#ue4-general

1 messages · Page 701 of 1

keen parcel
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if you are using levels just right click the level in the level window and go to Lock
@grim ore
Nope it is sth else. I am not using levels. It is locked on editor side. Even actors in new levels are not movable.

grim ore
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does anything in the editor look weird? like flat

mossy spear
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let me see if i can grab that

urban cipher
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my biggest learning resource is the engine source
@placid arrow i did not know this was a thing. Thank you for telling me.

grim ore
keen parcel
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Lol found solution myself, I accidentally set snap size to 10000 via some unknown keyboard shortcut. 😆 Thx anyway @grim ore MathewW

grim ore
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oh.... that would make sense

fair storm
unique halo
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I have to?

runic fern
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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 ?

fair storm
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@unique halo you have to . pose on the retargeting menager the original mesh as yours mesh

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manager

mossy spear
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@grim ore can seem to find a repo for it

unique halo
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what do you mean? @fair storm

fair storm
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i show you

unique halo
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here?

fair storm
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so. where the animation come from?

unique halo
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from the character you see on the screenshot ^

fair storm
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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

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let me check if i can find a vide

unique halo
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Yea, but it's the same skeleton

plush yew
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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

unique halo
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just not the same mesh

fair storm
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no matter

unique halo
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I tried to follow this :

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but the legs are like inverted, somehow :

plush yew
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@grim ore

fair storm
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oh. then you have to fix the orentation from the program you are using

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i use blender so. idk how to in the others

unique halo
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so weird lol, I use blender too, but it's the mixamo skeleton

fair storm
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so. let me open blender

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let's talk private

unique halo
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okok

thin gate
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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

mossy spear
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@grim ore can't find a repo for on their github

plush yew
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@runic fern

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this is what you wanted to do-lol

runic fern
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you have to send it to Player Widget not to HUD

mossy spear
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still whitelisted for win on their github

runic fern
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Because Text block located in PlayerWidgetblueprint

plush yew
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playerframe is the player widget

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not the HUD

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this is child of this:

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@runic fern

runic fern
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Yes and did it workd or what ? Game Developer

mossy spear
grim ore
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yes, you would have to download it and change it and then see if it compiles for you on mac

plush yew
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it doesn't work 😦

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@runic fern

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we didn't make any script in the ui widget in the player frame

mossy spear
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@grim ore would give it a shot

runic fern
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ok you are using your Inventory character not ThirdpersonCharacter so that 1000% not gonna work

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you need to do the function and the call from the inventory controller

timid jacinth
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Is there any way to make everything in a model into cube geometry

placid arrow
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@urban cipher you're welcome 👍 😁

noble tapir
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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

simple pebble
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if its part of the landscape texture it shou;dnt no

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material

noble tapir
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by no, do you mean no, it wouldn't be straight up or no the tessellation will not affect the normal

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sorry, my question kind of asked both sides lmao

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@simple pebble

simple pebble
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shouldnt effect the normal

gilded igloo
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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?

noble tapir
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@simple pebble awesome, thanks man

simple pebble
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im assuming you have multiple levels that maybe are random?

grim ore
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@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++

gilded igloo
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hmm, sounds interestig. ill look it up, thx!

grim ore
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if you just want it to be for that level the Game Mode is a level specific blueprint

simple pebble
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i would need assistance getting my scroll to work, buttons work just not the scroll box.

limber mesa
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is there a way for me to stop a character completely. i used stop movement immediately but the character can still move

last dove
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set input mode UI only

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that's just an easy way to prevent movement

acoustic wraith
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Does anyone know how to grab the pixel color behind a translucent material?

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Like, the color that the pixel uses before it applies the translucent part to it?

grim ore
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There is a specific node called Disable Movement for disabling movement (it sets it to none)

umbral ferry
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What is difference if i start project with blueprint or c++?

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what that change if i want use both?

steep rampart
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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...

▶ Play video
silk plinth
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how do I install Unreal Engine?

fierce tulip
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double click on the executionable

gilded igloo
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ey guys! anyone knows a good tutorial for spatial hashing?

silk plinth
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executionable?

gilded igloo
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I mean, sure

silk plinth
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I don't understand

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I'm trying to figure out how to install this, and I can't figure it out.

gilded igloo
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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

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if not there then somewhere else

silk plinth
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thank you!

gilded igloo
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sure thing mate

lucid magnet
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do any of you have a great tutorial on how to make a graphics menu with all graphic options and apply/save button?

fallen urchin
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there is no specific channel for #virtualproduction ? <@&213101288538374145> may be we can add one

maiden swift
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@fallen urchin Thanks for the suggestion! Next time share your ideas in #server-feedback please. 🙂

fallen urchin
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okay, thanks for the mention. I will do that 🙂

plush yew
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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?

