I tried using get parent but that gets the canvas and using a double get parent doesn't sound right)

fickle wharf
#

the default content is located where the engine is installed

limber mesa
#

Ok so put it under my content folder

fickle wharf
#

yes

limber mesa
#

πŸ‘

#

Hopefully it works.thanks everyone for the help

upper heart
#

Is there anyway to change precision of a float property when changing in the editor? For example, with an anchor I want more precise than 2 decimals

fickle wharf
#

uh... add more zeroes?

obsidian nimbus
#

print screen and controll V in chat, better than pictures with mobile πŸ˜›

upper heart
#

it rounds to 2 decimals

fickle wharf
#

its also entirely possible the engine simply doesn't allow bigger precision than what you enter

upper heart
#

yea looks like it

obsidian nimbus
#

can u click and drag with mouse?

upper heart
#

On the property itself it still snaps

#

But in the umg editor it works, although the property still reads .02

manic pawn
#

spin boxes support variable precision

#

you'd have to edit the customization for that property and increase it

obsidian nimbus
#

how about 0.02-0.01?

#

you can type math in some of the boxes πŸ˜›

upper heart
#

nah that snaps it too when I click off of it

#

oh well

hearty walrus
#

Is there a channel for resources

#

Or just a nice, general sound pack that I can use

obsidian nimbus
#

epic does have a lot of sounds in free packs

#

but kinda bulky to get em all

hearty walrus
#

Can you link them, or are they included in a preset?

obsidian nimbus
#

just marketplace free epic content

#

or learn

#

what sounds u lookin for?

#

i have a bunch of sonniss soundpacks, u can prolly still grab those

hearty walrus
#

Mainly industrial horror stuff

plush yew
#

I have a main menu but my cursor doesnt show on it

hearty walrus
#

Taking inspiration from half life

plush yew
#

my background is a image with buttons on it

#

thats it

#

how can i get it so my cursor shows

vital nebula
#

guys i need ur help lol

#

im a beginner of unreal engine and when ever i add NavMesh it and go to show and enable it it wont be green or red why ?

spare sun
#

the navmesh volume has to include something you can run on

vital nebula
obsidian nimbus
#

its too high

#

size it up

#

or drag it down

vital nebula
#

i did

spare sun
#

its not intersecting with the floor

vital nebula
#

its in the ground

#

no its not

glacial belfry
vital nebula
#

its not high or low

spare sun
#

it is too high, it should be intersecting

vital nebula
#

oh let me try

spare sun
#

it only generates navmesh for the things inside it

vital nebula
#

ohhhhhhhhh

#

yeahhhh

spare sun
#

if the floor isnt inside it then it doesn't account for that

vital nebula
#

it worked

#

i thought it should be above the ground lol

#

thx for the help

gilded igloo
#

hey guys, i want to draw some lines in a 3d space and am having trouble. I know about the "Draw debug line" Node but is there something that is not for debugging? is it, like, illegal to use the debug stuff in the published game?

nimble moat
#

does anyone know a fix to substance source infinite loading?

abstract relic
#

I would like to meet the dev police if it were 😜

gilded igloo
#

I know, right?

obsidian nimbus
#

some debug stuff wont show in cooked

abstract relic
#

Look into splines, 3D widget, render target. Spline is probably what you want

gilded igloo
#

hmm, I know what a spline is, can I draw stuff around it?

abstract relic
#

Actually

#

You might be able to do this in post process

#

One moment

gilded igloo
#

hmmmmmmmmmmmmmmmmmm πŸ€”

abstract relic
#

Sod off you lurking pat πŸ˜‚

#

So the approach would be to draw extra pixels along the curve. You can do this with any general outline. Here's an example of drawing an outline (hopefully it won't be blurry)

#

next, you want to apply the effect on stencil. You need to make sure it's enabled in project setting and define the stencil value within the object

#

Then mask it all out. Note, you can make the effect render through walls by switching to Before tonemapping but here's an alternative

#

all in post process mat

gilded igloo
#

none of the pictures loaded :/

abstract relic
#

nooo

normal burrow
#

you must click

#

and you can see, have to open them in browser. discord is weird right now.

