#ue4-general
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actually its both setted FreeForAll idk why its getting DeathMatch
its not getting actually
even in debug its wrote FreeForAll
oof
so maybe the issue is in the array when you make it? have you checked that out yet
after you click create what does the array look like?
its normally arranged
i think its something wrong with the UI Functionality because the functions in GM looks working very good
yes
so when you hit create on that screen the ServerModes array looks fine? its not duplicated in there?
I will say the way you create that array is.... odd but it should work lol
ah
im really sorry mate ๐ ๐
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.
then there is no weird stuff adding the selected mode later for example
Yes good information thank you and im really sorry again
Hey @grim ore is there an easier way of sharing a ue4 project than github
its took alot of energy ๐
no reason to be sorry, we figured it out
yes finally thanks Mr Mathew โค๏ธ
@limber mesa any source control could work, there are other such as Bitbucket, perforce, or setting up your own
@grim ore
In today's episode we show you how to create a moving platform for our level inside Unreal Engine 4 to make things a bit more dynamic. We go over setting up the matinee sequence along with how we can use blueprints to loop & rewind it!
โบ Sidescroller Resources - https://www.v...
i don't undesrtand how i can do the animation
wihtout matinee
Thanks
how i can do that with sequence ?
the same basic way. set up your keyframes and thats it
have you looked at any documentation or videos for sequencer?
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
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?
Just to note, I don't make games, but I like that kind of problem solving.
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
I can say that the way I did it I had no issues with that @delicate needle so maybe it was his framerate or something similar? https://i.gyazo.com/efdc6c30f4ea1b174797b896f34d590a.gif
https://youtu.be/zqN8r4Pisjc @umbral ferry
now I would never use sequencer like that but hey Epic does so why not
anyone want to make a game and have fun?
ok
with matinee being removed in .24 we have certainly been getting more of the "how do I matinee" questions ๐ฆ
sequencer instead of matinee right ?
yep, its been in the engine for over 3 years now
Yes its very nice feature specially when you use camera on track and recording 
Has anyone use unreal.js plugin before?
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
oh it seems like it a bug at import from photos
Youโve gotta use the super huge files for it to register things hev. We uploaded a 4K video that wouldnโt register as 1440p once lol
@grim ore thanks.
i will see that on few minutes.
You said that work but it isn't the correct way to do that ?
@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
a guy says its a bug from photo mode, so will have to upload them directly from my computer to youtube ๐ค
not sure I follow
There is a bug that forces to watch the video only at maximum if you upload it from google photos it seems
that I mean, don't display or allow lower quality options
better than it only being available at 144p 
how long has it been since the upload
1 day
actually a bit more
after the upload youtube display every resolution up 1080p like 2h later just display the 1440p
https://youtu.be/9KR2wIXD8OU this is the 4K upload that only shows up as 1080p
didnโt use photos
why does my character suddenly become small whilst punching
Is there a way to make him bigger for one animation then scale back down when he's walking
there probably is but maybe fixing the sprite in the first place would be better?
Okay. I'll just do dat
i have a issue
i don't know how to activate collision with my character
bc atm i have no collision
and i pass trought
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
all of that is covered in the documentation including setting it up https://docs.unrealengine.com/en-US/Engine/Physics/Collision/index.html
better to use mesh itself no ?
complex uses more memory and resources as its more complex
but i want the collision to be representative of the mesh
i did that
but i don't have collision by behind
what is behind?
only one side
no other side
Me on platform collision
platform on me no collision
how is the platform on you?
if i m if I'm downstairs and it goes down
maybe show what you mean?
You doing a course pytchoun? That reminds me of a platform I created doing Steve's udemy course on making an RPG game
if you arent using physics to move an object it wont collide
yes you are not using physics to move the object so no collision will occur
that is expected
if you were to stand under it when it was not moving and jump it should block you
how can i do that
well you can turn on simulate physics on the object, the platform, but...