fallen urchin
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go to UE4 Blueprints section in learning tab

fierce tulip
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@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

hoary locust
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and don't forget to never release it

kindred viper
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@light lintel export the mesh, then re-import it and select a new skeleton

floral arrow
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has anyone had the issue of trying to bake lighting but swarm just stays on "exporting to local cache" and never starts baking?

timid jacinth
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How can i get rid of this weird lines

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On the top and bottom of the border thing

novel vine
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not sure ive never had an issue with my borders like that

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are you using a custom texture?

timid jacinth
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Ill just use an image

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And nah i didnt use a custom texture

novel vine
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oh

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thats weird ive never had that happen

timid jacinth
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Ah weird

kindred viper
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ahh cool

plush yew
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How do I stop the camera in the viewport from being upside down

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nvm, got it

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Hey, how would I make it possible so that my player gets mud on them after they go prone in some mud

floral arrow
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is there a way to find which mesh a texture is applied to without having to find the specific meshes in the view port

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by maybe a setting from right clicking on the material or something

grim ore
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@steep rampart if this is landscape and .24 its broken

steep rampart
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so what can i do instead?

grim ore
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downgrade to .23, upgrade to .25, integrate the fix yourself in a source version of .24

steep rampart
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how easy is it to migrate projects up?

grim ore
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usually just opening it in the new version or using the built in upgrader

steep rampart
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cool

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im installing preview 5

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4.25

abstract relic
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Just know that you can’t go back

midnight root
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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

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static out of question given low ram state (8gb)

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I'm happy with 'areas', but some areas are just full on white overexposed

drifting geode
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hey folks, any ideas whats happening here with that shadow gradation/bending?

umbral ferry
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What is difference if i start project with blueprint or c++?
what that change if i want use both?

grim ore
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what you start with is the only difference in the end

fathom glade
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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?

wise marsh
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how i can pan and swipe a 3d model with gesture
pan and scale with android

umbral ferry
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@grim ore i dont understand

floral arrow
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has anyone gotten "lighting build failed, swarm failed to kick off" error when going to build lighting before

rotund silo
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When making a material what does plugging something into Normal do?

wise marsh
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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

floral arrow
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@light lintel did you figure out how to fix it

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fix "lighting build failed, swarm failed to kick off"

wise marsh
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@light lintel did you figure out how to fix it
@floral arrow try out by seconf time

floral arrow
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oh ive def done that

wise marsh
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yes

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its a bug

floral arrow
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yeah ive tried multiple times and cleared swarm cache

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and increased lighting level scale etc

wise marsh
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some of my characters have big models and the camera goes into them
@light lintel or put a socket

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and the child gona be the head

floral arrow
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@wise marsh youve gotten this problem too?

wise marsh
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yes and just tried again and its fixed

normal burrow
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restart comptuer jesus

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the socket lightmass uses is probably in use by some zombie process

floral arrow
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@normal burrow i have restarted, i was having the problem yesterday and have shut down computer over nigh

normal burrow
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hm

floral arrow
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i think you were there yesterday for it @normal burrow

normal burrow
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how is your disk space doing

floral arrow
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when i had to delete the saved and intermediate files

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idk if that is doing it or not

normal burrow
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ah yeah i didn't hear back, or got busy or something

floral arrow
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oh no that issue was resolved

normal burrow
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did you try that?

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ah ok

floral arrow
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that was just because project wasnt opening

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but lighting isnt building now

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i tried clearning swam cache

normal burrow
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mkay well

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how much free space do you have on the drive

floral arrow
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200 gb

normal burrow
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should be enough

wise marsh
normal burrow
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is it a github build?

floral arrow
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nope, all the solutions i was finding were for source github builds

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and to rebuild lightmass in visual studio

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but i just have normal ue4

normal burrow
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yeah that kickoff failure can be from lightmass not being built. i don't think using a source build would fix it though.

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Have you gone through the logs?

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may be something more descript in there

floral arrow
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no i havent how do i open the logs

normal burrow
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Saved folder then Logs folder

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the most recent file in there should be relevant

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you'll want to look if theres any message of the failure to kickoff, then any notices surrounding it of why

floral arrow
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the saved filed i deleted yesteday?

normal burrow
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yep

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it should be back by now

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if you tried to do this recently

floral arrow
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okay yeah i found the logs

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i have no idea how to go through this

wise marsh
floral arrow
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@normal burrow maybe i can send to you or something

normal burrow
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you can drop the entire file in here by dragging if you don't think theres anything you'd like to hide in it

floral arrow
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nah i dont care

normal burrow
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ye just drop it here, it'll send as an attachment

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and ill take a look at it

floral arrow
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ill pm you

normal burrow
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ok

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LogLightmassSolver: Warning: Failed to open channel for material data for 1F616F664FB3D198D75EE9A43C2C0378

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you get a lot of that

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preceeding the failed kick off

floral arrow
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so its a material?

