#ue4-general
1 messages · Page 701 of 1
does anything in the editor look weird? like flat
let me see if i can grab that
my biggest learning resource is the engine source
@placid arrow i did not know this was a thing. Thank you for telling me.
is an option but it shouldnt make new items locked by default
Lol found solution myself, I accidentally set snap size to 10000 via some unknown keyboard shortcut. 😆 Thx anyway @grim ore MathewW
oh.... that would make sense
https://i.gyazo.com/4847ffecf683416baf4a516ce254679f.gif
I tried to do skeleton retargeting with two meshes
But I have issues with the legs
Mixamo character btw*
@unique halo you have to
I have to?
oh btw guys If im using Self Hosted Sessions How can i save the server side values away from player's hand ?
are there any steam clouds i can save the data in it ?
@unique halo you have to . pose on the retargeting menager the original mesh as yours mesh
manager
@grim ore can seem to find a repo for it
what do you mean? @fair storm
i show you
so. where the animation come from?
from the character you see on the screenshot ^
in the bottom you can see there's a pose option. just move the bones as the closest possible as your character and use that pose
let me check if i can find a vide
In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and retargeting process and pass an animation between two different Skeleton assets.
(00:05) - Recap
(01:14) - Creating & A...
Yea, but it's the same skeleton
so I am here again and available to work so you saw what I did but I need to choose player frame not player @runic fern
just not the same mesh
no matter
I tried to follow this :
Here we go through the import process for several different Skeletal Meshes and show when we can and cannot share Skeleton assets. We also show how we can share animations between two Skeletal Meshes that are sharing the same Skeleton asset. We also take a quick look at settin...
but the legs are like inverted, somehow :
oh. then you have to fix the orentation from the program you are using
i use blender so. idk how to in the others
so weird lol, I use blender too, but it's the mixamo skeleton
okok
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
@grim ore can't find a repo for on their github
you have to send it to Player Widget not to HUD
still whitelisted for win on their github
Because Text block located in PlayerWidgetblueprint
playerframe is the player widget
not the HUD
this is child of this:
@runic fern
Yes and did it workd or what ? Game Developer
@mossy spear https://github.com/EpicGames/UnrealEngine/tree/release/Engine/Plugins/Experimental/AlembicHairImporter
@grim ore still whitelisted there
yes, you would have to download it and change it and then see if it compiles for you on mac
it doesn't work 😦
@runic fern
we didn't make any script in the ui widget in the player frame
@grim ore would give it a shot
ok you are using your Inventory character not ThirdpersonCharacter so that 1000% not gonna work
you need to do the function and the call from the inventory controller
Is there any way to make everything in a model into cube geometry
@urban cipher you're welcome 👍 😁
Hey there, got a quick question. If I'm doing a linetracesinglebychannel and using the impact normal, will a tessellated material affect this normal? Like if I have a flat landscape with slightly tessellated rock material, will the normal still be straight up? I assume it wouldn't be straight up and it would be the normal of rock material's tessellation
by no, do you mean no, it wouldn't be straight up or no the tessellation will not affect the normal
sorry, my question kind of asked both sides lmao
@simple pebble
shouldnt effect the normal
Hey guys! I want to make an object to be global to the level, a bit like the level bp and like a static class in c++. I could make it an actor and just spawn it in every level but I would like it to be more organic. is there something like this in the engine?
@simple pebble awesome, thanks man
im assuming you have multiple levels that maybe are random?
@gilded igloo The Game Instance is a singleton which exists from game start to game end. Otherwise you can look at making your own in C++ or using the new subsystems in C++
hmm, sounds interestig. ill look it up, thx!
if you just want it to be for that level the Game Mode is a level specific blueprint
i would need assistance getting my scroll to work, buttons work just not the scroll box.
is there a way for me to stop a character completely. i used stop movement immediately but the character can still move
Does anyone know how to grab the pixel color behind a translucent material?
Like, the color that the pixel uses before it applies the translucent part to it?
There is a specific node called Disable Movement for disabling movement (it sets it to none)
What is difference if i start project with blueprint or c++?
what that change if i want use both?
I watched this video and followed what it did, but sounds only come out when i set the default to a sound, It doesn't detect wood is wood: https://www.youtube.com/watch?v=LPtDqsMFFys Can anyone help?
How to use physical materials and character animations to change the way footsteps sound based on which surface the player is on. Topics covered: Animation notifies, blueprint scripting, material graphs, physical materials.
Special thanks to NoKnowledge for the request!
LINK...
how do I install Unreal Engine?
double click on the executionable
ey guys! anyone knows a good tutorial for spatial hashing?
executionable?
I mean, sure
I don't understand
I'm trying to figure out how to install this, and I can't figure it out.
go to the epic games launcher -> click on the unreal engine tab on the left, go to library, and at the top right should be an "install engine" button
if not there then somewhere else
thank you!
sure thing mate
do any of you have a great tutorial on how to make a graphics menu with all graphic options and apply/save button?
there is no specific channel for #virtualproduction ? <@&213101288538374145> may be we can add one
@fallen urchin Thanks for the suggestion! Next time share your ideas in #server-feedback please. 🙂
okay, thanks for the mention. I will do that 🙂
So I have been trying to start up my UE4 learning journey and Im not sure where to start. My long term end goals are to make a game that is somewhat like star citizen. Does anyone have any recommendations as to where i should start?
go to UE4 Blueprints section in learning tab
@plush yew start with a lot of getting started tutorials.
And if you want to make something like Star Citizen, also try getting a few hundred million dollars :p
and don't forget to never release it
@light lintel export the mesh, then re-import it and select a new skeleton
has anyone had the issue of trying to bake lighting but swarm just stays on "exporting to local cache" and never starts baking?
not sure ive never had an issue with my borders like that
are you using a custom texture?
Ah weird
ahh cool
How do I stop the camera in the viewport from being upside down
nvm, got it
Hey, how would I make it possible so that my player gets mud on them after they go prone in some mud
is there a way to find which mesh a texture is applied to without having to find the specific meshes in the view port
by maybe a setting from right clicking on the material or something
@steep rampart if this is landscape and .24 its broken
so what can i do instead?
downgrade to .23, upgrade to .25, integrate the fix yourself in a source version of .24
how easy is it to migrate projects up?
usually just opening it in the new version or using the built in upgrader
Just know that you can’t go back
Looking for OP's, what , given use of world comp,is the best if any lighting method(s) to use for as much realism as possible
static out of question given low ram state (8gb)
I'm happy with 'areas', but some areas are just full on white overexposed
hey folks, any ideas whats happening here with that shadow gradation/bending?
