#ue4-general

1 messages ยท Page 705 of 1

exotic cave
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You will usually have a Blueprint that takes your character back and forth between different states, each of which has its own animation blendtree.

frank oar
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yes @exotic cave It begins in an idle pose, It would be nice to return to that pose once played

exotic cave
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@plush yew : Building your own landscape out of non-landscape things is totally permissible, though I don't know how it interacts with advanced features like grass etc.

silent parcel
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I've got this issue appearing now, I've added a motion controller to my game, but now when I press play, it says "Can't play in Editor when performing Add Component operation"

exotic cave
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Would help if you noted exactly what you're trying to animate and why. (Walk pose, action etc.)

plush yew
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@exotic cave thx, the enviroment is just a basic sand texture right now, so I think I should be ok.

smoky grail
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ah hello?

fierce tulip
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ello

frank oar
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@exotic cave thank you for the information.

The mannequin begins standing on the spot, not moving. (Idle pose)

when I use the flipflop with a button input, the animation switches to running and doing a flip.

However, instead of returning to its Idle pose after the animation, its continually loops the run and flip animation.

smoky grail
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hi

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i need help

frank oar
exotic cave
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I believe you find the animation in question, add a Notify at the end of it and then you get a Notify Event node you can add in the Blueprint.

smoky grail
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HELP PLS???????????????????

exotic cave
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@smoky grail : Don't spam the channel and don't be rude, please. Ask the question you need answered.

smoky grail
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finaly

frozen pond
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@smoky grail lel

smoky grail
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ok so i imported some models

exotic cave
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@frank oar : After that you run the Notify Event out pin into your animation stop start pin.

smoky grail
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but

frank oar
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@smoky grail Speak up, let the people in the channel know what you need help with, If anyone sees your issue and can help they will ๐Ÿ™‚

smoky grail
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pls let me talk

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i imported models

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the texture is gone

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but

exotic cave
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@smoky grail : Your materials aren't getting imported. Where does that model come from?

smoky grail
exotic cave
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Looks nice. Where are these models coming from?

smoky grail
exotic cave
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And the other one?

smoky grail
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same place

exotic cave
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May I see the link please?

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To the one that isn't working?

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If you're just going to download a bunch of free models to work with from the Internet, and not Epic sources, you cannot be guaranteed they'll automatically import into UE automatically.

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Experienced devs know how to make it work, but you'll always see some models that aren't set up that way.

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You're going to have to learn how to make Materials and import the textures for your models manually.

plush yew
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@exotic cave what is the easiest way to make a texture into a material?

smoky grail
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aint working

exotic cave
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@plush yew : Make a material and run the texture right into the Diffuse pin of that material. ๐Ÿ˜„ But that won't give good results.

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@smoky grail : It's nobody's responsibility to just make it work here for you automatically, man. ๐Ÿ˜„ You're going to have to actually learn UE.

smoky grail
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working

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ok?

plush yew
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oh wait, it is already a material

exotic cave
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If you want to be sure that your assets are going to import automatically and work well, you need to use Epic or Megascans or Marketplace assets, or learn to make your own.

plush yew
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why wont it let me select my sand material for my cube?

exotic cave
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Random Sketchfab stuff is so totally not going to be guaranteed to work ๐Ÿ˜„

smoky grail
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ok stop with the emojis

exotic cave
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@plush yew : You need to learn how Materials actually work at the basic level. ๐Ÿ™‚

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It sounds like what you want is a basic hard surface material, and then having the textures set up as parameters so you can replace them?

plush yew
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nvm, I just couldn't find it by searching, but it worked when I dragged it over

exotic cave
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Ahhh

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Well learn Material Instances ๐Ÿ˜„

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Make your textures parameters and then replace them in the instance editor

plush yew
smoky grail
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ha...
i lost hope again...

exotic cave
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That's the pro way to do it and will save time in the long run

plush yew
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ok thx

smoky grail
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maybe game making aint for me after all

exotic cave
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@smoky grail : Bro, you can't just download a bunch of random stuff and get frustrated the first time it doesn't work ๐Ÿ˜„

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Do you know how many thousands of hours any experienced dev here has gone through on stuff that doesn't work?

plush yew
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that is what I did for my water, but I figured my ground would be static, so I didn't do that.

smoky grail
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well it was nice meeting yall for like 15 minuts

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bye

plush yew
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wow

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bye then

exotic cave
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Ue is not easy. ๐Ÿ˜„ But once you learn it I find it works and it works really well.

plush yew
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welp I uglified my shoreline.

exotic cave
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I gave up on it first time I tried, years ago, and wasted YEARS of my life with one of Epic's competitors that shares a letter but not the graphic quality and reliability.

plush yew
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ah

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I have used it before

exotic cave
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@plush yew : Not so ugly! ๐Ÿ˜„ I mean you need to learn all the cool things, but looks fine for a new person starting in UE ๐Ÿ™‚

plush yew
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thx

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How do I keep it from stretching out the material?

exotic cave
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@plush yew : Make your meshes with working UV texture coordinates ๐Ÿ˜‰

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Where's that particular mesh from?

plush yew
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um

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I don't know

exotic cave
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I mean, what is it in your World Outliner at bare minimum ๐Ÿ˜„

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It looks like that geometry has two sets of geometry with UV's at radically different tiling scales

plush yew
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OH

exotic cave
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Do you know what UV's are? Texture coordinates?

plush yew
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no

exotic cave
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I would say that's really important to learn right now.

plush yew
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ok

exotic cave
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UV mapping is the 3D modelling process of projecting a 2D image to a 3D model's surface for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in a...

plush yew
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thanks

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I am always willing to learn new things

exotic cave
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It explains how 3d models use UV coordinates (otherwise known as texture coordinates) to associate places on your models with points on your material and textures.

plush yew
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how do I delete a line to a node?

exotic cave
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Right-click the pin and click on the Break option, or whatever it is.

plush yew
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ohhhhhh ok

exotic cave
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Either connection pin will work

plush yew
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ok thx

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when i realize I set the line to the wrong node, I draw it to a new one, then I have it going in like 4 different directions when I want it to go to one place, and I end up deleting the node to fix it lmao.

exotic cave
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EZPZ ๐Ÿ˜„ ๐Ÿ‘Œ๐Ÿผ

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Just takes time to get used to, don't give up.

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I wish I'd not given up on UE when I first tried it years ago!

plush yew
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NOOOOOOOOO

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I broke it

exotic cave
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'Cause once you learn it, you only have to do things ONCE if you do them RIGHT

plush yew
exotic cave
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Yes, if you break the pin leading into your Diffuse connection, you won't have any color in your material ๐Ÿ˜„

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Slow down, turbo

plush yew
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I moved my texture from base color to normal

exotic cave
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Learn the real basics of what you're doing.

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Why? ๐Ÿ˜„

plush yew
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wait should it be at diffuse?

exotic cave
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Why did you do that?

plush yew
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IDEK

exotic cave
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Slow

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Down

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You don't know what a normal map is either apparently ๐Ÿ™‚

plush yew
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ok should it be on the diffuse or base color?