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i do get a list of a couple materials that failed to load

normal burrow
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do you have a template project you could try building lighting in quick?

floral arrow
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when i open the project

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yeah ill try

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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

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@normal burrow yes the lighting builds normally in a different level in the same project file

jaunty ridge
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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

limber mesa
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is there a node called enable character movement?

tiny sonnet
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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

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@limber mesa set movement node

limber mesa
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thanks

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i cant find it @tiny sonnet

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did you try to destroy the actor BIVZe

tiny sonnet
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yes

limber mesa
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idk

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what is the node called again?

tiny sonnet
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set movement mode sry

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not node lmao

limber mesa
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thanks

noble tapir
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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

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Anyone have any suggestions?

plush yew
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build lighting?

grim ore
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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

limber mesa
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is there such thing as destroy widget?

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i know there is create title widget

normal burrow
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iirc you remove from parent node

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then let gc take care of the rest

limber mesa
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im trying to do a flip flop when you press a key and something shows and when pressed again it hides

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i think i figured it out

worn granite
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you probably just want to set it invisible and then re-activate it

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but removing it and recreating it will also work

limber mesa
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thanks

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to set invisible what node do i use @worn granite

worn granite
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Set Visibility - Hidden or Collapsed

limber mesa
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thanks

worn granite
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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

normal burrow
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lol the reverb on that video

limber mesa
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ok ill look into it because the code that i wrote didnt work lol

normal burrow
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good advice though

cyan oak
normal burrow
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lol i feel bad for that last video for some reason, relatable

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but i don't know what you mean by instanced by niagara there

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is each one of those things a bone?

cyan oak
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each mesh has 5 bones, and 36 tris... this is about 100, using a bp, spawned attached to niagara particles

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the movement around is from niagara particles

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so the 2nd vid is the same skeletal mesh alone, working with gravity.

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but the cloned instances using a BP seem to not....

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how can i assign gravity, wind, curl noise, etc

normal burrow
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Add Force

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its a niagara thing

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use 0,0,-980

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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

cyan oak
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sorry but these are not Mesh Renderer meshes

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and im not asking how to put gravity on the particles

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I want gravity on the skeletal meshes that ive attached to niagara particles

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as the bottom vid shows, the skel mesh is affected by gravity when it is dropped into level

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the instanced clones of it are not in the top vid

normal burrow
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you what? lol

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i didn't know you could attach things to particles

cyan oak
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yes Alex made a killer tut

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but, this was edited by Cultrarius to be components instead of multple BPs... either way

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the instances seem to not have grav

rotund silo
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What does the Normal attribute of a new material do?

kindred viper
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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.

normal burrow
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that is very interesting howard

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are you not using cloth?

slim horizon
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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?

rotund silo
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whoa

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that's cool

cyan oak
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no cloth

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just boned mesh with IK... i need to add gravity and maybe turbulence or curl noise to the bones... is that possible? 😄

plush yew
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@plush yew

slim horizon
normal burrow
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not really howardm

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i'm confused when you say instancing

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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

cyan oak
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and you will not be confused

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🙂

lucid magnet
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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?

gilded plinth
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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?

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I assume it is but just wanna double check if there is any limitation on that

normal burrow
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camera track?

stiff sail
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is this where i would ask for help?

gilded plinth
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Ya the Camera Rig Rail

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or even just having a camera following a spline

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I suppose the distilled version of my question is does Sequencer restrict you from any type of gameplay driven events?

normal burrow
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it does not impede gameplay

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if you don't have a camera layer in the sequence it shouldn't take over

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but i've not used it at runtime yet, #cinematics would probably be a good place to ask

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like i've played with a sequence playing in editor, without issue. but not in a controlled way

gilded plinth
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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

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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

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so it's still a "game" and def not a cinematic

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wondering if i should avoid sequencer for any reason

normal burrow
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so i think using sequencer to just drive camera movement should work fine

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you can still use the rig rail with sequencer too, i think you just sequence track the percent or distance along the rail

gilded plinth
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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?

normal burrow
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i just key

gilded plinth
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the rail rig tended to be jerky at certain curves

normal burrow
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and edit curve

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but stuff using rail looks very good

gilded plinth
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and i couldn't fix

normal burrow
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i've not used it personally, only seen it executed

gilded plinth
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cool. is that underwater scene your work?

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Ecco 2020 hehe

normal burrow
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Yep, HighTide and I. There's no way i could make the beautiful environment and characters there lol

gilded plinth
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Nice well did. I'm working on some environment stuff rn

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looking to meet some actual environment artists

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gotta focus on crystal materials/geometry rn. not a lot of docs out there

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gonna take that to graphics

plush yew
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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 😄

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I believe the animation system has something like this

lucid magnet
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can anyone tell me what this is called?

limber mesa
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Is it possible to import a rar file into ue4

manic pawn
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it's an equals node connected to an enum wire

lucid magnet
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but whats it called

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might be a dumb question

manic pawn
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something like Equal (Enum)

grim ore
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@limber mesa no its not

manic pawn
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you can only get it by actually dragging off an enum wire

limber mesa
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Thanks matt

lucid magnet
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@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?

