#ue4-general

1 messages ยท Page 700 of 1

plush yew
#

in that branch for the false pin

#

make another return node

#

and make it return visible

lucid magnet
#

wait

#

it workedd

#

just had to put it in the compinent

plush yew
#

ah

#

great

novel summit
#

@kindred viper wait so is it possible to add the physics animations to vr hands so it doesn't clip into objects?

kindred viper
#

remember that binding visibility has a performance cost. Better to use an event to do it manually. But if performance doesn't bother you, carry on.

#

@novel summit should be. I mean, I can't see why not. Everything is possible.

novel summit
#

Ok thanks

umbral ferry
#

hello any one have a good tutorial for create a side scroller game ?

kindred viper
#

there is a side scroller example isn't there?

acoustic wraith
#

Does anyone know the performance impact of having Dynamic Material Instances versus regular Material Instances?

plush yew
#

Can someone tell me who to get this to work? I cant set the WidgetSwitcher to invisible from the player blueprint

kindred viper
#

yeah thats a bit broad of a question. If you mean at a 1:1 ratio, a material instance has less overhead because it doesn't need to check for parameters I guess. But if you want compere it to real-case usage with a purpose, then using DMI is probably going to be saving you some frametime here and there.

frozen pond
#

hi guys, so i have problem with FPS, when i spawn multiple actors from a class i get huge fps drop from 120 to less that 30

#

i spawn them in play time

kindred viper
#

then you need to pool them. Spawning is a heavy cost for performance

frozen pond
#

what you mean by pool them ?

frozen pond
#

but what if i want to build something? lets say like minecraft creative mode?

kindred viper
#

?

#

this presumes I play minecraft :p

#

the only thing I do with minecraft is shout "STFU" at the kids when they argue about destroying each other's crap

frozen pond
#

ok so more like playing lego

#

i trying to something simmilar to lego

umbral ferry
#

@kindred viper yeah but a complete game

#

not the UE template

frozen pond
#

so player create a lot of new actors, snap them together and build houses etc.

kindred viper
#

well when you play lego, do you start by moulding plastic to make new legos, or do you buy legos and keep them ready?

#

@umbral ferry its not easy to find a tutorial for a whole game. As it would be 2000 hours long.

frozen pond
#

@kindred viper video says about stuff that dissapear, but what about stuff that dont ?

kindred viper
#

it was just an example. You have to use your own insight into your game to relate how it is useful to you.

plush yew
#

hello

frozen pond
#

@kindred viper so maybe diffrent question, should i spawn every time new wall (wall actor is checking overlaping etc.), or should i try to add new static meshes to my blueprint like spawn actor floor, then add static mesh wall to floor ?

kindred viper
#

I've no idea dude. It's not my game, I dont even know what you are trying to do. Im sure you can figure it out ๐Ÿ˜„

umbral ferry
frozen pond
#

still not a game lol, trying to do building system, with multiple houses

digital anchor
#

if stuff doesnt disappear actor pool is completely useless

kindred viper
#

well then you you should pre-load the base objects and instance them when needed. If performance is kicking you in the face, pool a few of them first and just refresh the pool content when you have a spare frame or two.

frozen pond
#

probably i will change concept to adding static meshes to actor instead of spawning multiple actores

plush yew
#

help

#

i need help with DX11

#

level 10

#

required

#

i just updated my computer

#

its windows 10

#

anyone know whats wrong?

lusty rampart
plush yew
#

?

glad gulch
#

Somebody work with the UE4 <-> Blender addon "Bonebreaker"?

plush yew
#

are you good with EU4

#

UE4

#

?

kindred viper
#

@plush yew what is your graphics card?

warped sun
#

hey quick question, im moving my character and its shaking left to right like a jigglly boy. anyone know why?

plush yew
#

Texture coming to my wall is too small

#

itel core

left pelican
#

peeps i need help

plush yew
#

is there a way to fix it?

#

intel

#

core i5

warped sun
#

thats a CPU

plush yew
#

oh graphics card

#

one sec

left pelican
#

can someone help me, i cant open up an unreal engine project I got from another one of my devs

kindred viper
#

@warped sun How big is your level and where is the location of the Character? (because you might be suffering floating point errors if you are way out from world origin)

#

@left pelican can you post the log of the crash?

left pelican
#

i get this message

kindred viper
#

you need to compile it

left pelican
#

idk how

kindred viper
#

go read how to compile then ๐Ÿ˜„

warped sun
#

my level is very small.

#

i dunnno what you mean by location of the character, in what context?

abstract relic
#

Select project file >> generate visual studio project file >> open up the .sin >> build

kindred viper
#

@warped sun vector location. ie. 0,0,0 being the world origin

onyx cedar
#

hey do any of you have experience setting up ue4 servers w/ aws?

abstract relic
#

Iโ€™m a bit alarmed that your dev didnโ€™t instruct you on this

kindred viper
#

no as they were going to charge me stupid money once the trial ran out ๐Ÿ˜„

onyx cedar
#

will t2.small be good enough for it? Or am I going to have to go more better?

left pelican
#

i get this then

#

could i be because its in blueprint and not c++. the programs in the project are made with blueprint

kindred viper
#

the plugin is the issue. It has files built for the other guy's engine. You need to recompile that specifically

warped sun
kindred viper
#

looks like it's colliding with something and adjusting itself

lusty rampart
#

I just watched that tutorial, but it didn't answer my specific question about how to have the gun mesh change when you switch your gun - it re-uses the same mesh, just changes its behavior. I'm trying to understand how you combine the behavior and the mesh into a single object that gets swapped in and out at a skeletal socket

warped sun
#

its rotating very slightly when i press left and right and S

kindred viper
#

ok. then check the rotation code. ๐Ÿ˜„

warped sun
#

nothing wrong here.

#

at least to my eyes.

kindred viper
#

does the gun have collision?

warped sun
#

m i g h t

#

it does not.

cyan robin
#

how do you do step #2 here?

#
  1. make sure you've specified on the Play Anim Montage node WHICH montage to play

  2. make sure you're feeding an active slot! A montage needs at least one slot name, and you have to make sure the output of that slot is actually being fed to the anim graph (either outside the state machine, or inside the state machine in an active state at the time the montage is played).

runic fern
#

Hey Guys GoodDay .
What is the Game State
Can someone explain to me little bit please ?
and how can i use it and when

kindred viper
#

Imagine you need to know what state your game is in. ie. A state that tells you the character is in a cutscene. That's what it's for.

plush yew
#

ok my grapchics card is a intel(R) HD grahics

kindred viper
#

yeah its pure shit

#

you need to upgrade it ๐Ÿ˜„

plush yew
#

ik

#

hmmmmm i cant rn because of quarantine

#

is there like a lower version

#

of unreal

kindred viper
#

tell Amazon it's for use with Folding@Home. Might get a priority delivery ๐Ÿ˜„

runic fern
#

Yes but how can i use it in Multiplayer What can i set inside it

plush yew
#

i have a laptop tho

cyan robin
plush yew
#

i need to get a new one

#

a better one

kindred viper
#

@plush yew Funny you should say that. Unreal used to have a fallback system for inferior hardware to allow more usability across platforms, but I think they removed that and use enforced minimums now.

plush yew
#

i can get like every version of unreal

#

you need to press the plus

kindred viper
#

you need to go back to UDK for your card.

plush yew
#

?

abstract relic
#

The first unreal ๐Ÿ˜œ

plush yew
#

i have downloaded unreal before

#

with no problems

kindred viper
#

True story. The first unreal was actually called "bollocks I dont believe you" :p

plush yew
#

because i havent downloaded the first version

#

i used 14.17.2

#

it worked nice

#

like 60 fps

abstract relic
#

Use .14.17.2
Problem solved

plush yew
#

hmmm ok

#

i was trying to use a later version

#

but sure

kindred viper
#

there was a point when Unreal forced a shader model upgrade. Think it was around 4.20 or shortly after. Might get away with a 4.19 build

#

which was a good build btw

#

could be

plush yew
#

whoops wrong acount

#

i use the other one to catch pedos

kindred viper
#

Intel have that knack of using software tricks to make things work with on-die gpu

jagged garden
#

can we just ban this guy he's clearly a troll

plush yew
#

what

#

lmfao

#

is my laptop that bad?