What is difference if i start project with blueprint or c++?
what that change if i want use both?
what you start with is the only difference in the end
Does anyone know of an example where the distance of a mesh along a spline can be controlled by a first person camera looking left and right?
how i can pan and swipe a 3d model with gesture
pan and scale with android
@grim ore i dont understand
has anyone gotten "lighting build failed, swarm failed to kick off" error when going to build lighting before
When making a material what does plugging something into Normal do?
spring arm
is there a way to make the camera not go into the meshes of other characters
@light lintel set the arm at the head
@light lintel did you figure out how to fix it
fix "lighting build failed, swarm failed to kick off"
@light lintel did you figure out how to fix it
@floral arrow try out by seconf time
oh ive def done that
yeah ive tried multiple times and cleared swarm cache
and increased lighting level scale etc
some of my characters have big models and the camera goes into them
@light lintel or put a socket
and the child gona be the head
@wise marsh youve gotten this problem too?
yes and just tried again and its fixed
restart comptuer jesus
the socket lightmass uses is probably in use by some zombie process
@normal burrow i have restarted, i was having the problem yesterday and have shut down computer over nigh
hm
i think you were there yesterday for it @normal burrow
how is your disk space doing
when i had to delete the saved and intermediate files
idk if that is doing it or not
ah yeah i didn't hear back, or got busy or something
oh no that issue was resolved
that was just because project wasnt opening
but lighting isnt building now
i tried clearning swam cache
200 gb
should be enough
@light lintel it should works
is it a github build?
nope, all the solutions i was finding were for source github builds
and to rebuild lightmass in visual studio
but i just have normal ue4
yeah that kickoff failure can be from lightmass not being built. i don't think using a source build would fix it though.
Have you gone through the logs?
may be something more descript in there
no i havent how do i open the logs
Saved folder then Logs folder
the most recent file in there should be relevant
you'll want to look if theres any message of the failure to kickoff, then any notices surrounding it of why
the saved filed i deleted yesteday?
you have seen this stuff and complexity? @floral arrow
@normal burrow maybe i can send to you or something
you can drop the entire file in here by dragging if you don't think theres anything you'd like to hide in it
nah i dont care
ill pm you
ok
LogLightmassSolver: Warning: Failed to open channel for material data for 1F616F664FB3D198D75EE9A43C2C0378
you get a lot of that
preceeding the failed kick off
do you have a template project you could try building lighting in quick?
when i open the project
yeah ill try
one thing is i did move this level to a new project from the parent project that had all the material parents so i could keep the file size down, idk if that would mess with it or not. all the materials show up fine however, the parents arent correct though unless the mesh had a parent on it to begin with and not an instance
@normal burrow yes the lighting builds normally in a different level in the same project file
I have a question, hope someone knows how to solve this in C++.
I want my character to play an animation on mouse/key click, and then during a time in that animation i want it to trigger another function to spawn.
Think of it as mouse press -> Play nade throw animation -> At specific point in animation call a function to spawn the nade.
It's not exactly what I'm doing but close enough that the solutions are the same. I know how to spawn it with a right click, but I don't know how to trigger the animation via C++. And how to get a callback using the animation notify thing.
Anyone have some input, or better ways to do it? Everything but animation/blendspaces/locomotion is done via C++ so I hope to keep it that way
is there a node called enable character movement?
why does the destroy actor (inside death function) only run on the server. It gives client xp and everything, just doesnt destroy the actor, i tried everything
@limber mesa set movement node
yes
thanks
Hey there, I'm trying to paint some of my landscape and when I use 2 of the layers of my landscape material, for some reason it causes the landscape to go gray in that section and never goes back to normal. The material works fine in my other test project
Anyone have any suggestions?
build lighting?
if you have too many textures being sampled you might have to adjust your texture sample nodes. Changes the sampler source to shared and try it
im trying to do a flip flop when you press a key and something shows and when pressed again it hides
i think i figured it out
you probably just want to set it invisible and then re-activate it
but removing it and recreating it will also work
Set Visibility - Hidden or Collapsed
thanks
Ever struggling with "Accessed None trying to read property..." error? Here is how you can fix those while keeping your code sane.
Going over different options for variable validation and why and when to use them.
Text version of this video available here: https://acheta.gam...
There's a thing called Validated Get which would help you spawn a widget if you didn't have one, or if you had a widget you would show the widget
lol the reverb on that video
ok ill look into it because the code that i wrote didnt work lol
good advice though
Any idea how to get gravity to affect these skel mesh? they are boned, and instanced using niagara, which seems to not care they have gravity assigned - https://i.gyazo.com/885cc0ba430be8887b914bfd021badc7.mp4 and this is the skel mesh, assigned and working alone.... - https://i.gyazo.com/3b69ff8c2eac8d62c23c0de49d16b4a6.mp4
lol i feel bad for that last video for some reason, relatable
but i don't know what you mean by instanced by niagara there
is each one of those things a bone?
each mesh has 5 bones, and 36 tris... this is about 100, using a bp, spawned attached to niagara particles
the movement around is from niagara particles
so the 2nd vid is the same skeletal mesh alone, working with gravity.
but the cloned instances using a BP seem to not....
how can i assign gravity, wind, curl noise, etc
Add Force
its a niagara thing
use 0,0,-980
gravity isn't a function of mass, so you don't multiply it by mass, but you might have to if acceleration isn't an option on the add force node
sorry but these are not Mesh Renderer meshes
and im not asking how to put gravity on the particles
I want gravity on the skeletal meshes that ive attached to niagara particles
as the bottom vid shows, the skel mesh is affected by gravity when it is dropped into level
the instanced clones of it are not in the top vid
I did something like this - https://realtimevfx.com/t/alex-fedorov-sketch-33/12201
yes Alex made a killer tut
but, this was edited by Cultrarius to be components instead of multple BPs... either way
the instances seem to not have grav
What does the Normal attribute of a new material do?
gives a direction for the illusion of height. ie. makes a flat brick wall texture pop out in 3d as a kind of render illusion.
