#ue4-general

1 messages · Page 699 of 1

golden condor
#

Or are they only C++?

limber mesa
#

I’m comporting the z x and y to the new project and it is fine

golden condor
#

My team is worried, if they support blueprints we can go ahead with Chaos.

grim ore
#

@golden condor building from source gives you the same basic engine, yes it supports blueprints. Launcher and Source both support C++ and Blueprints

golden condor
#

Great, thank you so much. I never worked with source code builds before.

grim ore
#

confused since you said you compiled it to check out the demo

golden condor
#

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?

grim ore
#

it depends. major versions should be compatible between source and launcher however custom changes may change that.

onyx cedar
#

Anybody know offhand if improbable is going to support Android with spatial os on unreal anytime in the near future?

golden condor
#

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.

grim ore
#

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

golden condor
#

Ow, ok. We have never done source code before and there's a lot of confusion.

limber mesa
#

@grim ore what do you think may be the reason why the camera and not the player rotates 180 degrees

grim ore
#

if you are telling the camera to follow the pawns rotation it would do that

limber mesa
#

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?

grim ore
#

look for the rotation options on the camera

craggy cosmos
#

isn't there a plugin to edit the style of the node connections?

grim ore
#

there are a few of them yes

craggy cosmos
#

instead of it being very curvy, its straight with arrows?

#

what's it called? im interested in getting it

grim ore
craggy cosmos
#

do i have to install it to other computers? i use UE4 in uni too

grim ore
#

its an engine plugin so it would have to be on each machine that wants to use it yes

limber mesa
#

Where are the rotation options under @grim ore . Are they under transform?

grim ore
#

search for rotat at the top of the details panel

#

under camera transform is use pawn control rotation

limber mesa
#

That’s unchecked

#

For me

#

I tested both with and without checked and they don’t work

grim ore
#

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

limber mesa
#

The character is only using rotation yaw

grim ore
#

try it without that then

limber mesa
#

I did it works but it doesn’t flip the character

grim ore
#

those are the options that adjust the camera and character and capsule when you are using the movement stuff

limber mesa
#

It works but it doesn’t flip the character

#

@grim ore how can I make the character flip 180 degrees then

grim ore
#

have you looked at how the templates do it? the 2 side scrollers

limber mesa
#

?

grim ore
#

the 2 templates when you make a new project, there is a sidescroller and 2d side scroller

limber mesa
#

Yes

#

I selected the 2d side scroller

#

Everything that I had selected with the rotation yaw were correct

grim ore
#

well the default template had it checked so you will need it to easily use the template

#

so your issue is something else

limber mesa
#

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

grim ore
#

and you are sure is use pawn control rotation is not checked on the camera or on the spring arm

limber mesa
#

Yes

#

100%

grim ore
#

no other ideas then

limber mesa
#

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

humble mica
#

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

grim ore
#

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.

humble mica
#

My computer is i5-3570K CPU @ 3.40GHz, are those the parts that were missing>

#

*?

grim ore
#

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

humble mica
#

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

grim ore
#

depends on what you mean by import? and from where. Have you tried using the import option in the engine itself (not drag dropping)

humble mica
#

yes, when i choose the import option it goes into my file directory and the files dont show up where they are located

strange night
#

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.

grim ore
#

@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

humble mica
#

ou that sounds right actually

#

When I download project files from tutorials they are always in a zip

strange night
#

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.

humble mica
#

@strange night could you clarify how I directly copy files into unreal? most files I'm working from right now come from online tutorials

strange night
#

Some format can easier than others. Kind of depends. If you're importing FBX, definitely use the wizard.

humble mica
#

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?

grim ore
#

when you import a fbx directly into the engine the wizard will pop up and give you options

strange night
#

The big green Import button in the editor basically. 🙂

wispy pasture
#

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

grim ore
#

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

wispy pasture
#

Yeah they've given me a specification, I just want to know if that's the norm or not

#

Thanks

grim ore
wispy pasture
#

Ah awesome, that looks perfect

timid jacinth
#

What's the best way to make stackable notifications

#

With UI

grim ore
#

you can have a vertical box or scroll box, add children to it as they come in and remove them after a certain time?

