#ue4-general

1 messages · Page 707 of 1

real gulch
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@plush yew could be a few reasons from replicating components that shouldn’t be to and endless loop somewhere when zombie_bp is created

strange night
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@plush yew Do you get the UE4 crash reporter? Sometimes there's info in there that helps.

proper stump
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after a hit event, i add a delay function, after the delay i need to check if the actors are still in contact, what is the best way to check that?

plush yew
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@real gulch @strange night As i place my Spawn "Ai actor node" and press compile it all crash down

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I want that when My Ai zombie dies he spawns other 2 in hes place

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am confused why its crashing like that

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Am overRiding "Destroy Function"

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It allow me to spawn other stuff

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but not the same BP

last dove
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@proper stump I'm not sure there's a way to check if two things are in contact using hits unless you're constantly calling a hit checker or something. what's the exact situation that you need to do this in, because it might be better to use overlaps

proper stump
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@last dove i have a platform the character steps on, i need to perform an action only if the actors stays on it at least one second

graceful fern
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😄

proper stump
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im using the 3rd person template character, on some events i'd like to 'push' the character, i see that AddForce/AddImpulse require physics enabled... when I enable that on the character, it breaks, is that normal? what's the solution?

strange night
proper stump
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Thanks 🙂

lucid magnet
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for different stuff

glass valley
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guys, does anyone have any idea why my decal is not showing even after assigning it ?

strange night
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@lucid magnet Does add pin give you another slot?

nova mist
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@lucid magnet Yes. You can have as many blends as you accommodate for. You could add another blendperbone node after the one you have already and hook it up.

abstract relic
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Or Add Pin 😛

lucid magnet
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ok. because i want them to be attached to different bones

scarlet birch
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@normal burrow That's not what I was asking. I was asking if the auto reduction for each LOD is a percentage of LOD0 on each or if the percentage on say LOD3 is a reduction of LOD2.

brittle gulch
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Someone ever used OwnIcon, the icon creator plugin available on the marketplace? I got problems with it, somehow the Alpha channel is inverted

scarlet birch
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I'm inclined to think it's a reduction from 0 but did not want to assume.

strange night
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If I'm understanding your question right.

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Or maybe this is a different value all together.. In that case sorry lol.. It refers to screen size as a %.

scarlet birch
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Nevermind, I was only asking if the percentage of reduction in level details for world comp is based on 0 or not. I'm fairly certain it is.

hallow urchin
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Hi, I'm trying to make translucent glass occlude all meshes and only allow the skybox to show through the translucency. I've been having trouble figuring out a good way to do this. Anyone have any input to point me in the right direction? Thanks!

scarlet birch
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There might be an easier way but you could use a render target on the material using a camera and set it to only show the skybox.

hallow urchin
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Ohhh I did not think of that, I will give it a shot. Thank you very much!

lucid magnet
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@abstract relic @strange night @nova mist so i did make another slot a hooked it up in the blend - this slot being from the spine and up. But this for some reason seems to block the animations set for the blend pose 0 from being played... do you have any idea why?

strange night
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@lucid magnet Not sure, but I'd check into BlendWeight. Docs state: "A value of 0.0 means the Additive pose is not added to the Base input pose at all, while a value of 1.0 means the Additive pose is added fully to the Base input pose."

lucid magnet
strange night
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Not sure sorry, I'd have to play around with it. I'd try moving the ordering around of your pins and see what happens. The blends should be additive, so maybe the bottom one you added isn't doing much for some reason.

jaunty ridge
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I spawn a particle system like this, what's the easiest way to deactivate/stop it?

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It's attached to the mesh

strange night
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Looks like you're attaching it, can probably just Detach.

grim ore
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does the SpawnEmitterAttached function return anything? perhaps a particle system component you can save for later?

jaunty ridge
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Seems like that's the way to go. Just a tiiny bit annoying to have both the particlesystem and the particlesystemcomponent. Would prefer to be able to reference it without storing it. I'll give it a shot

grim ore
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well if you dont store it how would you reference it later to talk to it?

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spawn emitter attached creates a particle system component, that is what it does

jaunty ridge
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I figured since it was attached, maybe there's a way to reference it via the rootcomponent

grim ore
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sure, you can walk thru the children and find it

jaunty ridge
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Like a GetAllChildComponentsOfClass etc or the like

grim ore
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assuming its the only one

jaunty ridge
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A bit tricky when one is particle-system and one is particle-system, component

valid shale
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Sorry for intruding. Im very very new to unreal and just trying to find my way around. Can you use the free assets on epic games store commercially? I guess im wondering can you use the free vegetation assets in your final game?

grim ore
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you can do get components by class on the root if you want but it seems silly if you already have it to go looking for it later

jaunty ridge
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@valid shale There is usually a license for every pack, I would check that first to be sure. My interpretation is yes

valid shale
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thanks so much

plush yew
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MathewW i been trying to spawn the Same Ai actor as it destroy in its same place Using overRide destroy function to Spawn the Same Ai Bp again

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But for some reason as i hit compile

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the whole ue4 get crash

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I can spawn anything else but not the same BP

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Am i missing it up 😄 ?

grim ore
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are you accidently causing a loop for some reason? the ai dies so it spawns itself in which kills itself which spawns itself in which

plush yew
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MathewW i still didnt start the game

grim ore
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seems odd to have it respawn itself tho

plush yew
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As i hit Compile

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the whole thing gets super lagie and it crash

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Am trying to spawn 2 other zombies in its place

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as he dies ;d

grim ore
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what does your code look like?

plush yew
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ok sec

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That's it ;d

jaunty ridge
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@grim ore It did work just storing the UParticleSystemComponent. I found the deactivate option, which stop the emitter but keeps the particles that are already spawned alive.

grim ore
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do you have any other code that would matter such as on begin play?

plush yew
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MathewW can explain please?

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I tried to remove this BP and put something else there like spawn a tree and it works

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but not the same bp ;d

grim ore
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I dont know what is in your BP Zombie, when you compile it is trying to load in the zombie BP and that is causing issues apparently

plush yew
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MathewW can you give it a try in your BP if you have a project open?

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To try spawn the same bp as it destroyed

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Am sure you going to have the same issue some how

grim ore
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I did and no issues

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but its just a blank character

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first test, try spawn actor from class instead of spawn AI and see if it still crashes

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@jaunty ridge is that not expected or do you want it to destroy the particle emitter immediately?

jaunty ridge
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No it's as expected, and works very nicely! It is a trail-effect, so with deactivate I can stop it from spawning more particles but the smoke and fire in the air will stay there. Works like charm.
Was hoping for a quick way to store the reference inside the rootcomponent so I don't clog up the header-file 😛

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But it works fine

grim ore
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ah, well you can always just search for it using get component by class if you want

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having extra variables around to keep track of stuff is generally not an issue

jaunty ridge
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I didn't find that get method, it was my initial try. Maybe I'm just tired lol.
Yeah it's fine. I just have a "TrailEffect" for setting which particle to play and "CurrentTrailEffect" to reference it.

normal burrow
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i think that should be removed from the engine

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having a interface to expose a component is more ideal organization wise, if you must do it generically anyways

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but it would work of course, to use that

jaunty ridge
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@grim ore Thanks. Yes I've used that one before with luck. I just realised I tried to use it on the RootComponent itself, which didn't work because it isn't an actor. Could've used it if I just called it like a normal function.
That said, I'm pretty sure I might have more particlesystems so maybe I'll just hang on to the reference variable either way.

grim ore
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if its inherited you can deactivate the component but thats aboot it

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call deactivate on it or set active with it not active

umbral ferry
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someone know where i find a fbx format water ?

grim ore
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auto activate is the option if you want to change it in the details panel

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if its collision set the collision to no collision

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correct, if its inherited its always going to be there

strange night
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Might want to disable all but worldstatic or dynmic, one of them is what's keeping you from falling through the floor usually..

grim ore
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I take it back, i didnt think you could but you can call destroy component on an inherited component lol. that would get rid of it as well

scarlet birch
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That's interesting.

grim ore
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yep destroyd the mesh on a character no problem

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trying to figure out that other issues now, that is weird I get it to crash every time now when trying to spawn ai from class on a destroyed event lol

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its because there is a mesh assigned to the mesh... that is.... weird

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no crash log, no errors, just memory increasing till it crashes out lol

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ok so who wants to take a guess at this one. Chararacter class BP. Have a spawn actor or spawn AI node hooked up to Event Destroyed. If you have a Skeletal Mesh assigned to the Mesh component AND you have the spawn node spawning in the same class this blueprint is (so BP_Monster spawning in BP_Monster) the editor will hard lock and crash when it runs out of memory

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it only crashes with those 2 combinations. No SKM assigned but the actor spawning is the same? its fine. The second you assign the SKM it crashes. SKM assigned but you are spawning in something else or nothing? its fine until you assign the same class then compile

sullen sorrel
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Hello , can i ask , how do I remove specific Widget from another Widget ?
I have Pause menu, what have some widget , but when i want to remove 1 specific Widget i can't get trought Casting to that specific Widget , how do i then Remove widget , what i want to remove ?
( "Remove all widget" NO )

normal burrow
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you take the widget you want to remove, and use the remove from parent node on that widget

sullen sorrel
grim ore
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well you asked how to do it and despite me thinking you cannot you can delete inherited components

normal burrow
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cz you see there is a red ERROR thing there?

grim ore
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you need to have a reference to the widget you want to remove. Are you adding this widget at some point by hand (create widget node)? if so save the reference for later to remove it. Is this a widget that is at design time? make that widget a variable in the editor and then you can get it by name from the parent later and do whatever

sullen sorrel
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I have menu , where player can switch betwen screens , when player click on 1 button , widgets on Right Site of creen needs to be Removed and replace by New widget.
If i drag "Obejct" from "Cast to Pause_Inventory" i can't get Refference to that Widget

(Sorry my English and my Skils in UE4)

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Let's say...
Player want to see "Map of Area" , then if player Click on Button = it will show Map.
But if player want to see Inventory , i need Remove that map from screen and Place new Widget.

grim ore
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are those items on the right widgets?