An overview of the Material Nodes example level, example 1.9: Normal.
I'm trying to add an intro movie to my project, and when built and played the first time it runs fine and transitions into the scene as expected, but if i quit and then reopen the scene it almost entirely skips this intro and goes straight into the game. I'm assuming this is cause i've already loaded the game once so it can do it quicker the second time? Can i force the game to play the movie before doing anything else?
no cloth
just boned mesh with IK... i need to add gravity and maybe turbulence or curl noise to the bones... is that possible? 😄
@plush yew
Never mind, I am completely 100% blind
not really howardm
i'm confused when you say instancing
but if you can run an animbp on each then you'd be able to enable anim dynamics or something to get them physically simulated
look at his tutorial - https://realtimevfx.com/t/alex-fedorov-sketch-33/12201
and you will not be confused
🙂
so im working on making a blueprint for a combo box so it matches my buttons - in my buttons blueprint i can set the style of a button, but now i a combo box style blueprint... so what can i do?
Hey All, I'm trying to understand the limitations of sequencer vs a camera track. Is it possible to have player input while sequencer is running?
I assume it is but just wanna double check if there is any limitation on that
camera track?
is this where i would ask for help?
Ya the Camera Rig Rail
or even just having a camera following a spline
An example of how to set up and shoot from the Camera Rig Rail.
I suppose the distilled version of my question is does Sequencer restrict you from any type of gameplay driven events?
it does not impede gameplay
if you don't have a camera layer in the sequence it shouldn't take over
but i've not used it at runtime yet, #cinematics would probably be a good place to ask
like i've played with a sequence playing in editor, without issue. but not in a controlled way
ah good idea thanks ya. Wonder if i can have a camera in an actor (the actor has a layer) and that'd be ok
i'm basically just looking to have a track for the player during runtime but still control the character who is moving along the track, i.e.e theirviewpoint out of a camera as well as interact with the environment via user input
so it's still a "game" and def not a cinematic
wondering if i should avoid sequencer for any reason
it should be doable https://www.youtube.com/watch?v=hY0jRfxPYnc these were recorded with sequencer and then camera modified within the sequence
so i think using sequencer to just drive camera movement should work fine
you can still use the rig rail with sequencer too, i think you just sequence track the percent or distance along the rail
Ah cool. In the past I didn't have much luck with the rail. Is it still the preferred way to create a track for an actor to follow along?
i just key
the rail rig tended to be jerky at certain curves
and i couldn't fix
i've not used it personally, only seen it executed
Yep, HighTide and I. There's no way i could make the beautiful environment and characters there lol
Nice well did. I'm working on some environment stuff rn
looking to meet some actual environment artists
gotta focus on crystal materials/geometry rn. not a lot of docs out there
gonna take that to graphics
I want to create a timeline, with event triggers that would trigger a specific blueprint event.
I am looking to create an in-engine asset like this, or if there is anything similar to this. Anyone could give me directions where to look? Hopefully i don't have to create any editor customization for this 😄
I believe the animation system has something like this
Is it possible to import a rar file into ue4
it's an equals node connected to an enum wire
something like Equal (Enum)
@limber mesa no its not
you can only get it by actually dragging off an enum wire
Thanks matt
@grim ore im following your tutorial on resolution change - i have setup the combo box + a function to the res's, but when clicking my apply button nothing happens... do you maybe have any idea why?
wait
i got i working
Hey, I don't know if this is the right channel for my question but maybe someone can help me. I've had this problem since I changed something at Online Platform, I'd like to put it back but I can't because I can't open the project anymore. Is there any way to reset this via the file?
for handling melee damage, would u reccommend collision or traces, i found collision to be kinda unreliable which is why me asking
@weak stratus if you are not going to use that plugin/module you can remove it from your .uproject
@grim ore How do I do that?
open up your .uproject in a text editor and look for that module. If it's there you can remove that section
@grim ore I'll try that, thanks 🙂
Had a question for a player currency would I bind the interager to the players info, the player controller, or the menu widget itself?
Its ment to be an item like a key that you pick up in one game mode that will unlock another game mode based on how many of the items you have but you need to go to the main menu to switch game modes so im havin a hard time figuring this one out
Can't find ' stop camera from going through terrain/object' in component under camera..was it removed/moved ?
2019.3.7f1
@midnight root Cameras cant be told not to go through stuff, thats not how it works.
not what Imean
SpringArms have that functionality though, which typically you attach a Camera to.
Most likely your not explaining what your looking for correctly..
Is your game 3rd person?
yes
neighborlee your talking about unreal right?
Yes sorry was just wondering there is a trick to make sure it never does
maybe its nothing to worry about, so far in 2 yrs it never has, just thinking of all issues that might come up
I'm doing some experimentation with quality switch node in Materials.. Can I skip using a normal map if the quality is low?
is there a performance gain with skipping one of those maps?
Guys how could i do multiplayer functionality if the base player is a first person character?
and doesnt have no feet or head or anything
Also, if I create a material with quality switch for 3 levels of quality - 2k diffuse map for high, 1024 for medium and 512 for low.. Doesn't this increase the final size of the game?
Mine is a mobile game.. so if I have all materials setup this way.. can I package them differently based on the device? like low size package for the older hardware (because 512 textures).. high size package for newer hardware (high res textures)
@vocal flume You should be able to pass a material parameter and decide if you plug the normal in. If there isn't a regular node to do it, you can do it via custom node and some HLSL.
@kindred viper I got that done a few seconds back. Thanks for your attention 🙂
ahh coolbeans.
any idea about the texture sizes?
what does this mean
Hello! there's always a CameraActor being spawned when I do SpawnActor node... but if I remove SpawnActor node in the Blueprint, the camera I set up for View Target will be viewed as target as what i would expect... Please help... Thanks... 🙂
Am using VS 2019 if it makes any different
Simple question i'm trying to change the color of my sky box changing colors doesn't seem to do anything?