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
and lock rotation so it doesnt rotate when you are under it
btw complex it is the correct thing i did ?
complex collision for have collision on my gameobject
There is no correct. What you use will depend on your project and goals.
ah?
There is a octagonal collision under the simple collisions with 16 sides that accomplishes the same but is less demanding on the game
If you remove the collision, and try the various simple collisions you'll see the perfect one for that shape in there
where yo usee that collision
yes it is where ichoose complex thing
Click that and you'll see a bunch of simple collisions options you can try
One of the dop simple collisions either dop10 or 16(I have way more options since I have a few custom created algorithms)
i have 18 or 26
where is it
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
It's not up anywhere free
your collision let me flying xd
But I can grab you the link if you want
You found the dop option that best represents the mesh?
subsurface scattering works with static lights right
oh he cas bc i didn't unchecking gravity
That would do it lol
what
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
Maybe @grim ore can chime in?
Material editor to me looks like hieroglyphics...I have no idea how people pull off some of the crazy materials they make
That's such an old post tho ponkkis...so much has changed even in the last year....I wonder if that's still valid
The material editor just looks complicated, it's really just the same few things over and over again
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
anyone know of a decent third person camera system for an RPG. realizing the default one sucks for this
mention me if you respond
take the master course on materials, it's really worth your time
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
@rotund silo rotate it
how?
whoa
I rotated it and I saw the new lighting/shadows but then once I let go it instantly reverts back to normal @brave lark
?
I used the numbers on the coordinates thing to rotate it
this
but once I let go of it, the lihgting just reverses back to the old one but the values stay the same
z is only going to effect it
It does nothing if I change the Z value
I tried setting it to 100 and nothing changed and sun's still in the same spot
maybe I'm confused with blender, let me reopen my project
maybe
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
is it static
no clue
How do I chekc that?
It also says this on the top left
and idk what this means
means its static
The one listed on epics training section 1cg?
what
I'll check it out thanks ๐
@rotund silo you should go follow a youtube vid on the basics
most people won't answer questions that are easily googleable
@rotund silo click the build button at the top, have a snack, message gone
Didn't ue add that new sun object to handle basically everything related to the sun and time of day in 4.24?
I haven't messed with it but there's a hotkey you hold to change the angle the light coming off the Sun
I can't think of it now, at work
it's three odd keys too, I have it in a few projects
but it currently breaks some other lighting features
I like it, seems like you can get pretty close to "true sky's" results for free in engine now
Hopefully they fully realize it rather than abandon it like paper2d...
it creates a weird effect around the edges of some stuff too
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 ๐ฆ
theres a lot that needs to be fixed before making new features honestly
anyone every saw that type of error
yeah your temporary files were cleared
You probably should ask in epic store section...this section is ue4 engine
sucks, just have to redownload
yeah @brave lark
ok i will be going in store section, @sly coyote
thanks for the help guys haha ๐ฆ

๐
lol wrong smiles, i mean this , thanks for the help ๐
Hahaha

it feels bad when you wait for something and than it delay more than you thought , hahahahaha
I agree...the driver issue with rtx 2080 ti and Ray tracing crashing the engine....that's a pretty big deal for some
Myself included in that mess
I can't play with the shiny new Ray tracing toy until that crash is fixed
I want to blame invidia on that one...but epic could push a little harder to make them fix it
who pushes epic to work on forward renderer then
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
because I'm missing important features still
^also nvdia is probably busy ramping up for how to deal with the new amd stuff
js, theres going to be a serious tech boom with the new consoles
Anyone else feeling my pain with Ray tracing crashes on the newest driver...in engine only
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
In engine
Something in engine isn't playing nice with invidias newest drivers....
@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
newest driver works fine for me with the engine ๐คทโโ๏ธ
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?