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wait I don't have a diffuse

exotic cave
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Normal inputs are for textures that define the way your geometry is pointing

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They look like that

plush yew
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ok

exotic cave
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Base Color is Diffuse

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I apologize for terminology ๐Ÿ˜„

plush yew
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OH

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OK

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GoT IT

exotic cave
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Both are kinda synonymous in the industry, though a bit different at technical level

plush yew
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I was SO CONFUSED

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ok we good now

exotic cave
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You need to actually sit down and study modern texture and material stuffs for a few days.

plush yew
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ok

exotic cave
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At minimum you need to actually understand what a Base Color/Diffuse map is for, what a Normal map is for, what a Roughness map is for, and what an Emissive map is for, I'd argue.

plush yew
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ok cool

exotic cave
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Base Color is the color, Normal is for showing which way the surface is pointing, Roughness affects the way it is shiny, and Emissive helps it glow or to bring up brightness in dark areas.

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There are lots more pins, but you can't really work with UE materials without understanding those four concepts, I find.

plush yew
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ok thx

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and also I fixed my texture, but my landscaping isnt fixed

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nvm

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it came back

exotic cave
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Sure. Your landscape there appears to be using two different materials at two completely different UV scales.

plush yew
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my computer is a potato

exotic cave
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Yeah, wait a bit when you see the checkerboard.

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That usually means shaders are compiling.

plush yew
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ok

exotic cave
plush yew
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actually it is the same texture, but one is a cube and one is actual landscaping,

exotic cave
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Link is a 2-5 minute read about the various kinds of most important texture maps in modern game development/CGI

abstract relic
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Is a quiz included Cali? ๐Ÿ˜œ

exotic cave
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@abstract relic : For you, TWO quizzes ๐Ÿ˜„

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One will be about dolphins ๐Ÿฌ

abstract relic
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Woohoo

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Wait what

frozen pond
exotic cave
young steeple
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Anyone have any idea why/how my projectiles are falling when I have physics off, gravity off, and have them locked to the z plane?

abstract relic
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Iโ€™m just surprised anyone knew I was associated with that

exotic cave
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@frozen pond : Make Array node probably what you're looking for

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@abstract relic : I never forget cool people who are super cool and the things they do. ๐Ÿ˜‰

frozen pond
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@exotic cave yeah i know make array, but what if i will try to set value without adding anything into array ?

exotic cave
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@frozen pond : You will notice your "Target Array" pin is red, so fire and death probably ๐Ÿ”ฅ โ˜ ๏ธ

abstract relic
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Ping @normal burrow then. He just released his boid graph explanation ๐Ÿ˜œ

exotic cave
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You need to give that node an Array to work with

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@normal burrow , @abstract relic says I should bother you, something about boids ๐Ÿ˜„ ๐Ÿฆ

normal burrow
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thats our take on a graph for boids

glacial cloud
exotic cave
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Goodness that looks great as usual @normal burrow

normal burrow
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Thanks! Wouldn't be much without the excellent fish and teaching of behavior from @abstract relic

vivid heart
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Would anyone be willing to give me a little bit of help for a few mins?

exotic cave
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I usually would, but I just put in nearly a good hour trying to be the answermatic, I need a rest. Maybe others can step up ๐Ÿ˜„

vivid heart
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I appreciate the response I suppose I'll wait for someone else to respond then thank you.

exotic cave
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Ask the question ๐Ÿ˜‰

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Don't ask for generic, unspecified help. Saves time!

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I may not get to it, but maybe others will.

plush yew
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@exotic cave I am having a problem with my smoothing tool. It is leaving marks in my sand.

exotic cave
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@plush yew : Not sure that's the tool, that looks like shadows to me.

frozen pond
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how to reset timer on this node ? as i hold button first action goes after 1 sec but next one go instant

vivid heart
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Been trying to set up base mechanics before introducing art level designs etc and I just got a premade character into my game got everything set up good and now my hp mana stam etc are all blank and no longer work but when I go back to my mannequin it works again. Ender btw that actually looks cooler honestly gives you a better vibe of the desert.

exotic cave
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You're not going to be able to see much with your texture not scaling properly like that IMO @plush yew

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You probably want to learn how to adjust your tiling scale in the material

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Which is super easy, but I'm exhausted and need a break before I do more teaching today ๐Ÿ˜ข

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@vivid heart : HP Mana Stam are "blank" in what sense? You have variables in blueprints for these things?

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Or UI elements?

plush yew
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@exotic cave are you talking about using the texture coordinate node?

vivid heart
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Vars set up they all lose it haven't set up regain yet tho but yea it works fine on the mannequin

exotic cave
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Yeah, and multiplying it by a user parameter or two

plush yew
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ok

exotic cave
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And what do you mean before "go back to your mannequin", @vivid heart ?

plush yew
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kk

frozen pond
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how to reset timer on this node ? as i hold button first action goes after 1 sec but next one go instant

vivid heart
grizzled thicket
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Hi everyone, does anyone know if sub surface scattering materials work with planes/ one sided meshes

exotic cave
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@vivid heart : Excellent, now let's see the snip of the Blueprint where you have those variables set up.

kindred viper
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@grizzled thicket they should do from one side.

vivid heart
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hmmm

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It's not letting me send another pic.

exotic cave
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๐Ÿค”

vivid heart
exotic cave
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Them's a lot of SET calls

hearty walrus
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has anyone ever tried to make a fully 2D game in unreal? What are some tips?

exotic cave
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You sure some of those aren't SETting your stuff to zero somewhere?

hearty walrus
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Also, how the hell do I design buildings/levels and all that shit

kindred viper
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@hearty walrus I made a fully 2d slot machine with UMG. Top tip. Don't. Use HTML/Javascript/CSS/Node etc

hearty walrus
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UMG?

vivid heart
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It's temporary till I get the hang of this system more been following tutorials but theyre out dated so its kinda hard to have everything match up. Gimme one sec

kindred viper
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yeah if you dont know what UMG is, I would seriously go back to HTML for it. Otherwise you will waste a lot of time

exotic cave
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@hearty walrus : You get a degree in computer graphics and environment modeling, @hearty walrus ๐Ÿคช

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Alternately, learn some simple BSP stuffs

kindred viper
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BSP?

exotic cave
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It'll let you get to the blockout level at least

hearty walrus
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oh yeah, thaaat's what it is

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UI design

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it's meant to be an office building

exotic cave
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You can do some verrrrry basic modeling from within UE itself

hearty walrus
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I've got some good plans for it, but they're all mostly unfinished

kindred viper
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no I know what BSP is... .I used it like 20 years ago when it was relevant

hearty walrus
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it's all done in blender

vivid heart
exotic cave
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Past that, you need to learn a serious 3d modeling app

hearty walrus
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i do

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I've been learning blender for 2 years

exotic cave
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Well there ya go ๐Ÿ˜„

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Making buildings pretty easy in Blender

hearty walrus
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heh

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How do I actually flesh out the plan, though

exotic cave
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Read 80 Lv?

hearty walrus
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the only idea i've got is the character's office being in floor -1, along with some servers

kindred viper
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you assess if UE4 is the best option for a 2d game, then you realise it isn't... then you use what I recommended or goto Unity. The end ๐Ÿ˜„

exotic cave
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Oh wait, you're talking 2D

hearty walrus
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no, 3D

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I've got 2 different games on my mind right now

spare sun
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why html and how even

hearty walrus
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The second is just a dumb idea

exotic cave
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In that case I love articles like this as far as getting from a "How Do I Blender" to a badass level

hearty walrus
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(well the first one is a dumb idea but i've put more effort into)

kindred viper
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80.lvl is a staple read

hearty walrus
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It's meant to be a standard office building

exotic cave
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@vivid heart : The problem I'm having trying to help is that I don't understand what you mean by "the mannequin is out" and etc.