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wait

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i got i working

weak stratus
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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?

tiny sonnet
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for handling melee damage, would u reccommend collision or traces, i found collision to be kinda unreliable which is why me asking

grim ore
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@weak stratus if you are not going to use that plugin/module you can remove it from your .uproject

weak stratus
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@grim ore How do I do that?

grim ore
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open up your .uproject in a text editor and look for that module. If it's there you can remove that section

weak stratus
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@grim ore I'll try that, thanks 🙂

sage coral
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Had a question for a player currency would I bind the interager to the players info, the player controller, or the menu widget itself?

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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

midnight root
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Can't find ' stop camera from going through terrain/object' in component under camera..was it removed/moved ?

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2019.3.7f1

weary basalt
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@midnight root Cameras cant be told not to go through stuff, thats not how it works.

midnight root
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not what Imean

weary basalt
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SpringArms have that functionality though, which typically you attach a Camera to.

midnight root
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Ive seen script beforte

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maybe they removed it

weary basalt
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Most likely your not explaining what your looking for correctly..

midnight root
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I suppos

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when I rotate character

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sometimes I can see what is under terrain

weary basalt
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Is your game 3rd person?

midnight root
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yes

weary basalt
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Its the SpringArm component....

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As i mentioned earlier.

midnight root
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ok ty

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sprint joint ?

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ya seems so bring search doesn't find arm

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got it

normal burrow
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neighborlee your talking about unreal right?

midnight root
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Yes sorry was just wondering there is a trick to make sure it never does

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maybe its nothing to worry about, so far in 2 yrs it never has, just thinking of all issues that might come up

vocal flume
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I'm doing some experimentation with quality switch node in Materials.. Can I skip using a normal map if the quality is low?

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is there a performance gain with skipping one of those maps?

narrow meteor
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Guys how could i do multiplayer functionality if the base player is a first person character?

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and doesnt have no feet or head or anything

vocal flume
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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?

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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)

kindred viper
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@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.

vocal flume
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@kindred viper I got that done a few seconds back. Thanks for your attention 🙂

kindred viper
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ahh coolbeans.

vocal flume
#

any idea about the texture sizes?

empty arrow
lapis tulip
#

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... 🙂

empty arrow
#

Am using VS 2019 if it makes any different

plush yew
#

Simple question i'm trying to change the color of my sky box changing colors doesn't seem to do anything?

narrow meteor
#

@plush yew try turning off the node "colors determined by suns position"

plush yew
#

thxs

narrow meteor
#

np

last dove
#

is there a console command for showing everything as wireframe when you actually play the game?

regal shard
#

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

hollow ridge
#

hello everyone do you know if it is possible to embed websites in unreal?

kindred viper
#

@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)

last dove
#

well that’s annoying

#

thanks for the info

kindred viper
#

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

manic pawn
#

note that web browser plugin is trash

kindred viper
#

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.

plush yew
#

so I need to do the function in the inventory controller or inventory character? @runic fern

#

😂

worn pewter
#

hii everyone

plush yew
#

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

golden condor
#

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*

copper flicker
#

of course, in the imported mesh

#

you can set its transfroms to anything you want

golden condor
#

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

fleet cedar
#

@plush yew you could take a look into the "trasher" from skate 2/3 games

#

has something similiar

golden condor
#

I think its because of the first mistake I made when importing but I am not sure

copper flicker
#

you can also reimport

golden condor
#

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

copper flicker
#

delete and force a reimport

#

or reimport as another name

golden condor
#

When it comes to deleting it, I put a lot of work into this asset.

#

There is no other way?

copper flicker
#

don't delete the asset, just the imported mesh

#

or import another mesh, a duplicate

#

and then delete the original

#

mesh!

reef frost
#

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]```
copper flicker
#

ok, my question. is there a way to access the contents of my persistent level, from BP?

#

say I have 5 basic 001... etc

fleet cedar
#

@copper flicker Are you familiar with the level blueprint?

copper flicker
#

I wanna know HOW MANY I have

#

I never use it but I am familiar...

#

ish

fleet cedar
#

You want to see how many streamed levels are in the folder?

copper flicker
#

so what I need is to get the number of levels there

plush yew
#

it is error while you try to package or? @reef frost

copper flicker
#

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.....

fleet cedar
#

I may be wrong but I don't believe there is any way to do that in code

copper flicker
#

but it's better if I get the actual stream-ready ones

fleet cedar
#

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

copper flicker
#

doesn't seem to be ... but I wonder how I could handle this, other than moronically/manually

reef frost
#

@plush yew Nope, It happens when open my map in editor, and click an object in the outliner

golden condor
#

That didn't work, when deleting the mesh all was gone with it, references I mean

copper flicker
#

nono, I don't want to add or remove at runtime

#

I just want to count them

golden condor
#

Need to restart maybe.

fleet cedar
#

@golden condor Have you fixed up redirectors?

