#ue4-general

1 messages ยท Page 703 of 1

runic fern
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actually its both setted FreeForAll idk why its getting DeathMatch

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its not getting actually

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even in debug its wrote FreeForAll

grim ore
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oof

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so maybe the issue is in the array when you make it? have you checked that out yet

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after you click create what does the array look like?

runic fern
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its normally arranged

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i think its something wrong with the UI Functionality because the functions in GM looks working very good

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yes

grim ore
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so when you hit create on that screen the ServerModes array looks fine? its not duplicated in there?

runic fern
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found it

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i will show you what xD

grim ore
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I will say the way you create that array is.... odd but it should work lol

runic fern
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the button never thought it will be idiot issue like this hahaha

grim ore
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ah

runic fern
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im really sorry mate ๐Ÿ˜„ ๐Ÿ˜„

grim ore
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yeah if I was doing this when I needed the array, like on the create button, I would loop thru all my options, see if they are checked, and then add to the array. At that point you could even start with the selected mode, make that the first value in the array then loop thru the checked options and add them after.

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then there is no weird stuff adding the selected mode later for example

runic fern
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Yes good information thank you and im really sorry again

limber mesa
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Hey @grim ore is there an easier way of sharing a ue4 project than github

runic fern
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its took alot of energy ๐Ÿ˜„

grim ore
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no reason to be sorry, we figured it out

runic fern
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yes finally thanks Mr Mathew โค๏ธ

grim ore
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@limber mesa any source control could work, there are other such as Bitbucket, perforce, or setting up your own
@grim ore

umbral ferry
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i don't undesrtand how i can do the animation

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wihtout matinee

limber mesa
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Thanks

umbral ferry
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how i can do that with sequence ?

grim ore
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the same basic way. set up your keyframes and thats it

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have you looked at any documentation or videos for sequencer?

runic fern
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all fine

umbral ferry
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where is the movement track

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@grim ore

grim ore
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You would add the actor to the sequence so it has a track, then you can use the Transform track to move it and done

umbral ferry
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this ?

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level or master sequence ?

grim ore
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sigh

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docs. read the docs.. watch videos on it. do something to learn it.

delicate needle
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Just curious, just watched that platform video, you notice how the character collides and floats with the movement of that platform, I would how that would be mitigated? Just out of an exercise of curiosity? Maybe upon touch of the platform it inherits its velocity or something?

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Just to note, I don't make games, but I like that kind of problem solving.

grim ore
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I'll have a video in like 2 minutes on YT for the sequencer platform thingy because why not, its shit without audio but its a video with a moving platform

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now I would never use sequencer like that but hey Epic does so why not

mystic holly
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anyone want to make a game and have fun?

runic fern
mystic holly
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ok

grim ore
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with matinee being removed in .24 we have certainly been getting more of the "how do I matinee" questions ๐Ÿ˜ฆ

runic fern
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sequencer instead of matinee right ?

grim ore
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yep, its been in the engine for over 3 years now

runic fern
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Yes its very nice feature specially when you use camera on track and recording 8913_HatCat

pulsar badge
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Has anyone use unreal.js plugin before?

teal tulip
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MathewW you upload a lot of content to youtube, you know why my video at first display all the quality settings from minimum to 1080p but no the 1440p and now only displays the 1440p ? given the video its 1440p

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oh it seems like it a bug at import from photos

normal burrow
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Youโ€™ve gotta use the super huge files for it to register things hev. We uploaded a 4K video that wouldnโ€™t register as 1440p once lol

umbral ferry
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@grim ore thanks.

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i will see that on few minutes.

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You said that work but it isn't the correct way to do that ?

teal tulip
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@normal burrow I checked the first option, on the photo mode, the other says if the content its bigger than 1080p get clamp but the problem I had was at upload at first displays everything, now just allows to set 1440p xd

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a guy says its a bug from photo mode, so will have to upload them directly from my computer to youtube ๐Ÿค”

normal burrow
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hmmm not sure I follow

teal tulip
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There is a bug that forces to watch the video only at maximum if you upload it from google photos it seems

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that I mean, don't display or allow lower quality options

manic pawn
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better than it only being available at 144p br_thinking

teal tulip
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XD

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yeah that for sure

spare sun
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how long has it been since the upload

teal tulip
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1 day

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actually a bit more

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after the upload youtube display every resolution up 1080p like 2h later just display the 1440p

normal burrow
teal tulip
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mmmm

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you're content is that good don't even need more than 720p tbh

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๐Ÿค–

elder moat
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Is there a way to make him bigger for one animation then scale back down when he's walking

grim ore
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there probably is but maybe fixing the sprite in the first place would be better?

elder moat
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Okay. I'll just do dat

umbral ferry
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i don't know how to activate collision with my character

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bc atm i have no collision

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and i pass trought

grim ore
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correct. at the top left it shows no collision primitives. You need to either add collision and bring it in in your DCC program, add basic collision in UE4 using the collision menu at the top, or use complex collision (the mesh itself) for collision

umbral ferry
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better to use mesh itself no ?

umbral ferry
grim ore
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complex uses more memory and resources as its more complex

umbral ferry
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but i want the collision to be representative of the mesh

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but i don't have collision by behind

grim ore
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what is behind?

umbral ferry
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only one side

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no other side

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Me on platform collision

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platform on me no collision

grim ore
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how is the platform on you?

umbral ferry
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if i m if I'm downstairs and it goes down

grim ore
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maybe show what you mean?

sly coyote
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You doing a course pytchoun? That reminds me of a platform I created doing Steve's udemy course on making an RPG game

umbral ferry
grim ore
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if you arent using physics to move an object it wont collide

umbral ferry
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@sly coyote i follow virtus can you share your tutorial?

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@grim ore

grim ore
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yes you are not using physics to move the object so no collision will occur

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that is expected

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if you were to stand under it when it was not moving and jump it should block you

umbral ferry
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how can i do that

grim ore
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well you can turn on simulate physics on the object, the platform, but...

umbral ferry
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yes i tried it

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and when i go on i flying to 50km

grim ore
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yep its now physics based, you can turn off inertia on it so you dont slide off. turn your damping settings to 0 so it doesnt slide your character

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and lock rotation so it doesnt rotate when you are under it

umbral ferry
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btw complex it is the correct thing i did ?

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complex collision for have collision on my gameobject

grim ore
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There is no correct. What you use will depend on your project and goals.

umbral ferry
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ah?

sly coyote
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There is a octagonal collision under the simple collisions with 16 sides that accomplishes the same but is less demanding on the game

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If you remove the collision, and try the various simple collisions you'll see the perfect one for that shape in there

umbral ferry
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where yo usee that collision

sly coyote
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In the mesh editor...top bar...after mesh options

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You'll see collision

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Menu

umbral ferry
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yes it is where ichoose complex thing

sly coyote
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Click that and you'll see a bunch of simple collisions options you can try

umbral ferry
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like my screen

sly coyote
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One of the dop simple collisions either dop10 or 16(I have way more options since I have a few custom created algorithms)

umbral ferry
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i have 18 or 26

sly coyote
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Dop z simplified...I can't remember ...

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But Steve's course made the same platform.

umbral ferry
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where is it

sly coyote
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Just remove the complex you added and try the different dop options under simple collisions...one of them is perfect....also...Steve's course was a paid 50 hour long udemy course

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It's not up anywhere free

umbral ferry
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your collision let me flying xd

sly coyote
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But I can grab you the link if you want

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You found the dop option that best represents the mesh?

umbral ferry
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yeah i think

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but i have collision issue

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i flying and he can put me to 50km

floral arrow
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subsurface scattering works with static lights right

umbral ferry
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oh he cas bc i didn't unchecking gravity

sly coyote
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That would do it lol

umbral ferry
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what

sly coyote
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Not sure Jesus, maybe a material guru can answer that...I want to say yeah cause it's just material shader quality...but mat editor is my weakest point

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Maybe @grim ore can chime in?