@plush yew try turning off the node "colors determined by suns position"
thxs
np
is there a console command for showing everything as wireframe when you actually play the game?
how would u keep legs planted when rotating the character movement component? (so I can do a turn animation on the lower half)
Ive been trying to figure out how to do a turn in place animation for days
hello everyone do you know if it is possible to embed websites in unreal?
@hollow ridge yeah its possible. You can either use the Web Browser widget (needs enabling in plugins probably) or you can scrape a website and feed it in via other methods such as PHP/VaREST or direct through C++
@last dove last time I tried to do that I ended up having to use materials as it's done via shaders now (it was built in with UE3 but they changed it years ago)
i might be out of date on that info though. It was ages ago when I did it
I did see this Mesh->bOverrideWireframeColor = true; Mesh->WireframeColorOverride = FColor::Red;
You might get away with doing it via Post Process Material too
perhaps the old command of "viewmode wireframe" is worth a shot. I dunno really
note that web browser plugin is trash
can't say I've used that web browser plugin for more than loading images, but then I found LoadURL so stopped using it. If I was going full webpage though, I'd probably scum it through some external stuff.
so I need to do the function in the inventory controller or inventory character? @runic fern
I did it in the player controller and happened this:
😂
hii everyone
So I am having a 2 am thought and was wondering if such was possible: For a player to have a full human anatomy inside of them, and they could get damaged by bullets, force, etc all in game real-time. And depending on the organ that got hit, it would do different amounts of damage...
But it is location specific, so if you got hit in the chest... it would hit your heart. Or if you got hit in the side— maybe your kidney
If I made a mistake when importing a mesh into my scene by changing its rotation on the import dialogue screen, is that reversable?
reverseble*
I am running into an issue where I have added a BP actor to said mesh and when I play the spline the rotation is messed up
@plush yew you could take a look into the "trasher" from skate 2/3 games
has something similiar
I think its because of the first mistake I made when importing but I am not sure
you can also reimport
Although, Kenney assets specifically recommended a certain rotation when importing FBX files into Unreal
I tried reimporting but I didn't get that dialogue screen again
When it comes to deleting it, I put a lot of work into this asset.
There is no other way?
don't delete the asset, just the imported mesh
or import another mesh, a duplicate
and then delete the original
mesh!
Does anyone know what could possibly cause this? I've tried everything.
[2020.04.07-05.54.16:291][671]LogWindows: Error: Rendering thread exception:
[2020.04.07-05.54.16:291][671]LogWindows: Error: Assertion failed: BufferLayout.GetHash() == Shader->ShaderResourceTable.ResourceTableLayoutHashes[BufferIndex] [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Commands.cpp] [Line: 1533]
[2020.04.07-05.54.16:291][671]LogWindows: Error: Uniform buffer bound to slot 4 is not what the shader expected:
[2020.04.07-05.54.16:291][671]LogWindows: Error: Bound: Uniform Buffer[FPrimitiveUniformShaderParameters] with Hash[36700160]
[2020.04.07-05.54.16:291][671]LogWindows: Error: Expected: Uniform Buffer[LandscapeParameters] with Hash[100467976]```
ok, my question. is there a way to access the contents of my persistent level, from BP?
say I have 5 basic 001... etc
@copper flicker Are you familiar with the level blueprint?
You want to see how many streamed levels are in the folder?
so what I need is to get the number of levels there
it is error while you try to package or? @reef frost
like if I have 5 basic levels, I wanna get that number form code, not type it manually
I could also check the contents of a folder.....
I may be wrong but I don't believe there is any way to do that in code
but it's better if I get the actual stream-ready ones
You could look into editor utility widgets and see if that does it for you, but at runtime levels aren't going to be added or removed from that list of streamed levels
doesn't seem to be ... but I wonder how I could handle this, other than moronically/manually
@plush yew Nope, It happens when open my map in editor, and click an object in the outliner
That didn't work, when deleting the mesh all was gone with it, references I mean
Need to restart maybe.
What do you mean?
Just right click on the folder that says "contents" and click fix up redirectors in folder
@copper flicker Since you can't add / remove at runtime for streamed levels (to my knowledge) from that folder, that's why I would think there's no way to easily do it in code
how about reading the contents of an Unreal folder
You can do that in C++ or maybe an editor utility widget
I have to do it in BP
You're better of just setting the value manually
it has to work at runtime
That didn't work either, fixing redirectors I mean.
@golden condor Can you post the problem you're having again?
I had a problem with the rotation of an object when I play
but you can just change the rotations of that mesh
So, I thought maybe the rotation I set when I imported the object was the problem
If you open up the import settings there's an option that's called "import rotation"
Check that
I now know deleting was a mistake
Because deleting and importing again has made the object lose all references to the blueprints that were on it
ok, idk then @reef frost
Since the new object is just that, a new object
Ow I hate myself so much right now
I am so so so stupid
Do you have a previous commit you can go back to?
Yes I do
The problem is not even a problem
Import Settings inside the mesh
You can reset all of them there
@plush yew I just fixed it, disabling "Enable World Origin Rebase" fixed it. So if anyone uses World Comp, avoid that shit
I am so dumb sometimes
Its the little things that get you
Look at this really complicated blueprint that does so many things and is perfect, no problem.
Rotation problem, surprised pikachu face
Ow no
I didn't commit all day
This is not real
What have I done
you have a very simple problem Sofi, replacing or editing content is no need for drama
I am confusing and gfight with this twhen the game start to start the player with random generated number
but now when I start the game I have 2 player bars-lol
and no need to get old commits
so.. listing directory contents is only possible with C++?
I already deleted my content
And excuse me but I just lost a lot of work by doing that
Anyways, thank you for the help. I need to sleep since I am really tired.
the most important is that you fixed it
@copper flicker What are you trying to do with the list of streamed levels?
someone that can help me when I start the game to generate random name on the player cus now when I start the game i have 2 player bars-lol
^
@plush yew How long have you used ue4 for?
