#ue4-general

1 messages ยท Page 709 of 1

grim ore
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keep in mind we dont know what this should look like?

signal bone
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can you tell it looks whiteish

silk lintel
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white tint = no tint

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?

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hmm

signal bone
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on widget

grim ore
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its possible your image is not coming in the right color space

swift spindle
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@dire sentinel is there a reason your using houdini 17 and not 18 ?

silk lintel
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@signal bone look at the alpha channel of the texture in gimp/ps or whatever

dire sentinel
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yes

signal bone
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No

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its the way i added the sprite

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in the widget

swift spindle
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there was some massive improvements for unreal imports and other engine stuff...

signal bone
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So, how do i introduce the hands then on the widget?

grim ore
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1 for tint means nothing is added or removed from the source

signal bone
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then why the hands goes white

grim ore
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its possible you tinted your main widget, click on "Warrior No Weapon" at the hierarchy and check your main widget colors

silk lintel
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@signal bone check the alpha channel of the texture!

swift spindle
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we don't talk about that stuff here ๐Ÿ˜›

dire sentinel
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yea thats why i deleted it xD

signal bone
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its not the texture

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its the way i added it to the widget

silk lintel
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what does that mean

grim ore
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you keep saying that but that doesnt mean its true

signal bone
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yes because if you add an image to a widget

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it always comes with a tint

lunar hollow
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I cannot figure out for the life of me, does anyone know the workflow for copying pivots and position so that I can assemble in blueprint correctly?

silk lintel
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so...

grim ore
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you keep saying that but that doesnt mean its true

silk lintel
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just check it

signal bone
silk lintel
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yes we know the slate system

signal bone
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i think its true because if i add a blank image it comes with a tint already

silk lintel
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brushes have tints

signal bone
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then how do i add this sprite to the widget?

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maybe i shouldnt be using the image to add it

silk lintel
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im talking about the actual texture that you imported

grim ore
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share your source image with us so we can try it in our projects to verify its an engine bug

signal bone
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Ok

silk lintel
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@signal bone Also, screenshot the details panel of 'canvas' and 'this'.

signal bone
silk lintel
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*this = widget

signal bone
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you mean like this?

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btw, the image actualyl doesnt have a white background

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i removed it

grim ore
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@lunar hollow pivots are based on the 0,0,0 or world origin in your DCC when you export it. So it will be relative to that point. IF you want the item to have a local pivot, like on it's edge, that edge needs to be at the 0,0,0 point when you export that mesh

signal bone
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since its a png sprite it doesnt have a backgroun

silk lintel
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@signal bone no, one with the canvas selected and one with the thing above the canvas selected

signal bone
pulsar badge
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How would i change the grid in UE4 to 36?

lunar hollow
grim ore
lunar hollow
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but then how about getting it pack to its position?

signal bone
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Mathew, you add it as an image?

grim ore
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so mine matches the source, its not the image or the tint like you keep insisting we are wrong

silk lintel
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is that the source image?

pulsar badge
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Hey, MathewW

silk lintel
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because it's fully opaque

pulsar badge
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How do u change grid to 36

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lol

silk lintel
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the one you have doesnt have a white background

signal bone
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yes, its because Discord made it non transparent

silk lintel
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@pulsar badge 36 what

pulsar badge
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for the grid

signal bone
grim ore
pulsar badge
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for uE4

signal bone
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maybe is the transparency?

grim ore
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just trying to make it clear the tint setting by default in the image widget is not causing it to be white

pulsar badge
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instead of 1 - 5 - 10 - 15 - 50 - 100 etc

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I need it 36

silk lintel
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oh, unreal units

grim ore
pulsar badge
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When it snaps

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its set to 100

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or 50

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I need it to snap on grid by 36

silk lintel
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you'll have to change all of them to multiples of 36

grim ore
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I posted where to do that at

pulsar badge
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Ok

silk lintel
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1, 6, 12, 18, etc

pulsar badge
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I don't see hat

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that

grim ore
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@signal bone that was why they were trying to get you to open up the original image to look at its alpha channel

pulsar badge
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Oh wait nvm

signal bone
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like this?

silk lintel
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maybe i shouldnt have said source, i meant the one you're actually using

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no, before that

grim ore
silk lintel
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the file that you imported

signal bone
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before that?

pulsar badge
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I got it thanks

signal bone
pulsar badge
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didnt see drop down

signal bone
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this is the file i imported

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its a png

silk lintel
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that looks like a picture of the file

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just the file itself

signal bone
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this is the file

silk lintel
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you cant send pngs through discord, only jpg

signal bone
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thats why the background got white

silk lintel
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yes

grim ore
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remember when I said it was in the wrong color space and you insisted it was the tint. Check the SRGB button please

silk lintel
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๐Ÿง 

pulsar badge
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Do I need to restart the Engine?