gilded igloo
#

oooooh, ye im sorry

#

wow, thank you so much man! I really appreciate it.

abstract relic
#

yaay

#

Let me know how it goes. Been fiddling with stencils for a while now. Would love to see more applicable data on it

gilded igloo
#

so wait a sec, what does all the code above allow me to do?

abstract relic
#

basically draws like a debug line

gilded igloo
#

where?

abstract relic
#

have a curve, let the player define the start and endpoint, give it a stencil value, the post process will draw line along the curve

gilded igloo
#

what do u mean a curve? a spline? I am sorry for all the questions, all these material stuff is kinda new to me..

abstract relic
#

Yes spline. My apologies, I use the term interchangeably

gilded igloo
#

lol, its alright. thx a lot!

viral fractal
#

So, unreal is telling me "Out of memory" when im importing textures and closes lol, what can i do against that ? Memory is definately Not the Problem here

tame flint
#

Does anyone know how to trigger initial speed and maxspeed on a projectile if it overlaps another volume. I am trying to create a trampoline effect. If a block with projectile movement is pushed onto a trampoline the block activates a upward projectile force?

#

I need to use a projectilecomponent please dont tell me to use addforce.

normal burrow
#

eh i am having a trouble with the word trampoline

#

but if you specify a direction (like up) for the overlap volume, then reflect the velocity of the projectile by it, it will ricochet

vital nebula
normal burrow
#

hm i think things are a bit off there minblud

#

try using a timer by delegate/event, something else anyways

#

you see that red square in the corner top of the event?

vital nebula
#

ok

#

hold on

normal burrow
#

ok

vital nebula
#

i dont see any red ones ?

normal burrow
#

drag out of the red square in the corner there. type timer

vital nebula
#

oh yeah

#

lol

#

let me do it

normal burrow
#

ok

vital nebula
#

i type timer but there is nothing

normal burrow
#

try removing the Function Name argument on the event first

#

matheww will know what to do here

tame flint
#

@normal burrow let me just make this a more general. I want an actor with projectile movement to execute movement after it has overlapped another actors sphere volume.

normal burrow
#

yeah i understand simpill

grim ore
#

you know epic and the community should really make documentation and videos covering all of this stuff then maybe people would have content to watch and read before asking how to do stuff.....

vital nebula
#

hmm

normal burrow
#

is the overlapped actor the one that changes the trajectory or the projectile itself?

#

yeah they could have a wiki , or something

#

minblud try not dragging out the red square and right clicking to find a set timer node

#

that is not by function name

tiny sonnet
#

@normal burrow if a player spawns a projectile that causes damage, the instigator is the player right?

tame flint
#

it is weird seems pretty straight forward. But i am not getting the result i want. @grim ore love your stuff watched your BP video on projectiles and I am using trying to use it to execute homing movement towards another actor after it overlaps another actor>

normal burrow
#

instigator is the pawn responsible for the projectile yes

vital nebula
#

first i removed the function name lol and replaced it

normal burrow
vital nebula
#

now i wana drag the red cube and ad the timer but there is no timer when i type it

normal burrow
#

looks like the answer is in there, watch that

vital nebula
#

ok let me watch it

normal burrow
#

ok

stuck anchor
#

Anyone know when the next free Monthly content is coming?

tame flint
#

ok @normal burrow here is the deal. I want to push another actor with projectile movement into another actors sphere volume and when that happens i want the actor with projectile movement to move towards that actor.

#

I want to utilize the homing ability that projectile movement has built in

normal burrow
#

ok well assuming you know how overlaps work, the answer your likely looking for here is to change the velocity

tame flint
#

yes

#

i already have the overlap executing a text saying overlapped confirming that the two actors are indeed overlapping

#

now i just need to execute a change in velocity when this happens

normal burrow
#

yes

tame flint
#

its not working

#

i think its my syntax or my commands

#

here is a snippet of code

#

this is inside the overlapp function by the way

#
    {
        UE_LOG(LogTemp, Warning, TEXT("Overlapped"));
        
        ProjectileMovment->bAutoActivate = true;
        ProjectileMovment->bSimulationEnabled = true;
        ProjectileMovment->Activate();
        ProjectileMovment->UpdatedComponent = ;
        ProjectileMovment->InitialSpeed = 2000.f;
        ProjectileMovment->MaxSpeed = 10000.f;
    } ```
normal burrow
#

you are getting this log message?