I generally just double check before helping people on different things to make sure they've got the basics down
ok
yeah I have them 🙂
the problem is that now i can't find where is set the hud cus I use the inventory package with replication and there are a lot functions and stuff
So the hud is being added without you knowing?
no
I use the inventory package with replication and there are a lot functions and stuff
2 ways to check, one is look at the reference viewer by right clicking on the hud asset in the content browser and following the assets that reference it. Another is double check in your game mode to see if a HUD is set by default in there
ok
in the game mode nothing
thisis the hud
but here it is structured on different way
Click on reference viewer
Can you describe the issue again?
ok
this is the function for the name generation
it is in the inventiry player controller function
here is the begin play again in the inventiry player controller-if I add this create widget the player the function to work, when I start the game I will have 2 players huds and one generates random name, other not
I hope now you understand it
?
You're adding both of those widgets to the screen of player 1
yup I know
but idk how to remove the other one
I need this widget to show because the function to work
I'm not sure sorry
about?
@plush yew Alt-click that arrow from nickname generation
and connect it to create player frame widget
then connect that to AddToViewport and connect the return value to addtoviewport
that will show it to your screen
ayo, the square of my landscape is strangely highlighted when I add a new layer. wasn it something like rebuild lighning ?
Rebuild your lighting. @grave citrus
ok I did it but it will show 2 players, I want only 1
mhh ok already tried it with high settings
@plush yew do you have another create widget function somewhere else?
yup
idk where to find it
thats the issue
remove it
the problem is that I use inventory package with own setup
and then I want to create my stuff and it is mess-xD
it is setuped to show the hud on other way cus I looked for create widget and there is this only:
and the other one which is for the function
so this means that the hud is setuped with other way -idk what
so I need to remove the other hud and keep this new with the function to can do the generation the name
I don't quite understand...
ok I will try to explain it
do you want to move on dm to do not create spam here?
Well im quite busy right now but move it to #blueprint @plush yew
ok
Hey, So i have an anim BP on the ue4 mannequin that has a blend space in it that takes direction and speed, Anyway, When i play and move in any direction the character kinda ignores the camera and move forward of it's original place and then teleports back to it's original position, Any idea?
@grim shale Did you set the animation to run in place?
Go to the animation sequence and in asset details check EnableRootMotion
Let me know if this works out for you.
You mean when i downloaded the anim? No
That probably explains it
You mean it doesn't work?
Yep.
Uh, did you download it from a site like Mixamo?
Those sites have a option for runinplace
Yeah
I downloaded it as a pack so that option wasn't available,
Can you name me the pack?
Alright one sec
Take your time.
Sorry to be a bother here just trying to get you the inplace animation myself to save you effort but whats the name of the animation that is running out of place? @grim shale
Yep lol
and too early to be thanking me
If there is no other way i will download them individually with the in place
Alright then, i just gotto download them and redo my blend space... Pretty easy.
Thanks for the effort.
No problem and sorry for not being able to help 😅
Np.
Does anyone know what would be the best for rendering as I want to try some renders from my maya project, but I am unsure if rendering in maya is the best option or is it worth looking into say marmoset 3? I am quite new to rendering and would really appreciate any advice.
when does free for the month usually drop?
someone to suggest me tutorial for inventory system which is best at ? cus I followed the tutorial from gaime dev and I stucked some times and I gave up, that's why I used done inventory but idk how it works, how generates and I need to make my own
im missing my viewport in my blueprint, what do?
im also missing all the stuff inside of it.
wdym you miss it?
its gone.
lol
wow thanks
i made a new one, then played. and then closed the test and the blueprint was corrupted again
how tf does that even happen?
@warped sun you could try this
https://i.imgur.com/j8FioJS.png
character is not turning 90°
damn, is it actually possible to use displacement map on landscape ?been figuring it out for 2 hours and couldn't find any way. I tried applying it to a plane and it worked, but it doesn't work on a landscape
@whole quarry tried that, doesnt work.
hey guys this might be a dumb question but I followed a dialogue tutorial on youtube and made it work however I can't add this to other npcs by just simply copying the actor and changing the dialogue tree, is there way to make this simply or am I supposed to create the system all over again every time I wanted to make a npc who talks?
@idle compass you probably need to apply some tessellation to the landscape. Look up "UE4 dynamic landscape tessellation" on YouTube, you should get a couple of good tutorials about it.
@fiery mortar it largely depends on how the dialogue system has been implemented. One way would be to take your original actor (BP), derive a Child Blueprint from it for each different actor, then adapt the dialogue for each one.
@patent cobalt allright man thanks for the help
Idk if it's just hating me but I'm trying to load my project and it's just sticks at 93%
I've not even got to the editor
try to delete saved and intermediate folders and try
@polar viper it can sometimes take some time, it can be compiling shaders and stuff
The other day it was stuck on me at 45%, took a hour to launch..
@whole quarry it's a 12-13GB file. So maybe 2 hours?
could be
you can check in task manager to see if the ue4.exe proces is using CPU/RAM
as long it keeps changing, its all ok
this thingy
The cpu bounces around 0.1-1% and the memory is at 587.9mb
This is going to be a long 10 days
Waiting is still doing something 😅
Haha. My project is due in 10 days
Yup
so I can't just brute force and apply the tesselation on all parts of the lanscape ? @patent cobalt
I just need to render 6 cameras and export the game once I've done the collisions of 3000 objects
What hardware is most important for running a server? Storage space? RAM? Other?
depends on what ur server is gonna be doing I guess
Goodmorning guys
@modern sinew Usually CPU/RAM
@whole quarry look I'm a 3D artist using unreal for the first time this year
Running a multiplayer game if I ever manage to get UCRT on my computer so it stops crashing on build
*package
Not build
how many players and how complicated? Database required or just a lobby kind of thing?
Id just bench the bottlenecks tbh, the more complicated it gets the more cpu power it needs. The more players the more ram (&cpu). The more it needs to store the more storage ofc.
Hmm. Well, I have a lot of features that I'm working on, although currently I've just gotten multiplayer to work with the Multiplayer tutorial. The eventual goal is like, a sorta space-fantasy game where you can build your own ship (and other stuff like robots, but it'd use the same system
Right now I keep getting this error tho LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\myDesktop\Documents\Unreal Projects\MultiplayerTutorial\Binaries\Win64\MultiplayerTutorial.target'. Check that this target has been built. ... PackagingResults: Error: Launch failed! Missing UE4Game binary. You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline: UE4Game <Platform> <Configuration>
So you will be making a persistant only world/universe?
as in like, one world?
Not short game sessions like counter-strike but more MMORPG kind?