#

yikes

warped sun
#

lmao

onyx cedar
plush yew
#

ooh nice

#

just what i needed

velvet pawn
rustic panther
#

anyone know why pressing down arrow key moves focus 2 buttons, but up arrow is still moving just 1?

#

in UMG menu

kindred viper
#

have you checked its not firing it twice?

bold siren
#

thanks @thick herald i'll check that out

fair storm
#

how can i install easy anti cheat on my game?

rustic panther
#

how could i check that @kindred viper

#

it's not anything I setup, it's the builtin engine UMG stuff

kindred viper
#

@fair storm No idea but it;s utterly useless anyway.
@rustic panther im not really sure tbh if its just the base NavigationConfig in editor.

rustic panther
#

NavigationSystemConfig?

kindred viper
#

FNavigationConfig

#

perhaps I should refresh my UMG tbh. I did it for years and got so bored I haven't done it in a while ๐Ÿ˜„

novel summit
#

Anyone on here with a vr wanna make 20$?

#

I need help with physics animations for vr hands and I'll PayPal 20$ if you help

#

Just dm me if you can

plush yew
#

How come Unreal engine uv coordinates are flipped compared to blender?

#

i was messing around so long lol

#

i'm dumb

lucid magnet
#

so i have set up this blueprint class for a button mechanic on my menus - it works fine in the normal menus, but in my pause menu, its not working, even do everything is the same for the buttons... why is that, and how can i fix it?

kindred viper
#

@plush yew unreal uses X-Forward, blender uses Y-Forward. Dunno why, don't care why, just have to factor it in ๐Ÿ˜ฆ

karmic cloak
#

Anyone familiar with vr?

kindred viper
#

I think it means Virtual Reality

#

could be Voracious Repetoire tho

karmic cloak
#

Lol ya virtual reality im wondering how hard it would be to get a car in full vr

kindred viper
#

depends how you want to do it. Full body tracking? Seated experience? Roomscale?

karmic cloak
#

Ever play thief simulator vr?

kindred viper
#

nope I get motion sickness so I haven't played much

karmic cloak
#

Ohh sorry

kindred viper
#

its nothing to be sorry about. Just need the tech to beat the syndrome ๐Ÿ˜„

karmic cloak
#

But im looking for changing gears with in game stick , starting car with key and driving with the wheel not controller analogs

#

I would think its rather simple for the experienced but i have basic knowlege on how things work

kindred viper
#

physics handles are good for some things. But generally just a trigger box into some animation that is driven by the motion controller is a good method too

fair storm
#

theres any tutorial of how to make matchmaking lobby with amazon gamelift?

karmic cloak
#

I will look into trigger boxes then thank you

storm burrow
#

anyone know how to get these to work?

#

a sample or a tutorial would be great

#

nvm

#

just saw this

summer maple
#

Hi everyone ! Someone had a problem with landscape loading in multiplayer in 4.24.3 ? It don't work 19/20 times but sometimes works without any changes. I don't understand why...

#

When it don't work, the whole map just don't load at all. And when it rarely works, everything works perfectly

blissful trail
#

hm ue4 just told me my video drives crashed

#

lol

limber mesa
#

Anyone know when a character hits 0 mana, is it possible for him to stop flying and fall down. I used stop character movement immediately but that stops him in mid air

fallen marten
#

Simulate physics

limber mesa
#

?

#

Confused

fallen marten
#

It'll ragdoll

#

And fall

limber mesa
#

Where do I do it at

fallen marten
#

Your root bone needs a collision capsule tho

#

So add it to the physics asset first, then after your stop movement node, use your mesh as reference and call simulate physics

limber mesa
#

Sorry but Iโ€™m kinda confused, I just transitioned to 3D

fallen marten
#

You'll have to google what I said because I'm on my phone and can't screen shot you an example rn

limber mesa
#

Same

#

So I google rag doll?

#

Or simulate physics

fallen marten
#

Simulate physics

limber mesa
#

In mid air?

fallen marten
#

No, just in general. It's one node, or, you can simulate physics from one bone down the chain for example, to simulate a gunshot on an arm, you would simulate physics below, and use the shoulders bone name in the bone input on the node

storm venture
#

sorry to interrupt; does anyone know if its possible to use a material as a parameter for another material?
i need a system that can take any arbitrary material and overlay some effect on it to simulate a glowing/hovering feedback

grim ore
#

If you are using a character you might want to rethink using physics to do this. How are you "flying"

limber mesa
#

I set flying

grim ore
#

so you set the movement mode to flying from?

limber mesa
#

Just the default way

#

Yes

grim ore
#

from what?

limber mesa
#

From a key pressed

#

Iโ€™m not in front of my computer rn

grim ore
#

what was the movement mode before you change it to flying

limber mesa
#

Walking

grim ore
#

seems like it might make sense to change it back when done flying...

limber mesa
#

True

#

Iโ€™ll do that thanks

#

๐Ÿ™‚

#

Hey @grim ore do you have time to make any tutorials lately?

grim ore
#

I plan on doing some more videos now that I am stuck at home due to the virus yep

storm venture
#

anyone know what node i need here?
i'm trying to make a material that allows me to overlay a glow effect on other materials

grim ore
#

so you want to use a material as an input

storm venture
#

right, well, as a parameter

#

i need materials to glow but i cant spend the time to remake all the materials that have been given to me, so i was hoping for a shortcut

plush yew
#

Am adding a texture on my wall

#

what ever texture i add it will look super small

#

Is there a way to fix this?

#

The problem not in the texture as i tried many other

winged crypt
#

anyone know why "navmesh walking" mode causes characters to float above ground?

#

regular "walking" doesn't have the same problem

#

@plush yew you can scale the tiling with a texture coordinate

plush yew
#

@winged crypt Am trying to search for it in the texture it self

#

or am i looking in the wrong place?

winged crypt
#

this would be in the material

#

look up "how to scale textures in materials"

#

it's a fairly simple set-up

plush yew
#

Ok thanks mate am looking for it atm

#

Sinn thanks mate it worked you are a legend ๐Ÿ˜„

rustic panther
#

@kindred viper I took apart my widget and found when I turn this Scale Box these buttons are in to Auto Size it moves focus down by 1 button....