tame flint
#

yes

#

i don't understand why ProjectileMovment->InitialSpeed = 2000.f; ProjectileMovment->MaxSpeed = 10000.f; works in the constructor but will not execute in the overlap function

#

if i put ProjectileMovment->InitialSpeed = 2000.f; ProjectileMovment->MaxSpeed = 10000.f; in the constructor it executes on spawn

normal burrow
#

there should be a ->Velocity no?

tame flint
#

it covers the use of homing which is what I ultimately need to use in the end I am just trying to add a simple initial speed before jumping into homing

normal burrow
#

ProjectileMovment->UpdatedComponent = ; that line wouldn't compile btw so you might mistakenly be thinking its compiled if your not launching from vs

tame flint
#

no i am sorry that was commented out lol

normal burrow
#

but yeah ->Velocity is the thing you need to modify

tame flint
#

i think velocity refers to direction and initial speed refers to (initial velocity) and Max speed refers to (max velocity)

normal burrow
#

could be, but velocity is generally direction and speed

#

i would guess its the current of these

#

but i honestly haven't used the projectile code much

#

direction and its magnitude is speed in said direction

tame flint
#

isnt velocity an FVector(x,y,z)?

normal burrow
#

likely.

#

do you know what a unit vector is?

tame flint
#

yes a vector with length one

normal burrow
#

yep

#

and velocity is a vector with length of its speed

#

Velocity.Size() == speed rather

tame flint
#

example 1,0,0 moves forward in x dir and 0,1,0 moves y etcc

normal burrow
#

yep and each of those would be 1 cm per second

#

100,0,0 would be 100cm per second on +x

tame flint
#

i know that is why i set velocity to (0,0,1) and maxspeed to 1000

#

or do i have to specify velocity = (0,0,1000) ?

normal burrow
#
    ProjectileMovement->Velocity = ProjectileMovement->Velocity.MirrorByVector(FVector{ 0.f,0.f,1.0f });```
#

try this

#

this will reflect the current veloicty against a trampoline surface that faces up.

#

so long as that log happens one time exactly anyways

#

if your running that math every frame its inside it'll be weird

tame flint
#

i know i am just trying to get it to do something then i was going to fix it lol

#

what does mirrorbyvect do?

normal burrow
#

imagine your hand with fingers forward going at your desk at a slope of 45% downwards

#

MirrorByVector(up)

#

would make the direction of your hand be 45% upwards

#

its like a mirror desk

tame flint
#

<

#

right

normal burrow
#

i think so? lol

tame flint
#

its kind of a ricochet effect

normal burrow
#

yes it is a ricochet

spare sun
#

exactly

tame flint
#

ok

#

anyway it didnt work

#

when i push the actor into the other actors volume nothing happens

normal burrow
#

how many log messages do you get when it enters the overlap?

tame flint
#

1

normal burrow
#

k will look at code quickly

tame flint
#

yes?

normal burrow
#

could you disable the homing part temporarily?

tame flint
#

this is why i hate trying to translate bp to c++

#

honestly @normal burrow i just want the god damn object to move forward, upwards just to see its executing projectile movement

normal burrow
#

yeah, you gotta get used to testing things

#

like keep trying different things

tame flint
#

ok

normal burrow
#

it seems possible that you might need to rotate the projectile as well

tame flint
#

do i have to enable or disable projectile movement? I mean if i put it in the constructor it works

grim shale
#

Hi, Sorry to interrupt,I got a Branch Connected to "Actor has tag" node which is connected to "On hit hit actor" part of lineTraceByChannel But when i play and hit the character that has the tag in the "Actor has tag" node i get
Accessed none trying to read property callfunc_breakhitresualt_hitactor error in the branch i mentioned earlier, Anybody has an idea on why that happens?