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Do you mean when you place/remove this actor in your World Outliner?

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_guesses he's not off answerbot duty after all

vivid heart
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this is for testing only trying to get bare minimum knowledge to set up core gameplay and advance slowly in world editor mode in game mode and default pwn class i changed to third person and to my created character after doing so resulted in my hud not working anymore

exotic cave
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That arguably means that your logic to set up those variables is associated with a particular Blueprint from your old game mode

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Put stuffs that is important and global in your Level Blueprint, or in a custom object and Blueprint you manage yourself

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I gotta crash, sorry all. Good luck with your projects! ๐Ÿ˜„

frozen pond
kindred viper
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@frozen pond loop it and check

plush yew
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@light lintel I want to write you in dm

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wtf why

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who the fuck make this option to can't write you in dm-lol

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a ok let's try

proper stump
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Hey, is it possible to not worry about lighting? just have that taken care of by the system, and do the actual lighting later? Just like in blender, you dont have to have a light in the scene when working on it..................

kindred viper
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I don't do lighting until later so yeah. I guess it depends on what you are doing though.

abstract relic
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Dynamic lighting will take care of it

proper stump
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Im prototyping something using the third person template, so how do I do that btw? new to unreal ๐Ÿ™‚

hearty walrus
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How do I prep a model for export?

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It's pre-rigged, but has a lot of lights and one control empty. Do I delete these?

thick herald
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Sounds like a DCC problem, not a UE4 one. But in general you select what you want to export and in the export options make sure 'only selected' etc.

hearty walrus
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fbx, right?

fierce forge
kindred viper
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@fierce forge in C++ yeah. Just change the default sub object.

quick kelp
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@fierce forge you can put a box collision under it and set the capsule to not collide with anything.

fierce forge
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@quick kelp i tried but the it will fall under map

kindred viper
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@quick kelp why? That seems like a bad workaround to me

young steeple
quick kelp
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it is a bad workaround but if the alternative solution takes alot of time to do, and you don't have enough time to implement that, then its your only option.

fierce forge
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not working so not an option

smoky grail
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im back!!!!!!

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and i need help

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if anyone can help me

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hello?

swift spindle
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ask the question ๐Ÿ˜›

smoky grail
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hello

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so

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i imported some models

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but

swift spindle
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lets try and put this all in 1 line..

smoky grail
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BUT

swift spindle
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ok. I have no idea what your actually asking for.. (automatic material assignment ?)

smoky grail
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maybe

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like i just put them into the content folder

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and it worked for mangle

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but not for baby

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and freddy

swift spindle
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when you import an FBX.. it will try and search for the textures assigned to it on the material. There are options on how it does it

smoky grail
#

anf frostbear

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tell me more

swift spindle
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I'd recommend learning the basics behind the material editor

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instead of hoping for auto stuff

smoky grail
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cant you tell me?

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woah hello

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ah ok

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so

swift spindle
smoky grail
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i have to import the model into 3ds max

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then attach the textures

ionic lagoon
#

Anyone know of a tutorial for separate torso movement. Like you look around, character's torso follows until you get to certain point in which your lower half moves.

smoky grail
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thank

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ok let's see

abstract relic
ionic lagoon
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Oh dope, thank you.

plush yew
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how can i learn UE4?

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i mean for creating a games

kindred viper
smoky grail
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ok so i did that

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and the texture is still missing in 3ds max

tiny sonnet
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for sword collisions should u use event hit, or overlap, or does it even matter

smoky grail
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im a noob tell me how

primal plank
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Question. Is it possible to make a map similar to earth .. not look like earth but how earth works.. As in there are no borders but if you walk in 1 direction long enough you will eventually end back up in the same spot

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A big ass ball i guess you could say

quick kelp
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@fierce forge i looked into it and the box collision under it seems to work but the character movement component is the one thats making it fall through the ground

abstract relic
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Yes it's possible but you need to be clever about getting around the classic floating point problem

primal plank
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๐Ÿค” noted

smoky grail
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i cant find multi sub object

quick kelp
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@fierce forge alternative solution though (might or might not help you depending on what you want to do with it), is you set the capsule componenet to custom collision and only make it collide with static mesh, then use the box collision under it to overlap with everything else that you want it to overlap with (edit: meant to say overlap)

smoky grail
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wait

primal plank
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@abstract relic. Wouldn't level streaming reduce possibly solve that problem tho

smoky grail
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i dragged the textures what now

abstract relic
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if you move the level's location to world origin then yes

smoky grail
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like the lines?

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the wont connect

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like it has

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(1)

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(2)

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and onwards

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but the texturs wont connect

abstract relic
smoky grail
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like i have body

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but none oif them work

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(1) wont connct to the body texture

abstract relic
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just import the texture to unreal

smoky grail
#

๐Ÿ˜

abstract relic
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make the material in unreal, apply material to the model... in unreal

swift spindle
smoky grail
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wow it didnt work!

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like seriously tell me how to do it

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i never worked with ue

abstract relic
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look in pinned message

smoky grail
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sh is black now

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is that good?

normal burrow
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diffuse color is about all you can count on pulling over from blender material wise.

swift spindle
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it would really help if you watched the basic tutorials for unreal

normal burrow
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must reauthor stuff using unreal materials

abstract relic
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there's a list of resources for people starting out

smoky grail
#

pfffffff
i came for help
i was sent back to the tutorials
like wat the hell

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i know tutorials exist

normal burrow
#

perhaps bayg, we are telling you the right thing to do

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because what you want us to tell you does not exist

swift spindle
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reminder.. for everyone. We are not paid to be here.

smoky grail
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then this server is pointless

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imma headout

normal burrow
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cya

abstract relic
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Cool. I'll send an invoice for my services ๐Ÿ˜›

swift spindle
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a full day is not a long time to learn something hehe ๐Ÿ™‚

normal burrow
#

they weren't interested in understanding

swift spindle
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anything worth doing is worth learning

runic fern
#

Hi Guys How can i calculate the player moved distance ?

keen moss
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New question, I have a scene with multiple lighting scenarios, what blueprint nodes do I used to let the user swap between them with a button press

swift spindle
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dynamic or baked ?

grim ore
runic fern
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Hello Mr Mathew , Thank you

keen moss
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baked

floral hull
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Has anyone ever faced such a problem. The Unreal engine is starting to freezing. But there's no work with shaders.You just go from folder to folder and everything freeze for a few minutes. What can i do for fix that?

swift spindle
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@keen moss you can make sublevels that only have lighting information on them

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and use load streaming levels to swap between them

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@floral hull yes... especially if your on an old HDD and have not cleaned up redirectors in a while

keen moss
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i do have sublevels for each lighting setup, ill try out load streaming levels

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thank you

swift spindle
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you also need to set your sublevels to lighting only

floral hull
#

@swift spindleThanks, how can i cleaned up redirectors?