@sly coyote i'm on a 3770k and 980 ti so I can only feel jelly
@trim tapir part of your issues is your rendering stuff that isn't seen
you should use a procedural mesh
well I want all of my blocks to be actors, not standalone meshes
is that still doable with procedural meshes?
I tried distance culling of the mesh, but that didn't work at all
@plush yew Mines doesn't have a Mobility setting
Anything can be turned into blueprint actors...noctis
Just add it as a component...even easier in cpp if you go that route
so a procedural mesh component?
@plush yew
Are you blueprint or cpp?
nothing there
blueprint, but i made it a cpp project just in case i needed its functionality
In cpp you can make a custom class based on actor and attach the proc mesh as a component as root
In blueprint I believe you can just add it as a component in the drop down then set it as root
ok
ill just use blueprints for now
how do I use the procedural mesh @sly coyote ? The button "Create StaticMesh" is grayed out
Blueprint only I'm not too sure on...but https://www.orfeasel.com/creating-procedural-meshes/ this is the guide I followed when I was creating meshes that can be smashed or broken
One of the guides...there is another for creating slice-able proc meshs
Also that's very good...but they're cpp
Are you making destructible environment pieces?
If so you should really look at the chaos engine inside ue4
Anyone know how I could grab variables from my fpscontroller and use them in my statemachine for the animation blueprint
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
Or you could pass it along using levelbp but it will just do it the same way you would directly in the anim bp....
Or you could use blueprint interfaces
How do blueprint interfaces work exactly? Sorry I am very new to unreal and game development in general
@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.
Interfaces are simple to use but hard to explain...best thing to do is watch matthews video on yt about it https://youtu.be/G_hLUkm7v44
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
Ill check it out
So you're doing voxel terrain
yes
Anybody interested in being a paid Unreal tutor? I need a few sessions.
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.
So in fpscontroller make sure the variable your trying to get is public
I think it is considering the private box is unchecked
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' "
The variable would have it's eyeball icon next to it open
Oh ok
I have an extremely powerful PC yet UE4 hangs for 30 minutes to delete 3 assets
Ok, but doesn't the cast need something executing it?
Luke that's a recent bug...it's happening to me also when I'm deleting things that have existing references...started last patch
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
The legend has spoken ๐
For me it looks like a terrible crash but keep telling it to "wait"...it will recover
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
Noctis I personally wouldn't tackle voxel with blueprint only it just seems like so much work
Ouch that sucks... At least for me it always recovers after like the third or fourth wait for program to respond
rip
If you really need to delete the assets make sure nothing else is referencing it in the stage
I've started doing a replace before I delete now
At least until they fix the bug
Anyone know why my Directional Lights reset back to their original position after I rotated them?
ill try to hard code diabling shadows outside a radius
I'm not so sure that the shadows are only problem... You could have way too much draw calls
well i disabled shadows and it ran smoothly
My project is crashing on start, does anyone know how to fix this?
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
well my project crashed on start once when some plugin i got corrupted or something
Cpp or blueprint no good name?
@sly coyote blueprint
What would I execute the cast with
@ionic lagoon Get all actors of class, choose the actor your casting to, then get a get node
"get--->whatever variable"
^
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
That's rough, remember the last thing you added or changed?
You can try finding it in your content browser through computers file explorer.. move it to the desktop for right now
And see if the engine will let you start it up
alright i'll try it
It should just complain that its files missing in your blueprints that you attached it to
The file is too big so it is going to copy it
So what do I do after get all actors? Like where do I choose the player
That's fine I just wanted to make sure that you had a back-up in case it didn't fix your problem
On the purple?
Yeah
Get player controller and that number 0 means the player that's playing the game on that computer first player slot
@sly coyote should we use DMs?
If you're making something with couch co-op... That piece of code would be a little bit more complicated
I'm not
how do i set a function for the content of this combo box?