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Material editor to me looks like hieroglyphics...I have no idea how people pull off some of the crazy materials they make

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That's such an old post tho ponkkis...so much has changed even in the last year....I wonder if that's still valid

hoary locust
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The material editor just looks complicated, it's really just the same few things over and over again

sly coyote
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God bless quixel and mixer...haha I spent 700ish hours learning every other part of unreal....but not 10 mins learning it's material editor

brave lark
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anyone know of a decent third person camera system for an RPG. realizing the default one sucks for this

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mention me if you respond

hoary locust
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take the master course on materials, it's really worth your time

rotund silo
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I'm trying to adjust around the lighting on my landscape but when I move the sun nothing's changing all the shadows are the same

brave lark
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@rotund silo rotate it

rotund silo
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how?

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whoa

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I rotated it and I saw the new lighting/shadows but then once I let go it instantly reverts back to normal @brave lark

brave lark
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?

rotund silo
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I used the numbers on the coordinates thing to rotate it

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this

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but once I let go of it, the lihgting just reverses back to the old one but the values stay the same

brave lark
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z is only going to effect it

rotund silo
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oh

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why's that?

brave lark
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it's the sun

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to change the other angle it's in the options of the light

rotund silo
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It does nothing if I change the Z value

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I tried setting it to 100 and nothing changed and sun's still in the same spot

brave lark
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maybe I'm confused with blender, let me reopen my project

rotund silo
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maybe

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When I chaged the X and Y values by scrolling up and down on it the sun/shadows changes but the second I let go of left click it just reverts back to the old lighting but the new values are still there

brave lark
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is it static

rotund silo
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no clue

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How do I chekc that?

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It also says this on the top left

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and idk what this means

brave lark
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means its static

rotund silo
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oh

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how do I make it unstatic?

sly coyote
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The one listed on epics training section 1cg?

rotund silo
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what

hoary locust
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I think so, in the academy

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it's called Materials Master Learning

sly coyote
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I'll check it out thanks ๐Ÿ˜Š

brave lark
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@rotund silo you should go follow a youtube vid on the basics

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most people won't answer questions that are easily googleable

grim ore
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@rotund silo click the build button at the top, have a snack, message gone

sly coyote
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Didn't ue add that new sun object to handle basically everything related to the sun and time of day in 4.24?

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I haven't messed with it but there's a hotkey you hold to change the angle the light coming off the Sun

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I can't think of it now, at work

brave lark
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it's three odd keys too, I have it in a few projects

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but it currently breaks some other lighting features

sly coyote
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I like it, seems like you can get pretty close to "true sky's" results for free in engine now

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Hopefully they fully realize it rather than abandon it like paper2d...

brave lark
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it creates a weird effect around the edges of some stuff too

bronze cedar
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i was downloading a game, it was just about to finish , but my computer restarted, and after that epic launcher got updated, boom i lost my downloaded game which was like 62%, that's 20 GB ๐Ÿ˜ฆ

brave lark
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theres a lot that needs to be fixed before making new features honestly

bronze cedar
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anyone every saw that type of error

brave lark
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yeah your temporary files were cleared

sly coyote
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You probably should ask in epic store section...this section is ue4 engine

brave lark
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sucks, just have to redownload

bronze cedar
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yeah @brave lark

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ok i will be going in store section, @sly coyote

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thanks for the help guys haha ๐Ÿ˜ฆ

brave lark
sly coyote
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๐Ÿ‘

bronze cedar
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lol wrong smiles, i mean this , thanks for the help ๐Ÿ™‚

sly coyote
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Hahaha

brave lark
bronze cedar
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it feels bad when you wait for something and than it delay more than you thought , hahahahaha

sly coyote
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I agree...the driver issue with rtx 2080 ti and Ray tracing crashing the engine....that's a pretty big deal for some

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Myself included in that mess

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I can't play with the shiny new Ray tracing toy until that crash is fixed

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I want to blame invidia on that one...but epic could push a little harder to make them fix it

brave lark
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who pushes epic to work on forward renderer then

sly coyote
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Even just a "hey guys we know what's up, and were working with invidia to fix the crash" would be nice...epic seems to be ignoring those having the crash

brave lark
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because I'm missing important features still

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^also nvdia is probably busy ramping up for how to deal with the new amd stuff

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js, theres going to be a serious tech boom with the new consoles

sly coyote
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Anyone else feeling my pain with Ray tracing crashes on the newest driver...in engine only

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And I'm not going to fidget spin my trdelay or whatever hack people are doing to fix this...it wasn't an issue until Ray tracing came around

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In engine

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Something in engine isn't playing nice with invidias newest drivers....

rotund silo
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@brave lark I built the lighting now, but the lights are still static and won't change and I tried googling it but all I could find was about static lights

gaunt abyss
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newest driver works fine for me with the engine ๐Ÿคทโ€โ™€๏ธ

trim tapir
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So I am doing a minecraft terrain generation project, which consists of a lot of actors with a cube mesh that form terrain. It seems that the shadows these objects produce are severely reducing performance. Whenever I disable shadows, it is very fast. Is there a way to cull shadows so that they only render a close distance away from the camera?

brave lark
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@sly coyote i'm on a 3770k and 980 ti so I can only feel jelly

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@trim tapir part of your issues is your rendering stuff that isn't seen

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you should use a procedural mesh

trim tapir
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well I want all of my blocks to be actors, not standalone meshes

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is that still doable with procedural meshes?

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I tried distance culling of the mesh, but that didn't work at all

rotund silo
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@plush yew Mines doesn't have a Mobility setting

sly coyote
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Anything can be turned into blueprint actors...noctis

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Just add it as a component...even easier in cpp if you go that route

trim tapir
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so a procedural mesh component?

rotund silo
sly coyote
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Are you blueprint or cpp?

rotund silo
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nothing there

trim tapir
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blueprint, but i made it a cpp project just in case i needed its functionality

sly coyote
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In cpp you can make a custom class based on actor and attach the proc mesh as a component as root

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In blueprint I believe you can just add it as a component in the drop down then set it as root

trim tapir
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ok

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ill just use blueprints for now

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how do I use the procedural mesh @sly coyote ? The button "Create StaticMesh" is grayed out

sly coyote
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One of the guides...there is another for creating slice-able proc meshs

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Also that's very good...but they're cpp

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Are you making destructible environment pieces?

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If so you should really look at the chaos engine inside ue4

ionic lagoon
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Anyone know how I could grab variables from my fpscontroller and use them in my statemachine for the animation blueprint

sly coyote
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There's multiple ways....you could grab the playercontroller which would be set to your fpscontroller and drag off it to get...if the variable is public "eye ball open" in the fpscontroller

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Or you could pass it along using levelbp but it will just do it the same way you would directly in the anim bp....

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Or you could use blueprint interfaces

ionic lagoon
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How do blueprint interfaces work exactly? Sorry I am very new to unreal and game development in general

trim tapir
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@sly coyote I am not doing destructable meshes. I am basically making minecraft in unreal engine, so like blocky terrain generation. With so many blocks, the engine becomes very laggy when I enable shadows.

sly coyote
ionic lagoon
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Ill check it out

sly coyote
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So you're doing voxel terrain

trim tapir
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yes

lavish sapphire
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Anybody interested in being a paid Unreal tutor? I need a few sessions.

ionic lagoon
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Ok I don't think an interface is really what I'm looking for. Back to the first thing you said. I have the playercontroller, but I don't know what to drag that to.

sly coyote
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So in fpscontroller make sure the variable your trying to get is public

ionic lagoon
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I think it is considering the private box is unchecked

sly coyote
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Then in the anim bp graph do a getplayercontroller...do a "cast to fpscontroller"...then off the "as fpscontroller" pip, drag off and "get 'your variable' "

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The variable would have it's eyeball icon next to it open

ionic lagoon
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Oh ok

plush yew
ionic lagoon
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Ok, but doesn't the cast need something executing it?

