#ue4-general
1 messages · Page 699 of 1
I’m comporting the z x and y to the new project and it is fine
My team is worried, if they support blueprints we can go ahead with Chaos.
@golden condor building from source gives you the same basic engine, yes it supports blueprints. Launcher and Source both support C++ and Blueprints
Great, thank you so much. I never worked with source code builds before.
confused since you said you compiled it to check out the demo
One more question, can we export work and import it into that version of the engine?
Like from Epic Launcher version to source code versions?
it depends. major versions should be compatible between source and launcher however custom changes may change that.
Anybody know offhand if improbable is going to support Android with spatial os on unreal anytime in the near future?
No custom change has been done, its just work on mechanics and stuff.
If we can transfer that into source code then we are a go.
you might be confused on what a source build is compared to launcher, they are the same thing one is just compiled for you automatically and distributed thru the launcher
epic could compile a chaos build if they wanted to for example and distribute it on the launcher, they did/do that for magic leap
@plush yew depending on how your millions of players are distributed its possible. the engineering to do that would be similar regardless of engine
Ow, ok. We have never done source code before and there's a lot of confusion.
@grim ore what do you think may be the reason why the camera and not the player rotates 180 degrees
if you are telling the camera to follow the pawns rotation it would do that
I think that’s what I’m doing, because I think you said something like that in your tutorial. How would I fix it then?
look for the rotation options on the camera
isn't there a plugin to edit the style of the node connections?
there are a few of them yes
instead of it being very curvy, its straight with arrows?
what's it called? im interested in getting it
you probably mean https://unrealengine.com/marketplace/en-US/product/electronic-nodes
do i have to install it to other computers? i use UE4 in uni too
its an engine plugin so it would have to be on each machine that wants to use it yes
Where are the rotation options under @grim ore . Are they under transform?
search for rotat at the top of the details panel
under camera transform is use pawn control rotation
That’s unchecked
For me
I tested both with and without checked and they don’t work
then its not that, there are others on the camera boom if you use it
and the character itself if using one has some settings under pawn
The character is only using rotation yaw
try it without that then
I did it works but it doesn’t flip the character
those are the options that adjust the camera and character and capsule when you are using the movement stuff
It works but it doesn’t flip the character
@grim ore how can I make the character flip 180 degrees then
have you looked at how the templates do it? the 2 side scrollers
?
the 2 templates when you make a new project, there is a sidescroller and 2d side scroller
Yes
I selected the 2d side scroller
Everything that I had selected with the rotation yaw were correct
well the default template had it checked so you will need it to easily use the template
so your issue is something else
I was comparing everything that I thought was wrong to the fresh template
I couldn’t find anything
So the problem in English terms is that when I hit the a key the character rotates 180 degrees and the camera does to
That’s what I think @grim ore
and you are sure is use pawn control rotation is not checked on the camera or on the spring arm
no other ideas then
I am so desperate, if you know anyone that may know this can you tell them that I’m in need lol
Thanks you for the help @grim ore
Hopefully I can fix this
Hello, super new to UE4 and right off the bat I've had a ton of issues importing assets. I'm super interested and impatient about learning more about the engine so any help would be so greatly appreciated. Here's some things are happening:
- When I download asset packages from the epic marketplace into my level, UE4 will freeze when I try to place an asset into my level, even though the import process itself was successful. UE4 would also freeze when I tried to delete those packages
- When I try to import asset files downloaded from tutorials I've been following, they will simply not import UNLESS I copy them onto my desktop and drag them into unreal's content browser (super strange would love some insight into this)
- When I tried to follow epic's own importing tutorial (https://docs.unrealengine.com/en-US/...mpaign=uelearn) I again could not import the sample assets file unless they were dragged from my desktop and corresponding .uasset files were not created on my computer
- Lastly, some of the tutorials I have been following provide .uasset files to be imported to help in following along. I cannot get these to import even if it is dragged from my desktop.
I tried uninstalling and reinstalling UE4 but that did not resolve the issue
I'm not too well versed on computer specs or which ones are relevant but here's some info about my PC
- It's a gaming PC, runs every game I play smoothly
- Windows 8.1
- 16GB RAM
- 100GB on disk C and 2TB on disk G (where UE4 is installed)
Thanks for reading my post and any help would be so so great
your missing the 2 important parts, the GPU and CPU. and yes doing stuff causes waiting. dragging into the editor has to load it and possibly compile materials the first time. Deleting has to make sure it is not loaded and find all references. etc.
and .uasset files are not intended to be imported into the engine, they go into the project folder on the disk in the correct place. Raw assets are imported into the engine.
that would be the CPU yes, its older so nothing odd about that wait time. I am assuming the GPU is about the same so yes. 2TB for your UE4 install probably means mechanical drive so loading stuff will be slow for sure
ok that sheds some light on the packages i downloaded from unreal 🙂 do you have any idea why i would only be able to import files from my desktop and not from anywhere else within my computer? super strange I know
depends on what you mean by import? and from where. Have you tried using the import option in the engine itself (not drag dropping)
yes, when i choose the import option it goes into my file directory and the files dont show up where they are located
You're experience in UE4 will definitely be hampered with that old of a computer. Dragging an imported mesh onto the map for the first time causes shaders to build, which can vary from model to model, but can take a very long time on an old system. It only does this once per project, per mesh however. That why you'll see the "freeze" when dragging a new mesh in. I built a brand new system 2 months ago, and you still see quite a pause when you do this.