If you scroll down the details panel with its selected you'll see options you can add
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
That makes sense
Drag out from the array and type in get
and plug it into the "object" plug on the cast node
leave the index number at 0
Lol
sorry i meant "get a copy" lol
gotcha
When we say drag off and get... We mean dragged off that little pip or node and type the word get
^
Yeah
How do I fix a low quality viewport?
Alright and then where do I go from there
@sly coyote i cant find the option to add a function for the selections?
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
Also, how do I intergrate discord's rich presence into a game?
Ok I see so I don't need the cast right?
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...
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
Oh cool a new error ๐ญ
Then you have to code in each of the options code yourself in that event graph
See where it says events
Drop that triangle
How would I execute that pin for getting all the actors then?
No good name... Chances are that animation wasn't the problem and it was something right before it
Ill just copy all of the content to a new project
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
I understand and apologize. I'll take a look.
Vurtis's game creation guides are actually really amazing...a great start to moderate level coding lessons
Checking player states in an anim bp is the first thing you'll learn when you do animation blueprints in his guides
Ok great
Oh no, I never recommend epics streams to beginners....they're done for advanced users
Yeah I'm not watching 2 hours of that
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.
Thats not it ponkkis
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
Ponkkis thats because I didn't watch a video on that.
And I should have before coming here, but its hard to hunt down exactly what you're looking for.
@plush yew but you recommend not buying gameplay assets? I am looking at https://www.unrealengine.com/marketplace/en-US/product/advanced-rpg-combat-template specifically
thanks!
that does look like fun
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
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
Yeah I found a video that covers what I was looking for
thanks for the recommendation
@sly coyote after opening my project over and over again it just suddenly started opening again
@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.
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?
that seems a bit odd... fps issues ?
Anyone tried to put an Ai actor as your child in player mesh?
dose that work??
Like so it moves with it
@gilded plinth its going to be a vsync issue. You fixed it
Marc is there something about post process materials that exacerbates the issue?
well no its framerate vs frequency
It's just that with some other projects and even another atmosphere that doesn't use post process i don't notice it
" profile gpu "
that will give you a basic breakdown right away
How can I make a sky?
How do i get to the gui for that Altermind?
tilda key @gilded plinth
that's the console
i type profile gpu and nothin happens
also tried r.ProfileGPU.ShowUI
it'll pop up a UI
for some reason doesn't : /
oh... make sure you have the main window selected
weirdly control+shift+, does show it
the viewport
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.
Yea I know, but I believe it is possible
well
Just dunno where to start
your not going to "simulate" it
weird. These are the exact same shader. Why is one crazy and the other not?
but you can create the different states and blend them together using camera cuts and creative effects
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 ๐
I want it be there as i call it
crys in performance
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
Ahem...
I'm sorry to bother you, but any idea why my floor is flickering like that? ๐
I think it's due to my foliage but I don't know why ๐
looks like a sorting issue... also.. is your ground compiled properly ?
is there any reason to overlap UVs these days? I mean, I get the higher detail thing but aren't people using UDIMs now?
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
well your ground looks black
@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.
@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
Damn I need some good programmers
Im trying to recreate star citizen with steroids all alone ๐ฆ
good luck on that one
@swift spindle its GPU ram not system ram
sighs and rubs temples
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
that's fair... sorry if I seem.... put off.... its just a massively huge topic
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
will do. I can go profile some stuff too. Get a visual approach which is better for me. thanks
but remember this.. basic profile will only go so far ๐
remember.. you can right click on assets and use SizeMaps
Hi I am new,
There is a support channel?
@grizzled ferry what kind of support you looking for ?
@swift spindle I was searching on YouTube how to setup a multiplayer team competitive FPS game, but I didnโt find anything
well.. that's because your looking into hundreds / thousands of hours worth of learning ๐
you best bet is to break down what you want to learn
and have to learn
and what you can buy / download for free...
@grizzled ferry https://www.unrealengine.com/en-US/onlinelearning-courses
start here
Ok thanks
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?
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
@grim ore Thanks !