#

Also restart

golden condor
#

What do you mean?

copper flicker
#

show redirectors Sofi

fleet cedar
#

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

copper flicker
#

how about reading the contents of an Unreal folder

fleet cedar
#

You can do that in C++ or maybe an editor utility widget

copper flicker
#

I have to do it in BP

fleet cedar
#

You're better of just setting the value manually

copper flicker
#

it has to work at runtime

golden condor
#

That didn't work either, fixing redirectors I mean.

fleet cedar
#

@golden condor Can you post the problem you're having again?

golden condor
#

I had a problem with the rotation of an object when I play

copper flicker
#

but you can just change the rotations of that mesh

golden condor
#

So, I thought maybe the rotation I set when I imported the object was the problem

copper flicker
#

on the imported mesh\

#

you don't have to delete anything

fleet cedar
#

If you open up the import settings there's an option that's called "import rotation"

#

Check that

golden condor
#

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

plush yew
#

ok, idk then @reef frost

golden condor
#

Since the new object is just that, a new object

#

Ow I hate myself so much right now

#

I am so so so stupid

fleet cedar
#

Do you have a previous commit you can go back to?

golden condor
#

Yes I do

#

The problem is not even a problem

#

Import Settings inside the mesh

#

You can reset all of them there

reef frost
#

@plush yew I just fixed it, disabling "Enable World Origin Rebase" fixed it. So if anyone uses World Comp, avoid that shit

golden condor
#

I am so dumb sometimes

plush yew
#

ok

#

good-lol

#

same as you lol Sofiane

golden condor
#

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

copper flicker
#

you have a very simple problem Sofi, replacing or editing content is no need for drama

plush yew
#

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

copper flicker
#

and no need to get old commits

plush yew
copper flicker
#

so.. listing directory contents is only possible with C++?

golden condor
#

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.

plush yew
#

the most important is that you fixed it

fleet cedar
#

@copper flicker What are you trying to do with the list of streamed levels?

plush yew
#

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

#

^

fleet cedar
#

@plush yew How long have you used ue4 for?

plush yew
#

why you ask?

#

2 years but not everyday

fleet cedar
#

I generally just double check before helping people on different things to make sure they've got the basics down

plush yew
#

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

fleet cedar
#

So the hud is being added without you knowing?

plush yew
#

no

#

I use the inventory package with replication and there are a lot functions and stuff

fleet cedar
#

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

plush yew
#

ok

#

but here it is structured on different way

fleet cedar
#

Click on reference viewer

plush yew
#

it is parent of the childs

#

@fleet cedar

fleet cedar
#

Can you describe the issue again?

plush yew
#

ok

#

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

#

?

fleet cedar
#

You're adding both of those widgets to the screen of player 1

plush yew
#

yup I know

#

but idk how to remove the other one

#

I need this widget to show because the function to work

fleet cedar
#

I'm not sure sorry

plush yew
#

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

grave citrus
#

ayo, the square of my landscape is strangely highlighted when I add a new layer. wasn it something like rebuild lighning ?

plush yew
#

Rebuild your lighting. @grave citrus

#

ok I did it but it will show 2 players, I want only 1

grave citrus
#

mhh ok already tried it with high settings

plush yew
#

@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

grim shale
#

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?

plush yew
#

@grim shale Did you set the animation to run in place?

#

Let me know if this works out for you.

grim shale
#

You mean when i downloaded the anim? No

plush yew
#

That probably explains it

grim shale
#

I tried EnableRootMotion

#

So what do i do?

#

Export again?

plush yew
#

You mean it doesn't work?

grim shale
#

Yep.

plush yew
#

Uh, did you download it from a site like Mixamo?

#

Those sites have a option for runinplace

grim shale
#

Yeah

plush yew
#

Alright

#

Give me a second

grim shale
#

I downloaded it as a pack so that option wasn't available,

plush yew
#

Can you name me the pack?

grim shale
#

One sec...

#

Pro Longbow Pack.

plush yew
#

Alright one sec

grim shale
#

Take your time.

plush yew
#

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

grim shale
#

Well... All of them.

#

And thx btw

plush yew
#

ಠ_ಠ All 39?

#

one sec

grim shale
#

Yep lol

plush yew
#

and too early to be thanking me

grim shale
#

If there is no other way i will download them individually with the in place

plush yew
#

I don't think there is

#

Its better in general to download individuals instead of packs

grim shale
#

Alright then, i just gotto download them and redo my blend space... Pretty easy.

#

Thanks for the effort.

plush yew
#

No problem and sorry for not being able to help 😅

grim shale
#

Np.

valid flax
#

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.

heady quartz
#

when does free for the month usually drop?

plush yew
#

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

warped sun
#

im missing my viewport in my blueprint, what do?