sly coyote
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Luke that's a recent bug...it's happening to me also when I'm deleting things that have existing references...started last patch

grim ore
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if you use the third person template you can see how the animbp is set up to get info from the character, same idea for getting it from somewhere else. The other way is to push it to the anim bp that is running on the player as needed

sly coyote
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The legend has spoken ๐Ÿ˜‹

plush yew
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And UE4 has just crashed deleting 3 assets

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Thank you Dark Souls

sly coyote
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For me it looks like a terrible crash but keep telling it to "wait"...it will recover

trim tapir
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so zethfox I just need a way to optimize shadows so that they don't render outside a certain radius or when they are not in view

sly coyote
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Noctis I personally wouldn't tackle voxel with blueprint only it just seems like so much work

plush yew
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No I mean it just closed

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No error

sly coyote
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Ouch that sucks... At least for me it always recovers after like the third or fourth wait for program to respond

trim tapir
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rip

sly coyote
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If you really need to delete the assets make sure nothing else is referencing it in the stage

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I've started doing a replace before I delete now

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At least until they fix the bug

rotund silo
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Anyone know why my Directional Lights reset back to their original position after I rotated them?

trim tapir
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ill try to hard code diabling shadows outside a radius

sly coyote
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I'm not so sure that the shadows are only problem... You could have way too much draw calls

trim tapir
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well i disabled shadows and it ran smoothly

hoary silo
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My project is crashing on start, does anyone know how to fix this?

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Here is the crash report: Unhandled Exception: 0x80000003

UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_SkeletalMeshReduction
UE4Editor_SkeletalMeshReduction
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

trim tapir
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well my project crashed on start once when some plugin i got corrupted or something

sly coyote
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Cpp or blueprint no good name?

ionic lagoon
hoary silo
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@sly coyote blueprint

ionic lagoon
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What would I execute the cast with

hoary silo
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@ionic lagoon Get all actors of class, choose the actor your casting to, then get a get node

sly coyote
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"get--->whatever variable"

hoary silo
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^

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Now it is saying this when it crashes: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Serialization/Archive.cpp] [Line: 644] BulkData compressed header read error. This package may be corrupt!

UE4Editor_Core
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_SkeletalMeshReduction
UE4Editor_SkeletalMeshReduction
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

sly coyote
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That's rough, remember the last thing you added or changed?

hoary silo
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It was an animation blueprint

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I think

sly coyote
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You can try finding it in your content browser through computers file explorer.. move it to the desktop for right now

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And see if the engine will let you start it up

hoary silo
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alright i'll try it

sly coyote
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It should just complain that its files missing in your blueprints that you attached it to

hoary silo
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The file is too big so it is going to copy it

ionic lagoon
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So what do I do after get all actors? Like where do I choose the player

sly coyote
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That's fine I just wanted to make sure that you had a back-up in case it didn't fix your problem

ionic lagoon
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On the purple?

hoary silo
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Yeah

sly coyote
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Get player controller and that number 0 means the player that's playing the game on that computer first player slot

hoary silo
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@sly coyote should we use DMs?

sly coyote
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If you're making something with couch co-op... That piece of code would be a little bit more complicated

ionic lagoon
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I'm not

lucid magnet
sly coyote
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If you scroll down the details panel with its selected you'll see options you can add

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And no good name... It's actually really tough to diagnose that on blueprint only project.... CPP projects are way more forgiving cuz you can run it with visual studios and it will point you to the exact thing causing you the crash

hoary silo
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That makes sense

ionic lagoon
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I have a feeling thats not right

hoary silo
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Drag out from the array and type in get

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and plug it into the "object" plug on the cast node

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leave the index number at 0

ionic lagoon
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get what?

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copy?

sly coyote
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Lol

hoary silo
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sorry i meant "get a copy" lol

ionic lagoon
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gotcha

sly coyote
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When we say drag off and get... We mean dragged off that little pip or node and type the word get

hoary silo
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^

ionic lagoon
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Yeah

hearty walrus
ionic lagoon
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Alright and then where do I go from there

lucid magnet
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@sly coyote i cant find the option to add a function for the selections?

sly coyote
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And if you start typing is sprinting in your example there... You'll see it come up as an option if the variable is public

hearty walrus
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Also, how do I intergrate discord's rich presence into a game?

ionic lagoon
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Ok I see so I don't need the cast right?

sly coyote
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R3 once you have your options set up there should be a bind button for on selected or something like that... In the details panel of that menu drop-down thing... Meaning highlighted then go to the details panel...

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Once you click that on selected or on choice made whatever its called in that details panel... It will take you to the event graph of that umg

hoary silo
lucid magnet
sly coyote
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Then you have to code in each of the options code yourself in that event graph

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See where it says events

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Drop that triangle

ionic lagoon
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How would I execute that pin for getting all the actors then?

sly coyote
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No good name... Chances are that animation wasn't the problem and it was something right before it

hoary silo
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Ill just copy all of the content to a new project

sly coyote
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Alin... What you're trying to do is very basic... That kind of help is way too tedious to ask for someone to explain for you how to set up such a simple function... I'm not trying to be mean... But please consider checking out vertus guides on YouTube

ionic lagoon
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I understand and apologize. I'll take a look.

sly coyote
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Vurtis's game creation guides are actually really amazing...a great start to moderate level coding lessons

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Checking player states in an anim bp is the first thing you'll learn when you do animation blueprints in his guides

ionic lagoon
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Ok great

sly coyote
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Oh no, I never recommend epics streams to beginners....they're done for advanced users

ionic lagoon
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Yeah I'm not watching 2 hours of that

wild cobalt
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So I wanted to others thoughts. I am in a constant struggle of wanting to buy BP game assets or to just create everything from the ground up.

ionic lagoon
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Thats not it ponkkis

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The thing is that I can learn what I need to from other videos, not 2 hours just to learn one specific thing that a 10 minute video could show me

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Ponkkis thats because I didn't watch a video on that.

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And I should have before coming here, but its hard to hunt down exactly what you're looking for.

wild cobalt
hoary silo
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Oh I think I just found why my project is corrupt!

#

nope nevermind ๐Ÿ˜ฆ

wild cobalt
#

thanks!

swift spindle
#

that does look like fun

plush yew
#

Is there a way to make my animal run away from me i did set everything i just need to knowlegde how he can run away from in a stright line and not in a random point

#

People suggested Dot Product

#

but how i can change the rotation of the animal to go the other way around

#

;d

sly coyote
#

Then virtus ue4 channel on yt would be perfect for you alin...they're 10 mins ish long and show you at the start what your about to learn

ionic lagoon
#

Yeah I found a video that covers what I was looking for

#

thanks for the recommendation

hoary silo
#

@sly coyote after opening my project over and over again it just suddenly started opening again

trim tapir
#

@sly coyote fyi I successfully increased performance by disabling the shadows if the player is too far away. I am also working on another function that line traces to the camera from each vertex, but it seems to eat up more performance than enabling shadows in the first place. Ill just stick with the distance one for now.

gilded plinth
#

Hey all, I have this planetary post process atmosphere material and it looks great in the editor and PIE, but when I package I get horizontal screen tearing. I can remove it by turning vsync on (instead of default adaptive), but does anyone know why it's doing that?

swift spindle
#

that seems a bit odd... fps issues ?

plush yew
#

Anyone tried to put an Ai actor as your child in player mesh?

#

dose that work??

#

Like so it moves with it

kindred viper
#

@gilded plinth its going to be a vsync issue. You fixed it

gilded plinth
#

Marc is there something about post process materials that exacerbates the issue?

kindred viper
#

well no its framerate vs frequency

gilded plinth
#

It's just that with some other projects and even another atmosphere that doesn't use post process i don't notice it

swift spindle
#

normally pp is pretty low on performance costs

#

it's easy enuf to find out

gilded plinth
#

How would you Altermind?