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?
yup
Found it
Ok, so for my problem : my foliage has cast shadow enabled, I've disabled it and it seems fixed for now
yeah... only cast shadows on larger foliage objects for performance reasons
Aaaah no it wasn't that ๐ฆ
gogle
can you show us this?
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?
@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 ๐
@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
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?
@plush yew what do you want it to do? how should it work
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?
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?
half the threads, same cores. did it speed up near the middle/end? its just taking ages at the beginning to compile
it is very slow for about the first 2000
ah. then lets aim for 120 minutes and see where were at
@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?
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
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?
@delicate needle not that I know of, delete any intermediate files in the project maybe but if its a new project that is weird.
@carmine narwhal 4.24.x currently
@grim ore - im cutting content folders out until I can get it to boot.
@plush yew that sounds weird, it shouldnt do that. #animation might know ๐ฆ
@grim ore I removed all folders from content and still got memory error!
so opening an existing map without it's content?
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
@delicate needle no idea, weird ๐ฆ
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
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.
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
and you can set your custom player camera manager on your custom player controller
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
you can look into having separate player controllers then and swap them per vehicle and such
okay never did that before, how does one load a player controller when possesing?
sorry camera manager
For some reason, even tho this used to be working perfectly, it's not anymore
you would change the controllers not the camera manager, each controller would have its own camera manager( default or custom)
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.
yes
@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.
do you mean having it not clamp?
@brisk urchin that is fine if its for the environment and such
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.
๐
been working on this for a day now, nothign works
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?
@grim ore 6:05-7:49 compile time
@ancient lotus yep just had to wait then ๐
yes that works great ๐ 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.
I can show more, this is the original camera clamp for 3rd person camera with mouse
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
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
ok.
@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.
im just confused is all lol
haha I understand
when you are not in the vehicle you dont want clamping to work at all right? that works fine?
yes
ok in the vehicle it should clamp but not always?
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
im missing something somewhere ๐ฆ
is there an issue at all when the player is not in the vehicle
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
ok so in the vehicle are all camera movements clamped in some way?
if you are not moving the vehicle and just playing with the camera what does it use? what code path
it uses the camera input clamp the player controls which is good.
which is something you call on the normal input knowing they are in the vehicle?
yes here
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
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.
what about something like this
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
i doubt I have the correct values but you do lol
no thats fine
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
yes exactly ok let me try it out. Thanks allot bro. Also for the patience it was not easy to explain I guess.
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
well if I do that then there is no ability to move.
and it would just be one check
yeah tried that
like set relative transform no clamp and then its stuck behind the car, no movement possible
Does anyone know why this is no longer working? I didn't touch anything
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'
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()));
```\
@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.
Can someone work with me to try and figure out why Steam isn't working?
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?
not quite swapping materials
if you read the thread you will see the answer
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?
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?
MathewW look
Its turret shooting zombies as they get out of range i want it to be null
oh you mean literally setting a variable to null? just set it
dont fill in anything in the input or value
no
oh am bad ๐
unhook the input on the set other actor node
on the end overlap, you want your local variable to be null/nothing/empty/default when they leave the overlap right?
I'm noticing that my DefaultEditor.ini is over 1.2MB in size - this is probably abnormal, anyone know how to fix it?
it worked thanks again matheww
well considering you said c plus plus id say blueprint
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?
didnt you want it to stop when they leave?
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
that sounds like your code is not checking to see if it has a target already before getting a new one
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
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
ok matheww am doing it atm
check out the action rpg example project on the learn tab, it uses anim notifies and events quite heavily
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?
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
where is your material activate event at @marsh cloak ?
yes your Cast to BP_Zombie Nodes dont seem to be needed
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 ๐
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
Hi guys i have a question
Can I use Qtpie instead of slate? ๐ค
For a plugin im doing
@plush yew why you youtube or google?