swift spindle
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right click on a folder inside of content browser > cleanup redirectors

keen moss
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its Fix Up Redirectors i think

swift spindle
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same diff ๐Ÿ˜‰

keen moss
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yea

swift spindle
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but your right

abstract relic
keen moss
#

Load stream levels worked, thank you @swift spindle

floral hull
#

Thanks a lot! @swift spindle @abstract relic @keen moss

keen moss
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Im getting an error about multiple skylights being active with my lighting scenarios, but only 1 is active at a time

swift spindle
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double check your levels / lighting ๐Ÿ˜‰

keen moss
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for rogue skylights?

swift spindle
#

yes... also in world outliner... View options. > Only in current level helps

#

if error still remains... remember that just because you stream in 1... you need to disable the existing.. and it takes a moment or 2... to garbage the old stuff

keen moss
#

ok ill try that

#

im attempting to package the project, looking for errors and I am getting the following error in RED

#

PIE: Error: Blueprint Runtime Error: "Attempted to access Audi_A5_7 via property VehicleRef, but Audi_A5_7 is pending kill". Blueprint: Spline_Follow Function: Execute Ubergraph Spline Follow Graph: EventGraph Node: Set Steering

swift spindle
#

so something has told it to destroyed..

#

but it's waiting garbage collection

spiral island
#

Is it possible to draw lines in UE4, not using the debug headers?
for example, i just want to connect 2 points with a line but I also want this line to actually show up in the packaged game

keen moss
#

@swift spindle any idea how to resolve?

swift spindle
#

that could take awhile LOL

#

but find out whats removing it first

keen moss
#

im a novice when it comes to BPs

swift spindle
#

@plush yew what do u mean ?

#

all LOD0 to unreal is the highest resolution asset

#

yes.. then they wont be loaded

#

simple

#

if you disable LOD0 it wont use LOD0

grim ore
#

@spiral island out of the box you can draw lines on widgets and the HUD but its in 2D space on the UI

keen moss
#

@swift spindle my mistake that error was in my log from a previous issue that i already fixed

swift spindle
#

@plush yew yup

#

@keen moss ๐Ÿ™‚

keen moss
#

I cleared the log and now it fails to package immeditatly and says its Unable to Compile Source Files

floral hull
#

I'm really asking for help with one thing.
I want to make an enemy that will grab a character by the throat and lift like Darth Vader, but only by touching his throat. I can't make the enemy grab by the throat, not by the air, or just as luck would have it.
Is there such a possibility in Unreal Engine?

swift spindle
#

@keen moss make sure all the levels are included in your packaging dirs

floral hull
keen moss
#

@swift spindle so i am unable to package a project in a directory outside of the project directory?

swift spindle
#

sorry if I was unclear

#

your levels are expected to be in certain places unless you define new ones

#

Project Settings -> Game Asset Manager

grim ore
#

@floral hull you can have sockets target sockets, or adjust animation points at runtime in the engine. Look at the content examples in the animation map and you can see them doing that for moving a hand to a weapon grip and making a punch sequence stop when it hits a board

small basin
#

If I right-click and use "actor to static mesh" it should combine all meshes into one, however, on an actor I have with instanced static meshes it puts all of them at the center. Is there any fix? Would it work correctly with hierarchical instances?

floral hull
#

@grim ore and you have a video where you can learn about it?

swift spindle
#

@small basin unreal does not play terribly nice with instanced static mesh's ... hence the reason for plugins to fix it ๐Ÿ˜ฆ

glacial pecan
#

plugins? what?

#

@small basin perhaps use the merge actor dev tool instead?

floral hull
#

I don't even know how to look for something like this on YouTube. What a request to write.

small basin
#

@glacial pecan Merge actor? Where can I find that?

glacial pecan
swift spindle
#

or just select 2 or more actors in your viewport

limber mesa
#

hey, im trying to setup my source control with perforce but im having trouble getting unreal to recognize the project under workspace. can anyone help me

small basin
#

Same outcome @glacial pecan

swift spindle
#

is there a reason they are already instanced ?

abstract relic
#

@floral hull horseriding is a good one to search for. Since many people have done it/made tutorial and it uses similar concepts to what you're going for.

glacial pecan
#

@limber mesa ask in #source-control but if you ask me, perforce is a shitshow and you should try plastic scm instead

small basin
#

Hierarchical instanced static meshes are also not showing up in the hierarchy, really odd ๐Ÿค”

swift spindle
#

Perforce however is the industry accepted standard for this type of work

limber mesa
#

i heard from a dev that perforce is great. why do you hate it @glacial pecan

glacial pecan
#

unless you have IT staff on hand to manage the fucking thing, it's a shit. show

floral hull
#

Thank you so much. I'll do the search now!@abstract relic

small basin
#

@swift spindle I'm instancing from modular meshes into a random generated building, which I'd then like to save as one mesh for performance reasons

limber mesa
#

really

swift spindle
#

@glacial pecan I run my own perforce server.. it's really not hard at all

small basin
#

Perforce is great, I'm loving it

glacial pecan
#

I'm not ADHD enough for it... fuuuuuuuck that ๐Ÿ˜›

abstract relic
#

different strokes for different folks. Everything has it's pros and cons

limber mesa
#

but @glacial pecan is it free

swift spindle
#

it took... 20 mins to setup

abstract relic
#

so is github ๐Ÿ˜›

small basin
#

Granted I come from github, never tried plastic, but yeah it was super easy to set up perforce

limber mesa
#

i think perforce won

swift spindle
limber mesa
#

lol

abstract relic
#

and tortoisesvn

swift spindle
#

I'm not attached to perforce at all.. it just happens to be what everyone wants

small basin
#

@swift spindle Can't really use third party plugins as this generation tool itself will be part of a larger level design tool I'm making for the marketplace, can't really include thirdparty code in that ๐Ÿ˜„

mint ocean
#

is it easier or harder to work with unreal engine in compare with unity ? ๐Ÿ˜ฎ

small basin
#

Depends on a lot of other factors @mint ocean

abstract relic
#

yes

jaunty drum
#

Itโ€™s using the mesh origins and placing them at the same origin

glacial pecan
#

@mint ocean depends on whether you like to follow rules or make your own

umbral ferry
#

anyone know free decor for a platformer game ?

jaunty drum
#

If you export the meshes to blender and go to object ally translation and export it out of blender that way then do what youโ€™re trying to do it should work

small basin
#

Right, how'd I get them to be placed at the correct location @jaunty drum

#

Well that's not a good solution, you'd lose the ability to use the modular parts in engine

mint ocean
#

@small basin the important one would be maintainance usability and the learning curve

jaunty drum
#

Yea like they said unreal doesnโ€™t play nice with static meshes lol

small basin
#

Guess I'll try non-instanced static meshes, those should work I believe

#

If not I'll have to look into some custom C++ solution or a procedural mesh

#

The nice part about Unreal is that each system gives a lot more options and flexability, so you can do more without needing to create custom tools for it. The downside is that it requires more experience in the area of Unreal you wanna use (for example way more options around audio, but you need to know more about audio to take advantage of the more advanced systems) @mint ocean

umbral ferry
normal burrow
#

fbx

small basin
#

Using static meshes fixed my problem, thanks @glacial pecan @swift spindle @jaunty drum

cursive salmon
#

hi, I would like to make a system like on youtube with a slider, that is to say that I want to be able to move forward and backward a video that I play in a Widget. How to do ?