In the latter case you will also need DB work, then its CPU/RAM/SSD
oh yea; I thought you meant one-server like EVE, and while that would be nice, I'm willing to bet that gets expensive fast
It only gets expensive if your player base grows big
But by then you should generate enough money to finance that
And also you will need multiple servers by then
How many players do you think you could fit on one server, all with custom-built ships and robots and stuff, etc?
If a bit optimized, having a server that can handle 2500 players should be about 150 a month
(euros)
thats just running the server + db, nothing else
Hmm. That's less than I thought. But yea, the expensive bit is hardware
which that doesn't count
Its better to use cloud hosting instead of buying the hardware
I'm sure there's downsides
Its a lot of work for a one man or a few for such project, thats the downside 😄
That's not related to hosting
Hosting dont usually have much downside other than it costs money
I meant that I'm sure there's a downside to cloud hosting that isn't present in running your own server
Good afternoon, my colleagues. I'm new to game development, but my whole life I've dreamed of doing it as part of a hobby. Now it's quarantined and I was finally able to fulfill my dream. I already know a lot, but I can't figure out how to do such simple things as capturing a character by the enemy? How do you make it so that the enemy can capture the character and for example strangle him or throw him against a wall? I managed to make sure that the enemy had a sphere ahead of him, when he got into which he grabbed the character, but he always grabbed it for different parts or just for air. It's basically just playing different animations and turning off the character's movement. But I don't know how to add to all that to make the enemy reach out to his neck and grab him for it. Help me with a video lesson on the subject. I would really appreciate it if you could teach me how to do it. I speak very bad English, so I analyze the video lessons in my head to understand what the author does without translation. I would be glad if you could teach me that. Thank you to all those who will answer my question.
Well I got the uCRT file problem to go away, but turns out that I just got another error
UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.FileNotFoundException: Could not find file 'C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\AdvancedSessions\Intermediate\Build\Win64\UE4\Development\AdvancedSessions\AdvancedSessions.precompiled'.
Hello Guys can i set the Value on the left as a first index in the array on right ?
like when player select on of the strings on left its will set automatically 0 index on the array
the strings on left " Game Modestr " Its the first game type will player start ,
and the array on right side " ServerModes" its the modes player have added to his server
Well, set it to index 0?
Bit wierd to use an array for it as you only can run 1 gamemode 🤔
Hello, i would like to check if a StaticMeshActor Is clicked . I know there is think like Left Mouse Button and Event Actor On clicked but it looks like i cat get it to work .
anyone who can teach me how to set this text to be the current screen resolution?
@lucid magnet
for your next question, how to get supported resolutions, @lucid magnet
already have that
ah ok 😛
anyone here who used the houdini engine and sucessfully imported "lightmap resolution" attributes? doesn't work for my, only names...
look at the screenshot I posted earlier
np
does anybody use the good sky asset from asset store? ive been trying to save day but for some reason set rotation of the sun actor does nothing it only reads the intial sun position and overwrites everything else
i accidentaly touched soimething and now every camera in my game is offset, but is not a transfor or something, its more like the viewport is offset
any idea?
last one - how can i convert this float to text?
is that it
yes :d
so anyone knows what could be forcing my camera to be offset towards everything?
ToText(float)
@half turtle Tried to restart the editor?
did you add a spring arm?
but the coordinates for the transfor and everything are correct for every blueprint
the spring arm also has a transform o 0
If you're using the springarm for camera position, you dont want to change the camera transform (well maybe to adjust its angle but that about it, the rest is controlled from the springarm)
the camera transform is to make an easy orbiting camera (just rotate the pivot of the spring arm
yes but like you say, its controlled from the springarm 😉
I rebuilded Lightning but still got the same problem (after adding new layer to landscape material)
I need any special settings?
so. now im working on making a graphics menu... how would i be able to when selecting an option, then to keep that box highlighted so you know which option is on?
im looking for a simple way to change variables within an actor then spawn that actor once variables are set,
master branch isn't guaranteed to compile
so what what version do i need?
try 4.25 or 4.25-plus
oke
master often compiles but in some cases requires small edits like leaving a header out or editing a line or two of plugins you dont use anyway
oke ill try 25-plus
hey guys im new to unreal just booted it but is it worth learning C++ instead of using blueprints?
No in time you'll likely need both depending on your project,,but I suspect, have heard, both is likely necesssary to some degree
cheers man
c++ is pretty useful but depending on the project you can do without
similar to mgs pw
but more depth added survival and injury systems and verticality
and camo features
and even if you learn c++ you'll end up integrating it partially through blueprints because they complement each other
What could cause my landscape to look like this? When I go near I can see all of the textures, but when I go further some dissappear
What could cause my landscape to look like this? When I go near I can see all of the textures, but when I go further some dissappear
@sinful thorn The 65k shaders still compiling
Is it filled with weights there?
what do you mean weights?
hmm I changed the material from the original to the instance one and it works now
Super dumb newbie question, if I trigger an unhandled exception during PIE and it keeps triggering the debugger in visual studio, is there a convenient way to exit PIE without closing Unreal Editor (which would lose some changes I made to the map that I want to keep?)
Hello, i would like to check if my StaticMeshActor Is clicked . I know there is think like Left Mouse Button and Event Actor On clicked but it looks like i cant get it to work
Like it tells me I can edit the code, and when I hit continue, it just gets stuck on the same line (just derefing a null pointer), but it complains that it can't load the changes, and it won't let me skip the line in the debugger
noob question. should I always bake lighting ? when should I bake and when should I not ? because I won't even know the result of it and as far as I know I can't delete a lightmass map. So how do I decide on the situation?
you can edit but you cant recompile as the code is already running
like I must be missing something, the behaviour of an uncaught error in the code can't be "discard all work you have in the editor"
that would be completely stupid
the debugger is clearly catching it
I don't care about the PIE session, just the editor session
@idle compass rebake whenever you want to see the visual results of static lighting appear or update, there's reasons as to why we have preview/medium/high/production quality baked lighting settings.
so i have made this setting which displays the current FPS limit - but when its unlimited, it shows the text as ''0'', how can i define that to be a ''unlimited'' text instead?
wdym always
like can I do a project without ever pressing the build button at all ? @spare sun
sure you can if you dont use static lighting
is there's a way to set the start rotation of an object inside the level just by blueprints?