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or how are you for example showing the map when they cliuck the map button

sacred sluice
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Friends, I have a question. I'm making a game with the open world, and the lighting in the rooms, very much reduces the FPS. Is there any way to avoid it?

I know it's a whole science, but can there be any tricky ways?

sullen sorrel
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I'm some how make it , But it's very stupid

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What ever ...

grim ore
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after you create it, before you add it, drag off the return value and save that for later. You can then use that when you remove from parent

sullen sorrel
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how do i save Widget ?

grim ore
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remove does not destroy the widget so if you just remove and then create it again you will have 2 of them now

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drag off the return value and promote to variable

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this isnt the right way to do this as you will end up with extra widgets and extra variables

sullen sorrel
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Yeah nice

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it's works

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Thanks

kindred viper
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nope. rolled my own. #WheresMyBadge

normal burrow
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you get the character movement component first

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then you check if the floor exists or not, a variable on the component

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there is probably other ways too

lucid magnet
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so i have this blend which only moves my right arm when doing an animation, but would like to player so other animation with the whole body - how can i set that up?

normal burrow
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mhm, so check if the floor exists or not

valid shale
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Hello

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Im very very new to unreal and still trying to figure things out. I tried to add my first "landscape Material" to my landscape but when I add it, it just turns everything black. Anyway to fix?

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for example

pulsar badge
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Is there anyway you can change UE4 grid

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to 36?

ionic lagoon
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If I wanted to launch my character to left or right, how would I determine the vector necessary?

smoky sonnet
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hey if i want to create my own startup movie (an video which gets played on startup) what is the composition size(after effects (x;y)) and is it important? [for mobile]

kindred viper
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@smoky sonnet your best bet is to either A. check the docs or B. copy the statistics from the official UE4 logo mp4

dusty cypress
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Would it be better if my Project Files were on my SSD (instead of HDD) or rather the Engine?

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Better in terms of performance/speed

kindred viper
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its always better on an SSD. The question is, do you want to write to your SSD that much?

dusty cypress
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yeah good point

kindred viper
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I run all mine on SSD as I dont care if it craps out. I have backups.

dusty cypress
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Should I put my game project files on it or rather unreal engine 4? do you happen to know what's better? I can't really put both on it, lot of space lol

kindred viper
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the engine I often compile on a HDD (as I take a long bath or something) and then move it over to SSD. But sometimes I dont care. Really you get billions if not trillions of writes these days so if you can afford it, use it

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Just keep your source control up to date and you will be fine

dusty cypress
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Alright, thanks

grim ore
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just have a quality drive and don't even worry about it. I've got 48TBW on this drive after almost 4 years as my main drive and the warranty is 5 years or 150TBW so I think I have some time left on it 🙂

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and this is my main 1tb drive on this machine and I have done nothing special. probably near 100 engine compiles at this point and who knows how many engine installs and games.

crisp fable
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i bet you guys dont have a helper

normal burrow
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cats are smart

crisp fable
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shes not that smart

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i was doing something in houdini and she was batting it

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then she stood up on the monitor and looked behind it

runic fern
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also short memory 😛
@plush yew not shorter than my own memory 😂😂

hoary silo
hoary locust
hoary silo
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For the True static bool, replace that with a scalar parameter with a value of 1, and for the false static bool replace that with a scalar parameter with a value of 0

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@hoary locust

hoary locust
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but the whole point is to output a bool

hoary silo
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You cannot do that with an if node

hoary locust
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why does it accept me to plug it in then?

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the switch node, for example, doesn't accept anything but bools... why can't the If node do the same?

hoary silo
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Idk it's just how the engine works

hoary locust
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any idea how to convert a float into a bool then?

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I can't output bools in a material function so I need some way to do it

hoary silo
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Let me try to replicate this real quick

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Im actually nor really sure

hoary locust
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I just realized I can do the If instead of the static switch later, more work but I guess I have to

hoary silo
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yeah

merry gazelle
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I've installed a plugin into my UE4 4.23 folder. The problem is that I can't see any installed plugins for this engine in the Epic Launcher or in my 4.23 game projects plugins menu.

Any ideas? I suspect maybe I have a different 4.23 folder or something but I can't locate any duplicate engine folders searching file explorer

whole quarry
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if its not from the marketplace, best is to contact the plugin maker or check their docs

solar vine
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hello im trying to make a third person shooter with un equipped movement witch ive got however what im trying to do is get a pick up system so that guns go on the back and when you pull it out you have a different movement animations is anyone able to help me

merry gazelle
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no worries I just deleted the engine and reinstalled

valid shale
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How come when I add a mesh to my landscape it just turns out black? Im very new to unreal and not sure why this is happening.

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It only happens with the mesh I created

lucid yacht
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Hey! Kind of new to unreal so sorry if this is a common question but I've come up empty. I've got a cockpit mesh and I'm trying to figure out how to make the joystick in the cockpit moveable. I've got a limited understanding of dynamic mesh interactions. I see that there's a bone for it in the skeletal mesh (there is also a physics mesh and static mesh included), and i'm not sure if I should be exposing that somehow to the user? Or should I edit the asset and make each item I want to move a child component? Thanks in advance.

distant marsh
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Anyone know how to hide the "favorites" pane in the content browser? I accidentally added something to favorites and it won't disappear and it's taking up half of my my content browser space 😦

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I might just end up deleting saved/intermediate or something if no one knows

dense gate
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So I'm actually angry at how much this managed to screw up my plans

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I downloaded 4.25 to use with my project and all is fine and dandy, it compiles with Chaos properly, launches the main UE4 window for project selection/creation

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However after compiling my project it creates a <projectname>Editor.exe in the project location's Binaries and uses it instead

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However that editor's only action is create the same process and it becomes an infinite loop that takes a few tries to stop using process explorer

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Is it something that I've done wrong?

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Attempting to start that Editor.exe directly just gives an error with "Plugin DatasmithContent failed to load because <it> couldn't be found"

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I don't use Datasmith anywhere in my project, it's not even enabled as a plugin, yet it crashes because of it

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If anyone has an idea how to disable all the Datasmith/enterprise modules, that'd be helpful too as they seem to take up a considerable amount of resources

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That seems to happen only with my own project, ChaosDemo (4.23 version) runs just fine

plush yew
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can somebody suggest some good unreal engine 4 tutorial youtubers?

rancid lynx
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Matt wedstien , i cant spell his name. He had 200x 5minute videos. Straight to the point and examples. Search ue4 wtf is -----

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Ue4 wtf is box collision for example.

hidden knoll
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I’m trying to make a hacker game, how would I set up a typing box that does stuff based on the commands the user types?

rancid lynx
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Ue4 widgets i guess.

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Duxk

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Duck

dire fjord
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Guess it's been too long since I opened this project. Taking way too long and the whole machine is choking on it, must be compiling shaders again. It's always interesting to me that when this happens, firefox locks up completely frozen while most other things on the machine keep going to some degree.

idle compass
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is it possible to get light colors and shadows based on a HDRI in octane by using unreal ?

frigid patrol
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Can someone explain to me why the materials don't line up? i know it has something to do with UV mapping, but i dont understand what that really means or how i would go about fixing it

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im trying to teach myself UE4 btw

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Im trying to give myself the task of creating a block out and replacing all of the bsp with static meshes

floral arrow
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are they quixel materials

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if they are two seperate meshes you might need to adjust offsets or tiling

stiff bane
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What "No async tick" means and how to fix it? Anyone knows?

fallen wing
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hey guys, i'm sorry if this is LOADS to ask, but how would i make it able to attack a player bp, knock them down, then carry them into somewhere? this would work like Dead By Daylight. Sorry.

vocal flume
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What’s the best way to add dirt at the side of the road? I tried baking with the tileable road texture itself but it doesn’t tile? Should I add the dirt as a decal?

finite coral
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im experiencing a little problem in painting my landscape. i cannot see any target layers to paint with even through i created material and material instance and assigned it into the landscape. it will be very helpful if anyone could help

hoary locust
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@lilac ruin that means something is erroneous with one or more layers that are present on those components

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you probably just forgot to connect something

weak fable
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Can anyone tell me how to make a wave spawn system where the spawned actors increase by 10 each wave upto 100/200 waves?

severe inlet
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If i download an engine plugin from the marketplace and install it to the engine. Then i create a new project and activate the plugin. i need to do some changes to some of the BPS in in the plugin. When i do these changes it seams to be saved in the engine. in other words, if i create a new project and add the plugin the changes are persistent. Do i really need to subclass the BPS i want to change. and then override everything i want to change?

manic pawn
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copy the plugin from the engine plugins folder to your project plugins folder if you want to modify it

ruby gyro
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Hello gents and gals. I've cloned github repository and successfully build the editor following the instructions but I cannot find the UE4 startup project to run it. What could be the reason? I'm quite new to Visual Studio thus please excuse me being asking the newbie question or asking on the wrong channel.

manic pawn
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right click ue4 in that list on the left, set as startup project

ruby gyro
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yay! thank you very much ❤️

manic pawn
plush yew
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guys I have problem with my project, I used source tree for source control, I had problem with pushing update and I copied my player controller and did it 2 times, then I needed to fix the problem with the pause menu when I unpause to disable the mouse cursor but the problem was that I had 2 controllers-I removed this with less size and now the player generation doesn't working when the script for it is there, other dev of the team pushed update and told me that it is fixed i pulled it and again same shit, I cloned the project and again same shit. What to do?

normal burrow
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Believe you have to stash changes but ask there

dusty cypress
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I am so glad UE4 backs up your stuff.