#

this one is likely costly

swift spindle
#

" profile gpu "

gilded plinth
swift spindle
#

that will give you a basic breakdown right away

rotund silo
#

How can I make a sky?

gilded plinth
#

How do i get to the gui for that Altermind?

swift spindle
#

tilda key @gilded plinth

gilded plinth
#

that's the console

#

i type profile gpu and nothin happens

#

also tried r.ProfileGPU.ShowUI

swift spindle
#

it'll pop up a UI

gilded plinth
#

for some reason doesn't : /

swift spindle
#

oh... make sure you have the main window selected

gilded plinth
#

weirdly control+shift+, does show it

swift spindle
#

the viewport

plush yew
#

How do I simulate a nuke explosion on a large terrain? I want the explosion to have a crater and have dynamic interactions with the environment-- like burning trees, nuclear fallout, etc.

swift spindle
#

that works

#

..... thats.... a big ask LOL

plush yew
#

Yea I know, but I believe it is possible

swift spindle
#

well

plush yew
#

Just dunno where to start

swift spindle
#

your not going to "simulate" it

gilded plinth
swift spindle
#

but you can create the different states and blend them together using camera cuts and creative effects

plush yew
#

I do have this child actor

#

But is there a way i can spawn it when i want?

#

I know fallout 76 tried a similar thing, but it ended up being really ugly and didnt really have a realistic efffect

#

Like it just stays there the whole time ๐Ÿ˜„

#

I want it be there as i call it

swift spindle
#

crys in performance

plush yew
#

Im thinking of having the nuke have a super bright blinding effect and then following it with some other effects

#

But there is one major issue even worse than trying to recreate the effects of my nuke....

#

I have to somehow make it visible from orbit, since my game is based somewhat like star citizen

#

And people launch their bombs from spacecraft in orbit

rose frost
#

Ahem...
I'm sorry to bother you, but any idea why my floor is flickering like that? ๐Ÿ˜•
I think it's due to my foliage but I don't know why ๐Ÿ˜•

swift spindle
#

looks like a sorting issue... also.. is your ground compiled properly ?

kindred viper
#

is there any reason to overlap UVs these days? I mean, I get the higher detail thing but aren't people using UDIMs now?

swift spindle
#

ram consideration is an issue still these days.. also load times

#

and workflow

rose frost
#

I think so, it's just a mesh with a material and foliage added on it.. I'm not sure to get what you mean by compile a ground

swift spindle
#

well your ground looks black

kindred viper
#

@swift spindle why would using overlapping UV's be good for ram? And I presume you mean for consoles because PC isn't exactly short on minimum spec ram these days.

rose frost
#

But maybe it's due to the texture.... I'll check that

swift spindle
#

@kindred viper it's a complex issue.. but it's not a clear cut rule on ether way.. . also depends on engine...

#

and workflow and resources

#

and target platforms

#

while a dev system might have 32 / 64 gigs of ram.. it's a safe bet your users system only has 8 to 16

#

and you'd be lucky to get to use half of that

plush yew
#

Damn I need some good programmers

#

Im trying to recreate star citizen with steroids all alone ๐Ÿ˜ฆ

swift spindle
#

good luck on that one

kindred viper
#

@swift spindle its GPU ram not system ram

swift spindle
#

sighs and rubs temples

kindred viper
#

that gives me an idea of why you would want to optimise it for streaming data purposes, but I can't see the advantage of it

#

Im not trying to be fussy about this, just getting an understanding. It's not something I have looked into well enough

#

I might go profile some stuff and see if I can figure it out. I dont want to get into learning this and be ignorant of the caveats

swift spindle
#

that's fair... sorry if I seem.... put off.... its just a massively huge topic

kindred viper
#

its ok dude. My inquisitive way of asking things can sound a bit off in text form. If you saw my confused look in real life, you would realise I'm genuinely confused :p

swift spindle
#

haha np

#

they will be able to help you more

kindred viper
#

will do. I can go profile some stuff too. Get a visual approach which is better for me. thanks

swift spindle
#

but remember this.. basic profile will only go so far ๐Ÿ˜‰

#

remember.. you can right click on assets and use SizeMaps

grizzled ferry
#

Hi I am new,
There is a support channel?

swift spindle
#

@grizzled ferry what kind of support you looking for ?

grizzled ferry
#

@swift spindle I was searching on YouTube how to setup a multiplayer team competitive FPS game, but I didnโ€™t find anything

swift spindle
#

well.. that's because your looking into hundreds / thousands of hours worth of learning ๐Ÿ˜‰

#

you best bet is to break down what you want to learn

#

and have to learn

#

and what you can buy / download for free...

#

start here

grizzled ferry
#

Ok thanks

delicate needle
#

I migrated my project to an empty one to reduce the project size, and now I am getting an "out of video memory trying to allocate a texture!...." error, and then closes. Has anyone seen this?

swift spindle
#

you need to check your logs

#

sounds like you got yourself a corrupted file..

#

or a memory leak from trying to load to much at once

worldly axle
#

@grim ore Thanks !

delicate needle
#

It dosnt happen on the original file, just on the newly migrated one, upon opening the map. Never gets far enough for me to read an error. Is there an error log dump?

swift spindle
#

yup

delicate needle
#

Found it

rose frost
#

Ok, so for my problem : my foliage has cast shadow enabled, I've disabled it and it seems fixed for now

swift spindle
#

yeah... only cast shadows on larger foliage objects for performance reasons

rose frost
#

Aaaah no it wasn't that ๐Ÿ˜ฆ

plush yew
#

gogle

grim ore
#

can you show us this?

merry gazelle
#

Guys when I use pawnsensing for some character AI they only search for the player. Is it possible to have them also detect each other, maybe an alternative "sense" to pawnsensing?

rose frost
#

@plush yew May you explain what are you trying to do? What do you want? Cause it's hard (for me) to understand what you are saying

#

For my flickering issue, I think it's due to the lack of world... Like, when the camera look too much of the "void"
But still struggling to fix it ๐Ÿ˜•

grim ore
#

@plush yew if you have your widget component in Screen Space it will do that

#

thats how it is supposed to work

#

yes, you are telling it to move every tick depending on where this actor is at

modern sinew
#

How do I test if the current key (from get key) is equal to a Key Struct? I can't find an isEqual for key struct

#

can I turn them into strings or something?

grim ore
#

@plush yew what do you want it to do? how should it work

ancient lotus
#

anyone with a haswell i5 cpu built the engine from source? if so how long did it take? its been an hour and im at 950/3596

#

a 3d widget or whatever its called thats in the world?

grim ore
#

then you want to use the UMG system and add it to your viewport, you do not want a 3d widget or widget component @plush yew

#

@ancient lotus I build it on a i7 4770 and its takes about 90 minutes. you have half the cores so longer?

ancient lotus
#

half the threads, same cores. did it speed up near the middle/end? its just taking ages at the beginning to compile

grim ore
#

it is very slow for about the first 2000

ancient lotus
#

ah. then lets aim for 120 minutes and see where were at

delicate needle
#

@grim ore - Are you aware of any issue where if I migrate a project into a blank one, opening the map gives me a out of video memory, hard crash error?

grim ore
#

then your widget will be in the world and move @plush yew

#

I mean if you dont ever want it to move why set the position every tick, unhook that

carmine narwhal
#

Hey everyone, Im just getting into Unreal, I have a ryzen 5 2600, a gtx 1060 6g oc windforce, 16gb vengeance lpx 3200 ram and Im running my os off of a 970 evo plus, what would be the most stable version of ue4?

grim ore
#

@delicate needle not that I know of, delete any intermediate files in the project maybe but if its a new project that is weird.

kindred viper
#

@carmine narwhal 4.24.x currently

delicate needle
#

@grim ore - im cutting content folders out until I can get it to boot.

grim ore
#

@plush yew that sounds weird, it shouldnt do that. #animation might know ๐Ÿ˜ฆ

delicate needle
#

@grim ore I removed all folders from content and still got memory error!

grim ore
#

so opening an existing map without it's content?

delicate needle
#

Yeah

grim ore
#

๐Ÿ˜ฆ

#

@plush yew you would have to show us your problem in a picture or video

delicate needle
#

I think, that maybe something from the migrate, should have came over, and did not, some weird bug with a plugin.... maybe... maybe ill disable all plugins....