#

im also missing all the stuff inside of it.

plush yew
#

wdym you miss it?

warped sun
#

its gone.

plush yew
#

were?

#

explain more

#

show bp or something

warped sun
#

there is none

#

double clicked my blueprint, nothing is there

plush yew
#

lol

warped sun
#

?...

#

so now what?

plush yew
#

idk

#

xD

warped sun
#

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?

whole quarry
plush yew
idle compass
#

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

warped sun
#

@whole quarry tried that, doesnt work.

fiery mortar
#

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?

patent cobalt
#

@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.

fiery mortar
#

@patent cobalt allright man thanks for the help

polar viper
#

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

runic fern
#

try to delete saved and intermediate folders and try

whole quarry
#

@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..

polar viper
#

@whole quarry it's a 12-13GB file. So maybe 2 hours?

whole quarry
#

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

polar viper
#

The cpu bounces around 0.1-1% and the memory is at 587.9mb

#

This is going to be a long 10 days

whole quarry
#

Waiting is still doing something 😅

polar viper
#

Haha. My project is due in 10 days

whole quarry
#

😮

#

better postpone sleep for 11 days then

polar viper
#

Yup

idle compass
#

so I can't just brute force and apply the tesselation on all parts of the lanscape ? @patent cobalt

patent cobalt
#

@idle compass performance would suffer from it

#

a lot

polar viper
#

I just need to render 6 cameras and export the game once I've done the collisions of 3000 objects

whole quarry
#

only 3k collisions?

#

Did you already took a subscription on RSI? 😄

modern sinew
#

What hardware is most important for running a server? Storage space? RAM? Other?

spare sun
#

depends on what ur server is gonna be doing I guess

runic fern
#

Goodmorning guys

whole quarry
#

@modern sinew Usually CPU/RAM

polar viper
#

@whole quarry look I'm a 3D artist using unreal for the first time this year

modern sinew
#

Running a multiplayer game if I ever manage to get UCRT on my computer so it stops crashing on build

#

*package

#

Not build

spare sun
#

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.

modern sinew
#

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>

whole quarry
#

So you will be making a persistant only world/universe?

modern sinew
#

as in like, one world?

whole quarry
#

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

modern sinew
#

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

whole quarry
#

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

modern sinew
#

How many players do you think you could fit on one server, all with custom-built ships and robots and stuff, etc?

whole quarry
#

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

modern sinew
#

Hmm. That's less than I thought. But yea, the expensive bit is hardware

#

which that doesn't count

whole quarry
#

Its better to use cloud hosting instead of buying the hardware

modern sinew
#

I'm sure there's downsides

whole quarry
#

Its a lot of work for a one man or a few for such project, thats the downside 😄

modern sinew
#

That's not related to hosting

whole quarry
#

Hosting dont usually have much downside other than it costs money

modern sinew
#

I meant that I'm sure there's a downside to cloud hosting that isn't present in running your own server

floral hull
#

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.

modern sinew
#

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'.

runic fern
#

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

whole quarry
#

Well, set it to index 0?

#

Bit wierd to use an array for it as you only can run 1 gamemode 🤔

worldly axle
#

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 .

lucid magnet
#

anyone who can teach me how to set this text to be the current screen resolution?

whole quarry
lucid magnet
#

oh

#

cool

whole quarry
#

for your next question, how to get supported resolutions, @lucid magnet

lucid magnet
#

already have that

whole quarry
#

ah ok 😛

lucid magnet
#

tho

#

?

drifting geode
#

anyone here who used the houdini engine and sucessfully imported "lightmap resolution" attributes? doesn't work for my, only names...

whole quarry
#

@lucid magnet wrong node, that just returns the fullscreen type

#

not the resolution

lucid magnet
#

oh

#

what can i then do

#

to display the current screen mode

whole quarry
#

look at the screenshot I posted earlier

lucid magnet
#

which one?

#

they are for resolutions

lucid magnet
#

this time i want to show the the fullscreen mode

#

in text

whole quarry
#

ah ok

lucid magnet
#

nice

#

thanks

whole quarry
#

np

midnight gate
#

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

half turtle
#

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?

lucid magnet
whole quarry
#

pull from the float pin to the text pin

#

it should automatically put in a converter

lucid magnet
#

is that it

whole quarry
#

yes :d

half turtle
#

so anyone knows what could be forcing my camera to be offset towards everything?

timid jacinth
#

ToText(float)

whole quarry
#

@half turtle Tried to restart the editor?

half turtle
#

yes

whole quarry
#

did you add a spring arm?

half turtle
#

but the coordinates for the transfor and everything are correct for every blueprint