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Just overwrote an entire map I made and forgot it autosaved and backed up stuff and was panicking lol

normal burrow
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Did you get it back?

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Consider source control

dusty cypress
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I got it back yeah

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What's source control?

normal burrow
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It’s a thing that lets you store versions inside it. So you can commit to it after a day of work then at any point if you need to go back it’s all there

dusty cypress
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Ohh okay

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thanks

normal burrow
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It’s essential if you have other people your working with too

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Ye

dusty cypress
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that's awesome

plush yew
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what to stash? which I mean @normal burrow

normal burrow
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I use git very infrequently would be best to see what kind of response you get there

finite coral
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@lilac ruin but i didnt get the layer like you have got the "dirt_layerinfo". i didnt get that

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this!!!....i didnt get this inspite of having material and material instance...

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and thanks for the help anyways

bleak widget
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Hi guys! Does anyone know a way to get this entire list and read the data? Even if unloaded

finite coral
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@lilac ruin this is it

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oh shit....pic didnt upload

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wait

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@lilac ruin

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sry for tagging again

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nope

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thats the problem!!

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yes

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i see...that would be very helpful

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can u dm me the link?

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thanks!

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the problem still persists and i cant paint without no target layers...😩.

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any help will be appreciated 🙏

tender flume
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If you render NPCs in the background then disable them from the scene when player is not close to where the NPCs are multiple times

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Does this help with performance or increase framerate issues?

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Because its something thats being done whenever the player is away from the NPCs at a far distance

copper flicker
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does anyone know how to fix this photoshop import png issue.. for 2d assets.. where the image looks fine in exernal editors, but in unreal the alpha is not hiding the color properly? example, the way it should look

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and in Unreal, if I hide the ALpha

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and guess what... it actually shows that extra junk even with Alpha applied

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it only happens when I export pngs from Photoshop

sudden agate
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png export from photoshop is fucked

dark rune
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I want to make a system where it will randomly generate a series of interconnected hallways, rooms, kind of like that one game called SCP:SL. How can I do this? I have found tutorials that let you randomly generate stuff in a grid, but I don't want all my rooms to be squares.
Are there any resources I can look at?

copper flicker
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You should first consider the Grid more seriously, and see it it reaaaaally doesn't work for you. You can make some crazy stuff with grids

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your rooms don't have to look square at all

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look at procedural dungeon generators, diablo style or whatevs style

dark rune
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@copper flicker thanks, i see
looking through some stuff people have posted for free now

honest vale
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sigh

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really, really annoying stuff

plush yew
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hello guys I have other little problem with the main menu, I added music when the game start music starts, so when I click on the button news and then back to the menu, the music starts again from the beginning and there are 2 music at same time and it is disco-XD how can I fix this problem?

terse blaze
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I'm having trouble getting my splatmap landscape material to work, it only colours the ground in one texture - ignoring the colour masks. Can anyone help with this?

sage bough
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Hi guys i would to know how to change the mesh squeleton of EPIC with mine. I change the mesh but why animation i did for EPIC squeleton are not working anymore

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my mesh is a compatible with epic squeletton

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😉

plush yew
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hello guys I have other little problem with the main menu, I added music when the game start music starts, so when I click on the button news and then back to the menu, the music starts again from the beginning and there are 2 music at same time and it is disco-XD how can I fix this problem?

kindred viper
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you have a little problem with repeating yourself too

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you can't brute force an answer in here 😉

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I will refer you to Sound Cues. They will fix your issue

plush yew
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Does anyone know how to swap the walking animation to have "backward" strafe walking based on momentum of the character?

kindred viper
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@plush yew probably with some blend space work

jaunty cedar
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Hey, I'm trying to include an artificial life system in my game (all NPCs and other AI characters, including animals, have finite lifespans and their actions are decided by their traits). What is the best (preferably FOSS) database solution for storing this information between level loads?

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Unless there's a better way to save it than a DB, it is just the first solution that came to my mind

plush yew
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I know about blend space stuff but I need to find a way to get the momentum of the player to determine which animation to play

jaunty cedar
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What do you mean "momentum"? Are you looking for acceleration?

kindred viper
#

@jaunty cedar you could use SaveGameObjects for that really.

plush yew
#

Let's say for example I press D to run right, then I press A, it should technically be playing the right run "backwards"

jaunty cedar
#

You would use a blendspace for that, unless I'm misunderstanding.

plush yew
#

That only plays very specific animations

#

I need it to swap animations on the fly

jaunty cedar
#

You use a blendspace for playing the correct animation based on the movement direction.

plush yew
#

I am doing that right now

#

I don't think I'm explaining this correctly

#

I have two types of strafing animations

#

the "normal" direction where the character pivots his waist towards the direction he is facing and moving his legs in that direction

terse blaze
#

I'm having trouble getting my splatmap landscape material to work, it only colours the ground in one texture - ignoring the colour masks. Can anyone help with this?

plush yew
#

Then a "backwards" strafe where his waist is facing the opposite direction and running "backwards"

#

You can check this for yourself if you own Battlefront 2 2005 by simply running forward, then right, then running left

#

it will play a backwards strafe animation

#

I am trying to do the same thing

kindred viper
#

sounds like you haven't setup the blend space right then.

plush yew
#

No I have the blend space set up correctly

#

I'm not having issues with the blend space

kindred viper
#

ahh it must be working then. GG

plush yew
#

jesus christ

jaunty cedar
#

So what you mean is, if you've run right and then run left, you want it to be different than if you just tried to run left

plush yew
#

YES

#

I want to play a separate animation that isnt inside the blend space

jaunty cedar
#

You can blend two blendspaces together by the angle between your last movement direction and your current movement direction.

plush yew
#

Can I swap blend spaces on the fly?

#

Also could you send me a video on how to do that?

#

Or images or whatever

jaunty cedar
#

yes, you can swap blend spaces (poses, but these can be driven by the blendspace) by a bool or you can blend blendspaces (well, poses) together by a float value, effectively creating a blendspace of blendspaces, which seems more appropriate because of the edge cases here (moving diagonally etc)

#

Go into your AnimBP

#

Go to the anim graph

#

Drag off from a state machine

#

Right click

#

Blend

#

Pick the appropriate one

#

Check the docs for anything else

plush yew
#

Thank you, I'm going to save this

jaunty cedar
#

So @kindred viper a SaveGameObject is more appropriate than using a DB?

#

Is there not an issue with the high amount and complexity of the data, as well as constantly pulling information about individual characters?

kindred viper
#

Im not sure about more or less appropriate because I have no idea of your game/structure/intention. But if you just want to keep track of what is alive or dead, you may as well. Unless you have some multiplayer elements that need some centralised data source

jaunty cedar
#

An example for the system I have in mind is that there could be well into a thousand NPCs. Each one has information about them - tiredness, hunger, thirst, violence, goals (simple states like retrieve object, kill (npc id), etc), inventory, allies, enemies - and based on this information they carry out objectives in a different way

#

My eventual goal is for this to create a really interesting form of emergent gameplay

#

As you play through the world how you play actually effects literally everything

#

If you slaughter NPCs like mad, the way you experience the game will be different, and on each playthrough you may or may not come across the same events twice, like conflicts between bands of NPCs and competing for an objective

kindred viper
#

well sounds like a Struct setup for each NPC. If that struct exists for the lifetime of the NPC, may as well store it in an array, and if you need it persistent through sessions, onto disk.

#

its easier to get the information back from a savegameobj than it is to rebuild the struct from a database or go through the effort of serialization for the database format

#

could even use a custom data object tbh

#

I would refer to the KISS method here tho. Keep it simple stupid 😉

jaunty cedar
#

True

sturdy apex
#

USqlite might make the DB route easier, but if you are planning on going to a game console I do not know if it will work, since it doesn't use a .sav

kindred viper
#

it wouldn't make it easier. It would actually make it more difficult.

#

an SGO is the easiest way

#

but dont forget, there is more to using a DB than just using one. It needs a setup, the data needs validating, you have to get all technical about it at that point

jaunty cedar
#

Yeah, that's fair

kindred viper
#

Just a thought, but if you start with an SGO, then later want to use a centralised source (via DB) you can always use the SGO and store that in a binary blob. It's already serialised so it saves all that side of it too

terse blaze
#

Are splatmap masks for landscape materials broken? Mine don't seem to be working.

hoary locust
#

how would they be broken? they don't do anything special

terse blaze
#

Well I want my splatmap (RGB) from WM to determine where my texture layers/normals go (grass, dirt etc).

jaunty cedar
#

So I should save an array of structs using a USaveGame, each struct containing all of the relevant information about each NPC, whenever switching levels, then load it again on the other side (so to speak)?

terse blaze
#

But all that happens (after creating each layers info) is the entire landscape gets covered with whatever layer I've selected. I swear I've made it work a long time ago.

kindred viper
#

@jaunty cedar well the way I see it is create the SGO, then during gameplay just store it in the SGO in memory. Only write it to disk when you need to. Keep it in the GameInstance if you change levels. Then its still persistent. Or if you don't mind the save function occuring between levels you can use that point to save it to disk too. However you will use the original array to work with during runtime. The SGO is literally only that. To store it. Dont use it as a way to access the data directly.