timid jacinth
#

And then how can I change the text inside the messages without affecting the other

grim ore
#

each child in the box is it's own widget, unique and unique

timid jacinth
#

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

grim ore
#

depends on the complexity of the mesh but for the most part no if kept within reason

timid jacinth
#

Ahh i see

grim ore
#

for the most part its an optimization and close enough is fine

timid jacinth
#

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

grim ore
#

yeah even with 100% hitbox that's still an excuse for some people lol

timid jacinth
#

Yeah haha

floral arrow
#

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

swift spindle
#

yes... there is a way.. leme see if I can find it

normal burrow
#

jesus christ you can use the new water in 4.24

#

it works well as water walls jesus christ

obsidian kettle
#

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

grim ore
#

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

oblique tangle
#

Yo, can someone help me out with migrating a blender shader to UE4?

obsidian kettle
#

you need "import" i think

swift spindle
#

@normal burrow new water ?

normal burrow
#

yeah, same thing fortnite uses

swift spindle
#

shader type ?

normal burrow
#

single layer water

swift spindle
#

hmmm... vaguely remember that.. tried it a while back.. crashed... guess I'll try again

plush yew
#

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

grim ore
#

did you set the input mode to UI or did you tell the player controller to show the mouse cursor?

plush yew
#

I actually haven't done that

#

So I would I edit the widget blueprint?

floral arrow
#

@swift spindle oh thats awesome, so i just apply this to the PPV?

plush yew
#

I have tried to do player controller --> show mouse cursor but i cant find the show mouse cursor one

grim ore
#

Set Show Mouse Cursor, make sure you drag off the player controller

normal burrow
#

have you tried blueprints chase?

warped sun
#

Yes.

#

im referring to blueprints.

plush yew
grim ore
#

@plush yew yes

plush yew
#

thanks man

normal burrow
#

I don't know how unreal does multiplayer yet chase

kindred viper
#

what is the question?

kindred viper
#

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

plush yew
#

@grim ore still wont work

#

my cursor wont show on the main menu

strange night
#

@warped sun Character rotation replication is handled by the movement component, be sure it's replicating.

warped sun
#

Always.

strange night
#

Should just work. Mine does without anything fancy happening so long as that's happening.

warped sun
#

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.

strange night
#

Oh I thought you just needed rotation, not sure about pitch honestly.

plush yew
#

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

obsidian kettle
#

damn it, Mathew is texting way too much lol i tried to do the search, but going by everypost... damn xD

grim ore
#

window layout reset?

strange night
#

Or drag that Modes tab to the left

#

Snap it left that is

obsidian kettle
#

yes reset layout would be great.

#

yes it is left xd

grim ore
#

@plush yew did you make sure the game has input to make sure its just not hidden since it doesnt have focus yet?

plush yew
#

no

#

how do I do that?

grim ore
#

click the mouse or tap some keys

plush yew
#

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

grim ore
#

darn. yeah no reason it shouldnt work unless maybe your using a custom cursor?

plush yew
#

but it wont if i just fullscreen it

#

how would I check if im using a custom cursor?

grim ore
#

you would know

plush yew
#

i chose the third person mode

#

I didnt add any cursors so I dont think so

grim ore
#

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?

strange night
plush yew
#

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?

strange night
#

No, your controller blueprint. Need a custom one, and, a custom gamemode to be able to set that.

kindred viper
#

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

plush yew
#

if i click the in widget to focus

#

nothing shows tho

strange night
#

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.

plush yew
#

so would i do set input ui only?

strange night
#

UI trace channel to be more specfic

kindred viper
#

if you only want to use the UI yes. Game and UI is for things like RTS games

strange night
#

No, UI only will mean you can't click ubjects in the scene

#

well, except UI stuff

plush yew
#

i cant find ui trace channel

strange night
#

at least from my experience..

kindred viper
#

You know.... I am right right?

strange night
#

He wants to be able to see the mouse and it's a widget focusing problem?

kindred viper
#

yes its a quirk of the focus system

plush yew
#

so what do i do

#

i cant find ui trace channel

#

i can use set input mode only if that would work

strange night
#

in a menu only screen situation, UI only should work fine.

plush yew
#

okay, now what, i have it

strange night
#

just make sure the mouse is set to visible on the controller options

plush yew
#

i've assigned player controller to it

#

is this it?

strange night
#

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..

grim ore
#

assuming you havent done anything else weird, after you add your widget in your main menu you can

strange night
#

This is where C++ is easier? CurrentController->bShowMouseCursor = true; lol

grim ore
#

same thing, 2 pieces of code 2 nodes

plush yew
#

wait so i would do new blueprint class --> player controller

#

so get a controller blueprint?