@lucid magnet something like this I suppose
but you'll have to edit the nodes for branch input and output, this is just an example
@lucid magnet
https://cdn.discordapp.com/attachments/371739937420345354/697084787176898680/unknown.png
https://cdn.discordapp.com/attachments/371739937420345354/697084841962897458/unknown.png
anyone here who uses agisoft photoscan can tell me why i cant see my workspace window?
The first is my image
second one is from a tutorial
and the left side of my UI looks different and I dont know how ot get it to be the same?
@dire sentinel You should ask that at Agisoft, this is Unreal Engine only 🙂
someone who used agisoft for unreal might know?
How to make texture power of two without the padding ...
Yes, but I dont want that blue rects
So you either need to scale it in the material or edit the texture in an image editor like photoshop
how can i connect this?
I want engine to resize the image instead of cropping
hello, someone knows why it doesn't work on foliage shadows and how to fix it https://i.gyazo.com/520cb562c674ed356609021b3b0cbf14.gif ue4 4.24.3 rtx 2070....
so if its 0 it should be ''unlimited''
thanks Remco
@lucid magnet
do lods apply to the whole object in level? or also in multiple meshes inside an actor blueprint
a LOD is per Mesh
Another Q: I have exported an image, edited it, then what should I do to import, replace and save references ?
you can import it like any texture
is there an easy/efficient way to cast to an actor you're looking at (using line trace), atm I have it setup so theres a bunch of branches checking for tags but it seems super inefficient
or if you have the original overwritten which was imported, than you can just right click it in the editor and Reimport it
@nimble moat Yes, like you just described
thats the most efficient way?
It could be more efficient by using child actors
so you can just cast to the parent
ill look into it thanks
like NPC Actor > child Monster > cast to NPC with the Monster reference taken from the Hit result
Tho, if the Monster has stuff that the parent don't have, you wont be able to access that in this way
ill have a play around, im not to bothered that its messy using branches, it just seems ineffiecent and i wasnt sure if it was the correct way of doing it
For my project I just have Tag index 0 as main reference, then Tag index 1 used to specify it deeper
from there I cast to the proper actors
(i've only 6 different actor types in my game)
@whole quarry is theres a blueprint that can set work actor rotation in level?
instead of component rotation
There is a SetWorldTransform node
contains a Rotation
ok thank you
There is an option "Reimport with new file"
hey remco how do you keep answering all the questions one after another seems like alot of work
im trying to fix an issue with my android game which takes lots of packaging to find out what the fix is
so I awnser while I wait 😄
also is set world transform node only in the level blueprint or can it be on actor blueprints?
thats very helpful of you i thank you from all the ue4 noobs
WorldTransform is available in all BP's
wesome
this error is driving me nuts
Appearently this error has multiple causes and none of the awnsers I can find actually tell the awnser
that sounds annoying af
is theres any reason for the world transform set to not work?
it just seems to reset my object
every time i esc
@plush yew https://www.youtube.com/watch?v=HoWnfCoFdYs
Check out Mel's Latest Books:
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The secret of self motivation One of the best speeches Ever (Mel Robbins)
Melanie "Mel" Robbi...
WHY WONT IT WORK
FUKEN SUNLAMPS
NOT WANTING TO SET TRANSFORMS
yes that is true
but im saving
every frame im saving position and it should load on event begin play
but its being overwriten by the custom sky bp i got from the market place
also im disqusing this in #blueprint
Is there a TwinMotion discord page?
I crashed the engine twice in a row even after trying to edit my code 😄
so im trying to found out the number which the resolution scaling goes trough... is it 0-100, or is it 0, 1, 2, 3, 4, 5?
i have a question. i enabled procedural foliage and when i go to misc i cant find it. does anyone know why this is happening?
hi, i want to animate crowd for a project, is not for a game so doesn't need to be perfect, btw i need something to animate big crowd and/or a NPC system to make npc make animations and follow path, anyone know any asset tool for unreal engine?
Finally, I managed to fix the "Failed to open descriptor file" on my android game, only took 4,5 hours to solve... sigh
Anyone else having issues streaming unreal editor with OBS?
i've seen some people having those and solving them later...many people are streaming ue4 with obs...so no issues with it in general
most common iirc were "flickering" when ue4 window starting to flick each other frame
Do you know of anyone streaming it as in right this moment?
Is there a node to focus rotation on a moving object?
Lets say tower focusing an enemy
is there a node to keep the rotation focused on that enemy?
nothing to keep it, there is find look at rotation and set rotation. You can put those together in a function and call it on tick or on a timer
Ok mate am looking in to it now thanks for the tip
@whole quarry sooooo uh..... it still aint loaded
o0
stupid question, whats the best way to implement a crosshair? UMG or Decal in world space?
@whole quarry my file
You could try to clear the temp folders, but it will definitly rebuild shaders upon next project launch
In 10 years
IIRC, you can delete these 2 folders(better to rename them tho just to be save)
@neon bough umg...as crosshair will get a lot of issues from TAA
Wouldnt a decal require a surface to be projected on? 😛
thanks, good that was my intention, just wasnt sure if it has any downsides
yea it would be a fixed plane if its in 3D space
but i only see disadvantages of that solution for now
so i just launched the project and my reload is a bit broken last nisht everything worked like its suposto but now the reload goes from playing a montage then does the correct thing by blending the reload animation with the blend space for moving the legs so i dont just glide on the surfice any fix
DM me if you could fix that
So, if I decrypted that right: You got a weapon reload animation with a blend space, causing the player feet to glide over the ground?
no no
You can set animation to affect only certain bones
what are the limits for objects in the physics engine ?
the reload animation I made a montage that blend with from the spine_01 bone up so the walkin animation stays for the legs and changes for the upper body
i am getting a strange ... case scenario where it seems my physics engine is just giving up, and the most evident symptom is that aside from objects freezing, a ship i am debugging is showing a speed of -1073741824 ...
but today I press R for reload it plays the animation for Reloading like a normal animation then agein but with blending the two animations
which seems to be an int value to -9?
Guys. We cannot start a project from git because it cannot find module.