#

I don't understand

kindred viper
#

me neither tbh

rustic panther
#

I have 2 scale boxes in a vert box set to Fit .5

kindred viper
#

and the scale box has two buttons in?

rustic panther
#

5

kindred viper
#

hmm so its not cycling the scale boxes, but going 2 elements within?

rustic panther
#

no it's just moving through the buttons inside the scale box

#

the buttons are in a nested widget

kindred viper
#

I'd check the widget reflector and see if you can notice the action causing it. Sounds like its using two events (akin to OnPress, OnRelease rather than OnClick)

rustic panther
#

oh forgot about that thing

#

I dunno, but changing the scale box's size from Fill to Auto fixes it for some reason

ionic lagoon
#

Anyone happen to know why I cant select my blend space for the anim class of my mesh

#

Like the option isnt there

grim ore
#

if you mean the Anim Class under Animation in a Mesh that is an Animation Blueprint if you have anim blueprint seelcted, a blend space would not work you would need to change the mode to use animation asset

harsh tiger
ionic lagoon
#

Except I'm using my own animations

harsh tiger
#

all the info is being pulled from a data table. but i have no way of setting a purchased boolean to true and then saving it back out again

grim ore
#

cant really tell where you are stuck at based on that link and what you said

ionic lagoon
#

Oh thats a bit early one sec

lime girder
#

This may be a dumb question but im having a hell of time googling it. How do I pick different LODs depending on platform (Desktop vs mobile) ?

harsh tiger
#

looks like it isn't possible to do through a data table. which makes me ask the question, how have epic done it in fortnite?

grim ore
#

if you mean when he selects the anim bp later, he is selecting the anim bp not the blend space

ionic lagoon
#

at like 14:40

#

Oh

grim ore
#

unless you mean where they are adding the blendspace to the anim bp itself

ionic lagoon
#

Oh I am quite silly

#

Thank you so much

grim ore
#

@harsh tiger data tables would be used for read only, so they would be doing it another way . They probably have a back end system that stores that info in their account system

#

for example with the mobile platforms google and apple keep receipts you can query if you need to validate a purchase was made thru their store. Epic probably does something similar as well as flagging the account when it's purchased as they hold the account on their side.

#

is this something using real world money and a transaction system or just in game currency for a local game?

harsh tiger
#

ah okay, that makes sense. however i'm just making a little single player game for a college project so i wouldn't need something that complex. what would you recommend?

#

in game currency for local game

grim ore
#

then save the item ID inside their save game when they purchase it. basically keep an array of all purchased by ID in the save game object for the game

harsh tiger
grim ore
#

looks like the easiest way. Just save the ones they actually purchase. Whenever you load the game or store or both or whatever just check that array and unlock whatever is there.

harsh tiger
#

definitely sounds the easy than the other method. but still not very easy for me ๐Ÿ˜‚ thanks for the info anyway!

grim ore
#

well if it helps this is a good example for something I am working on that I just added to the list lol

harsh tiger
#

working on as in a new yt tut? or a personal project

grim ore
#

something for Epic actually covering Save Game. I like the idea of a complete store loop as an example

harsh tiger
#

oh wow! sounds incredible. i think it can be hard to find good info for store loops on google. do you have an eta?

grim ore
#

months unfortunately ๐Ÿ˜ฆ

#

your stuff seems fine just look into the Save Game object, the docs cover it fairly well.

harsh tiger
#

arrr. i'm sure it'll be worth it. an thanks! i've created a name array and saving that to my GI and then using it to determine if somethings been purchased. not working so far though

grim ore
#

depending on what you are checking but seems like it would work

harsh tiger
#

i think i've got it!

grim ore
#

so far so good

#

does the store update itself on first load

harsh tiger
#

on the construct yeah

grim ore
#

ah smart ๐Ÿ™‚

harsh tiger
#

all the info is being pulled from this data table. but i want to find a way to be able to update the data table from a website or something and be able to change it in run time

#

it'd be cool to have it so every day at midnight the items randomize like in fortnite

#

if i buy a skin an go to the main menu an back to the shop an buy the other skin it works perfectly. but if i go the shop an buy both skins and then go to the menu an back to the shop, then only 1 item shows as purchased

#

the item i buy last is the one which shows as purchased. like it overwrites the other purchase

narrow meteor
#

What would be the best way to make a HUD that displays what gun the player is holding? im beginner to unreal

clever trail
#

May i ask a question?, my character changes in size during animation and from what i see online it says setting translation retargeting fixes it but im struggling to find it, could somebody please help?

obsidian kettle
narrow meteor
#

thanks @obsidian kettle

obsidian kettle
#

you are welcome buddy, i am new too ๐Ÿ˜„

lime girder
#

@grim ore 's videos are all great @obsidian kettle ๐Ÿ˜„ Funny im watchign another one right now

#

im struggling with a concept, if something is not rendering (Actor hidden in game) is it still rendering?

obsidian kettle
#

yeah his vids are really good if you want a general understanding ! I also feel the need using other tutorials that are hands on too.cough I wished he would do 2 hour vids coughxD

lime girder
#

haha

#

man the Profiler is black magic to me.

#

I cant deduce it yet... so im deleting things in my level to get it to framerate (Quest)

obsidian kettle
#

@lime girder pls learn how the profiler works ! so i can ask you in future more about it xD

lime girder
#

๐Ÿ˜„

steep rampart
#

So im watching this tutorial and this guy made a box trigger and then clicked on the Matinee button. I don't have a matinee button, what do i do?

obsidian kettle
#

first lets start with the vid you talking ? and tell me witch minute so i can find it faster

#

@steep rampart

steep rampart
#

im decently new at UE so i'm just watching tutorials at this point

grim ore
#

Matinee was removed in 4.24

steep rampart
#

oof

normal burrow
#

sequencer is good though

obsidian kettle
#

lol what is matinee ? it looks the cinematic symbol xD

steep rampart
#

it does

obsidian kettle
#

what is debug symbol and how to use it ? i found c++ something that i cant understand xD
I lack the general understanding. Is it something i download ?

kindred viper
#

didn't I just tell you? ๐Ÿ˜ฎ

#

oh man, hate being ignored when I goto the trouble ยฌ_ยฌ

obsidian kettle
#

what :0
you probably missed my reply, i asked more...i thought you just didnt wanted to answer, so i didnt bother you more xD

kindred viper
#

well you never asked more about debug symbols. You said you should download it. You then asked about multiplayer. So I gave you all you asked for. If you need more info though, check out the debugging with UE pages on the official site and Youtube for some video examples

obsidian kettle
#

NuN Quote: where do i get this "symbol" ? or which Mathew vid do i need to watch ?
eitherway, sry for being inexperience xD
yeah i goggled so far with the search term "debug symbol" spite out some c++ talks and videos.

quoting you:
well you never asked more about debug symbols. You said you should download it. so it is something to download ! xD
i will go try searching "debugging with ue" I hope there is some information for no c++ coder xD

normal burrow
#

if you have them installed, it just makes your log files not impossible to read.

kindred viper
#

I told you that it comes with the source or it comes with the launcher optionally

#
it might offer you the option if you get it via Visual Studio launcher or the Unreal Launcher. This is because they can be a large filesize.```
obsidian kettle
#

that's the part that confuses me xD
i know github only as a platform that allows me to download or upload something. (didnt uploaded ever so far^^)
goggling sorce github will pop up weird links. Can you make my life easier and drop a link ? pretty pls ?

I think i have wrong imagination on what it is. I am becoming a coder. So a lot of times i have sometimes the wrong imagination of it. At the beginning only ofc* xD

#

meanwhile i will research debbug ue ๐Ÿ™‚

kindred viper
obsidian kettle
#

thank you very much !!!!

Also, topic is clarified as "Advanced". that means i am getting better right ? xD

#

....downloading visual studio is step one xD

kindred viper
#

depends if you understand it ๐Ÿ˜„

obsidian kettle
#

i will only need the desktop development C++ right ?

kindred viper
#

the only german I know is offensive or strange or "schnell schnell kartofelkopf" ๐Ÿ˜„

obsidian kettle
#

lmao

#

fast fast potato head*

kindred viper
#

when I last did that from the launcher though, I got the win8 SDK, win10 sdk and all the .NET runtimes.

#

if you are on windows only and want to use windows code, you can install the MFC stuff too. Gives you some windows only functionality that can come in handy

tiny sonnet
#

Im trying to drop a sword in a replicated function. This code works on the client side, but if another player looks that them, they are still carrying the sword.I'm raw to networking sry.