#

@grim ore
Here is a part of the log, last part

grim ore
#

@delicate needle no idea, weird ๐Ÿ˜ฆ

delicate needle
#

I'm re-installing video card driver right now

#

All I was trying to do is get my project/bake exe slimmer. I have a python script that helps... but maybe I should just buy a plugin that does it well

loud valve
#

Hey guys, any tips on Returning the camera to its original position (after the player moved it) without clamping it? I had to do a clamp because else the camera would always go to the floor for some reason. I only want the camera to go the original transform. See picture.

#

So the player has freedom to turn the camera they want, but after this clamp to get it in the right position, the player cant do that anymore. Thats the issue. I want the camera to be able to do that when he moves the mouse again.

grim ore
#

nice

#

@loud valve if this is just stopping the min/max angle of the camera you can look at implementing your own player camera manager and it has settings

loud valve
#

hmm.. interesting, but is this an overwrite on all game mechanics? Because I only want this to be in certain vehicles.

#

not on walking or anything

#

So if I could active it only when entering a vehicle then yes

grim ore
#

you can look into having separate player controllers then and swap them per vehicle and such

loud valve
#

okay never did that before, how does one load a player controller when possesing?

#

sorry camera manager

modern sinew
grim ore
#

you would change the controllers not the camera manager, each controller would have its own camera manager( default or custom)

brisk urchin
#

Is it ok for two static meshes to intersect each other?? For example, my room ceiling is penetrating the outer walls of the building a bit.

swift spindle
#

yes

loud valve
#

@grim ore okay, will look into that. So how would I go about returning to original position then? like in my screenshot? I want the player to have that feature but when returned have the ability to move it again.

grim ore
#

do you mean having it not clamp?

#

@brisk urchin that is fine if its for the environment and such

loud valve
#

Yeah, so theres already free look in the current camera manager, but I have this dynamic camera feature that returns the camera to behind the car when not moving the mouse right? To do that I don't need a clamp, but .. the camera goes behind the trunk (for unknown reasoning) so you can't see shit. Thats why I implemented the clamp to push it back up thats all. So I actually only need a fix on that clamp.

#

๐Ÿ˜…

#

been working on this for a day now, nothign works

grim ore
#

yeah trying to picture that. So if the player is moving the camera while in the vehicle its fine and its as expected, clamping and all?

ancient lotus
#

@grim ore 6:05-7:49 compile time

grim ore
#

@ancient lotus yep just had to wait then ๐Ÿ™‚

loud valve
#

yes that works great ๐Ÿ™‚ and the clamp to, but After the recenter/clamp you can't go lower that the clamp pitch I set up. So when that clamp has occured it does not go back to the original free controls.

crude robin
#

so, if i just want to say use the mouse and not an actual character for like point and click adventure do i just make a player controller and delete the character

grim ore
#

the free controls shouldnt work when in the vehicle?

#

@crude robin you can have the default pawn be nothing and it will not spawn one in yep

crude robin
#

ok.

loud valve
#

@grim ore They should always work. After the recenter/clamp camera system happened, you can't go lower that the clamp pitch I set up for recentering. So when that clamp has occured it does not go back to the original free controls. It stays on the new max setting.

grim ore
#

im just confused is all lol

loud valve
#

haha I understand

grim ore
#

when you are not in the vehicle you dont want clamping to work at all right? that works fine?

loud valve
#

yes

grim ore
#

ok in the vehicle it should clamp but not always?

loud valve
#

yes it should clamp to the car cam rules".

#

And those work too

#

But.. when the recenter happens, it goes to another clamp like in my first picture I send. And that clamp is set up higher. It is just meant to give direction to the camera where to go.

#

But it also limits the players ability to lower the camera

grim ore
#

im missing something somewhere ๐Ÿ˜ฆ

#

is there an issue at all when the player is not in the vehicle

loud valve
#

So in short, the free clamp goes to 0 degrees, and the camera recenter clamp (which should be temporary just to recenter) goes to -20. I want the player to be able t o move to 0 again after it is recentered.

#

no all the issues are in the vehicle haha

grim ore
#

ok so in the vehicle are all camera movements clamped in some way?

loud valve
#

yes

#

sorry im trying my best to be clear. ๐Ÿ˜…

grim ore
#

if you are not moving the vehicle and just playing with the camera what does it use? what code path

loud valve
#

it uses the camera input clamp the player controls which is good.

grim ore
#

which is something you call on the normal input knowing they are in the vehicle?

loud valve
grim ore
#

is the main thing here is your changing one variable depending on if its auto camera or manual camera?

#

like I see its -60/6 and -60/-10

loud valve
#

uh yeah, like in GTA when u look to the right when driving and then don't move the mouse for a second, the camera returns to behind the car. Remember? That is what I created.

#

like I see its -60/6 and -60/-10
@grim ore Yes so that last one is the Recenter camera system. If I don't do that higher camera location Clamp it will go behind the trunk and you wont see anything. I just need the camera to where it belongs. But telling it that will just put it down on the ground again.. so weird.

grim ore
#

in the spots you are clamping, and when you are centering you set the is centering boolean. If its true it will use one value and if not it will use the other

#

I would assume this would let it have the right values for clamping the pitch at all times based on that boolean

#

since that seems to be the issue?

#

obviously fill in the correct values for the rest of the stuff, this is mainly just to replace the input on the Max for the Clamp

loud valve
#

hmm this could be it!

#

just thinking how to implement

grim ore
#

i doubt I have the correct values but you do lol

loud valve
#

no thats fine

grim ore
#

well when you start auto centering set the boolean, when you move it by hand or stop auto centering or however you detect that set it to false

#

then just swap in the Select node for the max input rather than a set number

loud valve
#

yes exactly ok let me try it out. Thanks allot bro. Also for the patience it was not easy to explain I guess.

grim ore
#

yeah im just slightly confused on the code was all. I would assume if you were trying to recenter it after it being untouched you would have a fixed value to interp/lerp to from the current and clamping wouldnt even come into play

#

like all movements would be clamped when in vehicle mode regardless of anything you are doing because thats what you want

loud valve
#

well if I do that then there is no ability to move.

grim ore
#

and it would just be one check

loud valve
#

yeah tried that

#

like set relative transform no clamp and then its stuck behind the car, no movement possible

modern sinew
#

it's giving me the action to package it tho, and giving me an error when I click that

#

ERROR: Engine module 'Engine\Plugins\AdvancedSteamSessions\Source\AdvancedSteamSessions\AdvancedSteamSessions.Build.cs' should not depend on game module 'C:\Users\Tarik Desktop\Desktop\AdvancedSessions\HostProject\Plugins\AdvancedSessions\Source\AdvancedSessions\AdvancedSessions.Build.cs'

sharp crest
short echo
#

I'm writing a battle camera for a fighting game. I have the midpoint between the actors, and I can point the camera at the midpoint.

What I am struggling to do is to add an offset to the midpoint so that it is higher and out to the right.

With this method, I get a horrible jitter ever frame due to the "SetActorLocation".