normal burrow
#
    const FVector OldVelocity = ProjectileMovement->Velocity;
    if (!OldVelocity.IsNearlyZero()) {
        ProjectileMovement->Velocity = OldVelocity.MirrorByVector(FVector{ 0.f,0.f,1.0f });
        this->AddActorWorldRotation(FQuat::FindBetweenVectors(OldVelocity, ProjectileMovement->Velocity));
    }```
urban meadow
#

did they remove the c++ templates from 4.24?

tame flint
#

@normal burrow if we are mirroring (0,0,1) isnt that creating a downward velocity into the ground???

grim ore
#

@urban meadow they did not

urban meadow
#

oh my bad, just have to hit next

#

lol

normal burrow
#

it would matter if you were heading to the ceiling simpill

lucid magnet
#

hey guys, how can i mmke my hud float on screen? - somewhat like The Devision

#

Division*

normal burrow
#

mirror == reflect

urban meadow
#

@lucid magnet look at the widget component

tame flint
#

@grim ore thanks for the projectilemovement comp video, but when you try to trigger velocity on an overlap nothing happens. Gotta love c++

grim ore
#

@lucid magnet You can use UMG widgets in world space using the widget component

tame flint
#

@normal burrow ok

lucid magnet
#

how would i set that up?

urban meadow
#

@lucid magnet make UI using UMG, add a widget component to your actor, set your ui to that widget component, set it to world space

tame flint
#

@pot why does it work if i do it in the constructor?

grim ore
#

@grim shale that sounds like your line trace is not hitting a valid target

grim shale
#

You mean Wrong tag?

#

Cuz I ctrl-c ctrl-v

grim ore
#

if the error is on the hit actor break result, it means the hit actor is not valid, which means your hit result is not valid which means your line trace had no result

normal burrow
#

it should work at runtime too simpill, when i take a look at the projectile code though, it seems like there are many options that would defeat this setting of velocity
bRotationFollowsVelocity for example

grim shale
#

It should as it showed a green line coming out of the character when it hit it.

normal burrow
#

you could try calling UpdateComponentVelocity() after changing the velocity @tame flint

tame flint
#

ok

plush yew
#

Hey sorry I'm not sure where to ask this.
Has anyone had micro stutters every couple of seconds in UE4 editor? Its a super basic project with 10 meshes. Didn't stutter before but now for some reason it does. Running on high-end pc.

spare sun
#

hmm no not really

#

only when I had afterburner active bcs it kept polling the gpu

grim shale
#

Maybe am putting the tag in the wrong component?

plush yew
#

Hmm, I'll keep debugging this problem

grim shale
#

I have it in the top most component, Should i tag the mesh or the capsule component instead?

grim ore
#

@grim shale show your code or uh breakpoint on your if and see what it says when you mouse over the results

#

there are 2 types of tags, actor tags and component tags. they are not the same

#

if doing actor has tag then you should be checking for the tag on the actor, not on any components

opal hornet
#

for a smooth transition crouch, would one make a custom crouch/uncrouch function as opposed to using the built in one? or is there other options?

grim shale
rustic vine
#

which socket system does this game use
what kind of socket does it use?
is there a socket example used by this system

spare sun
#

I'm not sure this game is using unreal

lucid magnet
#

@urban meadow The floating HUD i want to make, should be on the left side of my character, and follow the character

urban meadow
lucid magnet
#

why can i not connect it to a socket

#

?

#

fixed

#

forget it

tiny sonnet
#

i couldnt read a thing on that scrnsht lmao

light thunder
#

I'm playing with editing structures that have been built into data tables and referenced in pre-construct events on certain widgets....is there anyway to do this without crashing unreal? I've tried closing the assets and also disconnecting the execution pins to the preconstuction.

#

The change i am making is cosmetic, simply changing a string value, I know it has to cascade through the data table and maybe that's the problem but it's not that deep or complex

spare steeple
#

has anyone had an issue in 4.24 with some fonts now showing some symbols?

#

i have one not showing quotes or apostrophes that used to show them in 4.22

plush yew
#

How come shadows are so taxing in UE4?

#

Or is it the light sources themselves

#

πŸ€”

#

I have a small level that my team and I created and the shadows or lights (I can't tell which) drop fps significantly

#

Is there a way to optimize it?

spare steeple
#

its the shadows

#

use static lighting or disable shadows where you dont need them

plush yew
#

Speaking of taxing ...