#

i figured this out

#

i did a dum-dum

obsidian kettle
#

welcome in my world, i do daily dum dum xD

restive yarrow
#

Anyone knows why my bullet projectile wont recognize the physical material on my landscape layers? Like it works on static meshes

tiny sonnet
#

can u have multiple event any damage in a game, if so , how to specify

obsidian kettle
tiny sonnet
#

@obsidian kettle i made another dum-dum i fixed it lmao

#

my sword did 1.2 damage against a guy with 1000 hp. no wonder it didnt die lmao

obsidian kettle
#

thats good balancing i see there ๐Ÿ‘
your players wont dare escaping the beginner area

tiny sonnet
#

OoF

kindred viper
#

sounds standard for The Division 2

plush yew
#

What's the default pawn for when you don't have one placed in the world?

kindred viper
#

to have some kind of control as a character when not in spectator. Or to base your pawn on (as its an engine class)

plush yew
#

Do you know the name of the engine class? I just want to quickly and easily replicate the viewport movement for debug purposes, and it looks like UE4 already has that functionality.

kindred viper
#

ADefaultPawn I guess

abstract relic
#

You can check in Project settings >>> maps and modes >>> default pawn

plush yew
#

Got it. Thanks!

kindred viper
half yoke
#

I thought it was ASpectatorPawn. Edit: indeed I was wrong ASpectatorPawn has a collider around the camera, which is not the case in the viewport

normal burrow
#

Primitive

#

Is ASpectatorPawn built in or part of some template?

half yoke
#

built in

normal burrow
#

Interesting

velvet pawn
#

I'm having an issue with flight..... Can some one help?

#

With this set up, it acting like I'm still falling, not able to move up at all (but still moves down with Gravity)

normal burrow
#

Do you have to do all this with the character type?

spare dust
#

Currently getting an issue with packaging my project
It's sending me to the doc every time I attempt to build, without giving me any kind of error message

normal burrow
#

Youโ€™ll want to use something better than launch character @velvet pawn . If character has an add force node (not velocity, not impulse) then use it. You can defeat gravity by applying its opposite acceleration. If you must use force that would be mass * -980

Also try asking in #legacy-physics

covert ivy
#

Hi guys

#

How do you do to have nice seamless texture with the lighting (I'm not talking about the texture itself) when you combine meshes (notably with modular assets) ?

#

I tried to the same thing but apparently, it doesn't work with me. Don't know why... ๐Ÿ™

covert ivy
#

@plush yew Yep I have a lightmass importance volume and yes I have build my lighting

#

For the static/dynamic thing, I just clicked in the "Mobility" tab and switching between Static, Station and Movab

#

for the Directional Light and the SkyLight

#

but it doesn't resolve the problem

#

It doesn't need to rebuild the light when switching between this parameters, right ? ๐Ÿค”

#

I don't know if I'm doing something wrong...

grim juniper
#

Does it move with the mesh or is it only when the mesh is in that spot?

covert ivy
grim juniper
#

Oh, I don't know then ยฏ_(ใƒ„)_/ยฏ

covert ivy
#

Maybe the thing works only on walls

#

or meshes with similar geometry

#

but it's weird

#

I don't know...

#

Oh I should specify that in my case, it's not really a rock in two parts but a single rock with 2 elements :

#

Is it supposed changing something ? I don't think so but............ ๐Ÿค”

patent cobalt
#

@covert ivy that artefact is very likely generated by your UV map which doesn't wrap around (the normals and the tangents are discontinuous). You can rethink where your seams are or use smoothing.

covert ivy
#

@patent cobalt Ah ! Very interesting ! I'm checking my UVs right now. Here what it looks like :

#

I don't remember if I did a Smart UV Project or if I unwrapped manually but it's very probable that the problem comes from here !

#

I must admit I'm not a pro of the UV unwrapping ^^

#

I'm also noticing that the UVs in blender are slightly differents (see the part surrended in red) I don't know if it can be an importance ๐Ÿค” :

#

@normal burrow Just wondering why you put a tomato under the tuto I've posted, lol... Does it mean it's a bad how to ? alex

kindred viper
#

ugh man thats a horrible UV ๐Ÿ˜„

#

You should go back, Mark Edge and flatten it out properly

covert ivy
#

Ok so that explains everything... ๐Ÿ˜†

kindred viper
#

Smart UV is great for box shapes, but anything organic or spherical it's terrible

covert ivy
#

I never understood what is the best way to unwrap organic or spherical things. I feel that everybody cut their meshes differentl... ๐Ÿ™„

#

I'm gonna try to re unwrap the thing more properly and see...

patent cobalt
kindred viper
#

@patent cobalt saw someone else with that issue earlier tonight.

#

@covert ivy It's variable, but you just try to reduce as much polar capping as possible.

patent cobalt
#

Probably a revenge for having closed down the Wiki! ๐Ÿ˜›

rare axle
#

Anybody here have experience with pixel streaming?

#

Would vastly appreciate some advice right now, trying to get it set up and I've hit a bit of a wall

#

[PMs welcome to avoid any unnecessary server spam]

#

Been following Epic's official guide but I just can't seem to get to the 'End Result' section of '2 - Start the servers'

#

ยฌ My output log displays:
WebSocket listening to Streamer connections on :8888
WebSocket listening to Players connections on :80
Http listening on *: 80

ยฌ But starting the application does NOT show:
Streamer connected: ::1

ยฌ As it apparently should, and trying to connect via my public IP doesn't work at all.

#

I've forwarded the ports 80 and 8888, to the best of my knowledge correctly.

#

Assuming that's the correct way to do so? Sorry I'm not super knowledgeable about this so I may have messed this port forwarding up?

#

Please let me know if that looks correct or not

lucid magnet
#

so can anyone explain me why my button blueprint only work for some menus, but not for my ingame pause menu?

dire coral
#

where can i go for some help

#

i cant find it there

#

@plush yew if you could plz look at the animations chat

plush yew
#

Is anyone here who wants to do something, has world machine or hand sculpting experience and a lot of time?

plush yew
#

@everyone Is anyone here who wants to do something, has world machine or hand sculpting experience and a lot of time?

fierce tulip
#

^

#

doesnt happen often someone gets three infractions in such a short period hehe.

#

nice quest

#

quite nsfw

#

so had to remove it.

fiery mortar
#

@fierce tulip what was nsfw about it ๐Ÿ˜„

fierce tulip
#

suck my... falls under nsfw

fiery mortar
#

...I forgot that was still there lol sorry

fierce tulip
#

np, guessed as much. hehe

silent parcel
#

I'm very new to unreal, but I keep getting this issue where my floor keeps reflecting

#

even though it's got a 1 roughness

#

and 1 specular

#

So I'm fully confused

timid jacinth
#

@silent parcel Make the specular 0

silent parcel
#

oh shoot, I must have misread XD

#

ty

#

@timid jacinth it's still doing it

#

I can see the reflection in the default FPS gun

fierce tulip
#

show the material

silent parcel
#

as simple as can be XD

fierce tulip
#

and now a screenshot of the reflection happening?

silent parcel
fierce tulip
#

lol

silent parcel
#

is that the gun?

fierce tulip
#

obviously itll be reflected

#

the gun has a smooth roughness

silent parcel
#

ah shoot

#

Sorry, didn't realize XD

#

only clocked it at the end

timid jacinth
#

Oh is that for a green screen

#

All I did was removed lighting from the material for it

#

Make the material Unlit

rotund monolith
#

@rotund monolith is the player falling/moving? make sure the space is empty because if there is something colliding with it, it will spawn you on top of it
@light thunder
It is empty
i emsured it myself moving the player start
if i move PlayerStart to 0,15,0, players appears in that position
if i move PlayerStart to 0,-15,0, players still appears in 0,15,0

rare axle
#

Seems nobody cared earlier, just got ignored, guess I'll try again, does anybody here know about pixel streaming?