LogWindows: Failed to load 'D:/UE4/sheeps/Binaries/Win64/UE4Editor-DD_sheep_dog.dll' (GetLastError=126)
But there is this dll is in this folder. What may be the problem?
@half turtle may happen if FMath is used
ue4 implicitly converts some floats to signed ints in some operators
taht certainly narrows down my issue... (to like... every single actor on my current level)
Just wondering... Is there some techniques to mask/unmask some part of a big mesh (in order to keep good performances) ??
I know that just cut the mesh in multiple part would be a much more classic and probably better method but in some case, maybe I'd prefer to not cut the mesh so I'm asking this...
there are...those techniques called "culling" and there are several ones in ue4
can anyone help
most of the time culling triangles costs more than just loading whole mesh
and yes, splitting the meshes is a commonly used technique to reduce drawing issues (especially for architecture)
but most of the time those are not performance related
Yeah but these culling techniques (like Occlusion Culling, Frustrum culling and all...) are automatic tehniques, no ? I mean it's the "default techniques" of the engine in some ways, I believe...
isnt most culling covered by depth testing which happens anyways? nvm
Ah, you tell me it's not so expensive ?
@next badger Oh, really !?? Are you sure ?? 😮
Very intriguing and interesting... 🤔
oups my citation didn't work
I try again, sorry x)
can someone dm me a good character creation tutorial? something i can use to change a characters clothes skin color hair etc
there are cluster(group) culling, Precomputed Visibility Volumes, HZB, and many other stuff
i'm just not very familiar with it
most of the time culling triangles costs more than just loading whole mesh
@next badger Oh, really !?? Are you sure ?? Very intriguing and interesting... 🤔
@covert ivy yep, "triangle based" culling is more expensive than just loading whole mesh
"most of the time"
as you have to "figure out" the triangles you need to cull
there was a ticket https://trello.com/c/qi4Ox6PG/752-fine-grained-cluster-triangle-culling
you may ask #graphics on the current state of things
is there a way i can set the start placement of the slider by a float?
@next badger "triangle based" -> "Distance Culling Volume", "Frustrum Culling", "Precomputed visibility" and "Occlusion Culling" are what you call "triangle based" culling, right ?
( I know this methods not so much, I'm just reading an article about this right now ^^ )
Anyone tried making mobile game with BPs?
Can some1 help me when i try to test my game my texture/quality looks like this, but when im not testing it, it has good texture/quality.
What can i do?
any news on when 4.25 will release?
anyone can explain me why i cant connect to my gamelift server if im using steam?
and when it is closed i can
Hi Guys,
one question: you suggest to upgrade project from 4.18 to 4.24?
We use an external plugin and the new version is compatible only from 4.21+ so we need to upgrade
however i've read in several forum post all the version after 4.19 have some issues (some major some minor) who huge affect the usability.
You think 4.24 is ok or maybe is better one of the lower version (from 4.21)
from your point of view what version is much more stable and reliable?
thanks!
quick qu so ue4 is set to the nvidia card but a project is set to the integrated gpu so how do i change it
Hi Guys,
one question: you suggest to upgrade project from 4.18 to 4.24?
We use an external plugin and the new version is compatible only from 4.21+ so we need to upgrade
however i've read in several forum post all the version after 4.19 have some issues (some major some minor) who huge affect the usability.
You think 4.24 is ok or maybe is better one of the lower version (from 4.21)
from your point of view what version is much more stable and reliable?
thanks!
@stoic moon no at all
remember that once you upgrade your project you cant return back
Man I didn’t know you can still download ue2
We used to be able to change the size of print strings via 'small font' in General Settings, but these are null now in 4.24 -- anyone know how to change the print string size now?
Hi, i have dynamic navmesh obstacles on my level. Im looking for any way to "refresh" navmesh when they are being destroyed.
Are Gerstner waves the best type of wave to use in real-time for high realism?
Trying to find a way for my waves to collide realistically with rocks
@inland shuttle https://www.youtube.com/watch?v=UpbaCHTcNPA&feature=youtu.be maybe this?
In this tutorial we have a simple AI character moving from point A to B. Before he gets to point B, we will block him off and he will automatically figure out a way to get to point B. We do this by making use of the Rebuild at Runtime feature for Nav Mesh's.
@stoic moon just wait 4.25 version
it seem smooth than before versions
less bug
i think
Can some1 help me with texture/quality while testing?
@frail sail what is the release date aprox.?
quick qu so ue4 is set to the nvidia card but a project is set to the integrated gpu so how do i change it
idk if anyone saw it so i reposed it
@versed spear Ye i watched that, these settings are from 2014 and they are gone by now. BUT i made me think again, and i solved that. All you need to do is set dynamic runtime generation on recast object on the scene. My AI agent tended to going crazy then but all i needed to do is turn off affect navigation on his meshes.
@frail sail good point ehehe 😄
thanks
@tiny vigil is this a laptop?
yes
you need to find your ue4editor.exe file, right click it, and tell it to use the dedicated graphics
why ı cant join my server
i’m useing the dell g7 with gtx 1060 maxq and the intigrated uhd
also where do i find the files
wherever you installed the editor you want to update
i’m kinda confused in the nvifia control panal the ue editor is set to the nvifia card but in the file explor the project file says the intigrated gpu is set to default
Making a 3d fighting game similar to Tekken or Soul Caliber.
The camera system is going to be a whole thing, and what I am focusing on currently.
Do you friends have any books/tutorials/etc. you can recommend me for video game cameras? Not like, Unreal Engine component tutorials, but higher level / move advanced tutorials.
Additionally, what type of camera do you recommend for this work? I was thinking CineCamera made sense, but a normal camera may end up being smarter.
Any advice would be greatly appreciated!
and the nvidia panal says it can only let me select exe files and the ue project file is not exe i think
the ue4 project loads the ue4editor.exe, that is why you want to change that
ohh okok
guys all actors does run separately cpu cores?
like actor 1 is run core 1 and actor 2 run core 2 if core 1 is full
Pretty sure everything runs on main thread
so the main thread works only single core?
the main game thread is on one core yes, other systems may run on other cores as designed
So might anyone have an anwser as to why, upon creating a new trace channel, it gets set as the default on all Trace nodes in the project?