#

I mean you can, but its all performance dependent in that sense

jaunty cedar
#

Thanks

#

Another issue I have is much more difficult to work out IMO and it is storing destruction information efficiently

#

I've never done destruction nor a non-linear game that has to be persistent like this throughout its world so a lot of this is new territory and the docs site isn't loading

kindred viper
#

chaos destruction or apex?

jaunty cedar
#

Hoping to use Chaos but I don't know too much about it

kindred viper
#

ahh nobody does

jaunty cedar
#

I can't get to the docs for whatever reason so I can't check if there's anything relevant to this anyways for either of them

kindred viper
#

theres like 10 people in the world fluent with it :p

jaunty cedar
#

Damn

kindred viper
#

You can snapshot physics destruction though I do know that.

jaunty cedar
#

I think it'd feel really immersion breaking and awkward for the player to blow up a house or cleave a whole bunch of trees with a minigun, leave, and then return to the game and the house miraculously be back. How do you snapshot destruction?

kindred viper
#

its actually a good technique for dynamic destruction flow. You do one physics sim, snapshot certain points, then when influence dictates, you branch into another snapshot to get a fluent destruction effect that seems dynamic but its merely a convergence of data

#

ask me again when I have refreshed my Chaos/Physics section of my brain. I merely skimmed it when it was first released and I had no docs, so it was like being a blind man at an orgy. I had to feel my way around :p

jaunty cedar
#

What a phrase

#

I'm stealing that

#

And alright

kindred viper
#

I stole it from Naked Gun :p

jaunty cedar
#

I'm just trying to take the idea of an immersive sim to its logical extreme conclusion in a sense (literally EVERYTHING is based on systems that can interact down to the core) and considering I've really only ever made very linear games it is proving to be extremely far out of my comfort zone

kindred viper
#

check out the Chaos destruction live stream that introduced it. There were some methods in that video that showed how it worked in a really dynamic sense.

terse blaze
#

Is there a better method than using splatmaps to quickly texture a background landscape?

sullen sonnet
#

How do i make the sound keep playing if im outside the attenuation range? Currently it's looping back to start if i go back in range.
talking about ambient sound

plush yew
#

You could save a timestamp in a float and then compare current game time to it to see where it needs to start playing from?

#

That way it doesn't consoom resources when it is inactive

sullen sonnet
#

that's seems overcomplicated. Isnt there some option im missing ?

plush yew
#

no idea, I don't really know much about sound in UE4, there might be some handy BP node or something

echo ridge
#

Hi, all.
When I finish compile something (C++ code, Material Shader...) the windows notification sound is produced(not UE4 sound PPP!!).
Do you know why it occurs and how to fix it?

hoary locust
#

@terse blaze why don't you use the layer system?

sullen sonnet
#

@echo ridge go to editor preferences and enable editor sounds

echo ridge
#

@sullen sonnet Yeah, it is already enabled.
Not only UE4 sound but also windows sound is produced...

sullen sonnet
#

disable notification in windows

burnt swallow
#

is there a memes channel here?

kindred viper
#

lounge most likely

burnt swallow
#

ok

#

thx

lilac wedge
#

ok so in ui i don't like how when the user lifts there finger while scrolling it continues to scroll, there is no node in blueprints to stop scroll how can i view the c++ code of the scroll box? in order to change this

kindred viper
#

if you have Visual Studio installed you can double click it

lilac wedge
#

double click what?

chrome cedar
#

does anyone know how to activate nvidia ansel for unreal? I already googled and used the search function of this discord but that didn´t rlly help me... I found someone saying that I need to kinda whitelist unreal for nvidia ansel but the folder

C:\Program Files\NVIDIA Corporation\Ansel\NvCameraConfiguration whitelisting-everything

doesn´t exist for me. there´s neither an ansel folder nor a nvcameraconfiguration file.

sullen sonnet
#

Anyone can help with my issue?

heady moon
#

747

fossil ore
#

Does anyone know If there is a plugin to UE4 that allows you to copy WHOLE category information rather than tiny part of it?

#

For example: Transform.
You can copy each part of the transform but not a whole...

sullen sonnet
#

so many questions and no one with answers

fossil ore
#

Loc/Rot/Scale

kindred viper
#

@heady moon something is using the std library in your stuff it seems

#

@fossil ore I thought you could, but yeah, that would be annoying. I could do it as a plugin I guess, but I'd need money up front ¬_¬

heady moon
#

@kindred viper I'm not using any thing from the std library at all

#

wat

kindred viper
heady moon
#

I'm following a course

#

and im also getting errors from string.h

#

even tho im only using fstring

spare sun
#

its the udemy course right

#

try regenerating ur vs project after deleting .vs & Binaries & Intermediate & DerivedDataCache

smoky sonnet
#

hey short question if i try to publish my app where you can buy smth for 1$ or smth like this. do i need agbs or an impressum. or even a one-man business?

abstract relic
#

I would encourage you to set up an LLC yes. Helps with tax deductions and prevents you from being sued out of your pants

heady moon
#

@spare sun yeah i remember when he said that but he only said to delete binaries?

#

Anyways I'm going to delete binaries

#

and reopen

spare sun
#

he will change his mind multiple times over the course @heady moon

#

you can just rename or move all of those if ur afraid its gonna break the project

heady moon
#

anyways if ur sure im gonna delete them then

kindred viper
#

@abstract relic I wouldn't have thought you need an LLC for that. You can negate that with public indemnity insurance.

heady moon
#

ok now there are no cpp files

#

or h files

#

not even engine files

kindred viper
#

did you setup the paths properly when you created the source files? I believe the default path is one you shouldn't really use

heady moon
#

the code i put before

#

is working and showing something in unreal engine

#

but i cant edit it.

opaque bronze
#

@echo ridge I fixed this by uninstalling incredibuild, it seems to be caused by it

abstract relic
#

That’s true. Mobile market isn’t as lucrative as one would think either. Still not a fan of no separation between your business and your personal savings account.

spare sun
#

@heady moon are you sure you didnt delete the wrong folders

#

I was only talking about those

heady moon
#

DerivedDataCache?

#

I don't have that

#

And yes those are what I deleted

kindred viper
#

DDC is a stored shader data cache so if you haven't built lighting dont worry

spare sun
#

ok I just deleted them, pressed RMB on the .uproject file and selected 'generate visual studio files'. Afterwards opened both .uproject and the .sln and it pretty much works

heady moon
#

idk what the problem is from

#

lol

sullen sonnet
#

Solved "to solve your problem, you need to turn it into a cue, and set virtualization mode to "play when silent"

heady moon
#

anyways ima restart

#

i can still do it again

#

bbai

echo ridge
#

@opaque bronze Thank you sooooo much!!
Resolved!!!🥳

ruby ivy
#

Hi, i need a dynamic sky in my map, i found there exists something called "Sky Atmosphere", but it seems like that is only in 4,24. Is there something that could make dynamic sky for free in 4,23?

honest vale
#

like, clouds and all?

ruby ivy
#

Yeah...

#

If that is possible, if not, something close.

heady moon
#

aaa help how do i open that place where i can put a sphere or a cube etc. or maybe do geometry editing

#

i accidentally closed it

#

its here

jaunty zephyr
#

hello can anyone shed any light i am loading a bedroom i bought off marketplace but evertime i test play it my player is either on the roof or just below the bedroom when im pressing play it just drops the player ive tried inserting another play start point but to no avail

stable sun
#

hello im trying to record Ark survival and fortnite vids but every now and then i get an encoder has over loaded thing at the bottom of obs ive got a GTX 1070 16gb ram and an i5 which my cpu i would think is the only bottleneck within my system in terms of performance but is there anyway i could use a faster encoder or smth or is that built into the GPU

#

im recording other games but specifically those two give me that message and the videos after recording have momments where the screen glitches and gets distorted and or freezes

fierce tulip
lilac wedge
#

i know this doesnt really have to do with ue4, but was wondering do you think its ok to link youtube vids that arnt mine in my game? (game will be made commercial)

stable sun
#

o sorry im in worng chat lol

#

my bad

fierce tulip
#

np

stable sun
#

thought i was in obs discord lel

fierce tulip
#

@lilac wedge if they made it publicly available, in theory you can do with it whatever. but I would personally ask them for permission.

lilac wedge
#

what do you mean publicly availbe?

fierce tulip
#

they posted the video online, and if its publicly available (i.e. visable for everyone)

lilac wedge
#

ahhh ok, im not taking credit or anything, just a link that opens a browser to the youtube video so i should be fine but i guess ill ask the video owner just in case!

glacial pecan
#

How the F is it possible that both play in editor and play standalone works fine, but in a packaged build, suddenly the pawn collides with something THAT ISN'T THERE IN THE EDITOR???