#

Could really use some advice for something. Please let me know ๐Ÿ™‚

green venture
#

So the engine has Raytracing as an option when creating a project, what does this option means exactly? Is the whole rendering raytrace?
But most importantly I'm curious to know if it's possible to ship a game that allow the user to choose that option rather than deciding yourself

fierce tulip
#

@rare axle assuming you got ignored is quite... meh.
If nobody is around that knows the answer, they cant answer.
Could try #graphics instead.

rare axle
#

It's not really a graphics question

#

There's no specific channel that covers this unfortunately ;l

fierce tulip
#

sorry, am in material-mind-set atm :p

#

but as its rather specific, you might get better results on the official forums.

restive yarrow
#

Anyone knows why my bullet projectile wont recognize the physical material on my landscape layers? Like it works on static meshes

#

im using UE 4.22.3

rare axle
#

@fierce tulip I've just searched the forums for Pixel Streaming questions, seems to get ignored and unanswered on there too :l

fierce tulip
#

doubt its being ignored, just something so specific not many people have knowledge about it.

rare axle
#

Alright. So what solution do I have other than complaining here or there and continually asking? ๐Ÿ˜

#

I'm searching around, there's sadly not a whole load of resources on this one

fierce tulip
#

complaining doesnt get you far, and as long as you wait about 1-2 hours before asking again, not much youcan do.
Answerhub maybe? reddit? ue4 helpdesk on facebook?

lucid magnet
#

so i have made this graphics panel to change the graphics settings, it works and all, but how can i make a save function for it? (currently the button ''save'' does nothing...

rare axle
#

Exactly what I did. My last post on here was around 4 hours ago actually I think

lucid magnet
#

@rare axle was that an answer for me?

fierce tulip
#

nah, to me

trim dawn
#

is making an UFUNCTION with void return type not allowed?

green venture
#

it is allowed

trim dawn
#

UFUNCTION(Category = "Climbing", BlueprintCallable) inline void SetbCanClimb(const bool tf) {bCanClimb = tf;} gives me error that void is not recognized "must be ustruct enum etc.."

green venture
#

remove inline?

trim dawn
#

oh, so inline is not allowed in UFUNCTION?

green venture
#

No cuz it removes the function

#

In C++ inline function get..well.. Inllned

#

So after compilation the function wont exist anymore

#

So my game is much much slower once packaged, than it is in dev mod. Dev mode is a pretty much stable 300FPS, but once packaged, the game stutter veryy severly every few seconds

#

Any ideas?

#

(Dev is fullscreen so its not a viewport size issue)

#

The FPS in non stutter situation stays the same vs. dev

#

But every few dozens seconds it will drop to 5 FPS for 2 - 3 sec and cmoe back

fresh yarrow
#

I asked this in blueprint. but maybe this is actually a more general question. Does something like android arsenal exist for ue4? specifically blueprints?
Like it is a page where basically most free utility libs are gathered with references to their creators and what tagged what they do.
I know some that have their own blog but finding most is more like luck+google.

plush yew
#

How do you make Emiters not go on forever, because mine does when I shoot my gun?

fierce tulip
#

lower the lifetime module values

plush yew
#

Where?

fierce tulip
#

in your emitter

plush yew
#

Ok I see Thank you!

fierce tulip
#

( 0 means the will live forever)

rare axle
#

Would anybody be willing to help me by attempting to set up pixel streaming also? I've followed this tutorial to the letter twice over;

https://www.youtube.com/watch?v=9V6Iy-OSlc4

With the new 4.24 engine version, Epic Games changed a bit how Pixel Streaming works, embedding Web RTC directly into the plugin and simplifying the setup process.
In this video, we are going through the setup process of an Unreal Engine project in order to be able to stream i...

โ–ถ Play video
lucid magnet
#

what target should the mode be?

somber quail
#

It tells you

#

"Target is Game User Settings"

#

Use the "Get User Game Settings" node then make sure to use the "Apply Game User settings" node when you are done making changes

lucid magnet
#

oh

limber mesa
#

hey i set up mana to stop the character from flying if it is zero, but when it is 0 how do i make the character fall down,

#

the character is still up in the air

sharp crest
#

set it to flying? lol @limber mesa

#

the movement mode I mean

limber mesa
#

thats what the condition is

#

i set him to flying

sharp crest
#

so set it to flying

limber mesa
#

i want him to stop flying when his mana is 0

sharp crest
#

oh sry I got ur question wrong
how do you make it fly atm?

limber mesa
#

this is how

sharp crest
#

so just set it to walking and set is flying to false?

#

I dont get what issue you are having lol

limber mesa
#

hold on

#

i did set it to walking as you can see in the above pic

sharp crest
#

^

limber mesa
#

is flying only affects the mana regen @plush yew

sharp crest
#

try adding a print string

#

afterr the set walking to false

#

to see if it actually does it

#

maybe it never runs

limber mesa
#

ok

#

yea it runs

#

but the character is still up in the air in a walking mode

#

ill try that

half turtle
#

question, i have a blueprint that only and only needs to read information and send messages, is it possible to separate this blueprint tick task to a separate thread easily?

limber mesa
#

This is what happens @plush yew

#

I put it after the walking node

limber mesa
#

finally some free content

#

@sharp crest that is what happens

#

after i put the string on the walking

rain relic
rare axle
#

Asking again for Pixel streaming assistance. Still churning away trying to get this working would appreciate anybody with experience to advise me on Pixel Streaming

#

[Banging head against wall, nobody seems to know]

rain relic
#

hmmm idk how that works sry

patent cobalt
#

@rain relic what's the problem? Your pivot point being far away from the mesh?

rain relic
#

yes

#

Is there a simple way for fixing this?

patent cobalt
#

You need to reimport setting a translation

#

Or go back to your DCC tool (Blender/Maya/...) and fix the pivot point.

#

You can also move the Pivot directly inside Unreal but only if the actor is in the editor viewport

rain relic
#

Oh okay

ionic sandal
#

Guys, generic question:
I'm developing a first person game. How can I see the scene from outside the first person camera when running so that I can visually see if things are working (like hand placement and guns)?

#

In Unity there's a distinction between a Game window and a Scene window, where you can see and move around both at the same time.

#

But in Unreal I'm having trouble figuring out how to visually debug the scene

half turtle
#

you could use a scene capture

#

with independent controls and add it to the viewport

#

at least i dont know of an independent "camera"

#

or view in ue

ionic sandal
#

Thank you! I'll try it out

half turtle
#

its what people do when setting up minimaps or such

#

some

simple pebble
#

hey there im looking for assitance regarding top down, i made an inventory with a scroll box but the scroll box wont scroll and unsure why

limber mesa
#

@plush yew so how can i get him to fall

#

i set it to false and drag out off the false node

simple pebble
#

@limber mesa have you tried just enableing physics

limber mesa
#

got you

#

thanks

fossil gale
#

Hi evryone ! Same message from graphic's channel but I have a problem, in my material, I have an emissive but when I go back to the preview mode, my emissive is not here ๐Ÿ˜ฆ You know why? It's the first time that make me this ๐Ÿ˜ฆ thank's ๐Ÿ˜„

fierce tulip
#
  1. would need to see the material, because we dont have magical-material-vision powers.
  2. could be that you applied a wrong material.
midnight gate
#

what? my messege was deleted

fierce tulip
#

because you are asking the same thing in multiple channels

midnight gate
fierce tulip
gray raptor
#

Hey , my favorite thing about the begginging of the month is that new Free marketplace content. It literally charges me up to keep working non stop, so a big thanks for that. I am wondering though , this months free assets have not dropped yet. Will it not happen this month due to the this corona virus thing ?