  1. What is unreal engine doing by default for performance
  2. How would you guys calculate a Render Budget ?
kindred viper
#
  1. optimising when possible.
  2. Simply profile everything at every stage
plush yew
#

@spare steeple If I have movable lights by chance, would that be the reason for the immense lag?

#

I have like 5 or 6

kindred viper
#

yes

plush yew
#

I believe

spare steeple
#

movable and stationary lights calculate their shadows every frame

plush yew
#

Oh bruh

#

Ok

#

The lights are on characters

#

I should probably just stick to emissive instead?

kindred viper
#

so they are also getting physics applied. Ouch

spare steeple
#

depends on what its for, emissive materials dont light the environment

plush yew
#

.-.

#
  1. optimising when possible.
  2. Simply profile everything at every stage
    @kindred viper Sure sure but Heard there are some things UE does normally so I don't want to waste time reinventing the wheel
kindred viper
#

depends what you mean really. Render budget encompasses a lot.

umbral ferry
#

hello

#

If I want to make a 2.5D platform game (like Trine) is it better that I take the 2D Side Scroller or Side Scroller Template?

grim ore
#

side scroller more than likely, but try both

plush yew
#

Hey

#

I'm having Engine Problems....

umbral ferry
#

Someone told me to take the basic one because 2.5D is 3D.

paper kernel
#

pretty much

#

same funtionality, input and movement is just restricted

umbral ferry
#

ok ty.

plush yew
#

My Project keeps saying "The Following modules are missing or built with a different version: (my project name) GWI Would you like to rebuild them now?" when I click yes, It starts building but then it says "GWI could not be complied. Try rebuilding from source manually." Please Help

umbral ferry
#

I m new to UE. Can someone told me what folders we need to keep when we share our project and a .gitignore maybe ? Like on Unity we need to keep 3 folders for sharing project and don't share other folder of the project.

swift spindle
#

there are tutorials on how to setup source control on youtube...

crude furnace
#

hey so, I tried to make a pawn, and it works as expected in singleplayer, in a new gamemode blueprint. however, when I increase the player count both pawns are spawned in the center right below the map instead of at the network spawn. any ideas why this could be?

lucid magnet
#

so i have attached my HUD to my mesh, and then a bone socket - making it a ''floating HUD'', but i bounced up and down just a bit too much - how can i make it bounce less while still being attached to my socket?

kindred viper
#

@plush yew you need to recompile whatever plugin/module in Visual Studio. Using the source. If you are using the binary version then its probably a plugin.

#

@crude furnace Thats difficult to say without seeing any code

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@lucid magnet Use a spring arm and attach it to that

lucid magnet
#

so i spring arm on the mesh

#

and then the iwdget on that?

paper kernel
#

no spring arm wont fix that

#

bones are just shaky, you cant really attach anything to them

#

you could try average the location of the socket and something else

#

to make it smoother, otherwise interpolating to socket location just makes it look like it lags behind

plush yew
#

How do I recompile??

ionic lagoon
#

Anyone know if I can import a custom float into a timeline?

#

I mean like from a variable

kindred viper
#

@plush yew you are going to have to go find a tutorial for that

#

@paper kernel why wont a spring arm fix it? Works for cameras. Kind of the point of it. To add an intertial adjustment. Have you come across any particular problems in particular with this method?

tiny sonnet
#

can u have multiple eventanydamages in a game? if so, how do u specify which one to use?

#

nvm

lucid magnet
#

is there any way i can set my Health HUD to only be added to the viewport if my current health variable is under 100%?

grim ore
#

it would be better to have it in the viewport at all times and just toggle the visibility when you change health

lucid magnet
#

oh nice

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so how would is set that up?

grim ore
#

pretty much just how I described it. Whenever you change health on the player set the visibility of the widget to visible or not based on whatever you want.

lucid magnet
grim ore
#

creating the widget is not the same as changing its visibilty. You want to create it once and then just change its visibility later

lucid magnet
#

ok

grim ore
#

if you are using a widget component you dont even need to create it, it should already be there

lucid magnet
#

its just a user interface

#

should i make a component for it?

grim ore
#

I thought this was using the widget component to put it in 3d?

crude furnace
grim ore
#

This is the basic example of what I was saying. This is using a Widget Component on the player to show health (a UMG Widget that just has a progress bar in it and an event to change its value).