Qt is a cross-platform framework with multiple tools. Qt supports multiple platform using the same code base for all and can be deployed on multiple type of devices.
qt
i said it wrong lul
@ancient otter you could probably hook editor python scripts into pyqt
not python
c++
@plush yew https://www.youtube.com/watch?v=R--jTs94Yrw
The Ultimate Vray Materials Course: https://gum.co/PAAah
Vray Lighting Course: https://gum.co/VrayArchVizLighting
In this video we will go over the basics of the UE4 user interface, menus and navigation.
Links to contact and support me:
Paypal :...
first google result
@sweet relic for creating python plugins the new python thingy is trash
https://github.com/20tab/UnrealEnginePython if you want to do anything related to python use this
much faster and more functionality
its great for editor scripting; 1000* better than using c++
doesnt QT use C++ regardless?
or am i misunderstanding what your asking? i used QT for my final CS project
@ancient otter i cant see why you couldn't.
STOP ASKING THE SAME DAMN THING EVERY 5 MINUTES PLEASE
@ancient otter it should be, but you will probably have to do some rnd
@plush yew #old-rules
begging for help is not allowed
What is rnd?
Research and development
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
my consultation fee is $100/hr if you are interested
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
how old are you roughly
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.
thats what you are doing
and... bam
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
Hmm
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
@plush yew Please read the #old-rules. You're repeatedly asking for free technical assistance via DM, which we don't allow here.
only because you asked nicely @ancient otter
@plush yew We have a #looking-for-talent channel where you are free to post a Job Listing (paid/unpaid).
guys chill its okay ;d
- Learn by youself and dont have the audacity of aksing for help when you DONT want to put effort

all i see is blocked message, blocked message lol
@plush yew Please also be patient instead of asking the same question repeatedly. That is considered spam.
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?
Whatever not gonna bother anymore 
@marsh cloak so is this blueprint in the world somewhere or on something related to anything else? I noticed it targets the sword
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
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
google, blueprint section of this discord, literally go by the channels, youtube and literally everywhere
^
btw guys
i found this new website
its really cool
to learn ue4
@plush yew I would reccomend just starting out small
You guys are too kind.. How long has this conversation been going on..
I'm trying to get some sleep here
Go to Udemy for online training
@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
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.
aaaaaaand blocked
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)
Udemy is 10 bucks ... come one]
he says he got scammed because he bought a "ue4 account" and spent his money on that
lol
makes SO MUCH SENSE
then go YT
๐
Scypher7 you killing me bro ๐
hahaha

@plush yew Then you're breaking the Discord Terms of Service. You need to be 13 to be here.
it's kinda cute in a way though
TRUE
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
King pfist has spoken
COPPA
then try more
@lusty rampart is the mesh not hidden in the details of the gun/character
Scypher7 i will help you out am sending you a private msg ;d
you cant give up just because you coudlnt do it the firs titme
Just a small push
i bet he will send links
exactly thats how life is, it ain't about always winning especially the first try.
how much time is lots?
Hmmm
also @plush yew you should know that discord does not allow people under 13.
So what have you tried exactly?
Its discord rules.
Not my rules.
Im 15, im not a grown man.
I learned by myself still

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)
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
@marsh cloak yes ue4 can do that with animation notify blueprints.
Reee
tard
lol
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
hes gone
unless the animation is on this actual item
the animation is on the wait
Alright, folks. Time to take a deep breath and move on. Find your happy place.
thank you
I think I am understanding what you're saying
pfist noo hehe

he was so funny man

@maiden swift wow that meme is very accurate to how i feel now ๐
ok im done here, @sweet relic thank you for the help with the qt thing
@grim ore do the shift-f1 while playing the game in editor, right?
@lusty rampart yes that will release the mouse so you can then click on the world outliner
@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!
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..
idk i guess it depends on what your trying to do lol
for health and stuff, should i be using the player state or is using the player character pawn fine?