grim ore
#

First Tuesday of the month in america on eastern standard time

rotund monolith
#

No answers...

gray raptor
#

ahh I see that 31st , Thanks !

lucid magnet
#

so im trying to set up a custom cursor... is there any way to make it dynamic - so when i click the mouse button, it decreases in size etc?

fossil gale
#

Yes sorry, and it's the good material, the first screen was in my meshes ^^

whole quarry
#

@lucid magnet Sure, can be done in several ways, you can do it from the widget bp, or the player, or using a dynamic material

normal burrow
#

@covert ivy no a tomato reaction on tutorial means itโ€™s good.

spiral pilot
#

Guys how do you attach component to camera socket?
HittedObject->AttachToComponent(MainCamera, FAttachmentTransformRules::SnapToTargetIncludingScale, TEXT("CameraSocket"));
Is attaching object to camera component, ignoring socket.
MainCamera->GetSocketLocation("CameraSocket") also is giving location of camera component

whole quarry
#

@spiral pilot try asking in #cpp

austere scroll
whole quarry
#

@austere scroll material functions

austere scroll
#

explain further ?

spiral pilot
#

@whole quarry thx didn't see that

whole quarry
#

Google

grim ore
#

you would not be plugging that many into that one node, that one node only goes to base color so why would you plug in your normal, AO, roughness, etc.

austere scroll
#

@grim ore bcz i want to paint it on the ground , and i want it to look realistic , not a plain color

grim ore
#

doesnt change what I said

#

your paint the material, the material has settings

#

your asking how you should put the normal map into the base color on that material

#

what @plush yew said is the correct answer, you would have a layer blend for each material output you want

austere scroll
#

but how am i gonna paint it on the landscape ????

grim ore
#

why would it be different if you are using more than one layer blend?

#

you have a layer blend right now plugged into Base Color that is taking in your Textures/colors for that material. You would have a Layer Blend plugged into Normal and plug in your normals for each layer. repeat for each thing (roughness/ao/etc)

runic fern
#

GoodDay
Guys any Idea... When the players select Check box like 4 Game Types ( Race , TeamDeathMatch , DeathMatch , DeathRun )
and start the game how can i make these types Sequenced Running one by one after a specific timer ?

austere scroll
#

@grim ore like this ?

#

wouldnt the normal affect all materials

#

?

grim ore
#

when you paint that material, it will paint that material

#

that material will look like whatever you set it up to look like

austere scroll
#

it doesnt really make sense , how will the engine know that this normal is for gravel

#

and not for grass

grim ore
#

didnt you tell it?

grim ore
#

uh... doesnt the node say Layer Blend with the Gravel as the layer?

simple pebble
#

Anyone know why I can't scroll a scroll box. Iv got the house set to ui only but to no avail.

austere scroll
#

so if it was the same name , it will put them together ?

#

automattically

grim ore
plush yew
#

hello guys I want to make when the game start the player start with random generated nickname and when he opens the inventory he can change manually his name-the second part is done but I looked for random generator name but no results ๐Ÿ˜ฆ

#

can you help me?

austere scroll
grim ore
#

If the name has to be a valid name you need to look at creating a dictionary of names and it can pick from that. So it would be an array of names somewhere in your project you would pick from. you would have to create it by hand or import say a CSV file from somewhere with the names

plush yew
#

what?

#

isn't there like blueprint called random generator for text or something like this:

grim ore
#

there is not

#

you can make one ytourself if you want

runic fern
#

You can do Datatable with Indexes and Names each name have index and Call random index to call the name

#

i think like this should work xD

grim ore
runic fern
#

Mathew Still my question ๐Ÿ˜„

grim ore
#

I dont understand the question so I cant answer it

runic fern
#

ok will explain it

plush yew
#

ok

#

tell me the simplest way to do it-lol

grim ore
#

both of those ways are simple, you have to choose and do it

runic fern
#

When the player creating Session can select Multiple Game Types with Check box to play in one session ..

  • Runner
  • Team DeathMatch
  • DeathMatch
    i want when the player Select more than one game type i want them to start type by type
    like when the timer of runner Finish will change automatically to TeamDeathMatch
#

etc

grim ore
#

you can store the ones they chose in an array in say the game instance (which persists) and then you just look at the array and get the next one when you are starting it.

plush yew
grim ore
#

that code would generate a string 6 characters long

cursive salmon
#

Hi, in my game there is a video and I want my slider to be the type connected to the video. How to do ?

plush yew
#

I want to make it like player 15465, player 24534645, player 35346436, player 5453534,

runic fern
#

im storing the modes into Array String and passing them to GameInstance

plush yew
#

Can I do it to generate like Player to be static, the rest of the lenght will be the random generates and to be from 1 to 9

runic fern
#

in this function what is the result you are getting ?

grim ore
#

if you just want it to be numbers then yes generating a random integer would be fine

plush yew
#

I want player and then generates random nu,ber from 1 to 10

grim ore
#

you might run into collision with only 10 valid results but ignoring that you would use an Append String node to append them together

runic fern
#

Append 2 Strings one called " Player " and the 2nd will be random integer in range

#

Or Just Random integer

plush yew
#

have no idea how to do it-lol

grim ore
#

2 people literally just said how

runic fern
#

i will show you how

normal burrow
#

Guid would be better tho

plush yew
#

yup

#

some link or video?

grim ore
#

GUID would be better but he just wants a random 1-10 soo.....

north badger
#

Hey, quick question is there a sort of delay node for functions ?
cant seem to find anything like it

normal burrow
#

Ye

plush yew
#

ty

#

I got it

#

but here you set the list

#

I want random

grim ore
#

it would technically be better to use increment from 0 so you don't collide if you plan on using small numbers but shrug

runic fern
grim ore
#

yep thats good but again... collision unless having people with the same name doesnt matter?

plush yew
#

the people should be with different names-lol

grim ore
#

yes but you are not giving out unique names

#

random is random, it could be 0 100 times in a row

runic fern
#

Ok got it

plush yew
#

that's why I want each player has to be with unique name

grim ore
#

if you want random you either need a list you remove results from, you do it in order so its not random but its unique, you use some other seeding function to reduce your collision chance to nearly nil, or you use GUID

runic fern
grim ore
#

you are not asking for unique, you are asking for a name that start with Player and ends with a value from 1-10

runic fern
#

If your game is online on steam Use their steam name When they spawn and give them rights to change it when they want

grim ore
#

if you did that 11 times you are guaranteed to have a collision for example

plush yew
#

hmmm ^

#

ok this bp I need to do it in the event begin play-right? but I have hud with text which will be changed in the begin play this means that I need to do it in the widget blueprint cus it is variable

grim ore
#

unless this is on a server for example and you are validating the name as created then you could generate, if it fails do it again, etc. but even then its not random. You could make an array of integers from 1-10, shuffle it, then assign in order and remove as you assign

plush yew
#

gg but in widget there is no begin play-ahhh

grim ore
#

event contstruct is for Widgets

plush yew
#

a ok

#

I have this for now:

#

on it

#

so the new system will be in front of this system or behind it?

grim ore
#

we dont know. Is this single or multiplayer?

plush yew
#

singleplayer for now

#

in future multiplayer

grim ore
#

then its multiplayer

plush yew
#

?

grim ore
#

you dont convert SP to MP

plush yew
#

why?