#

to*

grim ore
#

you dont need to do anything special, the default player controller is fine

plush yew
#

how do i find the default player controller? im chose the third person mode one when i chose "new project"

#

is this it?

grim ore
#

you can see the literal code to use right there

plush yew
grim ore
#

put that code after you create your widget and add it to your viewport

plush yew
#

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?

strange night
#

Yup. You can right click and search for OnPosses event there, or, just put it inline to your widget code as suggested. Options.

grim ore
#

@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

plush yew
#

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

grim ore
#

I have from time to time

plush yew
#

From your experience do you think BPs in freelancing

#

is it profitable?

#

or you need to focus on c++?

grim ore
#

larger projects use both as needed, smaller projects use both as needed. It all depends on what you need to do and what works.

plush yew
#

mathew im still confused aha

#

so when you say put the code after you create your widget

grim ore
#

where is your code where you create the widget and add it to your viewport?

plush yew
#

do you mean the widget blueprint?

#

my code is in there

grim ore
#

somewhere else you create this widget and add it to your viewport

plush yew
#

oh

#

wait 1 sec

grim ore
plush yew
#

this?

#

thats in my level blueprint

grim ore
#

you can see the code I used, you can see your code, make yours similar to mine

plush yew
#

okay

#

so like this?

#

or this?

grim ore
#

both should work, you dont need to assign an owning player

plush yew
#

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

grim ore
#

correct, you set the input mode to UI. you need to switch it back to Game Mode

plush yew
#

okay so how do i do that?

grim ore
#

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

plush yew
#

can i do it on a event onclick

grim ore
#

sure

plush yew
#

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

copper wing
#

im guessing we aint getting a new marketplace free for the month?

normal burrow
#

tuesdays

#

first tuseday

obsidian kettle
#

we became entitled gamedevs it seems. cant wait for free stuff xD

copper wing
#

lol

#

ok wowwwwwwwwwww, didnt even realize the first was on wednesday

normal burrow
#

heh

cyan robin
#

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?

glossy scaffold
#

Hey, i have a problem with blend spaces. When i use a single frame blend space all the anim notifies don't get activated.

normal burrow
#

single frame with notifies?

glossy scaffold
#

Normalized time with notifies

normal burrow
#

ah an evaluate node

#

your expecting it to play notifies when times goes forward?

glossy scaffold
#

yes

normal burrow
#

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

glossy scaffold
#

there are no notify setting on the node

normal burrow
#

but if it does. then you don't want to loop time

#

i'll bring one up quick

glossy scaffold
#

just notify trigger mode

#

but whatever the configuration is

#

makes no diff

normal burrow
#

yeah your right

#

which is what i got confused with

glossy scaffold
#

yeah but that is on single animation only

#

not blendspace

normal burrow
#

but yeah, it does not look like you'll be doing that on a blend eval

#

yeah

glossy scaffold
#

that option there is non existant

normal burrow
#

notifies are mostly broken anyways, it would probably wouldn't work in reverse or would act really weird when the time loops

plush yew
#

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:

glossy scaffold
#

@normal burrow what can i use instead then?

#

instead of those notifies

normal burrow
#

what are you using them for now

glossy scaffold
#

footsteps

#

simple stuff

#

even sounds dont work

#

nor particles

normal burrow
#

i take it you are controlling the time on the blendspace for foot plants right?

glossy scaffold
#

its just not calling anything in the timeline

#

ye

normal burrow
#

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

plush yew
#

someone to help me?

normal burrow
#

you gotta explain whats wrong game developer, what is the expected result there?

glossy scaffold
#

i dont get your suggestion?