How do I convert from local to global in such a way to add an offset to the midpoint?

    
    auto Midpoint = GetMidpointBetweenActors(FoundActors);
    DrawDebugSphere(GetWorld(), Midpoint, 10.f, 30, FColor::Green);
    SetActorLocation(Midpoint);
    AddActorLocalOffset(FVector(0.f, 300.f, 300.f));
    SetActorRotation(UKismetMathLibrary::Conv_VectorToRotator(Midpoint - GetActorLocation()));

```\
loud valve
#

@grim ore Dude you are king, such an easy solution, never thought about that. It works like a charm! Thanks

#

Already had the boolean for CenteringCamera just had to connect one freaking Node (Select) and thats it.

modern sinew
#

Can someone work with me to try and figure out why Steam isn't working?

marsh cloak
#

Hello, I have a question about the Notifies section of imported animations

#

is there a way to change material parameters through it?

#

eg disolve start

#

and then disolve end

#

or use the curves to control the on/off

#

Like this?

#

How would I go about animating a material property?

#

what would I have to google?

marsh cloak
#

not quite swapping materials

grim ore
#

if you read the thread you will see the answer

plush yew
#

Is there a way to set the "Other Actor" to null?

#

Like the thing got in side my collision Other actor that is the thing

#

When he leaves the collision

#

Null Other Actor

#

is there such a thing?

grim ore
#

same way you do anyghing with a notify, event fires in the anim bp and then you do whatever. In your case tell your whatever to change its parameter

#

@plush yew destroying it would basically be setting it to null, why do you need it to be null?

plush yew
#

MathewW look

#

Its turret shooting zombies as they get out of range i want it to be null

grim ore
#

oh you mean literally setting a variable to null? just set it

#

dont fill in anything in the input or value

plush yew
#

Matheww you think this will work?

grim ore
#

no

plush yew
#

oh am bad ๐Ÿ˜„

grim ore
#

unhook the input on the set other actor node

plush yew
#

On BeginOverlap yup?

#

am doing it

grim ore
#

on the end overlap, you want your local variable to be null/nothing/empty/default when they leave the overlap right?

plush yew
#

Oh oh

#

on end overlap

#

Matheww like this yea?

grim ore
#

yep

#

... why did you guys not block them like immediately after their 2nd post lol

tawdry narwhal
#

I'm noticing that my DefaultEditor.ini is over 1.2MB in size - this is probably abnormal, anyone know how to fix it?

plush yew
#

it worked thanks again matheww

ancient lotus
#

well considering you said c plus plus id say blueprint

marsh cloak
#

So you mean I can activate a custom event through the notifies?

#

Hmm

#

hmmmm

plush yew
#

Humm but now it will keep shooting new zombies who enter the collision

#

like it will never finish the first zombie it was shooting at

#

Any thoughts :D?

grim ore
#

didnt you want it to stop when they leave?

plush yew
#

Oh yea MathewW but if he is already in collision

#

and other zombie enter

#

he will focus the new one

#

i think he will be the new other actor

grim ore
#

that sounds like your code is not checking to see if it has a target already before getting a new one

plush yew
#

Yup look

#

i think i killed it ;d

grim ore
#

so check if other actor (such a weird name for your variable) is null or not when on overlap

#

on overlap -> do we have a valid target? if so do nothing. If we dont, get a target

#

you definitely should not be casting on tick tho so at some point you should be saving the actual class type after being cast or since you just want the location you have no reason to cast

marsh cloak
#

ah okay, so I have the animnotify in the event graph, I assume I need to cast that to my object that needs to activate/deactivate?

#

oh gosh I suck

plush yew
#

ok matheww am doing it atm

grim ore
#

check out the action rpg example project on the learn tab, it uses anim notifies and events quite heavily

marsh cloak
#

Ok, so I think this is what I need to do, but there isn't a timeline in this even graph, is there something else I am meant to use?

plush yew
#

It worked yay!

#

But this "actual class type after being cast or since you just want the location you have no reason to cast"

#

You mean zombie casting?

#

to get location

grim ore
#

where is your material activate event at @marsh cloak ?

#

yes your Cast to BP_Zombie Nodes dont seem to be needed

plush yew
#

I think you saying something next level for me hehe

#

Cuz am in Turret BP

#

So i need to get Zombie BP so the turret collision know that it collides with it

#

maybe am doing it wrong ๐Ÿ˜„

grim ore
#

your on overlap cast to bp_zombie does nothing, you are doing nothing with your output pin

#

your event tick cast to zombie is asking for its location as an actor, but you already have it as an actor before you cast to it so no need to cast to get its location

plush yew
#

oh

#

i see it now :d

ancient otter
#

Hi guys i have a question

#

Can I use Qtpie instead of slate? ๐Ÿค”

#

For a plugin im doing

#

@plush yew why you youtube or google?

#
#

qt

#

i said it wrong lul

sweet relic
#

@ancient otter you could probably hook editor python scripts into pyqt

ancient otter
#

not python

#

c++

#

monkaThink first google result

#

@sweet relic for creating python plugins the new python thingy is trash

#

much faster and more functionality

sweet relic
#

its great for editor scripting; 1000* better than using c++

ancient otter
#

What i sent is 1,000 times better than the new python thing

#

and its wayyyy faster

ancient otter
#

Anywyas, is it possible to use qt with c++?

#

for a plugin

ancient lotus
#

doesnt QT use C++ regardless?

#

or am i misunderstanding what your asking? i used QT for my final CS project

sweet relic
#

@ancient otter i cant see why you couldn't.

ancient otter
#

i just really dont like slate

#

So for a plugin im asking if its possible

ancient lotus
#

STOP ASKING THE SAME DAMN THING EVERY 5 MINUTES PLEASE

sweet relic
#

@ancient otter it should be, but you will probably have to do some rnd

#

begging for help is not allowed

ancient otter
#

What is rnd?

sweet relic
#

Research and development

ancient otter
#

Oh ok

#

Probably would have to

#

@plush yew you literally are

#

If you really need 1 on 1 go pay someone

#

But we are all telling you

#

Instead of being lazy learn it by yourself

sweet relic
#

my consultation fee is $100/hr if you are interested

ancient otter
#

Yeah see an offer ?

#

Take it ๐Ÿ™‚

marsh cloak
#

My pc blew up

#

lol

ancient otter
#

Nice

#

Man

#

Use google

#

Literally use google

#

The reason you were scammed is because you had the audacity of not using google

#

The scam is your fault

#

He keeps begging

ancient lotus
#

how old are you roughly

grim ore
#

against my best judgment I linked you 2 courses to watch that are what you asked for. No one here is going to tolerate spamming or helping if you don't put any effort in.

ancient otter
#

thats what you are doing

grim ore
#

and... bam

ancient otter
#

Hello if anyone here is willing could u please teach me how to use unreal engine I'd really appreciate it if u r interested please dm me

Can someone teach me unreal engine **please **one on one

marsh cloak
#

Hmm

ancient otter
#

I am not I'm saying Hello if anyone here is willing could u **please **teach me how to use unreal engine I'd really appreciate it if u r interested please dm me

maiden swift
#

@plush yew Please read the #old-rules. You're repeatedly asking for free technical assistance via DM, which we don't allow here.

ancient lotus
#

only because you asked nicely @ancient otter

ancient otter
#

@ancient lotus oh thanks man

#

๐Ÿ™‚

weary basalt
#

@plush yew We have a #looking-for-talent channel where you are free to post a Job Listing (paid/unpaid).

ancient otter
#

exclude all of it actually

#

not only that part

#

You have 2 options

plush yew
#

guys chill its okay ;d

ancient otter
#
  1. Learn by youself and dont have the audacity of aksing for help when you DONT want to put effort
  2. tugoMoney
grim ore
#

all i see is blocked message, blocked message lol

maiden swift
#

@plush yew Please also be patient instead of asking the same question repeatedly. That is considered spam.

marsh cloak
#

where is your material activate event at @marsh cloak ?
@grim ore So my custom event is in that A_player_morph_steal_feedback_blueprint which I know will scale the material parameter, but I'm unsure how to activate that custom event through this?

ancient otter
#

Whatever not gonna bother anymore residentsleeper

grim ore
#

@marsh cloak so is this blueprint in the world somewhere or on something related to anything else? I noticed it targets the sword

lusty rampart
#

I started with the default first person shooter project and am trying to move the gun into a class. I created a new actor for the gun, and then on firts person character event beginplay I spawn the gun and use attachtoactor to put the gun in the "grip point" of the arms skeletal mesh. When I run the game, I see the gun show up hierarchically under the arms in the world outliner, but nothing actually draws where the gun should go