@humble mica what file(s) are you trying to import? give an example file and name or a screenshot
i have a feeling you might be trying to import a compressed file and by putting them on your desktop you are uncompressing them
ou that sounds right actually
When I download project files from tutorials they are always in a zip
Yeah always extract. You can copy the files directly to the "Content" folder of any project as well, they will be detected when you load it.
Even while running actually..
Or as you found, drag and drop. Or, use the import button. Many options.
@strange night could you clarify how I directly copy files into unreal? most files I'm working from right now come from online tutorials
Some format can easier than others. Kind of depends. If you're importing FBX, definitely use the wizard.
oh perfect i extracted the files and they imported correctly!
Thanks so much @strange night and @grim ore
One last thing @strange night what is the wizard you're referring to?
when you import a fbx directly into the engine the wizard will pop up and give you options
The big green Import button in the editor basically. 🙂
Hi all, I've been asked to produce some archviz models compatible with UE4. Normally when I make props I provide OBJs with texture maps, or a Max file with VRay materials applied.
What's the expectation for receiving paid assets in UE4? Should I provide a UE4 project with the asset and UE4 materials applied?
Thanks
uh... wouldnt you ask the people who you are doing this for what the deliverables are?
if you want what other people do its generally a UE4 project with a sample scene and then seperate source assets as well
Yeah they've given me a specification, I just want to know if that's the norm or not
Thanks
if it helps https://www.unrealengine.com/en-US/marketplace-guidelines is what Epic uses for it's requirements
Ah awesome, that looks perfect
you can have a vertical box or scroll box, add children to it as they come in and remove them after a certain time?
And then how can I change the text inside the messages without affecting the other
each child in the box is it's own widget, unique and unique
Ohh I see
Thank you very much
Also, is having the mesh as a hitbox sort of thing a good idea
I see most games use a hitbox, but it's possible to do detections if you hit the player mesh
depends on the complexity of the mesh but for the most part no if kept within reason
Ahh i see
for the most part its an optimization and close enough is fine
I won't have players with a lot of polygons, probably barely any
It's probably the best option for me
My friends no.1 excuse in games when they die in other games is that the "hitbox is off"
xd
yeah even with 100% hitbox that's still an excuse for some people lol
Yeah haha
hey, i have an idea for an aquarium level i want to make. how would i do this, i know that you'd need a PPV to make the underwater effect, but is it possible to have an aquarium kind of environment you can look into across a wall of glass that separates the aquarium from a normal room that has its own PPV settings?
can you view PPV's and their effects without having to be inside of them
jesus christ you can use the new water in 4.24
it works well as water walls jesus christ
I have 2 diffrent projects with each having there own thirdpersoncharacter. I coded in both, now i am not sure if there is an easy way to put both projects together. If i just migrate i fear bringen the thirdpersoncharacter i already have to mess up. I am unsecure about the migrate function of ue what it is doing confuses me. I made some test like creating 2 other projects and migrating 1 into the other. It didnt send the thirdpersoncharacter, but it migrated all other assets that was related to it
delete the broken stuff so it doesnt migrate before migrating
and the migrate asset function should take any selected assets and any connected assets and export them out to another project's content folder
Yo, can someone help me out with migrating a blender shader to UE4?
you need "import" i think
@normal burrow new water ?
yeah, same thing fortnite uses
shader type ?
hmmm... vaguely remember that.. tried it a while back.. crashed... guess I'll try again
hey guys, i need some help, i have a main menu but my cursor wont show, any idea why?
my menu consists of a image for the background and 3 buttons on it
did you set the input mode to UI or did you tell the player controller to show the mouse cursor?
@swift spindle oh thats awesome, so i just apply this to the PPV?
I have tried to do player controller --> show mouse cursor but i cant find the show mouse cursor one
Set Show Mouse Cursor, make sure you drag off the player controller
have you tried blueprints chase?
this?
@plush yew yes
thanks man
I don't know how unreal does multiplayer yet chase
what is the question?
My first solution is in S, but not in C. My second solution is in..... dunno where im going with this but why not call an RPC to make the server move the clients based on the input rather than the client updating it
@warped sun Character rotation replication is handled by the movement component, be sure it's replicating.
Always.
Should just work. Mine does without anything fancy happening so long as that's happening.
Pitch is never replicated no matter what.
I've tried using custom events and gotten completely lost.
it seems the easiest of things dont work for me.
Oh I thought you just needed rotation, not sure about pitch honestly.
can anyone help me here im really confused aha
I have a main menu but my mouse wont show, I have done player controller --> show mouse cursor
it will in the editor but not when the game is packaged
damn it, Mathew is texting way too much lol i tried to do the search, but going by everypost... damn xD
how can i change the editor ? i did something...xD
window layout reset?
@plush yew did you make sure the game has input to make sure its just not hidden since it doesnt have focus yet?
click the mouse or tap some keys
oh
yeah ive done that
the only thing that works is if I go out of the game (pressing windows button) and then my mouse will work
darn. yeah no reason it shouldnt work unless maybe your using a custom cursor?
you would know
what do you mean by the ouse will work when you go out of the game. do you just mean the normal windows cursor or in game starts to work?
Try something like this in your controller blueprint
so basically if I press the windows button my mouse shows ingame
but if its fullscreened then it wont
@strange night do i put that in the widget blueprint?