#

where should i apply maths?

normal burrow
#

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

plush yew
#

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

glossy scaffold
#

o well...

plush yew
#

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

glossy scaffold
#

thanks pat

plush yew
#

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

normal burrow
#

if you really need notifies @glossy scaffold consider blending yourself instead of using a blend space

glossy scaffold
#

hmm, i think thats the way to go then

#

thank you for the help

normal burrow
#

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

plush yew
#

yeah I found it

#

this I looked for

normal burrow
#

its possible that other picture is an old picture

plush yew
#

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

normal burrow
#

good job finding it.

#

the issue is you want the first picture, not the second picture right?

plush yew
#

yup

#

exactly

#

But idk which is the name of the widget

normal burrow
#

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

plush yew
#

ok

#

can I change the design and stuff? to customize it?

normal burrow
#

#umg is where you'd ask that i think

plush yew
#

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

normal burrow
#

you don't move files manually with unreal

plush yew
#

I need to migrate them?

normal burrow
#

you open up the one project and migrate it to another by right clicking the content directory

#

yes

plush yew
#

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

hallow urchin
#

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?

cyan robin
#

do you guys know how come my blueprint is empty?

plush yew
#

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

cyan robin
#

does anyone know why i can't access the blueprint for the character?

plush yew
#

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

#

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

normal burrow
#

Look at the log

#

Print some strings

plush yew
#

yup

#

also about my problem pot?

normal burrow
#

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

plush yew
#

ok

#

where to create this folder plugins?

normal burrow
#

Same folder with your uproject

plush yew
#

and are you sure that we need all of the files ?

#

this is the script that sends me to the menu

#

ok

normal burrow
#

No

plush yew
#

and it asked me to load the plugin for 4.22 version and I clicked no cus i have the version 4.24.3

normal burrow
#

You make a folder inside Plugins named after the .uplugin

plush yew
#

what

#

I make folder plugins and put the only .uplugin?

normal burrow
#

Plugins/NameOfThatFile/allthestuff

plush yew
#

name of that file is?

#

like this?

normal burrow
#

Folder named that

#

Everything goes into that folder of the same name

plush yew
#

a ok

#

this is my menu script

#

like this?

#

my button script

normal burrow
#

Yea but everything else goes in there too

plush yew
#

I don't work with set input modes cus I mess them

#

the other stuff too?

#

files*

normal burrow
#

Yes

plush yew
#

pot can you help me?

normal burrow
#

All of the plugin yeah

plush yew
#

?

#

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?

normal burrow
#

Check the log? Snazz

plush yew
#

where how?

normal burrow
#

Click yes

plush yew
#

ok

#

it loaded

#

now what? lol

#

here I have not folder with the xsolla stuff like map or widgets, I want

normal burrow
plush yew
#

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

normal burrow
#

Getting sleep, just try all

plush yew
#

ok

#

xD

#

my time now is 10 am-lol

#

@plush yew can u help

pearl sage
#

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?

blissful trail
#

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 ??)

plush yew
#

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?

cyan robin
#

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?

blissful trail
#

Allar ty worked

plush yew
#

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

plush yew
#

XD lol

#

I didn't fix this with theplugin

#

continue having issues 😦

#

😭

sharp crest
#

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?

plush yew
#

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

runic fern
#

Snazz

plush yew
#

unless I make a different level for the main menu?

#

yea

runic fern
#

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

tame cosmos
#

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

short onyx
#

First of all, put your Directional Light on Movable 👀

#

you mad men

tame cosmos
#

The mobility is set to moveable on the light component haha

grim juniper
#

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.

tame cosmos
#

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

grim juniper
#

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.

tame cosmos
#

nice! I'll get that one in my project 🙂 cheers

blissful trail
#

my unreal uses 8gb of my ram any fix ??

trim dawn
#

rm -rf

blissful trail
#

?

whole quarry
#

use profiler to see where the ram goes

blissful trail
#

how do i do that ?

lucid magnet
#

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?

plush yew
#

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"

hearty walrus
#

This is animated to go in a rainbow - How do i easily export this to unreal for real-time?

whole quarry
#

i dont think you can export lights from blender to ue4

hearty walrus
#

darn!