#

an alternate would be to let the widget control itself, so after setting the value the widget would control if it is visible or not (the code above after Set Value would be in the widget basically)

#

again these are the basics, this has to be changed to fit your code structure but this is the theory behind it. Change health, update health, if health is a certain value change visibility

lucid magnet
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ok i understand what you have done there

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but how do i set up a UMG

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i lag that knowledge

tame flint
#

when using homing with a projectile does the actor have to have physics disabled?

grim ore
#

There are plenty of videos and docs out there on UMG widgets

lucid magnet
#

yes just found a good one

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thanks for your help

grim ore
#

if you are just using HUD the same principle applies I guess

candid grail
#

Hey guys, I'm working on a game that's taking place on a floating island, is there any way that i could use the terrain sculpting tools on a imported mesh? Or alternatively cut the terrain into custom shape?

flint trench
#

Anybody played around with SkookumScript? (If so is it any good?) I considered using it a while back but I saw the dev went MIA, Looks like Epic has bought it now though?

grim ore
#

they didnt really go MIA, skookum is done basically and Epic now has it and the devs. the devs are working on other stuff

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so use it with the knowledge it wont get updated

flint trench
#

Ah, I noticed it had a gap in the supported Engine Versions. it was missing a few, But got a 4.24 ver. Do you think it will receive regular engine updates now that it's community driven?

grim ore
#

you would have to ask whoever is working on it now

flint trench
#

Ah fair enough, Ty

tiny sonnet
#

i have a problem, when i have multiple swords on the field to be equiped only the sword which was equipped first has damage. for example, one of the swords in the field does 50 dmg, the other one does 10( networked btw). If a player pickup the one that does 50 dmg first, then another player pickups the sword that is supposed to do 10 dmg, it still does 50 dmg. dmg is replicated. I only have a SINGLE sword bp, which i can edit with instances to specify dmg.

runic fern
frozen pond
#

can i make all static mesh to generate overlap events ?

tiny sonnet
#

yes

#

i think

runic fern
#

only server can see the children of the scoreboard but clients cant

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i've tried to replicate it owning Client same

grim ore
#

an issue I can see is clients dont have access to the game mode in a networked environment

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another is umg widgets are client only not server side

flint trench
#

Anybody know if UE4 has the ability to execute multiple tasks in parallel on different threads? I know Blueprint can't do this and everything has to run on the GameThread but in C++ can you have a part of a function run in the GameThread, Run a different function on a seperate thread at the same time and then return a result back to the GameThread?

runic fern
#

so i need to get the controllers from other way

an issue I can see is clients dont have access to the game mode in a networked environment
@grim ore

kindred viper
#

@flint trench probably with Async Task if anything

flint trench
#

Oh nice, I'l take a look. Cheers @kindred viper

plush yew
#

If i turned off Player Collider Node "Launch Player" will start acting wierd

#

anyone had that problem b4?

gusty agate
#

Can someone help me make a 5v5 competitive third person/first person game?

grim ore
gusty agate
#

how do i like see

umbral ferry
#

@grim ore ty

limber mesa
#

anyone know where to find the 2d default light at?

#

for a 2d game

#

because im looking in world outliner and cant find any lights

tame flint
#

@grim ore hey bro i am only asking you because you didn't mention it in the video you made on projectileComponnets. Does physics have be be disabled on the actor in order to utilize the homing functionality?

limber mesa
#

hey @plush yew do you know where to find the light file in a 2d game

#

yea me too, i thought i could find it in world outliner but i cant

abstract relic
#

I will set up a single cookie reward for anyone who makes a code less system

normal burrow
#

is math allowed?

abstract relic
#

Yes bp are code

tame flint
#

@normal burrow just wanted to let you know I was able to get it to start working but I have to disable physics. which is an issue because i need to push the actor into the other actors collision volume

#

there has to be away to use projectile movement with physics enabled on the rootcomponent

normal burrow
#

addforce?