No, your controller blueprint. Need a custom one, and, a custom gamemode to be able to set that.
that is a viewport focus problem. You need to focus on a widget
if you don't, it resorts to Viewport as the focus. You can see this with the widget reflector. But it also does the mouse thing
*cursor
UI refers to the Games UI, not like, your OS. That's an optional variable to focus a specific widget* if your using this inline somewhere. With Game and UI mode, the mouse trace hits will hit the UI as well.
so would i do set input ui only?
UI trace channel to be more specfic
if you only want to use the UI yes. Game and UI is for things like RTS games
i cant find ui trace channel
at least from my experience..
You know.... I am right right?
He wants to be able to see the mouse and it's a widget focusing problem?
yes its a quirk of the focus system
so what do i do
i cant find ui trace channel
i can use set input mode only if that would work
in a menu only screen situation, UI only should work fine.
okay, now what, i have it
just make sure the mouse is set to visible on the controller options
you need to connect the white arrows to something to run it like I showed earlier.
like BeginPlay or OnPossess or something
That isn't in the controller blueprint tho it looks..
assuming you havent done anything else weird, after you add your widget in your main menu you can
This is where C++ is easier? CurrentController->bShowMouseCursor = true; lol
same thing, 2 pieces of code 2 nodes
wait so i would do new blueprint class --> player controller
so get a controller blueprint?
to*
you dont need to do anything special, the default player controller is fine
how do i find the default player controller? im chose the third person mode one when i chose "new project"
is this it?
you can see the literal code to use right there
put that code after you create your widget and add it to your viewport
Am trying to spawn my ai
its the same one on the screen
but as i spawn it as the game start he wont move or act
Any thoughts why its acting like that?
Yup. You can right click and search for OnPosses event there, or, just put it inline to your widget code as suggested. Options.
@plush yew you need to use the spawn AI node
and make sure its set to be controlled when spawn in the AI pawns/characters details
spawn ai!!
wew didnt know we have that 😄
@strange night is it event possesed?
i cant find event onposses
it worked yay!!
thanks matheww
MathewW you ever tried to work as a freelance?
using* ue4
I have from time to time
From your experience do you think BPs in freelancing
is it profitable?
or you need to focus on c++?
larger projects use both as needed, smaller projects use both as needed. It all depends on what you need to do and what works.
mathew im still confused aha
so when you say put the code after you create your widget
where is your code where you create the widget and add it to your viewport?
somewhere else you create this widget and add it to your viewport
similar to this
you can see the code I used, you can see your code, make yours similar to mine
both should work, you dont need to assign an owning player
okay
let me build and test it
omg
it works
thanks so much
thing is
now if I click play my third person wont work
i cant press wasd or look around with my character
correct, you set the input mode to UI. you need to switch it back to Game Mode
okay so how do i do that?
same basics, get player controller -> set input mode to game. Do that after you click a button (assuming you are going to start game play) or on loading a new level when it starts up
can i do it on a event onclick
sure
this is my thing so far
from what i had before
okay so it works now but my cursor is showing while im playing the game, I dont want it to
im guessing we aint getting a new marketplace free for the month?
we became entitled gamedevs it seems. cant wait for free stuff xD
heh
so i set up an animation, and there was this strange glitching issue, i fixed this by "enabling root motion" so the animation occurs in place, that fixed the glitching, but now when the character runs they sink below the ground, and then snap back up in idle, any solution to fix this?
Hey, i have a problem with blend spaces. When i use a single frame blend space all the anim notifies don't get activated.
I tried with this setting an a lot of anim notify settings
single frame with notifies?
yes
is that notifies option on the node?
there are settings for it on the node, but can't recall them
can't recall if it plays notifies when moving in reverse time either
there are no notify setting on the node
yeah your right
so there is this on the evaluate from animation frame
which is what i got confused with
that option there is non existant
notifies are mostly broken anyways, it would probably wouldn't work in reverse or would act really weird when the time loops
hello guys I want to make the register and login stuff- I installed the xsolla plugin I setuped it but months ago I used it and I rememberted that there was other widget/level that when I put it in the create widget it show me other picture not this:
what are you using them for now
i take it you are controlling the time on the blendspace for foot plants right?
so use that
notifies simply execute after the animation is polled
so do the math to figure out the plants afterwards in post update animation
someone to help me?
you gotta explain whats wrong game developer, what is the expected result there?
so in your normalized time gaussblast
when does the left foot hit the ground
your best bet with plugins would be to reach out to the author game developer
so as you see I use the xsolla plugin -all is right but when I want to choose which widget to use, I find this:
but months ago when I worked with this plugin I chose other widget andI setuped the same way as now the plugin and I had other UI of the egister and login page
o well...
so this is the problem cus now I have login demo age which looks like this:
but I don't like and I don't want it
thanks pat
I remembered that when I worked wwith this plugin before I had this wodget and another
but idk which was the other
I read all the documentation and can't find it 😦
also that this widget doesn't work cus when I click on some button the mouse cursor disapears
if you really need notifies @glossy scaffold consider blending yourself instead of using a blend space
you could use the single frame with non blend space and just many blend nodes. but yeah i honestly wouldn't recommend doing that for just notifies,. they're broken
yeah I found it
this I looked for
not this:
its possible that other picture is an old picture
wdym?