#

It's for a virtual concert thing

#

Is there a nice template for that kind of stuf

#

f

#

@whole quarry

whole quarry
#

Dunno, but changing light colors inside ue4 isnt that hard

#

just use some timelines

hearty walrus
#

also, is there a way to load PDF's into unreal engine

#

wait nvm

timid jacinth
#

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

rare ivy
#

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)

hearty walrus
#

How do I make a 3D vector?

lucid magnet
#

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?

hearty walrus
#

I'm using construction script

timid jacinth
#

@lucid magnet switch around a and b

lucid magnet
#

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

#

?

plush yew
#

yo anyone?

hearty walrus
lucid magnet
#

int to float

hearty walrus
#

THANK YOU

#

There's also a "SET" node but idk how to uise it

#

"Generating Room" and "SET"

lime gull
#

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

hearty walrus
#

I don't know the name of it or anything

whole quarry
#

its a function

#

click on the plus button at Functions

hearty walrus
#

e

whole quarry
#

oke

hearty walrus
#

And it has a return node

half turtle
#

is there any way to improve the accuracy of collisions when they contain objects moving very fast?

hearty walrus
#

There's NO variable called "Room 2 Scale"

runic fern
#

Put space after scale

#

@hearty walrus

whole quarry
#

maybe a function named like that?

runic fern
#

Room 2 Scale and space should allow you to use that name

whole quarry
#

or you had one, removed it but didnt recompile yet?

distant flame
runic fern
#

What function you are using to spawn or checking

#

Event tick?

distant flame
#

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

flat idol
#

Christoffer, check stat rhi and make sure the draw call wont go high.

hearty walrus
#

thanks @runic fern

#

oh wait, nevermind

#

It needed recompiling

#

man, i'm dumb

runic fern
#

xD

#

Wlc

distant flame
hearty walrus
#

What's a node with "++"?

distant flame
#

increment the value with one i guess?

#

@hearty walrus

untold cobalt
#

Hi

flat idol
#

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.

untold cobalt
#

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?

distant flame
#

@flat idol

#

😁

#

alright

flat idol
#

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.

lucid magnet
#

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?

blissful willow
#

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?

flat idol
#

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

blissful willow
#

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)

flat idol
#

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

hearty walrus
flat idol
#

It looks great

hearty walrus
#

wait, nv

#

m

blissful willow
#

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

distant flame
#

@flat idol thanks, I will try that 😁

#

@flat idol thanks, I will try that 😁

spiral pilot
#

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

lucid magnet
#

why does my input action not show up in widget graphs?

spiral pilot
#

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());
}
}
}

lucid magnet
#

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?

smoky sonnet
#

is there a way to change the value of game time in seconds

ancient lotus
#

@lucid magnet show the blueprint

lucid magnet
#

this is in thewidget graph

ancient lotus
#

print out a string to make sure the button event is firing and tripple check that the map name is correct

lucid magnet
#

it is the right name and the function work

#

but something is wrongs whith the map itself when it starts

half turtle
#

game controller override probably

smoky sonnet
#

is there a way to set the game time seconds to oither value

#

?

#

or is there any get seconds method which can be manipulated?

grizzled fox
#

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?

velvet pawn
#

I have a question as well about jump events not being repeatable. Is there a problem with the EventOnLanded node?

abstract relic
#

You can make it repeatable

bold siren
#

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

lucid magnet
#

how do i manage the game controller override

#

?

thick herald
abstract relic
#

Going off memory here @velvet pawn. Lay down a Get character movement, drag out from the pin, search jump count

velvet pawn
#

Does that need reset on every event landed?

abstract relic
#

No

#

Just throw it on the construction script

velvet pawn
#

I'm not understanding, let me get a screen grab of what I have

abstract relic
#

You just need to set jump count once

#

Hence, put it in the construction script

velvet pawn
#

I see

abstract relic
#

It’s defining how many times you can jump before needing to hit the ground

hearty walrus
#

How do I check if 2 vectors overlap

#

The tutorial left it out for some reason

abstract relic
#

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

devout gulch
#

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 ?

sharp crest
#

hey guys whats your click thru rate on steam?
to know if mine is good or bad

plush yew
#

meh i dk why its doing that lel

weak fable
#

Hi guys

#

Can i ask u guys some question abt my project?

abstract relic
#

I would call it a feature qBersp

weak fable
#

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.

abstract relic
#

“Empathic hit reaction” 😜

weak fable
#

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?

normal burrow
#

A timing problem?

weak fable
#

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

ember cedar
#

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 🙂

obsidian kettle
#

@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 ?