kindred viper
#

there is a slider widget.

spiral island
#

Does DrawDebugLine show up in the packaged game?

kindred viper
#

I simulate it with the built in cylinder in a packaged game. I know it's not great, but it works and you get mesh functionality

spiral island
#

i'm trying to use AHUD::DrawLine but nothing shows up
AHUD::DrawLine3D works but the line is too thin

#

so i thought i could use DrawLine and project points to the camera

#

even if i hard code the positions it still doesn't draw anything using DrawLine

lucid magnet
#

so i kind of want to learn how to make a combat system - somewhat like soulsborn... does anyone know a great tutorial?

kindred viper
#

@lucid magnet I can't say I've seen one, but it can't be that hard right? Input -> Animation -> Collision -> Reaction.

lucid magnet
#

well sure, but i also need to find animations and such

kindred viper
#

@lucid magnet did you expect them to animate themselves? ๐Ÿ˜„

lucid magnet
#

no, but maybe to find a good animset, and learn how to set it up

swift rose
#

If I was looking for someone familiar with TrueSKY where would I want to ask? Level Design?

summer zealot
nimble moat
#

How can i interact with a 2d widget in game? ive done it before but i really cant remember how

#

as always, i remembered when i ask for help

kindred viper
#

@lucid magnet That's probably the cheapest way to do it but I would highly recommend at least learning some animation to alter them when you need it, or to add physical animations.

#

@nimble moat set the input mode to UI

lucid magnet
#

i would like to animate

#

and to setup a souls system

#

but i dont know how yet

nimble moat
#

yeah I done all that it still wasnt working, I had to go into the blueprint that held the widget and set "receive hardware input"

kindred viper
#

yep

nimble moat
#

thanks though!

lucid magnet
#

i get that - but i still need to find some great animations

#

or learn how to animate

indigo kernel
#

Or if you're rich get a mocap suit and get your fitness subscription :p

kindred viper
#

Make sure to understand the animation system though, otherwise you will end up stranded when you need something custom

#

Rightfully so. But then he has to learn that system too. And will still need to learn something along the way.

queen pawn
#

I started a project with a blank map but now I want to be able to have the third person character view when play testing. Is that easy to change or am I sol?

kindred viper
#

@queen pawn add the third person content pack

#

green button in content browser, Add New...

lucid magnet
#

cool, i do actually want to learn how to model too

queen pawn
#

Thanks guys! Once that's added what do I need to do to change the "Play" default to the third person? It's currently still a free roam camera

#

@light lintel i'm not seeing where to set the player character ๐Ÿ˜ฌ

brave gate
#

not sure if already linked around here?

#

IMHO it's worth to pin it here

fierce tulip
#

@maiden swift whadayathink?

queen pawn
#

@light lintel i feel like an idiot lol. found it. i was looking in the blueprints and was like whaaa

maiden swift
#

We'll take a look at it.

rough hound
#

Where does one mess with the distance for foliage LOD

queen pawn
brave gate
#

ok, so new wiki allows finally gather basic articles in the single place :)
one of my first self-proclaimed tasks in "filling gaps" is page on hardware recommended to work with UE4

#

please, take a look and let me know: about good and bad things there ๐Ÿ˜‰

#

it could be extended, i.e. different specs for different type of artists

#

suggestions are much welcome

rough hound
#

This is as big as i get it

steady valley
#

I'm new to UE and I have a question. What do you call this and how do you create one?

abstract relic
#

That is a comment bubble

#

Select nodes >>> right click >>> create comment
Or
Select nodes >>> C

fierce tulip
#

you can also just click > press C

steady valley
#

Thank you both.

#

@abstract relic Where is "Select nodes"?

abstract relic
#

Click on them

normal burrow
#

lol

#

they will glow yellow

abstract relic
#

Remember to colour the bubbles like a rainbow

rough hound
#

The foliage is a flat green texture

#

some of it anyway

green sky
#

Can someone help me with voip question please?

#

Voip keeps crashing 4.24 , i tried removing and now the project keeps crashing even after removing voip is there something else i should do to totally remove Voip?

rough hound
#

You can see all the foliage "popping in" becoming more detailed.

#

I need to up the distance.

#

I've tried disabling all the LOD stuff for it but it did nothing.

narrow meteor
#

recently, i implamented multiplayer but. i have a problem where the listen-server player can run everything smoothly while the second player cant jump, cant switch weapons and can barely do anything. Does anyone know why this could be? and how to fix it?

rough hound
#

Thanks

fallen wing
#

Hey guys. My apologies for asking a lot, first of all: how would I make a pounce attack like this? https://youtu.be/Xx_gwbzPCfA?t=131 and then second of all, how would I make it hurt another player BP? Thank you! (This is multiplayer, so don't worry about AI) Thank you!

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#

(blood warning)

heady moon
#

Not sure if this is the right place to ask, but should I use mkaehuman or blender to make characters with my game?

#

Both are pretty amazing not gonna lie, but I just want to ask people who have experienced this before

fallen wing
#

Depends what you're going for.

heady moon
#

I want the character to look like a normal human however it's going to wear some clothes which may cover its face as well.

#

But its going to have the same height, legs, hands and arms as a human

fallen wing
#

I think it's preference. I'm not the right person to ask honestly, I rarely make human characters in my game.

heady moon
#

Ahh I see

lament verge
#

How taxing is tessellation?

fallen wing
#

?

compact halo
#

whats the best way to learn how to use unreal? I am really eager to learn how to use this program

ancient lotus
#

any programming experience? are you looking to make a game? film?

#

you trolling me lol?

dense gorge
#

nope

#

fixed that ๐Ÿ‘Œ๐Ÿพ

dusty cypress
#

Hey guys. Any idea on how to fix a lighting bug for when you turn to diff hallways, you sorta see for a quick moment a flickering white light? e.g on walls when turning corners.

#

I can record it if y'all would like, but it's probably well known. Internet didn't help, didn't get any results of what I wanted

#

I'll try building the geometry and stuff, will update if it fixes it. Won't mind any other ideas until then, but it's prob the issue. Will edit this message if solved.

dense gorge
#

hey @compact halo check out the unreal engine learning portal - there are plethora learning paths you can choose based on your experience working in 3D

compact halo
#

where's that?

plush yew
#

Can someone please help me?

polar hawk
#

oh damn

#

thats not good

dense gorge
#

learn dot unrealengine dot com ๐Ÿค™๐Ÿพ

plush yew
#

I've been stumped for the past month

#

Unable to figure out ANYTHING about it

#

I've searched far for any fix but no one has anything on it

polar hawk
#

are you doing anything with custom physics math

#

it is like something divided by zero or went to infinity

plush yew
#

I know we use physics quite a bit for our ragdolls

#

And our starfighter landings

#

But nothing else really

polar hawk
#

you might need to compile the engine in full debug mode to get any insight

dense gorge
#

gotta edit the file

#

there is a velocity set to NaN it looks like

#

in the build

plush yew
#

I wouldnt know anything about that. Im mainly an artist who knows just enough blueprint to get myself by

#

So where would I look for this error then?

polar hawk
#

most likely you've set a setting somewhere or are doing math which isn't... valid