I remembered that months ago when I worked with this plugin there were these 2 pictures
and again I had some problems to find the first one picture as now-lol
good job finding it.
the issue is you want the first picture, not the second picture right?
if there doesn't appear to be seperate widgets in there, all i could say is to reach out to the author.
if there is more widgets, probably just keep trying them
ok
also silly question: now when I have this widget:
can I change the design and stuff? to customize it?
ok
other problem
I downloaded the stuff from the github
I extracted in separately folder
then I moved the 2 folders with the map and the widget
I opened the project and there are no files-what
you don't move files manually with unreal
you open up the one project and migrate it to another by right clicking the content directory
yes
ok
ty I forgot about it 😄
good but the stuff that downloaded doesn't have .upproject to open it in ue 4 to migrate them into the other project-XD
ok so
In my third person game, I have a main menu that I made, thing is, when I click play, the mouse still is on my screen when I am playing, I want it to not show
anyone able to help me with this?
try after set the mouse cursor to on then make new one and set to off
@plush yew
set show mouse cursor (set to true) -- > set show mouse cursor (set to false) -- > get input mode ui only?
all the script that you show me is only for the menu right?
yes
remove the set input ui only
oh wait no
and do this with the 2 mouse cursor sets
its for the menu and game
so once i click play
the widget removes itself
which widget?
the main menu widget
it removes itself from the parent
hmmm
idk
damn
I think when you click play it shows you the menu, when you click start game or some button it should remove you the main menu and start the game and show the hud ( if you have it)
like it loads the level?
like once u click play it loads the level/
?*
idk how you structure your stuff
my main menu is on menu level and the other level is where the player plays the game
i want to have it so if i click play the person can select which level they want to play (im making a parkour game)
a ok
did you make the menu for choosing which level to start
im making it right now
ok
how do i make it so if a button is clicked it loads a certain level and spawns u in it?
is it "open level"
yup
it depends what you want to create
if you want when you click play to open menu and then to choose which level to create
you need to create first widget for menu
Hi, this is probably a noob question..but is it possible to make a glass material not render meshes on the other side of it when looking through it?
no idea
not compiled
im not sure game developer
but for my thing, how do i make it show the level select widget when i click play?
im very new sorry for asking so many questions haha
you want when you click play to show you menu or to choose which level to start?
choose which level to start
np I was like you at the begining
ah aha
ok so yeah you did it right
oh okay
after this you need add to viewport
oh yes!
forgot
thanks
and from player controller drag and write set show mouse cursor
its not working though
when i click play it doesnt show it
it does nothing
really?
man
...
😂
oh my god
XD
im so stupid ahah
looool
thanks lol
so once i click "tutorial" in my level select
it just goes back to the main menu
idk
show me the script for it
it is not only this that you showed me for the button tutorial
this is the script for the tutorial button
oops wrong pic
this
it is not enough
cus you have some script that returns you back ti the meny as you said
what else do I add?
idk
you should find where you write to give back to the menu
It’s a plugin so you make a folder named Plugins in your project then drop all of that into a folder probably named the same as the .uplugin
Same folder with your uproject
and are you sure that we need all of the files ?
this is the script that sends me to the menu
here?
ok
I created the folder and did this:
No
and it asked me to load the plugin for 4.22 version and I clicked no cus i have the version 4.24.3
You make a folder inside Plugins named after the .uplugin
Plugins/NameOfThatFile/allthestuff
Yea but everything else goes in there too
Yes
All of the plugin yeah
?
ok
when I click tutorial it brings me back to the main menu
so now I will test to see
instead of me spawning in the tutorial level
now what?
Check the log? Snazz
where how?
Click yes
ok
it loaded
now what? lol
here I have not folder with the xsolla stuff like map or widgets, I want
Talk about Level Design, Static Meshes, Physics, and more.
ty
o yeah I found it
looooooool
so many folders-idk why
anyone able to help me?
I have the new widgets- I don't want them
where is my old
Getting sleep, just try all
Audio for Web Widget being played in game (at XYZ location with set range) instead of it being dumped directly into the OS audio bus? Anybody know how, or anybody do a custom Web Browser plug-in for in Game that behaves this way?
im trying to get boats to work in ue4 without having the water inside of it.
all i need to do is cut a square hole in the water where ever the boat is
(the square needs to follow the boat (is this possible ??)
this is my main menu script
this is my tutorial button for my map select widget
for this
when i click tutorial it just goes back to the main menu instead of loading me into the tutorial map and spawning me in
any idea on how to fix this?
do you guys know how come my montage is not playing?
i checked the montage with an output statemenet
and i get an "is completed" state
- "on completed"
how do i add the slot to the anim graph in animbp?
Allar ty worked
fixed it
but now i have another issue
when im ingame, my mouse (cursor) still shows and its annoying, i want it gone
fixed it again
how can I change the volume of the button pressing sounds? something like a volume slider setting for the user?
or is there no way and I should play sounds from events with nodes instead of the built in thing?
so the old version of the plugin is my design-as I understood I can't use it in 4.24.3 verison. I want to make my own custom but idk will I can do it @normal burrow
so i want a sound to play as soon as a player loads into a level how can i do that?
for example (when player spawns into the level) --> play a sound
i cant do begin play because it will play the sound in the main menu
Snazz
your main menu must have different controller
if you dont have player moving inside mainmenu
So in the main menu Controller You can set On BeginPlay Sound
And in your Player Controller You Can set on BeginPlay Another Sound to fire
Hello everyone, I'm just wondering if anybody has encountered this bizzare circle of light issue around the camera, where up to a certain distance, the landscape is lit up, but then suddenly turns to shadow. Im using the Ultra Dynamic Sky asset from marketplace, by temporarily deleting components from the BP, I've narrowed it down to being linked to the directional light component. I imagine it could be to do with world settings though. My guess is as good as any
The mobility is set to moveable on the light component haha
The latest version of UDS improves this. I think it has something to do with clouds and cloud shadows. That way if you've got clouds, then the world outside the immediate area won't be super bright since cloud shadows only affects the area within the circle. The latest version makes this more lighter which is probably a better default anyway. I'm not sure how to change it myself though.