ember cedar
#

@obsidian kettle Thank you for your answer, but I want to get two images on one screen in the game

obsidian kettle
#

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

plush yew
flat idol
#

@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.

buoyant iron
#

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

obsidian kettle
#

@ember cedar redirecting it to him. wasnt me with that question

flat idol
#

Sorry my mistake

obsidian kettle
#

all good, i am a beginner, i have only easy questions xD

flat idol
#

you can only do that with scene cap, however it results in the problem i mention above, double rendering

obsidian kettle
#

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***
flat idol
#

input keys maybe in ini

obsidian kettle
#

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 ?

flat idol
#

yes it should migrate all referenced content at once

ember cedar
#

I try scene cap but
It did not work,
i think i will get 2 render.
thank you everyone 🙂

flat idol
#

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.

obsidian kettle
#

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

flat idol
#

regularly check console log maybe error spaming in there indicating other problems worth fixing before retry

dense hatch
#

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

lucid magnet
#

can anyone explain me why i cant find my inputs in this widget graph?

harsh tiger
#

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?

unique halo
#

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/

smoky sonnet
#

anyone know why my overlap function wont work? because my actor is overlapping

vivid spindle
#

anyone got and tweaks i can use to utilise my hardware more? maybe save some time compiling / cooking ? 🙂

obsidian kettle
#

@lucid magnet you dont have input in the picture. inputs is for actors

lucid magnet
#

is there any way i can set up an input for a graph?

obsidian kettle
#

yes in the actor you want to play with, thirdpersoncharacter, or firstpersonbp

dense hatch
#

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 !

dense hatch
#

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

vivid spindle
#

ah ok thanks, where can i read about using incredibuild?

dense hatch
#

iirc ue4 already uses a standalone version incredibuild for a lot of things

#

@harsh tiger if enough coins, enable button
on click button
check coins > price
coins = coins - price
move the array object

normal burrow
#

does an inner of an outer keep its outer alive?

dense hatch
#

iirc outer will kill inner so no

scarlet charm
#

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?

normal burrow
#

it holds some weak to the outer?

harsh tiger
#

@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?

dense hatch
#

@scarlet charm have you enabled physics and collision for it?

harsh tiger
#

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?

scarlet charm
#

not physics but i have enabled collision. When i enabled physics, my landscape would tumble around

dense hatch
#

@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

harsh tiger
#

you'll only be able to buy the character skins from the main menu

dense hatch
#

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?

harsh tiger
#

in games like gta v would the cash amount be stored inside the character?

scarlet charm
#

auto convex

harsh tiger
#

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

dense hatch
#

@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

heady moon
#

Quick question: Are UIs considered actors in Unreal Engine

dense hatch
#

no

heady moon
#

ok

dense hatch
#

you can put a widget on an actor though

heady moon
#

Ahh

#

Alright

#

thanks

dense hatch
#

this is why UMG does not have things like keyboard events

#

np ^^

kindred viper
#

@dense hatch you can over-ride key events in UMG and do what you like with them.

dense hatch
#

@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

grim ore
#

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)

dense hatch
kindred viper
#

it says "dont touch me im not in the mood" 😄

dense hatch
#

loll

kindred viper
#

no collision

grim ore
#

yep

#

I really didnt want to work today but no one else seemed to catch that

dense hatch
#

would that be the "collision primitives"?

kindred viper
#

yeah

dense hatch
#

where may I get some of these

kindred viper
#

generate it in engine if you like

dense hatch
#

I'm not familiar with how I would go about that

floral arrow
#

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

dense hatch
#

ah

kindred viper
#

@floral arrow its your day off bro. At least recover from death

dense hatch
#

@floral arrow if your cpu is still running fast then it's probably just compiling shaders, just wait

floral arrow
#

just finished working on tedious bullshit for 8 hours

plush yew
floral arrow
#

i cant lose this shit

plush yew
#

This problem is killing me meh hehe

floral arrow
#

no its not pinging cpu

kindred viper
#

@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

floral arrow
#

its not crashing

#

its just sitting at 80%

smoky sonnet
#

hey short question why is my input not smooth on mobile it kinda lags behind. anyone know how to fix this?

floral arrow
#

it crashed before it starting doing this.