marsh cloak
#

so In that blueprint I have the sword that is an object in the blue print

#

I'm just using animations and dragging them into my scene to test the trail/effect

ancient lotus
#

google, blueprint section of this discord, literally go by the channels, youtube and literally everywhere

sweet relic
ancient otter
#

^

ancient otter
#

btw guys

#

i found this new website

#

its really cool

#

to learn ue4

marsh cloak
#

@plush yew I would reccomend just starting out small

loud valve
#

You guys are too kind.. How long has this conversation been going on..

#

I'm trying to get some sleep here

marsh cloak
#

Go to Udemy for online training

grim ore
#

@marsh cloak well you are going to have troubles then basically if nothing is connected. You need a way for your animation blueprint to talk to this blueprint. normally you would want to talk to your character but if this is just a blueprint out randomly in the world it will be difficult

#

if this is something out in the world you can always on the event notify get actor of class, get that actor which is in the world, then tell it to activate

loud valve
#

yeah I also learned from Udemy and YT to start with. It ain't easy ever. Just go fall and get up and try again. Trust me we all do.

ancient lotus
#

aaaaaaand blocked

ancient otter
#

I learned with youtube videos, a lot of investigation and some friends. (even tho i dont do games or anything like that, i just do graphics stuff)

loud valve
#

Udemy is 10 bucks ... come one]

ancient otter
#

he says he got scammed because he bought a "ue4 account" and spent his money on that

loud valve
#

lol

ancient otter
#

makes SO MUCH SENSE

loud valve
#

then go YT

plush yew
#

๐Ÿ˜‚

ancient otter
#

use google

#

im telling you

plush yew
#

Scypher7 you killing me bro ๐Ÿ˜„

loud valve
#

hahaha

ancient otter
maiden swift
#

@plush yew Then you're breaking the Discord Terms of Service. You need to be 13 to be here.

loud valve
#

it's kinda cute in a way though

ancient otter
#

TRUE

lusty rampart
#

anyone have any idea why I can't see my gun? (sorry if I don't know how to ask questions properly here - what to provide/etc) you can see the lack of gun along with "firstpersoncharacter > bouncinggrenadegun" over on the right

plush yew
#

King pfist has spoken

ancient otter
#

use google dude

#

we are tellign you

sweet relic
#

COPPA

ancient otter
#

then try more

loud valve
#

@lusty rampart is the mesh not hidden in the details of the gun/character

plush yew
#

Scypher7 i will help you out am sending you a private msg ;d

ancient otter
#

you cant give up just because you coudlnt do it the firs titme

plush yew
#

Just a small push

ancient otter
#

i bet he will send links

loud valve
#

exactly thats how life is, it ain't about always winning especially the first try.

ancient otter
#

how much time is lots?

marsh cloak
#

Hmmm

ancient otter
#

also @plush yew you should know that discord does not allow people under 13.

loud valve
#

So what have you tried exactly?

ancient otter
#

Its discord rules.

#

Not my rules.

#

Im 15, im not a grown man.

#

I learned by myself still

grim ore
#

a@lusty rampart use shift-f1 to escape from the editor, click on the grenade gun, and use F to focus on it. See if it's somewhere else (probably below the world)

ancient otter
#

sounds fake

#

you are not trying to use google

marsh cloak
#

I come from Unity so If you know anything of what I'm about to say lemme know if you can translate haha, So in unity inside the animation, I can have funtions called, and inside my c# script I can have that method(CustomEvent) called from, and it would do whatever is inside

ancient otter
#

so... no

grim ore
#

@marsh cloak yes ue4 can do that with animation notify blueprints.

marsh cloak
#

Reee

ancient lotus
#

tard

marsh cloak
#

lol

grim ore
#

your problem is you are somehow trying to talk to another something that you want to do something without knowing where that other something is

ancient lotus
#

hes gone

grim ore
#

unless the animation is on this actual item

marsh cloak
#

the animation is on the wait

maiden swift
#

Alright, folks. Time to take a deep breath and move on. Find your happy place.

ancient lotus
#

thank you

marsh cloak
#

I think I am understanding what you're saying

plush yew
#

pfist noo hehe

ancient otter
plush yew
#

he was so funny man

ancient otter
loud valve
#

@maiden swift wow that meme is very accurate to how i feel now ๐Ÿ˜…

ancient otter
#

ok im done here, @sweet relic thank you for the help with the qt thing

lusty rampart
#

@grim ore do the shift-f1 while playing the game in editor, right?

grim ore
#

@lusty rampart yes that will release the mouse so you can then click on the world outliner

ancient lotus
#

didnt know that, always used f8 to unpossess

#

ty

lusty rampart
#

@grim ore thank you. I didn't figure it out quite yet, but that's a great tip. (and I have to go pick up dinner)

#

thanks all!

loud valve
#

didnt know that, always used f8 to unpossess
@ancient lotus Wait I didnt know that! And knew the shift f1 . But arent they the same thing?

#

Then f8 is easier right..

ancient lotus
#

idk i guess it depends on what your trying to do lol

tiny sonnet
#

for health and stuff, should i be using the player state or is using the player character pawn fine?

plush yew
#

I have one last problem

#

If the Actor died and there is another zombie inside the collision he wont count it as next actor "Cuz i think he didnt On Overlap thing"

#

Like hummm

grim ore
#

Shift-f1 doesnt unpossess

#

just releases the mouse

lusty rampart
#

Do you have to unposses to focus? I tried real quick before I left and f didnโ€™t do anything. Same with selecting the focus option in right click on an element of the scene.

grim ore
#

you do yes, so click eject at the top after you release the mouse

#

man I must instinctively just eject every time I get mouse control lol

loud valve
#

ah thats it yes, so F8 unposesses and lets you use mouse.
Shift F1 only lets you use the mouse

untold steppe
#

Why does my navmesh have gaps in my static meshes.? My stairs also wont generate a navmesh. Could it be a collision issue?

plush yew
#

@untold steppe the green works with the default nav agent settings if im not mistaken

#

you can add supported agents in the project settings but i think it wont work with the default anymore then

#

you can go to your character bps and in the movement component set this to be the supported agent values

#

the debug mesh or whatever it's called doesnt fill the whole path because of the agent radius most probably

#

and the stairs cant be walked because of the step height

#

What is the safest way to move a project to a new computer? I am finally upgrading my potato and want to keep my project safe.

#

@gleaming narwhal

ancient lotus
#

push to git or something as a backup

plush yew
#

ok

marsh cloak
#

Ue4 blueprints frustrate me

#

My brain hurts

plush yew
#

ugh

#

How do I upload a project to github?

#

@gleaming narwhal

#

ugh

#

zipping it didnt work either

ancient lotus
thin tendon
#

Anyone else have issue with Unreal Having random as lag spike with no explanation?

#

I have done tons of stuff to optimise and even emptying my terrain maps it still randomly lags in a single player project

dim arch
#

you can run the profiler to see which frames have high execution time

thin tendon
#

I have been checking all the different stat windows. there isn't any explanation so far. I suspect it may be to do with garbage collection but have no idea how to fix or test it

dim arch
thin tendon
#

For me its happening packaged. Thanks for the link I'll give it a look now

dim arch
#

the other way it to use the profiler @thin tendon

arctic ravine
#

I have my c++ project but I am trying to hand off a version to designers howeve I cant for the life of me figure out what binaries I should be including so they dont have to compile/build themselves. Really trying to avoid making them all download vs

dim arch
#

@thin tendon this shows how to use the profiler to log all engine events

thin tendon
#

Thanks mate

#

I'll give these a try now

dim arch
#

@arctic ravine if you compile the project, it should launch on a machine without needing a VS installation, It's compiles project code into binaries

#

it will save it in the /binaries/ folder of the project, as long as they have the same engine version and you include the plugins with the project, it shouldnt need anything else

next badger
#

@plush yew please, do not ping Epic devs if they are not in discussion at that moment

ancient otter
#

Sup guys.

#

So i am trying slate out

#
            SNew(SVerticalBox)
            + SVerticalBox::Slot().HAlign(HAlign_Center).VAlign(VAlign_Center)
            [