limber mesa
#

hey, i have a problem with a camera. i press the d key to move right but when i press the a key the camera flips sides. anyone know how to fix that

runic fern
#

@limber mesa its looks like you are Setting Rotation when you press A

limber mesa
#

i figured that because it flips sides

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where would i got to fix it @runic fern

runic fern
#

Can i see the code when you press A ?

limber mesa
#

my code is fine, i tried to follow a tutorial for a 2d camera and idk what i pressed

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a is -1

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d is 1

runic fern
limber mesa
#

where is that at?

runic fern
#

Player Character_BP Class Defaults

green sky
#

has anyone been able to integrate weapon component with a radial menu? Please any help would be useful thanks

runic fern
#

or check your camera maybe its attached to something wrong

limber mesa
#

I can’t see class defaults

runic fern
#

on the top bar you can find it

limber mesa
#

I’m in my character event graph

runic fern
limber mesa
#

Ok, I don’t remember touching any of this

runic fern
#

check your camera where its attached

#

or untick your Use Controller Rotation

check this
@runic fern

limber mesa
#

I only see two thing for the camera

runic fern
#

Scroll down

limber mesa
#

What do I look for?

#

Collision?

lucid magnet
#

so i have made this system for my stamina HUD only to toggle on when its is not full... but when its is full, it just keeps blinking - how can i fix this?

limber mesa
#

@runic fern if I’m looking under the camera I can only see two things

runic fern
#

Look for pawn

limber mesa
#

I got this

runic fern
#

@lucid magnet have you tried to check if the current stamina == max stamina to stop the function

#

Untick Use Controller Rotation Yaw and check if its fixed @limber mesa

limber mesa
#

It is but he doesn’t flip directions

#

This is what I have for the rotation

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And it got affected

runic fern
#

You want the cam flip

limber mesa
#

No

lucid magnet
#

@runic fern essentially - what i am trying to do is to change the visibility of my HUD when stamina = max stamina

#

but it either dowsnt work

#

or keeps blinking

#

this does not work

#

for example

runic fern
#

@limber mesa you want your character to turn left when you press left ?

#

Or A

limber mesa
#

Yes

runic fern
#

Ive never worked with 2d but i think you beed to make player animation looking to left i think and assign it to A button

limber mesa
#

I can’t do it like that

runic fern
#

@lucid magnet can you debug the function if its keeps fire when its maxed

lucid magnet
#

how would i do that

limber mesa
#

I was following @grim ore β€˜s tutorial on a 2d camera but I must have done something wrong

runic fern
#

After the function of its max print string

#

And check if its will keep sending debug

worn peak
#

Guys, I just downloaded ue4

lucid magnet
#

i can print a string if that is what you mean

runic fern
#

Well im sorry my info still growing idont know about 2d @limber mesa

worn peak
#

Any recomendation where should I begin

runic fern
#

Yes @lucid magnet

lucid magnet
#

ok

#

ive done that

runic fern
#

@worn peak basics of engine

lucid magnet
#

it keeps saying hello

runic fern
#

Viewport and tools

worn peak
#

Any ytb channel or the ue4 online plataform is better ?

lucid magnet
#

''blinking''

runic fern
#

@lucid magnet so the condition of max is wrong

lucid magnet
#

ok

#

how can i fix it?

runic fern
#

Current stamina truncate

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Not floor

#

I think

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Never used floor

limber mesa
#

Thanks for the help though @runic fern

lucid magnet
runic fern
#

@limber mesa welcome

#

Rounds A down towards negative infinity / down to the previous integer (e.g., -1.6 becomes -2 and 1.6 becomes 1)

#

This about floor

lucid magnet
#

want it to go*

runic fern
#

So when you losing stamina its working ?

#

But when its already full keeps firing

lucid magnet
#

wait a minute

#

ive fixed it

#

i used a delay after the first input

#

ok no

#

it did not fix it

runic fern
#

Try to print the current stamina after the function

cosmic veldt
#

Guys is there any solution to make map of maps or 3 variable maps didn't worked.

#

I'm trying to get the 3rd variable with given 2. not sure why adding the 2nd map as structure not working.

grim ore
#

@tame flint check out the tooltip for the projecticle movement. yes physics is not supposed to be used with it as its basically moving the projecticle by hand on tick based on your settings.

runic fern
#

@lucid magnet oh wait

#

What event makes your function firing ?