grim ore
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no you dont, its immediate

signal bone
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Ohh

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thanks mathew

pulsar badge
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dont see it coming up

signal bone
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yes, it was that

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wrong color space

silk lintel
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holy shit

pulsar badge
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nvm

silk lintel
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i am sweating from that

grim ore
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its possible your image is not coming in the right color space
@grim ore

silk lintel
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couldve figured that out a lot sooner lol

grim ore
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just ya know, it was like the first thing I said

signal bone
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thanks you too anyway and sorry if i felt stubborn for the tint

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i was kinda mad at that tint lol

silk lintel
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dont blame the tint

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theres nothing you can do to get rid of it

signal bone
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yea ik, it wasnt its fault after all

honest rune
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Something that's always bothered me. When you look in Project Settings/Game/Asset Manager, the paths for directories always starts with /Game instead of /Content. "Game" directory does mean "Content" directory yes?

grim ore
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the tint is a multiplier, so multiplying it all by 1 means no change

grim ore
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@honest rune yes because Epic lol

honest rune
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ikr

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ugh ty

signal bone
grim ore
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also the fact that level, world, map is used interchangabley in some places is... because Epic

honest rune
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thats why I ask actually lol I'm reassigning my default "Maps" location

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wanted to make sure something dumb and small isn't going to fudge everything

silk lintel
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generally just use levels for singleplayer, maps for multiplayer

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world anywhere else

grim ore
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except what do you do for the default maps and modes map ๐Ÿ˜›

honest rune
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you can add those explicitly in maps to include

grim ore
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or the fact the world settings applies to that map

silk lintel
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i use map

honest rune
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same

silk lintel
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๐Ÿคฏ

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๐Ÿคฐ

grim ore
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yep but the official thingy is level sooo we are all wrong

honest rune
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ah lol

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its a blackhole of logic lol

silk lintel
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catch these tinted hands

grim ore
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yep im doing videos on new level templates and projects so trying to make sure you use the correct terminology when epic uses it willy nilly doesnt help. the intro to ue4 course actually covers all 3 so people dont get confused

silk lintel
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@grim ore how to make game w/o giving up

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?

grim ore
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you dont, you just stop working on it and ship it at some point

silk lintel
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you dont make a game w/o giving up, or you dont give up

grim ore
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you dont make a game without giving up, at some point you give up and its done lol

silk lintel
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ez

grim ore
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how done and fun it is depends on how long till you gave up lol

silk lintel
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i guess....

honest rune
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also another annoying thing with the asset manager settings that is never documented: the default primary asset types and their paths are hard coded and have to be removed by defining the remove switch in the config file (adding - in front of the entries that get added at first run). otherwise, they just keep getting added back

silk lintel
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๐Ÿ˜ด

honest rune
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because its a picture

silk lintel
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lol

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you'd have to screenshot your anim graph

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i am ____locked

grim ore
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do you other play montages work or is this your first?

coarse peak
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hello is there any ue4 pro who wouldnt mind helping a total beginner with a short school project (very very simple football game) ? ๐Ÿ˜… Ill even pay u lol

silk lintel
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@coarse peak 2d/3d?

coarse peak
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its 3D

grim ore
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in this project I mean, are you using other play montages in this project

silk lintel
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im always down to do someone elses homework...

coarse peak
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mind if I DM u ?

silk lintel
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sure

grim ore
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is your animation graph set up to allow montages to play? montages don't just play they need slots to work on

coarse peak
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ait

quaint hull
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I'm trying to add a camera tilt to left + right movement (like in original quake) I'm trying to use the camera shake, is it possible?

tough fern
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When I press play in the project im doing, it spawns me where my camera is, how do I make it so I spawn in the player?

quaint hull
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if it doesn't work you gotta add a player start to the scene!

tough fern
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that doesent seem to work, Im using the first person pack, and it spawns me now at the player start, with the player still there

grim ore
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in your level before you hit play, are there any characters or player starts in the level?

tough fern
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there is a player start and a character

grim ore
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which one do you want to start from?

tough fern
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the character

grim ore
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delete the player start then

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click on the character and search for auto possess in it's details and set it to 0

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and then it should work

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@light lintel you might have to debug thru the code. based on what you pasted when you equip a weapon it spawns it in then saves it to that variable. Maybe breakpoint right there and make sure it's being set? or maybe your equipping an offhand weapon and not a main hand

tough fern
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sweet it worked

steady ingot
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So, can anyone explain me what 'Latent' means? I'm learning throught BP

grim ore
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its basically something that doesnt finish immediately, there might be a wait until its finished and other stuff happens in the meantime for example

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Delay is your normally reference for latent nodes. When the execute wire comes into it the node doesn't finish and fire the output wire till a delay finishes.

nova harbor
timid umbra
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and how to fix it

plush yew
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Hey people!Can somebody tell me, how can I remove reflections from material but keep the material in Lit mode?(Just reflections on the ground looks horrible)

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Please write @plush yew when you'll be answering

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Thanks.

timid umbra
silk lintel
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content creation -> graphics?