#

(or rather, it's there, and it's in the right place, but in packaged, it's suddenly seemingly somewhere else... or at least its colliders are)

lapis narwhal
#

hey guys, i have a problem with swarm

i have set up everything as needed, firewall etc.

the coordinator & 2nd swarm agent are running on my 2nd machine.
when i ping both from my 1st machine it's all fine, stuff can be pinged no problem.

when i ping both from my 2nd machine (the one where coordinator is running) the coordinator ping is fine, but the swarm agent (runnin on the same machine) says something about "ip adress cant be verified".
well i thought its no problem, since pinging is working from the 1st machine.

result - when i try to build lighting from my 1 st machine, in the swarm agent of 1st machine it says about the 2nd machine "waiting for remote to become available" - but it IS available , because pinging works & in teh coordinator the 2nd machine is shown as "available"

so , what else can i do ? 😕

next badger
#

@lapis narwhal make sure your ports that are used by swarm not used by other services

#

8008 and 8009

lapis narwhal
next badger
mint umbra
#

I'm looking to buy a pack on the marketplace which is for version 4.24 - an assetpack with props. My project is running 4.23 and the creator did not make it backwards compatible. Can I open it in a 4.24 project and migrate, or can that mess up the implementation?

vital cosmos
#

hi I've been working on a project in unreal and ive left it for about two months or so. Now I cant seem to open it, as whenever I open the project with unreal it seems to crash with out of memory

next badger
#

@mint umbra you can't migrate back...only by export-import

vital cosmos
#

Ran out of memory allocating 67108864 bytes with alignment 0

mint umbra
#

@next badger Okay, but it's possible or would I meet issues doing this? Havent bought the asset yet. - Would I have to export-import each asset individually?

twin orchid
#

QUESTION: Is there some way to reset Unreal project settings ?

#

I've messed something up and now my scene is black.

next badger
#

@mint umbra static meshes can be exported, skeletal meshes can, textures - can, materials - NOT (have to recreate the material by hand or try copy-paste), blueprints - CANT (same as materials)

#

@twin orchid yes, delete "config" and "saved" folders (may also delete intermediate)

lapis narwhal
#

@next badger thanks man.

on my 1st machine (work station) swarmagent is listening on 8008.
on my 2nd machine (coordinator + agent) 8008 and 8009 are being listened to.
noother application is using these ports. 😕

next badger
#

@lapis narwhal are you using WINS?

lapis narwhal
#

what is WINS? 😮

humble meadow
#

Are there any good courses out for ue4?

next badger
humble meadow
#

Not beginner ones

next badger
#

@humble meadow topic?

humble meadow
#

C++

lapis narwhal
#

@next badger never heard of it and never used it. i'm on windows 10 "stock".

humble meadow
#

Any topic will work

next badger
#

@humble meadow Ben Tristem's is good, even tho it starts with basics, you can just skip it, as it covers most of ue4 c++

slate basalt
#

if there's an object with a native event that is being called.... is there a way that i can by on that event?

#

blueprint doesn't seem to show that event

next badger
#

@humble meadow and there's one about networking by Tom Looman

humble meadow
#

Watched both

next badger
#

@humble meadow well, i think those cover all the aspects...everything else is just using the api, and i doubt there any specific tutorials on it (c++)

hasty badger
#

This is a very stupid question but, in the first person template, I went ahead and disabled gravity on the projectile, but it still seems to follow gravity. Any ideas why?

next badger
#

@lapis narwhal wins enabled even in stock, it's just how it's used...

humble meadow
#

These courses are focused on basics

glacial pecan
#

What could make an inherited component's Collision Preset to switch away from NoCollision between a Play in editor and a packaged build?

frank oar
#

Can anyone please tell me what the difference is between these two sets of numbers for scale are (scale VS brush settings ? It was really difficult to keep track of the correct scale in my last level.

Mainly because the size difference between regular geometry mesh and the primitive mesh that you can make with the modelling tools are different for some reason ?

either way, in my last effort I changed the scale of objects exclusively with the colored tabs and NOT the brush settings .

humble meadow
#

Can anyone help in networking steam sub system

#

Just got stuck unable to join server

next badger
#

@humble meadow if you need steam c++ setup, just google one, there are series on that

humble meadow
#

Just done that

#

But its not working

limber mesa
#

How would I be able to go about making a color changing health bar, do I need a color lerp, if I do what do I tie it into?

lapis narwhal
#

@next badger thank you for the info!

how do i find out if WINS is used and more importantly - how it's interfering with the swarm system? 😕
really man, thx, i really appreciate your insight about this.

next badger
#

@frank oar one is "size", one is "scale" scale is property of all actors, it's inherited by child components etc...size is just custom property for this particular object

#

@frank oar "brush size" in your case

#

@lapis narwhal open swarm window, there will be log, change logging to verbose

#

@limber mesa do you know how Dynamic Material Instances work?

limber mesa
#

No

limber mesa
#

Ok, I’ll look into it thanks

humble meadow
#

Why unity is so popular?

next badger
#

@humble meadow it's older, and it has ability to publish on most platforms...also uses c# and not c++

humble meadow
#

Does really c# matters this much?

limber mesa
#

@next badger will it work for widgets, because he is talking about materials?

next badger
#

@limber mesa yes, it does not matter

#

as soon as domain of the widget material is set to UI one

frank oar
#

@next badger thank you for the info!
Do you happen to know why changing the "Brush size" doesnt seem to stretch the base texture but changing the "Scale" does ?
And why, even with the exact same scale ,Primitive box are so much smaller then geometry box ?

I cant seem to find this information.

next badger
#

@frank oar scale is relative, 1 - is how object was created/imported
brushes are parametric, they may be 10 units, 100units ...any value...and have scale 1.
scale 2 will multiply the dimension by 2

#

static mesh size can be seen in the static mesh editor window

humble meadow
#

Can we make projectiles move to crosshair from weapon muzzle?

next badger
#

@humble meadow cursor is 2d representation

plush yew
#

you can

next badger
#

oh...my bad

plush yew
#

@humble meadow

exotic cave
#

Has anyone here tried modeling trees for Unreal on a per-leaf (not per-branch) basis?

next badger
#

crosshair is iron sight?

plush yew
#

Trace Start : Weapon Muzzle , Trace End : Crosshair Trace End

#

also dont use this for checking hits

#

just use it cosmetically

humble meadow
#

We can't do it for hits?

plush yew
#

you can but shouldnt

frank oar
#

Does anyone know how I would make the scale in this tool match that of the geometry/basic brushes ?

humble meadow
#

I am projecting my projectiles from camera, so I should hide its mesh and do visual effects showing projectile from muzzle to crosshair?

plush yew
#

what you mean by crosshair ?

#

is it the end point of the aim

#

middle of the screen

humble meadow
#

Centre of screen

#

I am doing projectile with bullet drop

frank oar
#

thank you @next badger Ill have to google that word... Parametric XD

plush yew
#

yeah then like you said

#

you need two traces

#

one for visual one for the actual aim

humble meadow
#

But then it won't show bullet drop visually when firing at long range and will look weird

plush yew
#

well bullets are fast

#

also when you are aiming down sight

#

it will still be in middle

#

so it wouldnt look weird

#

if you hip fire you are not expecting the player to hipfire 2000km away

humble meadow
#

Will try

#

Thanx @plush yew

plush yew
#

uw

frank oar
#

Does anyone know why a material added to mesh created with this"Add Primitive tool" covers the whole mesh
VS
Creating a geometry brush, where the materials go on PER face ?

humble meadow
#

Can we compile and run c++ code without visual studio?

plush yew
#

Alexey

humble meadow
#

If i send my project to someone who has unreal engine but don't have vs can he compile and run it

plush yew
#

Am having this weird problem i was looking into it yesterday for some reason in my Zombie Ai BP

#

As i place the Node "Spawn Ai" and i hit compile the ue4 gets super lagy and ends up crashing

#

@humble meadow I dont know but why

#

But in other bps work super fine

#

You had this problem b4?

humble meadow
#

I want to test my code on another pc

#

I dont think it will work

next badger
#

@humble meadow yes, and no...iirc there were other IDE supported and ither compilers, not sure all of that will work with Rocket(launcher) build of ue4

kindred viper
#

why not just package it and send it over?

humble meadow
#

Can there there some be errors related to os config like firewall when testing networking?

fierce tulip
#

I was reading that @glacial pecan

#

how dare you

#

:p

glacial pecan
#

@fierce tulip I moved it to the correct channel 😛

frank oar
#

when you drag out a geometry brush, should its material be the material you have highlighted in the content browser or am I missing a step ?

next badger
#

@frank oar yes, as soon as this material is for surface

tired merlin
#

Hey. So my friend claims that he's lost his work. I have no idea what's happened. He claims he's searched his entire PC for it and claims that it's gone (reduced to atoms)

#

What can he do

grim ore
#

@plush yew I looked into it and its a problem with a mesh being assigned when you use those nodes, even the spawn actor node causes it. its a bug

#

basically if you have a skeletal mesh assigned in that character and you have a spawn node in your destroyed targetting the same blueprint it will loop and crash out of memory

tired merlin
#

VCS?

next badger
#

@tired merlin use VCS in a first place...
in his case use HDD restoration software, NTFS is a good system, it can restore data in 80-90% of cases

#

Version Control

slate basalt
#

is there an easy way that i can bind to OnPhotographyMultiPartCaptureEnd from the PlayerCameraManager in the level blueprint??

#

i just want to know when the event is raised

soft narwhal
#

Hello all. Can anyone help me with engine scabability settings? I want to set everything to low at launch. I am on a 3770k, 16gb ram, GTX 670 and my editor keeps crashing.

fervent apex
#

Does anybody know why I'm unable to copy and paste folders in the level sequence?

worn pewter
#

Heyy so I was trying to implement a feature where the player regens health over time
but with a delay after taking damage
like right after you stop taking damage, wait for a few seconds then start regenerating health
and I cant get it to work 😅

#

Could someone guide me through it a bit?

grim ore
#

well what did you try

#

and what is your thought process on how to do it

worn pewter
#

so currently the only way for the player to take damage is by stepping on fire

#

which triggers a function which drops his health over time

#

what I thought is, on overlap with the fire, set a variable to say that he is in the process of taking damage, and when he gets off set it to false

balmy rose
#

hey guys i want to ask again in here regaring cinematic camera - i dont get any depth of field effect - i read the epic manuel on this and also wachted some vids about - but i get no effect in my scene. anyone here who could help me out?

worn pewter
#

then each tick, check to see if the variable is false. if its false then add a delay and increment his health

grim ore
#

so do you have a regen effect in place?

worn pewter
#

yes I'll send the screenshot

grim ore
#

have you used timers before? if so when you leave your overlap or when you end your damage function set a timer to trigger after X time to then start your regen effect

#

timers instead of tick if possible are betterer

worn pewter
#

By timer do you mean the set timer by function name?