#

You need to make it firing just one time when current is equal to max

limber mesa
#

Hey @grim ore sorry for the ping but I was following your 2d camera with dead zone tutorial but I messed up my camera instead could you help me please

golden condor
#

Hi

runic fern
#

Because you have told me that print string keep sending hello that mean your function firing every frame

golden condor
#

How stable is Chaos right now?

runic fern
#

So do it firing once with boolean

golden condor
#

I want to implement it for a destructible environment prototype.

limber mesa
gusty agate
#

Can someone help me create a really short health system

golden condor
#

Is it recommended?

limber mesa
#

@gusty agate there are tutorials on YouTube

lucid magnet
#

this works - it resets the ability to toggle on the stamina HUD when starting to use stamina - but when it reaches 100% and the max stamina resets the action it start to blink and go in circles...

#

@runic fern

#

quite a struggle

golden condor
#

i never worked with destructible environments before. First time and have less than a week to do it.

gusty agate
#

but its not what i want

tame flint
#

@grim ore well that sucks i was trying to create a magnet effect

lucid magnet
#

so i need something else than a do once

runic fern
#

Yes because you are calling the function everytick and its already current stam equal to max so will keep go for true

golden condor
#

Is Chaos recommended?

runic fern
#

You can use boolean

#

Boolean calls isstaminamax?

#

Set true after you executing

#

Amd check it after currentstamina == maxstamina

grim ore
#

@golden condor check out the docs and the example project and see if it would work for you. There is no way of knowing if it would fit your project.

limber mesa
#

Hey @grim ore sorry for the ping but can you help me out real quick

runic fern
#

And set the boolean false once stamina start losing

#

@lucid magnet

golden condor
#

Emm, I did and it would. I just never tried anything like this and I am scared @grim ore

#

Its a first for me and I am doubting myself since it looks too good in every demo I've seen.

grim ore
#

@limber mesa if I could I would, I have no idea what the issue is or where it is broken

#

@golden condor like anything else it's going to take work to make it work well so if you have the time and make the effort it will come out like you see in the samples

limber mesa
#

I was following your 2d camera tutorial and I messed up somewhere and this happens

#

@grim ore

golden condor
#

The problem is that I have less than a week for a full implementation into the prototype. This is a throwaway project and we will be graded on. That's why I am really scared of it.

grim ore
#

I saw that but I have no idea why it is doing that

lucid magnet
#

@runic fern i dont completely understand how a can do that

golden condor
#

If you have any idea for an easier implementation please do tell.

runic fern
#

I will send you the way in dm because im using phone now

lucid magnet
#

thank you

golden condor
#

I don't have the first idea about DE. All I've seen online was Chaos and a couple of highly technical stuff.

limber mesa
#

@grim ore your the only one that can help me. It seems like when I hit the a key the camera rotates 180 degrees. It never did that before

grim ore
#

walk thru the code then, breakpoint after you push A and walk thru the code and see what it does. alternately disconnect everything one node at at a time and see when it breaks

steady ingot
#

Hey guys, is Unreal Match 3 avaliable for download?

limber mesa
#

This is what I boiled it down to @grim ore but it hasn’t happened before

grim ore
steady ingot
#

@grim ore ty!

#

love your videos btw! thanks for all that knowledge!

limber mesa
#

Yea Mathew I can’t find it

grim ore
#

well one of the nodes when you hit A has to be causing it to flip

#

if you undo set control rotation for example does it flip?

#

and repeat till you figure out the node causing it

limber mesa
#

I made a new project @grim ore to compare and both are the same. I remember doing something with the camera before it happened

#

It is so nerve racking lol

plush yew
#

question: I was just wondering how far Unreal Engine 4 can be pushed realistically. Lets say you want to make a persistent universe, with potentially millions of online players-- all in realtime. Would that be possible/feasible by any standard?

grim ore
#

so a new project has the same issue as your existing project but the old project was fine?

limber mesa
#

The new project has no issue

golden condor
#

@grim ore Does Unreal source code builds support Blueprints?