#

definitely look for anything related to movement of characters

plush yew
#

Any ideas on what the nodes may be called?

polar hawk
#

CalcVelocity is a very general function that gets called every frame

#

it does a lot of stuff involving tons of factors

#

its hard to say where its going wrong exactly

dense gorge
#

๐Ÿ™๐Ÿพ

polar hawk
#

but first place I'd look is any custom physics math

#

then I'd look at possibly resetting all your character movement component settings across all your character blueprints

#

maybe remove character types to see if the error goes away so you can isolate where the error actually is

plush yew
#

well its coming from all playable classes

#

or the ones that are children from our master one

polar hawk
#

then something in your master is probably bad

plush yew
#

ill look now

polar hawk
#

afaik it is pretty hard to get a float to end up NaN in bp

#

so at least you've accomplished something impressive in some sense

plush yew
#

I actualy didnt code the master blueprint

#

I mean I did small functions but another programmer did most of the work

polar hawk
#

purely bp or C++ too

plush yew
#

lil bit of both

polar hawk
#

ah, it is far easier to fuck up math in c++

#

I'd probably start there

queen pawn
#

anyone deal with floating foliage when you paint? haven't changed any settings

Edit: had a test landscape hidden that i was testing with different elevation. the foliage was trying using that surface to align to. deleted it and we're back in action

normal burrow
#

velocity is actually pretty easy to mess up if its physically simulated

polar hawk
#

to the point where it goes nan?

normal burrow
#

yep

polar hawk
#

I've never seen that happen

#

but I guess I don't really attempt to stress ue4 physics ever

plush yew
#

literally all we are doing is ragdolls and landings for our starfighters

normal burrow
#

Because UE4 uses cm and grams, forces can get out of hand quick and as soon as you send an impulse or force that causes the balance of strange units to waver velocity will go nan until its manually set otherwise

plush yew
#

but all the errors come from our characters

#

and here is the weird thing, we actually only simulate physics in different blueprints from ai and playable characters

normal burrow
#

ah if its a character movement component thing, should be easier to identify

plush yew
#

so it makes no sense why the character blueprints would be forcing the engine to close

#

Well nothing seems out of the ordinary on my end

#

And the crashing doesnt happen in a compiled build, only on a source build

#

Which is even more strange

normal burrow
#

how does jumping work?

plush yew
#

standard jump node

normal burrow
#

do you do any special launch character calls or add force?

plush yew
#

no

normal burrow
#

took a look at the screenshot of a log you posted

#

its something happening inside the walking function

plush yew
#

which node would that be then?

#

Movement input?

#

or wait

#

no

#

because the parent AI class doesnt have any movement input

#

So what would the node be called for AI/

normal burrow
#

how do they move?

plush yew
#

hold on

#

moveto node in behavior tree

normal burrow
#

believe that sends movement input no?

plush yew
#

not sure, this is generic AI stuff

#

No custom move node for AI

#

Just using the standard one

normal burrow
#

NaNing on only X and Y is interesting

plush yew
#

says its caused by character movement component in those ai

normal burrow
#

yes

#

while walking

#

do they stand on anything moving?

plush yew
#

No

#

All static meshes

normal burrow
#

if you temporarily tell them not to move

#

does it still error

plush yew
#

Not sure how I'd tell them to not move

#

How can I make a mesh rotate the way the character is moving instead of rotating to the camera direction?

slow scarab
#

@plush yew You could have the character have a Vector with it's value being the character's normalized speed vector. I.E: If a character is moving 1 meter per second in the X and Y axis, the resulting vector would be something like (0.5, 0.5, 0.0) (i guess? pretty sure that's wrong but it's just an example)

#

Then, on the actor you want to rotate, create a vector (i'll call it Sigma) containing the actor's current position, add the character's normalized speed vector to Sigma and use the Get Look At Rotation function to obtain the rotation.

#

Sounds a bit tricky, I know - If you don't understand at first tell me

#

I have a question about object organization. In other game engines such as Unity, you don't really code directly on the object but rather you create a component and attach the component to the object. Since in Unreal you can code directly on objects, create components, what's the best/most efficient way performance-wise for communication between objects? Should I create various Blueprints and communicate between them using cast/interfaces or use components?

quaint hull
#

help, I have been moving folders and assets to organize all day, now I just realized that most of my maps broke because I moved a few assets out of place, and 90% of the maps is made out of these assets, how do I fix this back without reverting my changes?

slow scarab
#

An example - If I want weapons in my game but I want each one to have different behaviours, should I create various components or various blueprints?

#

@quaint hull What did you have on these maps?

quaint hull
#

still trying to figure out what's missing, the main thing is the "cube" static mesh I used

#

but I also found entire bluprints missing

#

obviously it's gonna take forever to fix things by hand, even though I can move the cube into the static mesh (they are there but just empty)

graceful breach
#

Hello, I am having trouble with importing an FBX file to unreal 4.24.3. When I import the file and attempt to put sockets onto it, the static mesh and the origin point are way off. Any help would be appreciated

quaint hull
#

what are you using for the models?

graceful breach
#

they are meshes. from blender

nimble moat
#

Is there an easy way to store decimals? Or would i have to do it the hard way

#

@graceful breach you would need to import the mesh to a modeling program and apply location/scale/rotation and center the object in the world origin to 0

quaint hull
#

make sure you set the transform in blender to the assets, the gizmo is probably unaligned

#

what Dylan said

kindred viper
#

and reset the transform. Blender likes to keep relative values for modifications, same as 3ds. Resetting it before export can make the difference

ionic lagoon
#

How would I be able to grab the rotation of a specific bone from the animation event graph?

graceful breach
#

Thank you! I am trying it now

raven berry
#

Does anyone here still do udk / ue3?

kindred viper
#

not for 6 years but whats up?

raven berry
#

Ehh I'm trying to get local profile saving to work

kindred viper
#

sorry cant remember much about that. Might be something on the udn tho

raven berry
#

It's something to do with the onlinesubsystempc

#

But I don't know how

lament slate
#

For Event Hit node how to use the collision direction such that only if my actor hits from the top only then it should execute

spare dust
#

is there a way to stop simulating physics on a skeletal mesh, and have it maintain it's current pose?

marsh cloak
#

Does anyone know why the particle beam doesn't rotate correctly when using actors as source/targets?

spare dust
#

Just rotation? Are they moving correctly at least

spare dust
#

Can you explain what the problem in the screenshots is

marsh cloak
#

the beam should be facing the camera

#

never flat

#

and that curve in the middle shouldn't exist

spare dust
#

No clue about the curve in the middle

As for facing the camera, go to the "Orientation" tab and add lock axis
Lock it to the x axis, or whatever your camera's forward axis is

#

Thats the info I found at least

marsh cloak
#

where is this orientation tb

#

tab*

spare dust
marsh cloak
#

Oh that done nothing

spare dust
#

Then your particle is cursed and there's no hope for it

#

lmao

marsh cloak
#

Mmm seems to be

#

I had it working in Unity

spare dust
#

It really do be like that sometimes

marsh cloak
#

but UE4 is weird

spare dust
#

I'd say check this out, and compare your particle settings to theirs

marsh cloak
#

I followed the other one, with the pink beam

#

the one from source to target

#

then again his also has the weird rotati9ons

spare dust
#

His are intentional

marsh cloak
#

I think it has somthing to do with source and target

spare dust
#

made using noise

marsh cloak
#

Noise is not what I am looking for ๐Ÿ™‚

#

It's tangents getting hijacked from source or target rotations giving inaccurate camera rotations between them