#

I am making the game singleplayer

#

in future we will ad multiplayer

grim ore
#

because systems designed for single player are generally not compatible with multiplayer designs

plush yew
#

ok

grim ore
#

so you would basically be making the game twice

plush yew
#

I will do it in future

#

ok

#

so?

grim ore
#

if its single player then it doesnt matter about collision, it will only ever be done once

#

why not just let them set the name during creation then

plush yew
#

no

#

it won't be fun

#

xD

grim ore
#

then just assign the random name when the character is created for the first time

#

it doesnt really matter where and the UI has nothing to do with setting it for the first time

plush yew
#

ok

#

but what happened when 2 players at same time register and they are with same name?

grim ore
#

they cant, you said it was single player

runic fern
#

Even if they have same name its doesnt matter because its Singleplayer ?

plush yew
#

it will be in future

grim ore
#

and this is where we just go in circles

fossil gale
#

Sorry to come back but I search in the documentation but I don't understand for my emissive ๐Ÿ˜ฆ

plush yew
#

oh man

#

I understood okay

runic fern
#

Mr MathewW told you if you are planning to make Multiplayer game you need to do it from now

plush yew
#

so let's do it for multiplayer then

grim ore
#

designing a SP game is not the same as a MP game,

runic fern
#

Because you cant make A Singleplayer and change it to mutliplayer

#

if you will make multiplayer in the future you will change almost all the functions

grim ore
#

if you are doing it multiplayer then your server would create it and you would probably have a database somewhere with the name being a key and index and you would check that when they create it to make sure it's not a duplicate. If you are generating this yourself then your server would probably just keep track another way or even use something like a GUID so it's almost collision proof. Chances are it's not going to be random if done correctly but merely increasing the number from 1, perhaps the same # as the character ID in the database

#

this is why when you create a character online they ask for a name and check it

#

or if you allow more than one person to have the same name they append it with a number but at that point your not having everyone use Player as the name so you have a million unique names and then you can just generate a smaller unique number and check it quickly

#

and even then you could just "check name count" -> add 1 to that count -> append that number to the name -> validate it's unique -> set as player name

plush yew
#

ok

#

I will try to do it

lucid magnet
#

so i have made this image with a animation for it... how can i set the animation to play when clicking an input?

grim ore
#

every animation has a name, every animation that has a name has a variable for it in the event graph, every animation variable can have the Play Animation node called on it to play that animation in the event graph

#

how you tell it to play, probably a custom event, is up to your code flow

runic fern
#

like this

lucid magnet
#

i get that - but how can i call an input to play it in the widget graph?

runic fern
#

and create custom event to call it when you do something specific

lucid magnet
#

so i should maybe create a component for the widget

plush yew
#

silly question: if I make the game and the functions for multiplayer it will work perfectly for singleplayer-right?

rotund silo
#

Isn't that what Minecraft did though? They started with an SP game and made it into an MP game?

plush yew
#

idk tbh

runic fern
#

@plush yew Yes Sure

plush yew
#

ok cool ๐Ÿ™‚

#

another silly question: also I added package for inventory that has replication which I think means that works perfectly for multiplayer?

runic fern
#

Not Everything will work you need to Make it Compatible with your Functions that way will Work

grim ore
#

If you want to make it single player first then later redo the entire game to work in multiplayer you can, atleast it will give you work in the future

plush yew
#

wha?

grim ore
#

@lucid magnet how did you create this widget? it has to be somewhere in order to see it right. How are you wanting to play the animation on it? after an event or something. Event happens -> talk to widget -> play animation event

plush yew
#

now the game has almost nothing

#

inventory, main menu and items-that's it

lucid magnet
#

@grim ore its actually a custom cursor for my game, which im trying to find a way to animate when the clicking the left mouse button

grim ore
#

so its set as a custom cursor using the project settings?

lucid magnet
#

yes

#

it sure is

novel vine
#

what would you say the best way to make a building is?(like unreal editor or blender)

plush yew
novel vine
#

for the inside too?

#

ok thank you ๐Ÿ˜„

plush yew
#

fbx format and obj format accepts

lucid magnet
#

@grim ore i have this setup which work - but i just want it to play the animation when i click the left mouse button

plush yew
#

left click on mouse but what you click on?

#

button text picture or what?

grim ore
#

the problem is you are using the widget as a cursor now so it works differently

lucid magnet
#

oh

#

what would i do then

plush yew
runic fern
#

@lucid magnet You Have to Bind a key to Run the function from your player controller

in your Widget Create Custom Event Call " Mouse Animation "
And Plug this Play Animation Node to it
Go to your Player controller Get Mouse Click Button
and Get Reference for your Widget And Call the function plug it with the Mouse Button

#

I think this will work voxel360

#

@plush yew
im Still new with Replication
But this Can work if you Replicate the Player Name Variable And Connect the whole Function with custom Event Called from Server Side and Send it to Widget

grim ore
#

the problem is getting a reference to the widget is an issue when it's a custom cursor

lucid magnet
#

yeah i can see how it would work

#

but icant get a reference

#

from the widget custom event to the player controller

#

or at least dont know how to

plush yew
#

and I considered why the text is empty-looooool

#

but it is text block

runic fern
#

Nope You Cannot Append the Text Block with the Random Integer

plush yew
#

ok

runic fern
#

You need to set it somewhere else in player state for example maybe

plush yew
#

?

runic fern
#

and get the function result into your widget

plush yew
#

ok

#

so I will do it in the third person character bp

lucid magnet
runic fern
#

Easy way to do that Make a text variable in your Widget and set it Expose on Spawn
set your Name with Begin play after setting the name Create the widget and connect the Result to the Variable your have exposed

lucid magnet
#

would it be something like this

runic fern
#

But this Animation will play once your widget Constructed

#

for one time

#

everytime you creating this widget will call run play animation

lucid magnet
#

oh

#

how can i get a ref to a custom event to my player control from the widget?

runic fern
#

idk Mr MathewW Experienced i wont shot something wrong he know how its will work

lucid magnet
#

fair

#

@grim ore do you have an idea how i can get a ref to a custom event to my player control from the widget?

plush yew
#

@runic fern

runic fern
#

Not your Text Block create a new variable Type Text

plush yew
#

aaaa

#

ok

runic fern
#

And Bind this variable to your TextBlock

plush yew
#

๐Ÿ˜„

#

done

#

xD

#

how can I bind it to the text block-no idea

runic fern
plush yew
#

o yeah

#

๐Ÿ˜„

scarlet birch
#

Learn the engine at least a little before you add multiplayer on top of it.

grim ore
#

@lucid magnet It's super stupid but I just tested and it works. In the event contstruct of your cursor widget tell something else about the widget, for example here I am letting my player controller know about the widget so the player controller can animate it when I press the left mouse button. I have to use a 0.2 delay because the player controller is not valid before the widget. IF you used something like the game mode or instance it would be fine. this is just a stupid way of doing it but it works

plush yew
#

that's why I don't add it now-lol

#

I binded it with the variable-now I need to make the function in the third person character bp and then get it in the widget?

runic fern
#

yea

grim ore
#

with all that said, using a software cursor is bad and I wouldn't recommend it lol

lucid magnet
#

@grim ore ok just to question

simple hemlock
#

Anyone running into "Unreal Engine is exiting due to D3D device being lost" on 4.24.2 and 4.24.3? I'm not sure when it started, I used to be able to run my project just fine. A blank project on 4.24 also crashes whenever I try to move the viewport or the blueprint editor with the right mouse button.
I've tried repairing the engine, updating drivers, using DDU for a clean driver uninstall, ran a scannow on windows... Nothing seems to work. Other versions are fine.

lucid magnet
#

how did you make the variable for the the construct

#

and what is the play pulse?

grim ore
#

I made a variable....

#

like literally went into the player controller and made a variable

plush yew
#

done

grim ore
runic fern
#

Set result to a variable and send it to the Widget when you create wtih widget

grim ore
#

but again I reaaaaaally dont recommend using software cursors unless you can guarantee a 60fps frame rate

plush yew
#

I can't find the function to get it in the widget

runic fern
#

Mr Mathew if he got less than 60 the custom cursor will start tearing right ?