#

the spring arm also has a transform o 0

whole quarry
#

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)

half turtle
#

the camera transform is to make an easy orbiting camera (just rotate the pivot of the spring arm

whole quarry
#

yes but like you say, its controlled from the springarm 😉

grave citrus
#

I rebuilded Lightning but still got the same problem (after adding new layer to landscape material)

#

I need any special settings?

lucid magnet
#

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?

simple pebble
#

im looking for a simple way to change variables within an actor then spawn that actor once variables are set,

rose quartz
#

im trying to compile a github unreal engine but im getting this error

spare sun
#

master branch isn't guaranteed to compile

rose quartz
#

so what what version do i need?

spare sun
#

try 4.25 or 4.25-plus

rose quartz
#

oke

spare sun
#

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

rose quartz
#

oke ill try 25-plus

worldly minnow
#

hey guys im new to unreal just booted it but is it worth learning C++ instead of using blueprints?

midnight root
#

No in time you'll likely need both depending on your project,,but I suspect, have heard, both is likely necesssary to some degree

worldly minnow
#

cheers man

spare sun
#

c++ is pretty useful but depending on the project you can do without

worldly minnow
#

similar to mgs pw

#

but more depth added survival and injury systems and verticality

#

and camo features

spare sun
#

and even if you learn c++ you'll end up integrating it partially through blueprints because they complement each other

sinful thorn
#

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

floral lion
#

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

sinful thorn
#

nope Hati.. its all the same material

#

I didnt paint anything yet

floral lion
#

Is it filled with weights there?

sinful thorn
#

what do you mean weights?

#

hmm I changed the material from the original to the instance one and it works now

crimson vector
#

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?)

worldly axle
#

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

spare sun
#

Not a bad question. And im afraid not @crimson vector

#

sadly its not just a breakpoint

crimson vector
#

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

idle compass
#

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?

spare sun
#

you can edit but you cant recompile as the code is already running

crimson vector
#

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

spare sun
#

@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.

idle compass
#

then should I always bake ?

#

@spare sun

lucid magnet
#

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?

spare sun
#

wdym always

idle compass
#

like can I do a project without ever pressing the build button at all ? @spare sun

spare sun
#

sure you can if you dont use static lighting

lucid magnet
#

how can i make a branch check for the text?

#

might just be dumb...

spare sun
#

there's even

midnight gate
#

is there's a way to set the start rotation of an object inside the level just by blueprints?

spare sun
#

@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

whole quarry
dire sentinel
whole quarry
#

@dire sentinel You should ask that at Agisoft, this is Unreal Engine only 🙂

dire sentinel
#

someone who used agisoft for unreal might know?

whole quarry
stoic zodiac
whole quarry
#

it already is?

#

2048² ?

stoic zodiac
#

Yes, but I dont want that blue rects

whole quarry
#

So you either need to scale it in the material or edit the texture in an image editor like photoshop

lucid magnet
#

how can i connect this?

stoic zodiac
#

I want engine to resize the image instead of cropping

lucid magnet
#

it changes the text for the fps

atomic meadow
lucid magnet
#

so if its 0 it should be ''unlimited''

whole quarry
#

you can diplicate the return ode @lucid magnet

#

duplicate*

lucid magnet
#

but how do i connect the set text to that?

stoic zodiac
#

thanks Remco

whole quarry
lucid magnet
#

ohhhhhh

#

nice thanks

midnight gate
#

do lods apply to the whole object in level? or also in multiple meshes inside an actor blueprint

whole quarry
#

a LOD is per Mesh

stoic zodiac
#

Another Q: I have exported an image, edited it, then what should I do to import, replace and save references ?

whole quarry
#

you can import it like any texture

nimble moat
#

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

whole quarry
#

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

nimble moat
#

thats the most efficient way?

whole quarry
#

It could be more efficient by using child actors

#

so you can just cast to the parent

nimble moat
#

ill look into it thanks

whole quarry
#

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

nimble moat
#

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

whole quarry
#

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)

midnight gate
#

@whole quarry is theres a blueprint that can set work actor rotation in level?

#

instead of component rotation

whole quarry
#

There is a SetWorldTransform node

midnight gate
#

i mean node

#

hm

whole quarry
#

contains a Rotation

midnight gate
#

ok thank you

stoic zodiac
#

There is an option "Reimport with new file"

whole quarry
midnight gate
#

hey remco how do you keep answering all the questions one after another seems like alot of work

whole quarry
#

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 😄

midnight gate
#

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

whole quarry
#

WorldTransform is available in all BP's

midnight gate
#

wesome

whole quarry
#

Appearently this error has multiple causes and none of the awnsers I can find actually tell the awnser

midnight gate
#

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

#

WHY WONT IT WORK

#

FUKEN SUNLAMPS

#

NOT WANTING TO SET TRANSFORMS

midnight gate
#

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

pallid talon
#

Is there a TwinMotion discord page?

heady moon
#

I crashed the engine twice in a row even after trying to edit my code 😄

lucid magnet
#

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?