#

and before the levels were loading fine

kindred viper
#

probably compiling shaders then, I dunno. Can you show us a log of the crash?

floral arrow
#

how do i do that

smoky sonnet
#

@floral arrow oh wait i think i had the same problem as you

kindred viper
#

@smoky sonnet You are not factoring in delta time. Frames rates change

floral arrow
#

it crashed when i put too many reflection captures

#

ive had it happen before

#

but never this 80% thing

bronze cedar
#

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

smoky sonnet
#

@floral arrow hey if your project sits at 80%

#

delete these

mystic pumice
#

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
smoky sonnet
#

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

kindred viper
#

@mystic pumice Add a basic volume and on the overlap, adjust them or use it to clamp the location

opaque nebula
#

Hi, Does anyone know why my uassets aren't appearing when I put them in the contents folder?

smoky sonnet
#

@kindred viper mhh can you explain in a little bit futher

dense hatch
#

@opaque nebula did you migrate them or just copy them there

floral arrow
#

@smoky sonnet ill try it, will i lose all my progress if i delete the saved file

dense hatch
#

if you are moving them from another project you should migrate them

floral arrow
#

this is my task mgr

smoky sonnet
#

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

opaque nebula
#

@dense hatch i copied them

mystic pumice
#

@kindred viper alright. will try that. thanks!

kindred viper
#

@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.

smoky sonnet
#

@floral arrow trust me delete these directories and start it again it will finish loading and wont stop at 80%

abstract relic
#

Do it. I get a cookie everytime deleting /intermediate fixes a problem

floral arrow
#

@smoky sonnet i believe you where do i find these files

smoky sonnet
#

in your project directory

#

go to your Epic Games location

dense hatch
#

@opaque nebula Open the project you are copying from. Right click the thing you want to move and press Migrate

smoky sonnet
#

inside this directory is unreal engine projects

#

this is my location

#
E:\Epic Games\Unreal Engine Projects
floral arrow
#

i have the location of my project

smoky sonnet
#

yeah open it

floral arrow
#

where inside the project file are these i dont see it

smoky sonnet
#

it should be right there if you open your project file

floral arrow
#

hmm i only have config content intermidate and saved

#

the the .uproject

abstract relic
#

Yep

smoky sonnet
#

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

floral arrow
novel summit
#

Anyone know how to do physics with the character? So like if their arm hits the wall it will move it?

floral arrow
#

so just delete the saved file?

#

@smoky sonnet

smoky sonnet
#

and intermediate

#

yea

floral arrow
#

ok

abstract relic
#

Specifically the /intermediate and /save,

kindred viper
#

@novel summit that is called Physical Animation. There is a component for it now I believe

novel summit
#

What would I find it under?

kindred viper
#

Physical Animation funnily enough

normal burrow
#

deletion of binaries sometimes helps too

kindred viper
floral arrow
#

@smoky sonnet youre a god

#

thank you

#

it worked

harsh tiger
#

@kindred viper i've not seen that video before. its from 2016, how accurate is it to date?

kindred viper
#

dunno tbh

normal burrow
smoky sonnet
#

@floral arrow no problem ❤️

abstract relic
#

Woo! 🍪

floral arrow
#

that was about to ruin my day lol

normal burrow
#

intermediates are always first to go upon acknowledgement of bad day, frown -> upside down

floral arrow
#

🙂

#

lol

polar barn
#

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

lusty rampart
#

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

novel summit
#

@kindred viper thanks I'll look into it

quaint osprey
#

Does anybody ever had problems with building lighting where the shadows are harsher?

#

This is what it was before

#

And now inside and outside

obsidian kettle
bitter iris
#

is it possible to export landscape splines?

#

or convert to static mesh

velvet pawn
#

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?

plush yew
#

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 😄

lucid magnet
#

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

novel maple
#

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

kindred viper
#

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

plush yew
#

@lucid magnet I had the same problem. I managed to fix it. Just give me a sec to take a screenshot

lucid magnet
#

thanks

#

the hud is tied to a component which get initialized in the character blueprint

plush yew
#

@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

lucid magnet
#

@plush yew the function work, but it doesnt activate it gain when in the new level

plush yew
#

hmm. I dont have multiple levels so im not sure.

#

try something similar with the visibility

#

actually