                SNew(SButton).Text(LOCTEXT("ButtonTest1", "This worked, nice."))
            ]
            + SVerticalBox::Slot().HAlign(HAlign_Center).VAlign(VAlign_Center)
            [
                SNew(SButton).Text(LOCTEXT("ButtonTest2", ":thinking:"))
            ]
        ];
#

Is there a way i can like add 2 buttons in the same box?

#

that way i can align them in the center together (for example)

#

Oh, just found the #slate channel

#

Sorry if I bothered you guys here ๐Ÿ˜„

thin tendon
#

@dim arch Not sure how to make sense of it. But this is what mine looked like when I ran it

marsh cloak
#

Hello, I have this but my dynamic params aren't being updated

#

it's running, and the values are changing on the sword

#

but nothing is happening in viewpoer

#

port*

fast berry
#

Hello, I am andrew. Iโ€™m 13 and live on the east coast of America. I work on UE4 creating 3D gameโ€™s and levels. I use blue prints, looking for a group to join just to chat with, give eachothet help. Thanks

plush yew
#

Is it possible to use root motion with the pelvis as the root bone?

thin tendon
#

@plush yew Not sure but what I found works well is just creating an extra bone for between the feet to use as root

plush yew
#

The problem there is that I have about 800 anims ported over from UE3 (for experimental purposes) and need a way to make them work with UE4's root motion system - I can't very well edit them one-by-one, and I'd still need to find a way to transfer the actual movement. @thin tendon

dim arch
#

@thin tendon the top horizontal bar shows the timeframe

#

so looks like there is a big stall on the gamethread, if you drag select that area, it will show you which events are using the clock cycles

thin tendon
#

@dim arch Is there a video or something on how to use this tool properly? None if this is making sense. Each time it spikes its different stuff showing as red

#

The only thing consistent is each red one usually says cpu stall

dim arch
#

yeah, sometimes its difficult to track the root cause because it surfaces as a function call but its another process which is stalling it

#

cpu stall is generally not a bad thing, it means it isnt processing but waiting for another thread on the gpu or sth

#

there is also a GPU profiler, you access it with ctrl+shift+;

#

and I havent seen any videos on how to use the profiler in session front end, think its more for engine devs, but you can usually find BP threads which are taking up time there

thin tendon
#

okay thanks. Sounds like I'll be reading through tons of threads before it makes proper sense to me lol

dim arch
#

you can also attach the debugger to the proces if you launch it through vs

#

oh, the unreal insights tool is in 4.25, I think that is their new solution to profiling performance

#

pretty sure this is a frontend which merges the functions of session frontend profiler/gpu profiler and some other ones into one place

thin tendon
#

I'm about to head out but I saved all these links. It looks like I need to research profiling. That Profiler tool reference link looks like it might help alot

#

Thanks for your help mate

dim arch
#

no problem, if you can use 4.25 I suggest you learn to use unreal insights

thin tendon
#

I only just updated to 4.24 lol

dim arch
#

it may be in 4.24 too

open ermine
#

I have a question - I have a huge landscape that I want to chunk into pieces for level streaming like how Ark Survival Evolved has A1 B1 chunks in a grid, is there any good documentation on mimicking this anywhere?

open ermine
narrow meteor
#

I have an issue and im sure theres a simple solution but i cant figure it out. Im trying to have it that when the player overlaps with the mesh they get a powerup for a certain amount of time but the delay node isnt working at all. Does anyone know whats going on?

#

To be more specific โ€” the power up continues forever and all nodes after the delay donโ€™t go off after the specified time.

tiny vigil
#

so i was going through some files in UE Viewer and i saw a .umap file

#

how do i open it

#

or how do i get a visual of a .umap file

#

also since every time i ask somth and someone answers and other ppl text after mine i canโ€™t find the response so please dm me if you can help

narrow meteor
#

Bruh u just did that to me

grim ore
#

@narrow meteor you are destroying the actor. Any code after that ceases to exist as the actor is now gone.

narrow meteor
#

Ohhhhhhhhhhhh bruh Iโ€™m kinda stupid

#

Thx

grim ore
#

@tiny vigila if you want to open a umap file put it in your content folder In a project using the same version of the engine the umap file was created in.

tiny vigil
#

how do i do it itโ€™s open in ue viewer i think i can export he file but do i just put it in a project folder

#

also idk what version it was created in iโ€™m assuming 4.24

plush yew
#

hello guys I have texture in the other project, I migrated it into the new-no problem all works but I need this texture in png file-how can I get it? cus I need to resize the picture

quiet token
#

is there something that exists in a more permanent state like UGameInstance but exists in editor, pie, standalone, and packaged?

fallen marten
#

A save game file?

quiet token
#

im trying to store the data i have in dataTables for my items into memory

#

its huge performance improvement but gameinstance does not exist in editor

#

maybe im overthinking it... theres prob a way to access datatables from like editor widgets?

fallen marten
#

I can't picture what you are trying to achieve

ashen brook
#

@quiet token take a look at subsystems - they were added a little while ago, good place to put custom data and logic

plush yew
#

hello guys I have texture in the other project, I migrated it into the new-no problem all works but I need this texture in png file-how can I get it? cus I need to resize the picture

swift spindle
#

If you used defaults on static mesh import youโ€™ll be fine as it generates new uvs for lightmaps.

plush yew
#

nevermind

#

was gonna ask how to check if the actor I'm overlapping was overlapped at a specific component

#

idk if this is efficient but it works so

timid crown
#

Anyone have good sources to learn about NDI video input? Or maybe Spout? I ran into a big issue trying to get Spout input working, I got a test pattern working with the SpoutSender.exe, but trying to send spout from Resolume to UE just never worked ๐Ÿ˜ฆ

spiral island
#

(C++) I have a custom USceneComponent, but when run CreateDefaultSubobject on it the pointer is null. I think this is because i'm not setting the root object in the constructor. How can I do this?

My USceneComponent's constructor:

#
UVRController::UVRController()
{
    // Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
    // off to improve performance if you don't need them.
    PrimaryComponentTick.bCanEverTick = true;

    Controller = CreateDefaultSubobject<UMotionControllerComponent>("Controller");

    //collision boxes for controllers
    ControllerDetect = CreateDefaultSubobject<UBoxComponent>("Detect Trigger");
    ControllerDetect->SetupAttachment(Controller);

    //show the model for the hands
    Controller->SetShowDeviceModel(true);

    //Collision Events
    ControllerDetect->OnComponentBeginOverlap.AddDynamic(this, &UVRController::OnBeginOverlap);
    ControllerDetect->OnComponentEndOverlap.AddDynamic(this, &UVRController::OnEndOverlap);
}
#

called in parent:

LeftHandController = CreateDefaultSubobject<UVRController>("Left Hand");
//when used later, LeftHandController is null
#

i think they are getting garbage collected right after the constructor ends

#

It decided to start working again when I deleted the actor in the scene and put it back

#

ok unreal

brazen forum
#

anyone know the release date for 4.25?

rose quartz
normal burrow
#

/wd4800

midnight gate
#

so i need to fix my day system

#

i have a value that is going from 0 to infinity

#

but at 24 it rotates

#

now how to i make so every 24 of that float i get back from 0 to 24

#

and so on so on

#

also is theres a way to get component rotation?

honest vale
#

if (myvalue >= 24) myvalue = 0;

#

add that into your increment function

spring schooner
#

hello world guys, i want to choose word in chat
but in game, the IME candidate characters work,
just doesn't show the list in screen, anyone have any idea ?
using the UNREAL 4.22.3, thanks!

brave shard
#

hi guys what do u recommend to add a voice chat ( maybe with proximity attenuation )

#

do i have to buy a plugin or something?

hearty walrus
#

Uโด

idle compass
#

does vertex painting needs a hi poly mesh ?because mine seems really square kinda looking

hearty walrus
#

ususally, yeah

#

(wait, unreal can vertex paint?)

idle compass
#

(wait, unreal can vertex paint?)
@hearty walrus yep, I am new to unreal engine and it looks really crisp, the gradient is top notch

hearty walrus
#

nice!

#

I've always done all that stuff externally

#

Hell, i've never actually vertex painted

#

only texture paint