limber mesa
#

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?

plush yew
#

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?

whole quarry
#

Finally, I managed to fix the "Failed to open descriptor file" on my android game, only took 4,5 hours to solve... sigh

frail sun
#

Anyone else having issues streaming unreal editor with OBS?

next badger
#

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

frail sun
#

Do you know of anyone streaming it as in right this moment?

plush yew
#

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?

grim ore
#

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

plush yew
#

Ok mate am looking in to it now thanks for the tip

polar viper
#

@whole quarry sooooo uh..... it still aint loaded

whole quarry
#

o0

neon bough
#

stupid question, whats the best way to implement a crosshair? UMG or Decal in world space?

polar viper
#

@whole quarry my file

whole quarry
#

You could try to clear the temp folders, but it will definitly rebuild shaders upon next project launch

polar viper
#

In 10 years

whole quarry
#

IIRC, you can delete these 2 folders(better to rename them tho just to be save)

next badger
#

@neon bough umg...as crosshair will get a lot of issues from TAA

whole quarry
#

Wouldnt a decal require a surface to be projected on? 😛

neon bough
#

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

dire coral
#

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

whole quarry
#

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?

dire coral
#

no no

whole quarry
#

You can set animation to affect only certain bones

dire coral
#

give me a sec

#

it is all there

half turtle
#

what are the limits for objects in the physics engine ?

dire coral
#

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

half turtle
#

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 ...

dire coral
#

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

half turtle
#

which seems to be an int value to -9?

ruby robin
#

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?

next badger
#

@half turtle may happen if FMath is used

#

ue4 implicitly converts some floats to signed ints in some operators

half turtle
#

taht certainly narrows down my issue... (to like... every single actor on my current level)

covert ivy
#

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...

next badger
#

there are...those techniques called "culling" and there are several ones in ue4

dire coral
#

can anyone help

next badger
#

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

covert ivy
#

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...

neon bough
#

isnt most culling covered by depth testing which happens anyways? nvm

covert ivy
#

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)

knotty vessel
#

can someone dm me a good character creation tutorial? something i can use to change a characters clothes skin color hair etc

next badger
#

there are cluster(group) culling, Precomputed Visibility Volumes, HZB, and many other stuff

#

i'm just not very familiar with it

covert ivy
#

most of the time culling triangles costs more than just loading whole mesh
@next badger Oh, really !?? Are you sure ?? Very intriguing and interesting... 🤔

next badger
#

@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

#

you may ask #graphics on the current state of things

lucid magnet
#

is there a way i can set the start placement of the slider by a float?

covert ivy
#

@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 ^^ )

plush yew
#

Anyone tried making mobile game with BPs?

astral phoenix
dire coral
#

Dm me

plush yew
#

any news on when 4.25 will release?

fair storm
#

anyone can explain me why i cant connect to my gamelift server if im using steam?

#

and when it is closed i can

stoic moon
#

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!

tiny vigil
#

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

fair storm
#

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

stoic moon
#

obviously i already made 3 backup copy

#

to switch back in case of any major issue

fair storm
#

btw 2.21 is maybe the more stable version.

#

the others are pretty buggy

#

i use 2.21

abstract relic
#

Man I didn’t know you can still download ue2

winged crypt
#

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?

inland shuttle
#

Hi, i have dynamic navmesh obstacles on my level. Im looking for any way to "refresh" navmesh when they are being destroyed.

plush yew
#

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

spare sun
#

sounds

#

pricey

versed spear
frail sail
#

@stoic moon just wait 4.25 version

#

it seem smooth than before versions

#

less bug

#

i think

astral phoenix
#

Can some1 help me with texture/quality while testing?

stoic moon
#

@frail sail what is the release date aprox.?

frail sail
#

idk but worth to waiting

#

instead crashing your project

tiny vigil
#

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

inland shuttle
#

@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.

stoic moon
#

@frail sail good point ehehe 😄

inland shuttle
#

thanks

grim ore
#

@tiny vigil is this a laptop?

tiny vigil
#

yes

grim ore
#

you need to find your ue4editor.exe file, right click it, and tell it to use the dedicated graphics

junior solstice
tiny vigil
#

i’m useing the dell g7 with gtx 1060 maxq and the intigrated uhd

#

also where do i find the files

grim ore
#

wherever you installed the editor you want to update

tiny vigil
#

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

short echo
#

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!

tiny vigil
#

and the nvidia panal says it can only let me select exe files and the ue project file is not exe i think

grim ore
#

the ue4 project loads the ue4editor.exe, that is why you want to change that

tiny vigil
#

ohh okok

frail sail
#

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

short echo
#

Pretty sure everything runs on main thread

frail sail
#

so the main thread works only single core?

grim ore
#

the main game thread is on one core yes, other systems may run on other cores as designed

frail sail
#

cant possible to make run with multi cores?

marsh swallow
#

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?