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
Do you have to unposses to focus? I tried real quick before I left and f didnโt do anything. Same with selecting the focus option in right click on an element of the scene.
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
ah thats it yes, so F8 unposesses and lets you use mouse.
Shift F1 only lets you use the mouse
Why does my navmesh have gaps in my static meshes.? My stairs also wont generate a navmesh. Could it be a collision issue?
@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
push to git or something as a backup
ok
ugh
How do I upload a project to github?
@gleaming narwhal
ugh
zipping it didnt work either
Source / Version Control:
This playlist will cover multiple ways to work with source control with UE4.
This Video:
In this video, we cover all of the steps required to get a GitHub repository and the Git desktop app working with the Unreal Engine. As an extra, I also cover s...
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
you can run the profiler to see which frames have high execution time
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
@thin tendon https://youtu.be/hWpbco3F4L4?t=230
The Visual Logger, built into the Unreal Editor, is an incredibly useful tool for recording, visualising and tracking objects, locations and data in gameplay, but itโs rarely used outside of AI. Letโs change that!
In this talk by Rare's Principal Gameplay Engineer Andy Basta...
For me its happening packaged. Thanks for the link I'll give it a look now
the other way it to use the profiler @thin tendon
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
@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
@plush yew please, do not ping Epic devs if they are not in discussion at that moment
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 ๐
@dim arch Not sure how to make sense of it. But this is what mine looked like when I ran it
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*
Hello, I am andrew. Iโm 13 and live on the east coast of America. I work on UE4 creating 3D gameโs and levels. I use blue prints, looking for a group to join just to chat with, give eachothet help. Thanks
Is it possible to use root motion with the pelvis as the root bone?
@plush yew Not sure but what I found works well is just creating an extra bone for between the feet to use as root
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
@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
@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
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
okay thanks. Sounds like I'll be reading through tons of threads before it makes proper sense to me lol
you can also attach the debugger to the proces if you launch it through vs
https://docs.unrealengine.com/en-US/Engine/Performance/Profiler/index.html there is some reference here
An overview on the Profiler Tool used to monitor game performance.
oh, the unreal insights tool is in 4.25, I think that is their new solution to profiling performance
Overview of Unreal Insights application profiling tool
pretty sure this is a frontend which merges the functions of session frontend profiler/gpu profiler and some other ones into one place
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
no problem, if you can use 4.25 I suggest you learn to use unreal insights
I only just updated to 4.24 lol
it may be in 4.24 too
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?
https://docs.unrealengine.com/en-US/Engine/LevelStreaming/HowTo/StreamWithVolumes/index.html this seems close to what I want to accomplish but I want the volumes to be perfectly snug against one another and the same scale
How to use volumes to control the streaming of Levels based on the player's viewpoint.
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 donโt go off after the specified time.
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 canโt find the response so please dm me if you can help
Bruh u just did that to me
@narrow meteor you are destroying the actor. Any code after that ceases to exist as the actor is now gone.
@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.
how do i do it itโs 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 iโm assuming 4.24
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
is there something that exists in a more permanent state like UGameInstance but exists in editor, pie, standalone, and packaged?
A save game file?
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?
I can't picture what you are trying to achieve
@quiet token take a look at subsystems - they were added a little while ago, good place to put custom data and logic
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
If you used defaults on static mesh import youโll be fine as it generates new uvs for lightmaps.
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
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 ๐ฆ
(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
anyone know the release date for 4.25?
can somebody help me with this im trying to compile the source 4.24 but im getting this error everytime
This is the error https://pastebin.com/6ASmjk7d
/wd4800
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?
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!
IME candidate characters
hi guys what do u recommend to add a voice chat ( maybe with proximity attenuation )
do i have to buy a plugin or something?
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does vertex painting needs a hi poly mesh ?because mine seems really square kinda looking
(wait, unreal can vertex paint?)
@hearty walrus yep, I am new to unreal engine and it looks really crisp, the gradient is top notch