#

oh wait yeah why didn't I try that

grim ore
#

yeah set timer by function/event, I personally use function so i dont have to be near the event to call it in the BP

#

for example your regen effect could be regen X health every X seconds. You call the event, it heals X amount, it clamps to make sure its not too much, it checks to see if your at max health and if so does nothing and if you still need to regen it calls itself using set timer by function again for the X second delay. this self loops basically as needed

near zodiac
#

Hey guys, wanted to share with you something I did these past couple of days

kindred viper
#

@tired merlin Use software like GetDataBack to retrieve it.

grim ore
#

and if you ever need to stop it, for example in the damage, you can just stop the timer if its still running before doing the damage or let damage and regen both run at the same time

worn pewter
#

wait I'll need a minute to read that 😅

grim ore
#

you are basically making a loop with a timer its just self contained and loops over a delay

#

Call Timer Event -> Do whatever -> Check to see if it should run again? -> Run again if it should -> back to step 1

worn pewter
#

Makes sense..

#

but how do I do the part where "while taking damage, stop the loop"

grim ore
#

you can stop timers or pause them using the return from the set timer node or just by the function name

worn pewter
#

I didn't quite catch that

#

I've never stopped a timer before

grim ore
#

and if you just look at timer theres quite a few more for checking, validating, pausing, etc.

worn pewter
#

cant say I fully understood that

#

but thanks a lot!

grim ore
#

the clear nodes stop timers

worn pewter
#

hm I'll try that

#

thanks!

grim ore
#

so for example you start doing something, which calls the timer and saves the timer for later use

#

if at some point you need to do something else, you just clear out the timer that you started

#

the do something does whatever, and then if it should do it again it calls the set timer to do it again later

plush yew
#

MathewW as you have a moment the problem i talked to you about yesterday i looked into it deeper

#

And for too many things as i hit compile in the my Zombie BP the Editor crashes like its entering an infinte loop

#

Only hitting Compile

#

If any1 had such a problem hope you can help me out

grim ore
#

I answered you earlier

#

its the fact the mesh has a mesh assigned to it and you are trying to spawn it again on destroyed. I am pretty sure its a bug

#

you will have to do it somewhere else or something else

plush yew
#

MathewW yup i understand

#

Even if i try to change this

#

The Debug thing

#

It dose the same thing

#

meh

#

i dk

frank oar
#

the rotate button isnt doing it XD

tropic horizon
#

For some reason my "Whitebox" level is getting added to my world composition and gets loaded into the game when I play it. How do I remove this behaviour? This level should not be a part of this level streaming and should only be active if you manually load this level in the editor.

kindred viper
#

you need to remove it from the same directory as the persistent level

tropic horizon
#

Oooh that makes sense, I had it as a sub folder called TestMaps

#

Thanks!

#

Yup, that worked beautifully!

plush yew
#

Git works for BPs?

normal burrow
#

any source control works for bps

exotic cave
#

just found a bug to fix in the Poplar Forest pack from the Marketplace free assets this month that makes it look even more amazing

#

The grass LOD2's are set to 1 by accident, set them to like 0.05 for best results!

#

(Now if I could only figure out how literally THOUSANDS of trees in this scene all run perfectly at 120 fps I'd be in business)

#

He is modeling per-leaf and I swear it helps 😮

normal burrow
#

damn nice cali

grim ore
#

@plush yew ok I tracked it down and it has to do with the destroyed event being called in the editor 😦

#

@plush yew IF you call the spawn from another BP, like the game mode or another BP you made just for spawning, it will not crash. unless you do some engine changes or add some C++ to check if you are in the graph when saving I cant seem to get around this. this works fine tho its just asking something else to do the spawning instead of the thing that is being destroyed

#

the on destroyed event in an actor gets called in the editor when you compile the BP and if its trying to spawn itself in when it gets destroyed and there is a mesh assigned to it the engine locks up in a loop lol

#

if you tell it to not do this when its in the editor using C++ or you go around it like that it works fine

#

its a weird crash too as it bitches about video memory being the cause but its actually system memory filling up

hollow ridge
#

why does no one know anything about ios dev

plush yew
#

I've heard unreal engine editor used to crash whenever your c++ code failed to compile. Is it still true?

exotic cave
#

@normal burrow : So nice I feel my own pack can't possibly compete 😢

#

I can't even get 120fps on my grass from a few angles, though I do get it on most

kindred viper
#

@plush yew no because it won't replace the modules unless it compiles now. I recall at one time it used to

exotic cave
#

Oh wow, I just realized why per-leaf modeling kicks the beans out of per-branch modeling for UE

#

The engine has to perform a serious shadowcasting experience on every one of those textures, and branch-based stuff has probably 75-80% of the transparent overdraw that per-leaf does

lusty rampart
#

on a beam particle system, under "source" and "target" there's a dropdown for how to specify the source and destination and one of the options is "actor". I'm assuming that means that you can set the source and target to be different actors and that it will track them automatically.. but I can't figure out how to set them (from code)

#

the tutorial series on particle system mentions it briefly at the end of the episode on beam particles, but doesn't actually show how to do it. And on the "Battery picking up simulator" tutorial, it just sets it to the coordinate of the actor over and over (which I understand how it would work, but seems unnecessary if setting it to the actor is an option)

swift spindle
#

is perplexed by @exotic cave 's claims

exotic cave
#

@swift spindle : Which claims?

swift spindle
#

that doing per leaf is better then clusters

normal burrow
#

have you tried out houdini cali?

#

its a rabbit hole worth diving into

lusty rampart
exotic cave
#

Houdini: That thing I totally don't understand, which apparently does literally everything and better than every other piece of software 😄

grim ore
#

@lusty rampart that is probably why Cascade is being replaced with Niagara as it's much more robust on stuff like this

lusty rampart
#

@grim ore cool, I didn't even know niagara was a thing. I'll look into it.

dark briar
#

using 4.22

kindred viper
#

you need to show us the log files in your saved folder

dark briar
abstract relic
#

Please download debug symbols and recreate the crash

dark briar
#

how do i do that

#

oh

#

i think i found it

rocky pond
#

Hello does anyone know how am i supposed to set it as i hold my fire button the projectiles will fire as long as i hold it?

dark briar
rocky pond
#

It looks like this right now

#

I'm beginner so i hope someone can hekp me there 🙂

summer zealot
#

Can someone tell me, why I see different things in viewpoert and in camera?

abstract relic
#

I see it’s most likely has to do with a skeletal mesh. How did you trigger the crash and have you messed with a skeletal mesh in any way

dark briar
#

i retargetted Dynamic combat system to synty's skeleton, was following a tutorial to set the skeleton to a T pose to match synty's module, then retargeted and it crashed

#

it also crashed when duplicated the animbp andw retargeting

native wharf
#

Hi, I'm wondering if anyone knows how to make a game launcher in Unreal Engine like the Epic Games Launcher is. Please ping me if you have a video, or documentation/example.

#

The original filename is "UnrealEngineLauncherProxy," I've googled it, but came up with nothing describing what it is.

manic pawn
#

why would you want to, epic launcher runs terrible

native wharf
#

Just to see how it works. I'm trying to learn by doing, and want to see what it takes to make one. Just a personal goal.

manic pawn
#

well there are no examples or documentation

#

doing that is not really a common use of the engine

native wharf
#

I know it's not common use, if it was, there would most likely be documentation readily available

upper heart
#

Does a spring arm use exponential or linear smoothing for location?

exotic basalt
#

Anyone have any idea why I can't open console ?

upper heart
#

In editor? Or in a packaged build?

exotic basalt
#

editor

#

Can't get it to open

scarlet birch
#

check the key binding

exotic basalt
#

I remapped and still can't open. Do you need to enable is somewhere?

#

I mean. I guess I can use the one in output log.

#

Is that the same?

slow scarab
#

Is there any way for me to clone an actor? I.E I have an actor with a counter or something similar and when I spawn that actor's clone, can the clone have the same variable values as the original? That is, without setting the clone's variables.

scarlet birch
#

@upper heart The functions used say they have a "strong start speed and ease out"

polar hawk
#

you're not being normal

#

you need to flip your normals

abstract relic
#

Open a 3D software editing suite of your choice and fix the normals

#

Turn on backface culling

summer zealot
#

Nobody has face these issue before? :/

hidden knoll
#

How would I make a monitor in the game that displays a widget?

#

like a computer screen

abstract relic
#

Look into 3D widget component Ducky

hidden knoll
#

ok

fast berry
#

hey sometimes when i load up a project it gets stuck on 91%, any fix?

#

4.24

grim ore
#

Wait Longer

scarlet birch
#

With world composition can you change a level's location at runtime?

#

No. You've added an offset.

#

Can you change its location relative to other levels?

hoary silo
#

Does anyone know hoe to fix a project crashing when trying to open it? This is the log: Unhandled Exception:
EXCEPTION_INT_DIVIDE_BY_ZERO

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

#

Oh nevermind it just started

#

that's so strange

#

It finally launched after at least 20 attempts

scarlet birch
#

I know I can do it manually but I'm not sure if there is a way to do it while working with world composition.

fiery mortar
#

guys how can I make a actor heavier so when I kick it, it doesn't fly off to space?

swift relic
#

Hey guys! So, I'm really new at this. i've been watching videos on this topic and haven't quite figured it out yet, so i thought I'd ask here. I'm wanting to texture bomb the materials from quizel megascans, but all the videos I've watched... the textures are built completely different. So I have no idea where to input the texture bomb node. Anybody know how to help?