oh I see, I actually updated that pack just yesterday but didn't import it. I'll import and try, thanks
Disabling cloud shadows on my current version actually fixes this, so I can already be sure that is the direct cause. Thanks again
Yeah, this is the change note from the most recent update related to this
Changed default Disabled Brightness on the built in sun and moon components, so that distant meshes aren't as dark by default while cloud shadows are enabled.
nice! I'll get that one in my project 🙂 cheers
my unreal uses 8gb of my ram any fix ??
rm -rf
?
use profiler to see where the ram goes
how do i do that ?
so, im struggeling hella lot with this system - its a switch that toggles my health and stamina HUD on and off (individually... i want to make fx the stamina HUD to only show it if currentstamina = something less than maxstamina and then change the visibility again when stamina is at max... but not have i looping... have can i do it?
Attempting to save a map asset '../../../../Parkour/Content/Widgets/Tutorial.umap' that does not contain a map object
I keep getting this error
I go new level --> default
save current as "Tutorial"
then when i go to a different level it asks to save it
if i click yes then it gives that error
and if i continue it just says "failed to save"
This is animated to go in a rainbow - How do i easily export this to unreal for real-time?
i dont think you can export lights from blender to ue4
darn!
It's for a virtual concert thing
Is there a nice template for that kind of stuf
f
@whole quarry
I want an object outline when I look at an object, is there an alternative from using an event tick line trace?
I'm trying to stay away from using event ticks
HI I am trying to make a platform that moves from left to right but when in game it doesnt move at all any idea why? (timeline is set to loop from 0 to 1 back to 0)
How do I make a 3D vector?
i have this function for my camera to zoom in and out, but when im in the game, i have to click the button two times before anything happens... why is that, and how can i fix it?
I'm using construction script
@lucid magnet switch around a and b
wow
thanks
stupid me
fixed
do any of you know a great tutorial of how to make ui for your buttons/input
like the gamepad buttons to appear on screen
?
yo anyone?
What are these
int to float
THANK YOU
There's also a "SET" node but idk how to uise it
These two nodes
"Generating Room" and "SET"
Perhaps someone can assist me
So I have this
and i put all the values from the break into these
but it just gets the defaul values
not the ones specific for each item
nvm i got it
How do I make a node with an Icon like this?
I don't know the name of it or anything
oke
What is a Function in a Blueprint in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
is there any way to improve the accuracy of collisions when they contain objects moving very fast?
maybe a function named like that?
Room 2 Scale and space should allow you to use that name
or you had one, removed it but didnt recompile yet?
So i just spawned 500 cubes, and i get 10+ fps? how do i optimize this ? xD
i just spawn them at the beginning, goes in one sec, when i look at them i get low fps, if i look the other way its fine 😄
im new at ue4
btw
just trying stuff
Christoffer, check stat rhi and make sure the draw call wont go high.
What's a node with "++"?
Hi
Chrstoffer, your drawcall is over 9000.
You may want to keep that number low as 1500-2000 for example, but it is based on the costs of a draw call.
Hello, I was using Unreal engine 4.23 previously, I just switched to the 4.24 version of the dedicated version, and I have a problem with the varest plugin. How can I solve this problem?
Those numbers tell you the frame is rendering very slow. Usually when Game is lower means your scene has some gpu-cpu related bottleneck. Here in this case the massive amount of drawcalls cause bandwidth issues.
If you want to optimize on this scene, first try to remove these custom colored materials and only assing one and same material for all cubes. It may fix the problem.
hi, so i have made this widget for my controller, but i would like to make the color of it change when holding the given button down, how can i do this?
For some reason, Unreal has stopped telling me when lighting and reflection captures need to be rebuilt
The little red text in the top left of the viewport
Does anybody know why this might be?
you can force disable these texts not showing up, but also light settings can disable the baked light features in which case it wont show up
I'm wondering if I accidentally force disabled them at some point. My lights are static, and my objects are static, aside from 3 stationary lights (to avoid hitting the overlap max)
in world settings detail panel there is also an option called something like force no light, if that's checked it will disable baked light
Here's what said node looks like
It looks great
Ah, it's not that either. I went into the dropdown in the viewport, and went "Stat > Engine > Raw" and that reenabled it, along with a bunch of other stuff. But I was able to disable the performance graphs and just have the lighting messages....so hopefully, that works for now lol
Hi guys, maybe you can help me.
I have following problem: During raycasting i try to access name of an weapon, which works perfectly fine with the following code (Sorry for lack of formating):
if (bIsHit)
{
AWeapon* HittedObject = Cast<AWeapon>(OutHit.GetActor());
if (HittedObject)
{
UE_LOG(LogTemp, Warning, TEXT("%s"), *HittedObject->GetName());
}
}
However when i additionaly want to check condition (public bool)
if (HittedObject->bIsPickable == true)
{
UE_LOG(LogTemp, Warning, TEXT("%s"), *HittedObject->GetName());
}
I get crash when looking at any object, even ground, with the following line :
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002e0.
Any idea whats going on? Raycasting is positioned on main player
why does my input action not show up in widget graphs?