#

@plush yew Go to your ThirdPlayerCharacter_BP Find Begin Play
Connect This Function " Nickname Generation " First after that Create Widget " your Name Text Box widget " And connect the variable you've created to it i will show you

grim ore
#

no it would start "lagging" as the cool kids call it

#

software cursors are tied to the frame rate so it starts to feel really really bad as it gets lower

runic fern
#

oh

grim ore
#

trying to play "hit the ui targets" when your game is running at 20fps is not fun

#

its easy to test too ๐Ÿ™‚ set your max fps in the editor to something like 15 and test with a software cursor heh

plush yew
runic fern
marble cloud
#

Seems like linking my Unreal account to GitHub is "temporarily unavailable" anyone know where I can find out more about this

plush yew
lucid magnet
#

this for some reason doesnt work @grim ore

#

have i then done something wrong

runic fern
plush yew
#

?

runic fern
#

@plush yew In your Character BP create a new variable call nickname Type -> Text

plush yew
#

done

runic fern
#

And after you printstring set this variable

#

and connect the nickname result to it

plush yew
runic fern
#

and connect it with Text Generated

#

not the Array

#

Brb Dinner

grim ore
#

@lucid magnet where is the left mouse button code at? have you debugged at all. Is the left mouse button code firing ?

plush yew
#

I can't get the variable form widget to the chaarcter bp-lol

grim ore
#

I have a feeling I know what it is but you still need to debug

lucid magnet
#

how do i do that

grim ore
#

easiest is to put a print string after the left mouse button and see if its prints string

#

if it doesnt, then your left mouse button code is not firing.

lucid magnet
#

ok

#

tested

#

its not firing

grim ore
#

is your player controller set to take input? by default its not

#

I know it sounds weird lol

lucid magnet
#

i dont think it is then

#

how do i set it to take inputs

grim ore
#

in the picture I sent for that player controller, look at the right

plush yew
#

@runic fern

lucid magnet
#

ok its not blocked

#

but still not working

plush yew
#

Mathew?

grim ore
#

the Auto Receive Input section

lucid magnet
#

yes

#

its set to player_0

grim ore
#

is anything else anywhere using left mouse button input? did you set up that player controller as your default in your game mode?

plush yew
#

can anyone help me? I confused totally-lol

#

how to connect it with the widget?

grim ore
#

wherever you created the widget you have a reference to it, use that reference to then get that text widget and set it

plush yew
#

ok but Idk how to get reference to it

grim ore
#

Where did you create that widget at

plush yew
#

the widget is in folder-lol

grim ore
#

then it's not being displayed on the screen at all?

plush yew
#

I created there text variable and set it to expose on spwn

grim ore
#

the Widget, the entire UI that you are showing

#

i know its alot of widgety widget talk but you have multiple widgets.

smoky sonnet
#

hey i have no clue and want to ask you guys what is the difference between the build options arm64 and armv7

plush yew
#

the UI widget that I show is the player and it is in the inventory widget

grim ore
#

Somewhere in your project, assuming you want your UI on the screen, you use the Create Widget node

plush yew
#

I know for this

#

I am so silly

#

I do this script in the inventry

runic fern
#

MathewW he Created that in his Character BP on Beginplay

plush yew
#

I need to do it in the hud when the game starts to show it-lol

#

I am so silly wait moment

runic fern
#

put it in your character BP after Beginplay

plush yew
#

wit wait wait

fair storm
#

theres anyone who know how to use amazon gamelift?

plush yew
#

the whole inventory is so complex

#

the things is that the hud has pieces

#

let me show you

#

this is basically

#

so I need to do the script in the player

grim ore
plush yew
#

ah man

#

I know how the widget learn

#

I know how to display on screen

grim ore
#

but you dont know how to communicate with them

plush yew
#

the problem is that I confused on the widget and character bp

#

just help me to get it please

grim ore
#

there shouldnt be much confusion. somewhere at some point you call Create Widget and add something to the screen, you can get a reference to that something when you create it

plush yew
grim ore
#

at that point you just go thru the tree of parents and children to find what you want and set it directly or you call a custom event on something that does it for you

plush yew
#

then I did this function in the chaarcter bp

runic fern
#

Mr MathewW i told him to Bind a variable to The Text Block and make it Exposed on Spawn so he can send the result directly when the widget constructed and He can add it to view port

#

Sender Name Change it with " Text NickName

plush yew
#

ok

#

the player frame is child of the parent (hud)

#

I did this

runic fern
#

Select Player not Player Frame

#

in Create Widget

plush yew
#

ok

mossy spear
#

@grim ore does the GROOM ALEMBIC IMPORT not work on MAC?

runic fern
#

I Really Got Confused from how your Codes Arranged

#

I even forgot my real question what

grim ore
#

@smoky sonnet I was trying to find an official guide on it but basically arm7 is 32bit and arm64 is 64bit. Different devices have different support and you would pick what you want based on what you want to target and support

fair storm
#

how can i create a gamemode blueprint from c++? to use it instead of the classic gamemodebase?

grim ore
#

@mossy spear it looks like that is correct based on the .uplugin info "WhitelistPlatforms": [ "Win64", "Win32" ]

mossy spear
#

and they decided not to mention that on the docs page

runic fern
#

@fair storm Override it

#

from level settings

grim ore
#

that was the first place I looked and my guess would be due to it being experimental

runic fern
#

Sorry Blueprint Settings **

fair storm
#

?

runic fern
fair storm
#

no. i mean

#

i just want to add code to gamemode.

mossy spear
#

@grim ore where is the plugin ini file located

fair storm
#

but i dont want to use the original gamemode blueprint class

grim ore
#

"Engine\Plugins\Experimental\AlembicHairImporter"

fair storm
#

i want to make a blueprint class scripting a c++ class

grim ore
#

in UE4 go to Add C++ class and choose Game Mode Base as the parent?

fair storm
#

but i want to use blueprint in it

grim ore
#

then make a new blueprint game mode?

fair storm
#

i need a to add code

grim ore
#

I got to admit I am confused at this point. is this a C++ or BP project or hybrid?

fair storm
#

mee to. so i try to explain

grim ore
#

I am pretty sure you want to just add the C++ class with Game Mode Base as the parent and you will get what you want

thin gate
#

i am trying to open a project that was built without bCompileChaos using a editor that was built with chaos, but keep getting this error
GameEditor modifies the value of bUseChaos. This is not allowed, as GameEditor has build products in common with UE4Editor. G:\Unreal Projects\Game\Intermediate\ProjectFiles\UnrealBuildTool 1

fair storm
#

in order to initialize amazon gamelift. i have to make a c++ class. and add some code

#

maybe the more simple question is. can i initialize gameLiftSdkModule->InitSDK(); with blueprint?

unique halo
grim ore
#

Create a new C++ class using Game Mode Base as the parent, do whatever you want with it, and use it in your project. If you need it to be a blueprint class as well as the C++ stuff you right click the C++ class in the editor and create a blueprint class from it and use that instead

#

all blueprints are C++ in the back end

keen parcel
#

Does anybody know how to unlock actor movement in level viewport? I managed somehow to lock all actors drag movement in level. Can move actors currently only via details transform tab.

grim ore
#

if you are using levels just right click the level in the level window and go to Lock

fair storm
#

OHHHHHHH

#

THERE WAS A OPTION

#

JUST right click the c++ class

#

FKING AMAZING

#

xD

grim ore
#

you can use the normal Create Blueprint window as well

fair storm
#

you solved my abnormus big problem

#

i'll be the best video game maker in the the history now

#

ahahahah

mossy spear
#

sad they made it for windows only

grim ore
#

you can always grab the source from the github, change the .uplugin to support mac, compile it and see what happens