#

Maybe I'll have to do this in niagara

narrow ferry
#

Hey ya'll, I'm pretty new to Unreal and I'm having problems troubleshooting a like bake problem. In my preview all my shadows are casting correctly, but when I bake out the lighting it looks like my directional light isn't casting shadows, here's some pics

#

The awful one is right after I bake my lighting with high settings

#

I'm fairly certain I didn't uncheck any "only self shadow" settings or anything like that so I'm kind of stuck atm

#

If I disable the "cast shadows" option on my directional light it basically matches the baked lighting look

spare dust
#

try turning down indirect lighting intensity

#

on your directional light

narrow ferry
#

it basically looks the same :/

spare dust
#

Google's first result says increase your lightmap resolution

narrow ferry
#

Yeah, it looks like there's no light map though

#

like nothing is catching shadows

#

not like they are low res

#

I did change something around in my lightmap settings though and it seems to be improving

spare dust
#

awesome

plush yew
#

I will figure this out myself but if someone already knows you could save me a lot of time

#

if I play a montage in a slot that uses the spine and everything above it (hread, arms, you know)

#

and I play an animation from the montage that only has the left arm animated, what happens to the rest of the bones in that montage slot? Since they're not animated do they do nothing or do they animate as they would normally? Like in a run cycle if I play a montage on the upper body but I only want the left arm moving can I just make animations that only animate the left arm and leave the rest alone or will the left arm move and the rest of the unanimated bones just sit there dead

plush yew
#

my landscape shaders stopped compiling for some reason, anyone had this issue before? i tried painting over them and it just left me with the absoluteworldgrid material no compiling

#

was working fine earlier thne just broke for no particular reason

#

ill try restarting

fallen marten
#

@plush yew look into the layered blend node if you want to blend montages and animations together

plush yew
#

Thanks @fallen marten. I'm using three at once right now I was just wondering if montages worked the way I'd described because I could make this less complicated if that were the case. What I haven't been able to find is the additive animation nodes, which I swear I was using a few months ago

fallen marten
#

To just montage the left arm and leave the rest of the skel animating as normal, then the layered blend node is ideal as you can select the bone you want the montage to blend into and the rest will animate as normal according to whatever is plugged into it. So on the node add an item to the bone array like left shoulder, and everything (including the shoulder) below that will play your montage

#

-If that's what you mean

plush yew
#

Well I created a new landscape and the painting functionality is back...weird

#

lel, spoke too soon..its still not compiling regions

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its just leaving the middle chunk uncompiled

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deleting and creating new layer info might've done thr trick

grim shale
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Hello, I got an anim montage that combines two animations drawing an arrow and releasing it, an in the anim graph i did a Layered Blend Per Bone at the spine_02 bone of the ue4 mannequin (So that i can shoot while moving if there is another way please tell me) with the base pose connected to the state machine that handles Idle/Walk/Run animations and the blend pose 0 connected to a "Slot default slot" node ( i changed the slot name to the slot i used for the animation montage), Problem is when i start and move around and then shoot the upper part of my character (the part that does the shooting animation) turns like 70 degrees to the left, And when am not moving the character shoots like 20 degrees to the left, My guess is that happens because the character is facing the left side a bit, But i have no idea on how to fix it, So i would really appreciate any help, Thanks.

grim shale
thin tendon
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Anyone else have issues with landscape materials? I am using 121 world comp tiles. And all the time my landscape material breaks. And several tiles will be missing grass. And I have to recompile several times before it works again

plush yew
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I've come to the conclusion that the crash I experienced earlier is an engine bug

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This bug doesn't happen in UE4.22

normal burrow
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ShooterGame has a community ran github somewhere that is kept semi up to date

lament slate
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Which is better ue4 documentation or youtube tutorials

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For bp

normal burrow
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See the second pinned message here protactinium

lament slate
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Ok

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The care package?

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Thx

normal burrow
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Yeah, people like the banana one

half turtle
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i use to think the guys at wildcard were retards because their turrets would lag servers to a crawl... thinking ... how hard can it be to code hte IFF and tracking...

then i decided to add my own autotracking turrets with IFF to my game...
now i think the guys at wildcard are fucking genius

lament slate
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Woah I love the banana one @normal burrow

normal burrow
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I hear good things

lament slate
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But why did ue make the colors a bit complicated

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Like i mean a cube to be red in color

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I cant just select red

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Is there a reason why ue made it like that

normal burrow
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Dunno about reason but the way it works with materials is something youโ€™ll get a hold of

half turtle
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you can select just red

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constant vector 3

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is the rgb selector node

lament slate
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Oh

dark rune
tender flume
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Difference between state machine and blendspace? (For default animations such as walking/jumping which is recommended or preferred?)

abstract relic
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Blendspace for Walking-Sprinting. States for jumping

lament slate
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Why is the way UE handles with Materials is more complicated than others

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Is there any step by step guide for just materials

granite condor
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ello

tender flume
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States being used for jumping because to make the jumping transition smoother or?

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And how many lod levels are recommended? 3 or 4?

granite condor
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I needs halp

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is this the right place to ask?

abstract relic
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So hereโ€™s the general problem with jumping. You know when and how long the act of jump is. But you donโ€™t know how long the player will fall for. So you have to split jumping animations into three separate sequences; jump (start) for when the player starts the jump, jump (looping) for when the player is in the air, and jump (end) for when the player lands.

granite condor
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I am watching a tutorial that requires me to use "Get Actor of Class" but I am using an older version of unity as by requirement and I don't know what i should use instead

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context is shooting a bullet

abstract relic
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That is a very strange looking Unity

granite condor
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start looking?

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ohhhh

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my bad

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I meant unreal

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sorry, my group forced me to use Unreal

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I'm just not familiar with it

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so I am somewhat struggling

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could you please provide me with some assistance?

abstract relic
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Now it doesnโ€™t mean you canโ€™t have blendspaces for each jump sequence Shin-kun. Simple states for jump is merely whatโ€™s preferred. For itโ€™s generally enough

granite condor
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right now the bullets just fall out of my gun

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how do I make them shoot out?

abstract relic
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I would suggest opening first person template and see their projectile example

granite condor
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ohh

abstract relic
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Warning though

granite condor
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and I am stuck

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because he called something

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that I cannot call

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due to a mismatch of versions

abstract relic
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Turn down your audio if you do look at the example and fire the bullet

granite condor
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o ok

normal burrow
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Your using the wrong node

granite condor
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node?