I fixed it myself. Basically it should be like this:
if (bIsHit)
{
AWeapon* HittedObject = Cast<AWeapon>(OutHit.GetActor());
if (HittedObject)
{
if (HittedObject->bIsPickable == true)
{
UE_LOG(LogTemp, Warning, TEXT("%s"), *HittedObject->GetName());
}
}
}
i have this main menu which mostly work, i have set the play button to open my level but when i press play nothing happens...
how can i fix that?
is there a way to change the value of game time in seconds
@lucid magnet show the blueprint
print out a string to make sure the button event is firing and tripple check that the map name is correct
it is the right name and the function work
but something is wrongs whith the map itself when it starts
game controller override probably
is there a way to set the game time seconds to oither value
?
or is there any get seconds method which can be manipulated?
Hey guys
my friend get this error when they open my game, I do not
I can't find the reference the error gives, and I don't have the error so I can't press on it
How can I fix this?
I have a question as well about jump events not being repeatable. Is there a problem with the EventOnLanded node?
You can make it repeatable
Looking for suggestions for outlining objects as efficiently as possible. I'm using a post process to outline but it's adding 2ms to the gpu/frame time
@bold siren try this maybe https://youtu.be/B7vJi4zKlts
Going off memory here @velvet pawn. Lay down a Get character movement, drag out from the pin, search jump count
Does that need reset on every event landed?
I see
It’s defining how many times you can jump before needing to hit the ground
Ah you’re not using the jump function though. So the jump count isn’t going to do anything
All you need to do. Input action jump >>> jump
checking for my sanity
I apply camera shake with location offset, and then do trace.
camera is shaking like crazy
but the trace is always perfectly from center to center of screen
is it supposed to work this way ?
hey guys whats your click thru rate on steam?
to know if mine is good or bad
meh i dk why its doing that lel
I would call it a feature qBersp
Is it possible to make portal gate spawn in random places behind the third person character and after the sword projectile is out of it,it will disappear?Like i pressed X then a portal gate is spawned behind my third person character and after the sword projectile is shot it will disappear.And if i press X more than 1 time in 5 seconds it will spawn the number of times i pressed X and spawn separate gates equal to the number of times i pressed X in those 5 seconds.
“Empathic hit reaction” 😜
I already worked out how to spawn a portal gate and make it shoot sword projectiles but just need some answers on how to add those mechanisms to my project
Can someone tell me how to make it work?
A timing problem?
Is it possible to make portal gate spawn in random places behind the third person character and after the sword projectile is out of it,it will disappear?Like i pressed X then a portal gate is spawned behind my third person character and after the sword projectile is shot it will disappear.And if i press X more than 1 time in 5 seconds it will spawn the number of times i pressed X and spawn separate gates equal to the number of times i pressed X in those 5 seconds.
I dont know how to add these systems to my project mechanism
Hello, I'm new to the unreal engine. I had a little question for you. When the game starts, how can I see the camera both from the front and the back while the car is moving at the same time. Thank you 🙂
@ember cedar easiest way i know is manually changing it drag the front camera and rotate or use the Transform settings. You will need to experiment on it a bit i guess
I migrated a dodge system from 1 project to another and it stopped working -.-
I checked the game mode and i am using the right BP for the dodge. I checked all nodes but everything as it should be.
Is there anything i should pay attention ?
@obsidian kettle Thank you for your answer, but I want to get two images on one screen in the game
as in this photo
i am a beginner, but shouldnt all of that screens have a camera setting ? therefor each of them having their own camera settings. Look for the Transformation area and change :3
just theoretical thinking from my side. Hope it helps, when not sorry xD
If anyone have experience with Ai please check #gameplay-ai
@ember cedar this could be a very difficult problem you are asking about. when you render two cameras for a frame, it will cost you heavy because gpu need to render all content twice (results in reduced frame rate). maybe the rendering pipeline can be asked to somehow split the viewport for two different view matrix settings but i have no idea if it is possible or how to do it.
Hi guys. I was wondering if it’s possible to make an animated texture that last longer than 1 second. I’ve been using flip book in blueprints but that limits me to 1 second. He are some of the things I’ve made so far
@ember cedar redirecting it to him. wasnt me with that question
Sorry my mistake
all good, i am a beginner, i have only easy questions xD
you can only do that with scene cap, however it results in the problem i mention above, double rendering
cough
I checked the game mode and i am using the right BP for the dodge. I checked all nodes but everything as it should be.
Is there anything i should pay attention ?``` ***cough***
input keys maybe in ini
oh yeah right, i had to do it. i did it afterwards and even created again the nodes input action
i only migrated the blueprint, all animation it had are as reference marked and come automatically along, right ?
yes it should migrate all referenced content at once
I try scene cap but
It did not work,
i think i will get 2 render.
thank you everyone 🙂
make sure you spawn the special character not some regular guy that has no dodge features
@ember cedar yes indeed, which is why i suggest some more complicated changes to the rendering pipeline that allows splitting the screen without rendering twice. Not sure if that's even possible but unreal has some cool features, for example VR can create render composites while keeping drawcalls at a low. Dont know how exactly it works, but worth cheking anyways.
I made sure in the game mode that the right default character is chosen and put in the level the dodge character. I tried Print string to see if the code is working and it does. I cant find any errors in the blueprint. Every node and variable is correct. :3
regularly check console log maybe error spaming in there indicating other problems worth fixing before retry
For some reason my static mesh actor is not blocking visibility (for click events). It works if i change the static mesh to anything else, but not the mesh i want.