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love your work btw, im that one guy who asked what song it was

tough fern
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My scripter is trying to make an hp script, but he dosen't know how to find the variables

silk lintel
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Maybe you should tell him...

flint moat
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Hey all, I hope everyone is doing well despite what's going on in the world. I am having an issue in the build of a game I'm working where streaming in the next level takes upwards of like 30-45 seconds on some of my teammates' machines. On my razer blade laptop, it's only about 3 seconds. In editor, the level streaming is almost instantaneous. Does anyone have an idea of what could be causing this?

turbid wigeon
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@silk lintel oh nice, thanks ! music is from star citizen

swift spindle
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@flint moat SSD vs HDD is most likely the issue

flint moat
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@flint moat SSD vs HDD is most likely the issue
@swift spindle so how I can reduce the level streaming time? Any thoughts?

swift spindle
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your largest costs are going to be texture sizes and lightmap size....

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but I'd check your task manager first to see if it's an IO issue

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(simplest way)

hallow shell
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i want to give up ue but i cant xD

flint moat
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@swift spindle is there a way to see a breakdown of what's causing the slowdown?

swift spindle
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there's many ways.. but they just get more complex ๐Ÿ˜‰

jaunty ridge
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When using megascans, is better to texture in blender first and export to unreal, or just UV unwrap and export to unreal then use the megascans there?

swift spindle
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depends on the object

jaunty ridge
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Scenery, like big concrete stuff, walkways. Doors

swift spindle
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model / uvmap them in blender.. texture in mixer

jaunty ridge
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Ahh, good point! Haven't tried mixer yet so that's a good option

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Probably a lot like the photoshop plugin they had some years back. Just way more powerful ofc

swift spindle
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@flint moat you can view disk usage there.. if it peaks while loading.. it's a simple IO issue.. and just needs optimisation

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@jaunty ridge some good tutorials recently put out on how to use it

silk lintel
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@swift spindle Hey, any advice for an aspiring tech artist?

swift spindle
hollow ridge
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I am having a very odd issue with switching levels. In my game I use a very simple next level where I just get the name of the current level add 1 and go to that level. It works fine up to level 28. when you go from level 28 to level 29 everything just vanishes if I need to I can upload a video

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all the levels have the same bps

flint moat
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@swift spindle I guess a better question is how do I know what I need to optimize? Is there a way for me to see what objects are causing the level streaming slowdownโ€

grim ore
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@hollow ridge what is "everything just vanishes" ? is this in editor or packaged build. Is there a level 29? is it in the same place as the rest. does it load normally, etc. etc.

swift spindle
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@flint moat if you find it is IO.. you can right click on items and check Size map and Asset Audit

hollow ridge
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there is a level 29. Nothing from the level loads the only thing that loads is the defualt ue4 sky sphere

grim ore
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in editor or standalone?

hollow ridge
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both

grim ore
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so when its in editor does the editor show the level 29 is loaded in the world outliner?

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and is it possible you have more than 1 level 29 in your project

hollow ridge
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No I checked there is not multiple level 29s and yes it is loaded

grim ore
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filter by level in the content browser and click on your root content folder and make sure there is no duplicate

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also have you moved anything and not cleaned up redirectors?

hollow ridge
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yep I fixed iot

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there were multiple it was in a weird folder that I dont even use

grim ore
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good thing you said there was no multiple level 29s

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if you noticed you dont tell it where the level is, just the name, so the engine when it builds keeps track of the maps in the asset registry and it will find any maps in your folders

hollow ridge
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yeah thanks

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wait are you the one that does the WTF is series?

abstract relic
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(yes)

flint moat
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@swift spindle Iโ€™m sorry can you explain what you mean by IO?

swift spindle
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input / output

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storage / ram speed

exotic cave
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Anyone here know how to set up a VR cam that allows free head movement but puts the camera itself on a fixed path?

swift spindle
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games are very heavy on IO

exotic cave
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I'm sure this has to be easy, but it's for a time-critical project I'd really rather be making content for, than tracking down this particular blueprint ๐Ÿ˜„

normal burrow
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having the parent of the moving vr head be on the path should work

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does that satisfy the constraint?

jaunty ridge
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Does unreal something like a circular array type tool? Cause in blender I've made something that duplicates 12 times in a circle. Can I just export the one and easily add an array in unreal or is it better to export the full circular array?