#

*quixel

scarlet birch
#

If some sees this and knows how to change the tile location for a world composition level at runtime please @me. I can see how to do it if I forgo world comp. by using load level instance and then managing the levels manually.

maiden sundial
#

Does anyone have some source to read up how to make the best combo out of an animation BP and the behavior tree ?

fresh shore
#

Hey, is there a reason why my exported project won't open? It happens for both my friend and me

plush yew
#

Does anyone know how to record an unreal launched game? Shadowplay doesn't seem to recognize it

kindred viper
#

works for me

#

If you need another app, try OBS studio. Or even ShareX.

plush yew
#

tried OBS, it won't export recordings properly-every time I move it goes down to 2 fps despite being on lowest settings (and my comp can definitely handle it)

scarlet birch
#

You've got something else going on. All of those work fine for most people.

plush yew
#

shadowplay simply doesn't recognize anything with unreal

#

Yeah, I know, that's why I'm asking lol

#

Because Alt+Z brings up the overlay, but it says the game (and the editor) aren't supported

kindred viper
#

perhaps you are running it on a potato

grim ore
#

even obs should run fine on a potato tho (and he says his comp can definitely handle it)

#

so I agree with Marc, you have another issue 😦

#

it's not a laptop is it?

fresh shore
#

Are you doing Instant Replays or full on recordings

upper raft
#

hi, question about tiling flipbooks. I have a flipbook setup in a material and it tiles within one small part of a plane it is applied to. I want that whole tiled section to fill the whole plane which is within a single 0-1 uv space. Question with images on the forum. https://forums.unrealengine.com/development-discussion/rendering/1744711-flipbook-displacement-is-tiling-fully-on-plane-but-base-color-is-only-tiling-in-one-spot

plush yew
#

Are there any focused tutorials on using C++ with Unreal? Setting up cameras and the like. Most, if not all tutorials I find are blueprint based.

tough fern
#

Can someone please help me with this "bug" ive encountered

#

Whenever the first person starts, a gun spawns in the air where the first person module thing is. how do I fix?

#

I'm new to this btw, so that might be why I don't know what i did wrong

grim ore
#

fix which part of that? it sounds like the first person character is spawning as expected

tough fern
#

no, the gun is sepperated from the player, like the player has his own gun, but there is also another static one there

grim ore
#

can you show this?

tough fern
#

Sorry if it’s poor quality, I don’t have a good screenshot software so I used my phone

plush yew
#

I'm trying to do full on recordings

grim ore
#

and there is nothing there in the level?

plush yew
#

and yes it's a laptop

grim ore
#

you will have a problem with pretty much any recording software due to optimus

#

with OBS you will have to resort to recording the desktop and forcing it to use the nvidia gpu but even then its not guaranteed to work

#

its just the way optimus and laptops work, not much you can do about it

plush yew
#

I have used shadowplay with many other things before. It's just unreal that seems to be a problem

grim ore
#

@tough fern when you are playing in the editor you can push (F8) to unposess the player you are using and then click on the other gun to see what it is

tough fern
#

oh cool

plush yew
#

and how do I record the desktop with OBS?

#

...or with shadowplay? lol

tough fern
#

also yes there are stuff in the level, its just the first person demo thing it came with condensed to a hallway with a shelf

hidden knoll
#

Im trying to make a box that functions like command prompt, how do I get the basic layout of it

plush yew
#

Doesn't unreal already do that with `?

hidden knoll
#

idk Im just trying to make a hacker game

#

But I need specific events to trigger based on what the user types

#

I also need to design a command prompt type box

plush yew
#

Finally got it working, I had to make OBS use integrated graphics to get recording the desktop properly-ty guys

urban cipher
#

would anyone be able to help me get a crafting/inventory set up? following yt tutorials but i want to understand deeper so i can build my own custom ones

ornate hamlet
#

Did UT have a procedural FP weapon bob or did they have custom walking animations for each gun?

supple totem
#

hi all, I'm getting this error when I try to save level as

#

I also get the same error if I try to copy and save the level, and if I move and save the level

#

any hints on how to solve this?

#

Thanks

urban cipher
#

Thanks @plush yew does it show a price for you? It doesn't on my end but i can check on pc logged in later

open ermine
#

I know texcoord node can pick different UV sets but how would you reference multiple UV tile space within a set like (0, 1 and 1, 1) for a 1024x512 image for example. SpeedTree does this with their trees I believe using a 2048x512 image for their bark textures

carmine garnet
#

anyone else feel like the ai blueprint system kinda sucks

#

and can be done better in blueprints

#

with add movement input instead of move to

#

line traces for navigation

#

lerping the world direction

hidden knoll
#

Does anyone know how to change the navigation on multi-level editable text?

#

It created a function and I dont know what to do with it

carmine garnet
#

i feel like sufficient is not enough

#

im trying to make the animals in my game very life like

#

how would i use the a* one without using move to

#

i feel like it wouldnt be too hard to just make it respond to several line traces

#

lerping the world direction on the add movement input function makes a super smooth combination of turning and moving in that direction, which is very important for quadropeds

#

not so much for two leggers

#

really cant do that with move to

#

animation would have to account for a ton of things

#

its the way it affects the direct rotation of the actor

#

its just not built for quadropeds

#

even if i turn the rotation rate down and put it on orient to movement

#

even if i make it not affect the rotation at all and make the rotation update in blueprints with an ease node

#

still just not how it works

hidden knoll
#

Does anyone know how I would make something like a command prompt???

thin tendon
#

Just a guess here. Make a widget with a text display screen and another for text input. Show / hide on tilde press. Then instead of using print to screen use the widget. Then add some code so anything that has a / followed by a single word take the input and run it as a command @hidden knoll . I'm just guessing here but thats how I would assume its done

hidden knoll
#

I have a mutiple line widget and a desktop screen on a block like a monitor, but I can't figure out how to have what the user types run a command

thin tendon
#

Try searching input for / if its found. Then saving the input that follows as a text variable. Then using the execute command with the new text variable

hidden knoll
#

Sorry, I'm a beginner, how would I do that?

thin tendon
#

I'm not to sure on the text search stuff. I haven't had to use it myself. But to create a new variable is easy its in the left of the blueprint window just click new variable. And for execute command. In the blueprint window just click and in the search bar that appears type execute command

hidden knoll
thin tendon
#

That needs to look very different

hidden knoll
#

oh

thin tendon
#

This is where your text search stuff comes in

hidden knoll
#

ok

thin tendon
#

You search the text if no / is found then print it out to your console window widget

#

If it is found then yes plug that text variable to that node

hidden knoll
#

so like a branch?

thin tendon
#

yeah

hidden knoll
#

k

#

what's the name of the text search?

#

I'm trying to find it

dark briar
#

Hey guys, just curious, if i bought something yesterday and it went on sale today, would epic allow you to refund/exchange for the sale price?

fresh shore
#

No, sadly. Well, I highly doubt they will

thin tendon
#

@hidden knoll Try using like a text or string split. Then splitting it at the / and then pluging boolean to your branch

hidden knoll
sly coyote
#

4.24, Force Deleting a referenced item is PAINFUL now....and youre lucky if it doesnt just completely freeze up the editor @gleaming narwhal have you guys heard anything about this?

thin tendon
#

@hidden knoll Now add a / to the in String (I think). Then plug your right to your command. And your text to your print string

hidden knoll
#

what is a /?

thin tendon
#

/

hidden knoll
#

a divisor?

thin tendon
#

yeah a forward slash

hidden knoll
#

it only comes up with a byte/byte and stuff like that

#

I found a video on it!

thin tendon
#

@hidden knoll I haven't tested it but I would assume something like this

#

ohh ok cool even better

hidden knoll
#

k

#

Thank you!

past pilot
#

Anyone here upgraded from something like a i7 6700k to a new Ryzen 3900? Im getting fed up with 40,000 shader compiles taking an hour sometimes. Curious if the extra cores really speed the engine up or if it isnt really worth the thousand bucks for all the pieces for upgrade

sly coyote
#

40,000 shaders compile on my i9 9900k with rtx2080ti in about 3 mins....do what you will with that information

#

also run the engine and projects from ssds and have 64g optane mem installed

grim ore
#

more cores and more speed is faster compiles its fairly linear. See how long it takes with what you have and go from there

#

but 40k compiles seems abit high if it's all the time

sly coyote
#

he said up to an hour...thats brutal

grim ore
#

an hour definitely seems abnormal

sly coyote
#

maybe theyre compiling in production mode highest settings

#

even then an hour is pretty high

grim ore
#

@past pilot do you happen to have visual studio installed?

past pilot
#

@grim ore Yes, why?

grim ore
#

when you installed it did you install Incredibuild as well? if so uninstall it.

past pilot
#

no incredibuild

grim ore
#

awww 😦 was an easy fix for the problem if that was it. When compiling are you at ~100% on the cpu?

past pilot
#

the issue im having right now is im going through my bought assets and every time i load a demo map it has to compile shaders. This last one had 49,000 shaders and has been going an hour

#

it uses 80-90%

grim ore
#

my 3700x does about 40 shaders a second personally so I don't see why yours would take an hour for 40k

past pilot
#

isnt 3700x 8/16?