It was working before. I'm not sure what could have changed
I am printing the hit result under cursor every tick to debug
and the hover over my actor only works if i change the mesh to anything else
these two have all the same properties, just mesh changed https://gyazo.com/f1d5ccc9ec75a9a9ddd924e8119597a5
can anyone explain me why i cant find my inputs in this widget graph?
i have a coin int and i'm just wondering what would be the best way to create a little shop in the main menu. I have an array of skins for the character. so i want to make something where you pay 5 coins and then the skin is added to the array list.
any suggestions?
Hey, I have an issue with AttachToComponent and Multiplayer, when it's the server that is playing, everything's okay, but when it's the client some weird things happen :
It's an Axe throwing system and when I throw the axe, I can recall it, when I recall it, it is attached again to the socket, but sometimes, idk why it just doesn't attach, that's weird.
Recall blueprint : https://blueprintue.com/blueprint/142m0pj3/
anyone got and tweaks i can use to utilise my hardware more? maybe save some time compiling / cooking ? 🙂
@lucid magnet you dont have input in the picture. inputs is for actors
is there any way i can set up an input for a graph?
yes in the actor you want to play with, thirdpersoncharacter, or firstpersonbp
you can set an event dispatcher callback for the widget or make a fn in the widget and call it from another bp on key input
@obsidian kettle
ohhh, nice thanks !
np
@vivid spindle compiling is mainly a cpu task. if you have a lot of cores you can use incredibuild to use more cores but nothing for gpu compiling, no such thing
ah ok thanks, where can i read about using incredibuild?
iirc ue4 already uses a standalone version incredibuild for a lot of things
but if you want to look more into it then you can do https://www.incredibuild.com/FreeVisualStudioLicense#/
@harsh tiger if enough coins, enable button
on click button
check coins > price
coins = coins - price
move the array object
does an inner of an outer keep its outer alive?
iirc outer will kill inner so no
My static mesh I've imported from 3ds max is supposed to be a landscape, but my character keeps falling through it after i hit play. Any ideas for a fix?
it holds some weak to the outer?
@dense hatch ty, my main question now would be where would I do this? would it make sense to put it inside the widget blueprint?
@scarlet charm have you enabled physics and collision for it?
just cast to my character an get the coins int
also, when it comes to saving the coins int. would you suggest that to be put in the game instance?
not physics but i have enabled collision. When i enabled physics, my landscape would tumble around
@harsh tiger is this the only place you have the shop? you might consider putting the logic in the character, or another bp, so that it can be reused if you ever use another widget for shop, maybe a promo screen or alternate shop.
where you put coins int depends on where the function is called. if you put the logic in the character then you can put in character, but if you decide to put in widget then you pretty much need to put in instance
you'll only be able to buy the character skins from the main menu
you could also put the logic in widget and pass the character reference in the function call to get coins int
@scarlet charm lol
what is your collision mode set to?
in games like gta v would the cash amount be stored inside the character?
auto convex
i'm trying to do a lot of industry standard methods for this college project and it would be good to put in my blog
@scarlet charm
@harsh tiger I would guess yes
Guessing that based only on the fact that a hacker in GTA V can give everyone infinite money
Which is much easier if each character has its own money. and also makes sense in real world
a lot of the time just think to the real life analog, because that will help you with the logic of the game. if you would carry money, then it can belong to that character. the game generally does not care where you put it, in this case it's more the flow of logic and abstraction for you
Quick question: Are UIs considered actors in Unreal Engine
no
ok
you can put a widget on an actor though
@dense hatch you can over-ride key events in UMG and do what you like with them.
@kindred viper more referring to native key events fired, as it does not extend from the actor class, which was the question
reposting this real quick
For some reason my static mesh actor is not blocking visibility (for click events). It works if i change the static mesh to anything else, but not the mesh i want.
It was working before. I'm not sure what could have changed
I am printing the hit result under cursor every tick to debug
and the hover over my actor only works if i change the mesh to anything else
these two have all the same properties, just mesh changed https://gyazo.com/f1d5ccc9ec75a9a9ddd924e8119597a5
also does not work in a new map with no other logic
Open up the mesh that is not blocking visibility (double click on it), look at the top left and screenshot what it says in the viewport (the mesh stats)
it says "dont touch me im not in the mood" 😄
loll
no collision
would that be the "collision primitives"?
yeah
where may I get some of these
generate it in engine if you like
I'm not familiar with how I would go about that
so my project crashed and when i try and re-open the level i was working on it just sits at 80%
has anyone had this happen
ah
@floral arrow its your day off bro. At least recover from death
@floral arrow if your cpu is still running fast then it's probably just compiling shaders, just wait
just finished working on tedious bullshit for 8 hours
MathewW if you have a min pelase check #gameplay-ai
i cant lose this shit
This problem is killing me meh hehe
no its not pinging cpu
@floral arrow either wait for it, check its not compiling shaders (shader compile workers under your UE4 task in Task manager), or if its just crashing, show us the logs
hey short question why is my input not smooth on mobile it kinda lags behind. anyone know how to fix this?
probably compiling shaders then, I dunno. Can you show us a log of the crash?
how do i do that
@floral arrow oh wait i think i had the same problem as you
@smoky sonnet You are not factoring in delta time. Frames rates change
it crashed when i put too many reflection captures
ive had it happen before
but never this 80% thing
i want to know, 16x16 sprite is good for mobile game, or should i go for 32x32, for now i got 16x16 sprites for everything like platforms, lift, decoration like grass and such, and thinking to create 32x32 for character
i am working on 2D platformer for mobile, two reason for 16x16 spites , good performance on mobile and small game size, please correct me or suggest me if my decision is wrong,
hi guys
Hi everyone.