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sorry I am not familiar with UE4 terminology yet

normal burrow
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You want non plural

abstract relic
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The pretty box

normal burrow
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Ye pretty blue box

granite condor
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I don't know what the non plural one is

normal burrow
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Get actor of class

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Not all

granite condor
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I am using UE4 4.22

abstract relic
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Turn off context sensitive and pray

granite condor
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so it probably doesn't exist yet

normal burrow
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Do you see it if you remove the..

abstract relic
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Of course it is exist

granite condor
abstract relic
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Itโ€™s not the 1860s ๐Ÿ˜œ

normal burrow
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Lol ๐Ÿ˜‚ what version is it?

granite condor
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I can't change versions

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I have to use this one

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whole group is using it for university project

normal burrow
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K well take that array you get there

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The 9-box thing

granite condor
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uhhh

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9-box thing?

abstract relic
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The array

granite condor
tender flume
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@abstract relic As for lod levels? 3 or 4?

normal burrow
granite condor
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ohhh

normal burrow
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Thatโ€™s an array use the get array element node

granite condor
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I see

normal burrow
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Index 0

granite condor
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so what do I do with it?

abstract relic
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Iโ€™m curious why not just spawn actor

granite condor
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I did spawn actor

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but it just falls out of my gun

abstract relic
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Or better yet

granite condor
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I want it to shoot out like a bullet

abstract relic
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Look at that first person template

granite condor
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I probably wouldn't be sure where to look

normal burrow
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You can make the ball go faster

abstract relic
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Not going to hand hold at 4am goodluck ๐Ÿ˜œ

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You too pat. Sleep ๐Ÿ”ช

granite condor
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I am used to Unity

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this is all too complicated for me

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I'm not big brained enough

normal burrow
granite condor
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@normal burrow I just looked at the FPs template

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and I am probably more confused

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visual scripting makes me cry

dark rune
granite condor
dark rune
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why is the launcher not showing anything

formal maple
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@granite condor you're trying to plug an array into a single object

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You need an index from the array

granite condor
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how do I do that

formal maple
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Try the index node or a for each loop depending on what you're doing

granite condor
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uh

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can you explain that to me in english pls?

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I am not familiar with UE4 terminology yet

formal maple
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Lol this is just regular programming terminology

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What are you trying to do with the array

granite condor
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o

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shoot a gun

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I am following a youtube tutorial

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but I cannot do that

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my Unreal version is too old

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and I can't go to the new version

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my group refuses

formal maple
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You're getting ALL actors of class

granite condor
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I know

formal maple
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He gets one actor

granite condor
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but how do I get a single actor?

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in 4.22.3?

formal maple
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It's a different node

granite condor
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I know it is

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but

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this node doesn't exist

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in my version of unreal

formal maple
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It does lol

granite condor
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what is it called?

formal maple
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Check which blueprint you're in

granite condor
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the bullet's Blueprint

formal maple
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Is he also in the bullet blueprint?

granite condor
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yes

formal maple
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Drag out of the array and do get array element

granite condor
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uh

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what is an array element?

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sorry, I'm new

formal maple
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A single object in an array

granite condor
formal maple
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Try searching just "element"

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Or "get"

granite condor
formal maple
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Index?

granite condor
abstract relic
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Going to give you a hint before going to sleep

normal burrow
formal maple
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I don't know why you can't use get actor of class lol that's dumb

granite condor
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is it called something else in 4.22?

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or is there an alternative?

formal maple
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No, 4.22 is still very recent and it's a very basic node. I don't know why you can't use certain nodes

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Maybe the type of blueprint you're using is wrong? I've no idea

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I'd just use the first person template

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Wait are you spawning the bullet from it's own template?

granite condor
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ya

formal maple
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That makes no sense

dark rune
formal maple
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Did you not use the get actor of class node earlier on in the video?

granite condor
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I used all

formal maple
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What type of blueprint is your bullet?

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You couldn't find it in the motion controller?

granite condor
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gimme sec

proper hatch
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Does anyone know the nodes to change the Device Orientation in Blueprints? Or any other way in game?

thin tendon
grizzled condor
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Hello guys how can i render an image ?

honest vale
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use a 2d capture actor

granite condor
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so I managed to add a raycast shooter but whenever the bullet hits something, the force only applies in the same direction

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is there a way to fix this?

grizzled condor
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@honest vale how to use it ?

runic fern
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Good Morning I was wondering what technique Stickfight game using for animation ?
is it Physics animation or other things

honest vale
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I'm pretty sure there is documentation for it

grizzled condor
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nvm i know how to render it,Thanks a lot ๐Ÿ˜„

rapid ridge
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@granite condor You are in the wrong blueprint

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He is in MotioncontrollerPawn BP and you are in Bullet as you said. That makes a huge difference I guess

burnt swallow
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bruh

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I am a bit new to unreal as well

lament slate
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Hey guys

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Help needed

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But for an actor , on which if my player collides it makes my character jump i used cast to character and get player pawn

runic fern
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Which one is not working ?

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Cast to Character ?

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Because you need to specific which character is getting the damage first one you called the ThirdPersonCharacter Health Variable thats mean you need to show the damage of that player

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in the overlap event you are making every character overlapping this box will collide it

half turtle
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so as i understand defaultscene roots cannot rotate, i have a parent that has 2 kind of childs, one needs physics the other does not.

if i add a static mesh as the root, i cannot change the physics enabled/disabled for the childs.

if i use a static mesh as component of the sceneroot, rotatethisactor does not work (as a default scene has no rotation)

what can i do?

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should i apply forces and rotations to the component?

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instead of to the actor?

hollow wave
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@rancid kernel I'm interested in your job offer that you published on the server. Would like to talk in private so add me as a friend please

zealous estuary
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Can someone point me in the right direction when it comes to working together with people on the same Unreal project?
I use a version control system of course, but I'm wondering: how do you work together on the same map? Is that possible?

hollow wave
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@zealous estuary yes

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All you gota do is share the unreal projects folder.

zealous estuary
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Share?

eternal scroll
zealous estuary
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Ok thats what I feared: I started development alone, and the project is not split up in sublevels

plush yew
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man this landscape material just doesnt want to cooperate

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i keep having to delete the layer infos and it still wont paint right without halting compiling the shaders

unreal sable
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I'm learning blender through some basic shapes, but i'm struggling with normals. Either they're inverted or i get this black mask hanging over the top of the mesh. How do i go about fixing it? The mesh appear like this in UE4.

lament slate
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@runic fern Yeah man but then how did it work in the second pic like in an actor

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In that case too the character for thirdpersoncharacter

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But there i used cast to character it worked but here why cast to thirdpersoncharacter

runic fern
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Now you want to update the progress bar everytime your player damaged

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Right?

misty creek
unreal sable
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@plush yew So it's a UV problem, not a normals problem?

lament slate
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@runic fern yes

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So i created a variable in thirdpersoncharacter

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So cast to tpp

unreal sable
lament slate
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But why in the actor case cast to character worked

unreal sable
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I don't know, the model ends up in either state.
If i go flip normals now i get the black top part again.

lament slate
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Whats the difference between Get Player Pawn and Get Player Character, Cast to Character and Cast to ThirdPersonCharacter

viral fractal
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possible to use a 3D Mouse (3DConnexion Spacemouse Pro) wich unreal editor ? it does not detect input from it by default

lament slate
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@runic fern

unreal sable
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Ahh thanks, i've been looking for that button, but youtubers just skip the part or the hotkeys i found weren't working.

umbral ferry
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Any feedback on Asset Forge softaware ?

tender flume
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@unreal sable That looked like a coffin whoa.

lament slate
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For getting radial damage from an actor should i use Event Radial Damage?

unreal sable
floral hull
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Guys, good afternoon.
Can you tell me if you can make a hole in the landscape? I want to make a tunnel.