grim ore
#

yep and yours is half that

past pilot
#

yea

grim ore
#

I could see about 35-40 minutes sure

past pilot
#

i loaded a Brushify map, watched some youtube, went and cooked supper, ate supper and now its at 5000 left

grim ore
#

welp its a linear increase for the most part assuming you aren't doing anything else on the machine. so yeah higher cores and clock speed + IPC gains would make it faster for sure

#

I never loaded up brushify stuff before, guess I will check out the arctic pack lol

past pilot
#

ok, wasnt sure if it was a direct linear increase or if doing 16/32 would only maybe double the performance in the engine

grim ore
#

well try and track 1000 shaders or so using a stopwatch or windows clock. try and figure out as best you can your per second shaders

#

my cpu is 8/16 locked at 4.1ghz and I get about 40 shaders per second

past pilot
#

seems to not be that simple. I can run 2500 shaders on my terrain texture in about 25 seconds. but these 2500 shaders are taking minutes

grim ore
#

which brushify pack?

past pilot
#

Brushify - Environment Shaders Pack

grim ore
#

aww figures I am trying the other one, the arctic pack lol

#

also its something stupid to check but make sure your antivirus or windows defender is disabled it can be a pain as the compiles are thrashing the drive

past pilot
#

with this particular one i get 5-10 per second

hidden knoll
past pilot
#

and the files are on a NVMe drive

hidden knoll
#

The commit Method

grim ore
#

you drag it off and it tells you which method was used

#

its an enum

hidden knoll
#

oh

#

How do I assign a different key to commit

#

I want to make it so I can press 1 to commit it

grim ore
#

you would probably have to monitor the on text changed (assuming this is a text input widget) and when the 1 is pressed you process it and do what you want

#

Brushify arctic pack shaders are still doing about 40 a second here

#

ooof and its recompiling them all for android since I had android preview on lol

#

@hidden knoll it might not be the best but it functionally works. Whenever you change the text it looks to see if the last item entered was a 1

hidden knoll
#

ok thanks!

#

oh also I have it so when the game starts it goes into fullscreen mode but it doesn't fill my whole screen :/ I view it as a standalone game

grim ore
#

@past pilot its a bit weird you have 49k shaders tho. Normal project, added that same pack, opened it up and had ~5900 shaders to compile then another 19k when opening up the multi-biome map

#

@hidden knoll how are you telling it to go into full screen?

hidden knoll
#

From event begin play in the level bp it goes here

grim ore
#

apply settings is the incorrect node for that, try apply resolution settings

hidden knoll
#

k

#

It worked!

#

I have a widget attached to this object, how would I keep the mouse cursor stuck within the widget?

grim ore
#

wow that Brushify stuff does look pretty

hidden knoll
#

the what

tiny sonnet
#

umm for an autosave, is setting up a timer and running the savegame every 5 seconds a good idea?

#

is there a better way to handle this?

next badger
#

@hidden knoll it's a 3d widget, so you only can return the cursor back every tick -_-

grim ore
#

never use the save game and require them to beat the game in one go

next badger
#

@tiny sonnet if the save is small amount of data - yes..if it's a large one - it's not the best way to do that

hidden knoll
#

hey im only a beginner I don't know what you guys are talking about

tiny sonnet
#

@next badger wut is a better way? it is pretty large

limber mesa
#

anyone know how i can change jump height in the 3d character

tiny sonnet
#

its the entire database of players and their stats networked to the server

next badger
#

@tiny sonnet every 3-5 min, and on exit...or let players to pick frequency

#

database?

tiny sonnet
#

ye

next badger
#

from single user?

hidden knoll
#

@next badger Is there a way I can draw a boundry on my screen that holds the mouse in?

next badger
#

@hidden knoll i'm not aware of any out of the box...you may ask #umg

hidden knoll
#

hmm

tiny sonnet
#

@next badger server

#

only the server has to save

hidden knoll
#

If there was some way to make the cursor think that my screen was the size of the widget

grim ore
#

@limber mesa in your character on the Character Movement Component you have access to the jumping settings including the Jump Z Velocity which is how much height you get when you jump

tough fern
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I made my unreal acount thing a year ago, and i'm hearing we can be sued if we don't publish with with the delevoping version? Is this true? If so how can I check/change

grim ore
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@tough fern Ask the people who said you can be sued how they changed it

next badger
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@tiny sonnet save game is not the data you want for serverside, most people only store some data, very minor chunks
ask #multiplayer how to store data for mass multiplayer

tough fern
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they're in my group, they were explaining that they uninstalled unreal because they got the wrong one and didn't want to reinstall it

grim ore
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Well ask them for the information then because they are the ones telling you it

next badger
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@tiny sonnet if it's not mass multiplayer, then you can use save game for sure, but it's the same rule as for single...once 3-5 mins, and on exit

tiny sonnet
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it is mass, i was thinking of using sqlite, im trial running with savegame for now. thx for the help

next badger
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sqlite won't work for mass multiplayer as it's super slow

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compared to other SQL DBs

grim ore
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Use invisible triggers in your level that triggers to save and randomly place them but make that part of the game. Make figuring out where you can save one of the goals LOL

tiny sonnet
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oh

next badger
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also it's heavy on storage, and has no redundancy

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@tiny sonnet i.e. backups

tiny sonnet
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ah ok

next badger
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@tiny sonnet you want user hosted MMO?

tiny sonnet
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yh

next badger
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hmm...

tiny sonnet
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actually im using aws to host

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gamelift

regal igloo
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Hey all, got a stupid problem that hopefully someone can point me in the right direction with. I can get an AI npc to sense and chase the player character with a really basic bp, but getting two npc's to sense and chase each other constantly results in fail. Anyone have a second that wouldn't mind giving me some advice?

grim ore
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How are they sensing each other?

limber mesa
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Thanks Mathew

trail garnet
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Hello everyone, after a long time of pulling my hairs I've finally learned how to deal with enums in C++. The dopamine release was insane when it finally compiled successfully. Just keep going, it's worth it!

tiny sonnet
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🙂

next badger
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@tiny sonnet not used one, but it should have some DB API to handle the data

regal igloo
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Using sight perception. I have one NPC sense me and begin chasing. I drag him in front of second npc and he fails to catch sense him

grim ore
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How are you determining targets for sense?

tiny sonnet
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are you setting a priority?

grim ore
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And are you having it re-evaluate targets while it's moving

regal igloo
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the basic bp that works casts to my thirdperson character, my second npc bp replaces that cast with the npc enemy

grim ore
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So the one that does work and follows your character will it ever know about the other NPC since it's only casting to the third person?

regal igloo
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this is really stupid im sure, here's the simple script that works

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second one that bombs out

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this has to be super basic stuff I'm just over complicating

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on cast failed, It returns the NPC that it see's, but still results in fail, so I'm not sure if I'm casting incorrectly or just approaching this backwards

grim ore
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Well your fails never tell it to actually move anywhere so that is working as expected

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You have an NPC character and NPC enemy which one does work

regal igloo
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character is the one that chases the player, enemy is the duplicate, with the changed cast

hidden knoll
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Is there a way to have the text I type in my command line appear on another text line?

grim ore
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So are you expecting the character to chase the enemy or the enemy to chase the character

regal igloo
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I'm attempting to get npc_Character run around, and npc_enemy see him, and chase him

next badger
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@hidden knoll ctrl+enter iirc

grim ore
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well you are saying that when the NPC enemy sees something it's going to check to see if what it sees is the NPC enemy and if so Chase it

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That is what your code says

next badger
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@hidden knoll sorry, shift

slim horizon
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I've got a decal of a puddle that's really reflective, but when the camera gets close to it the visuals change, any ideas on what setting i can fiddle with to fix this? i can post a gif if that helps

regal igloo
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correct. With my code above, it constantly prints fail, so I'm guessing i missed something key

grim ore
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Read what I said out loud and see what the problem is

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You said you want the NPC enemy to see the NPC character but that is not what your code says

next badger
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@slim horizon screenshots pls, it's hard to tell what you expect from "visuals" and what's actually changing

slim horizon
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my bad that did sound very vague one sec

grim ore
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I would assume he's simply talking about screen space reflections and what happens if you get too close to a source

next badger
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@grim ore me too, but just in case...

grim ore
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👍

next badger
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as you can't do anything about ssr

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except make a probe

grim ore
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We know that but new people to the engine probably do not

next badger
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yeah, that's why i don't want to say "you can't do anything about it"

slim horizon
next badger
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@slim horizon i think your reflection shows you sky, cause SSR (screen space reflection) can't reflect something beyond the screen
you can try to add a reflection probe nearby
then capture it

hidden knoll
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@next badger How would I have this text print on another text line??

green sky
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Does anyone know what makes 4.24 so resource hungry like in previous versions i can open an open world and well populated project in seconds but in 4.24 a simple scene with just a few asset's say 10 it takes a little over 25-30 min to load. Why? is there something i should disable? Any help would be appreciated.

slim horizon
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yeah i've got a reflection probe right next to it

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and when i get close to it in the editor

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it's fine

next badger
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@hidden knoll split it

hidden knoll
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oooooh

slim horizon
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i've got a "zoom" blueprint for this stationary camera i have in the scene, where the scroll wheel adjusts the FOV to "zoom" in

next badger
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@hidden knoll you can use text process nodes to replace some stuff in sentences

slim horizon
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when i get close to the puddle that way, the gif happens

next badger
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@hidden knoll "print" is a debug node, not available in game

hidden knoll
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oh

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what would I use intead?

next badger
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@hidden knoll ti's what it says on that dashed line under it
you have to use UMG text renderer