I'm currently working on the melee combat for my game and I'm looking for ideas to fix the following issue:
- how to avoid characters getting too close to eachother? so they keep at a nice distance that matches the sword reach
and restart ue4
then just wait
i had the same problem waiting 7 hours to start sitting at 80%
and nothing happend
maybe this can solve your problem
@mystic pumice Add a basic volume and on the overlap, adjust them or use it to clamp the location
Hi, Does anyone know why my uassets aren't appearing when I put them in the contents folder?
@kindred viper mhh can you explain in a little bit futher
@opaque nebula did you migrate them or just copy them there
@smoky sonnet ill try it, will i lose all my progress if i delete the saved file
if you are moving them from another project you should migrate them
no @floral arrow
i tried it also
and asked a person will i lose smth after deleting these directories and restarted ue4 everything worked fine
nothing was lost
@dense hatch i copied them
@kindred viper alright. will try that. thanks!
@smoky sonnet IF you don't factor in the difference in frame time between actions, then animations will perform at different rates in different frame time scenarios. So we use Delta time (the time between frames) to recalculate the movement based on how much time passed since the last frame. Then we can smooth the animations to look the same across frames.
@floral arrow trust me delete these directories and start it again it will finish loading and wont stop at 80%
Do it. I get a cookie everytime deleting /intermediate fixes a problem
@smoky sonnet i believe you where do i find these files
@opaque nebula Open the project you are copying from. Right click the thing you want to move and press Migrate
inside this directory is unreal engine projects
this is my location
E:\Epic Games\Unreal Engine Projects
i have the location of my project
yeah open it
where inside the project file are these i dont see it
Yep
if not they werent even loaded just delete those who exist "Build" - "Intermediate" - "Saved"
okay
delete those who exists
and then open it again
now it should load fine
it may take a while but it should work
Anyone know how to do physics with the character? So like if their arm hits the wall it will move it?
ok
Specifically the /intermediate and /save,
@novel summit that is called Physical Animation. There is a component for it now I believe
What would I find it under?
Physical Animation funnily enough
deletion of binaries sometimes helps too
@novel summit https://www.youtube.com/watch?v=N1tDjbFXeOo
Announce Post: https://forums.unrealengine.com/showthread.php?121376
The "Physical Animation Component" is a new feature in UE4 with a lot of applications. In this stream, Ian Shadden will walk through setting up a third person template character with the Physical Animation C...
@kindred viper i've not seen that video before. its from 2016, how accurate is it to date?
dunno tbh
https://gph.is/2ePMAnk intermediate deletion cookie
@floral arrow no problem ❤️
Woo! 🍪
that was about to ruin my day lol
intermediates are always first to go upon acknowledgement of bad day, frown -> upside down
if I had a mesh on map say a hut mesh, and I wanted to change depending on tile objects near it what would you guys recommend for having hut actor check if there are so many flat tiles around it and if so change hut actor to next level if some many flat tiles around it = correct amount? something like this
noob: I'm working with the first person shooter starter project and trying to make the gun be swapable. The starter project sets it up as a mesh attached to the arms on the "grippoint" socket - and it's set during the construction blueprint. I want to make a "gun interface" and then some number of types of guns, but am not sure where to start in terms of do I make my guns actors? and if so, I'm not sure quite where to spawn them. I'm an experienced programmer, but quite new to unreal, so any starting point would help. Thank you
@kindred viper thanks I'll look into it
Does anybody ever had problems with building lighting where the shadows are harsher?
This is what it was before
And now inside and outside
@lusty rampart https://www.youtube.com/watch?v=94HpeqlgKAs some tutorials ?
We continue on in our FPS tutorial series. In this episode we cover one way of how to switch weapons; from a main primary weapon, to a sidearm.
Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes video...
I figured out the jump not working a second time. But now my "Jump while crouched to fly" isn't working. Is someone able to help with this?
Hello guys from some reason my other zombies are reacting with it for some reason
meh any clue why this is happening?
All of them same BP but this is not suppose to happen am not sure what i did wrong 😄
how can i setup my controller to control a menu
i mean the menu work when clicking with mouse
but not with the controller dpad
i have a problem with my hud showing up on my main menu hud which should not be the case... how can i fix this?
it is tied to my character blueprint
the compass
Having issues when loading my unreal project file, DXGI_ERROR_DEVICE_REMOVED,DXGI_ERROR_DRIVER_INTERNAL_ERROR is the main error. I updated windows, updated visual studio, reinstalled gpu drivers, and verified files via epic launcher. unreal editor crashes upon loading
Only time I had that issue was a bad Nvidia driver. I rolled back and it went away. I waited another 2 or 3 drivers version and then updated and it went smooth
@lucid magnet could set the z-depth of the widget. But ideally you should be hiding the hud when you open the menu
@lucid magnet I had the same problem. I managed to fix it. Just give me a sec to take a screenshot
thanks
the hud is tied to a component which get initialized in the character blueprint
@lucid magnet I binded the visibility of each widget that was showing up on the main menu and did this :
@tacit onyx About the problem i had with the inventory slots u told me to print in order to check if it works
doesnt work tho
@plush yew the function work, but it doesnt activate it gain when in the new level