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First option would be great, easier to update the assets

exotic cave
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@normal burrow : It absolutely does, except that I have no idea where to find the default camera mount inside the default VR project ๐Ÿ˜ข

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It's obviously in some game mode blueprint I can't seem to find

normal burrow
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ah darn

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not familiar with vr template

exotic cave
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Me either, apparently

normal burrow
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I assume the root component of the pawn isnt the camera?

exotic cave
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I can't find the blueprint for the default pawn

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And as soon as I switch to a camera I create, the binding to the VR tracking is lost

normal burrow
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i'll take a quick look at default vr

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did you go blueprint or cpp

exotic cave
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BP

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Actually, what I'm trying to do is have a Level Sequence move the camera around while still allowing it to freelook

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Wait, nope, that's backwards. That's for attaching stuff to the camera position.

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Seems to spawn a PlayerCameraManager that controls the position of the in-game camera and binds it to the headset.

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That's what I need to grab, and then be able to adjust its position while still letting the HMD define the rotation

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It's a pretty standard setup in VR but it's eluding me for whatever reason :/

normal burrow
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it seems like VROrigin is likely set to the headset location

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in some relative to some relative location correalting to the real world

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if you try to sequencer the actor's root does it stop head motion?

exotic cave
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Hmmm, I think I opened another kind of VR template then

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Yeah, currently it does

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The usual kind of camera-cuts stuff doesn't solve it

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It's okay ๐Ÿ™‚ I'll pore through YouTube vids 'til I get it

normal burrow
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Blueprint'/Game/VirtualRealityBP/Blueprints/HMDLocomotionPawn.HMDLocomotionPawn'

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thats where it was for me, but okay ๐Ÿ‘

exotic cave
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I have some kind of empty-project-with-VR-enabled template that may be different from yours

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I'm not going to spend all night in the weeds about it, however ๐Ÿ˜„ Do your thing. I'll be fine.

grim ore
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vr template like a shiny room?

exotic cave
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Yes that

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Half of one, anyway

grim ore
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thats just a vr level template, not the actual full VR setup is why

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the actual VR level when you create a new project is fully set up

exotic cave
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Hmmm, so I should use the full one?

grim ore
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if you want a good start with a fully set up character yep

exotic cave
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Will do, thanks Mathew ๐Ÿ™‚

grim ore
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I want to play with my VR but soooooo lazy to plug it into my machine and then I get bored just waving around crap. Hoping the hand tracking gets more stable that might be fun to play with on the quest.

exotic cave
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It's a technology with a lot of potential, mostly completely unrealized and gimmicky at this point

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I'd rather be working on my autolandscape anyway, but it's a project consultation

hollow ridge
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lol I have a laptop and only have 1 video out port. Iam too lazy to move the hdmi cable to the link box for the vive

grim ore
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yep the only times I used it in the past was for making UE4 tutorials and then done lol

exotic cave
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My full-VR project creation attempt seems to be stuck on 45%

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I dearly hope it's not actually sitting around waiting to locate a headset, or something

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Ahhhh. There we go

hollow ridge
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iOS dev sucks I have been trying to package it for the past week with just error after error

grim ore
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45% is shader compile

exotic cave
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Seems fine now, thanks!

hollow ridge
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Has anyone on here done anything with iOS dev

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I need some help it says root directory not found

north delta
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Google isn't really helping; I'm having a lot of trouble with compiling my C++ into UE4, and I was hoping someone could help me troubleshoot over DM?

floral arrow
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anyone know how to fix a level taking forever to load and save

exotic cave
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@floral arrow : ๐Ÿฅ” ๐Ÿšซ

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You're in archviz. I'd get an SSD, if you don't already have one.

floral arrow
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i have one

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all my other projects dont take long at all

exotic cave
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Then you are your only hope

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I mean, praying to yourself ๐Ÿ˜„

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...seriously, I don't know why, unfortunately.

floral arrow
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k ill delete my saved and intermediate file

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that fixed it getting stuck last time

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but it still does take longer than normal to save and load

night bridge
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why is building the lights taking ages for me?

floral arrow
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@night bridge maybe your lightmap resolution on meshes it too high

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or your lightmass settings are high, or baking on production and not preview

night bridge
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i have 6K+ Objects that needs building

floral arrow
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did you change their lightmap resolutions or no

night bridge
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to Preview yes

pearl bough
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Hi y'all! Just getting started, finally, in the dev world with Unreal. I'm still going through tutorials and such but as I need breaks I'm working on figuring out stuff for the game I'd like to make. I'm currently aiming at a multiplayer focus, but I'm considering shifting focus to single player. My question is (and I can't find much info that actually answers this), if I later decided to add multiplayer, would it be a nightmare? Do I need to build as if it's multiplayer from the start even if it's just starting single player?

night bridge
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sorry if it sounds stupid

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but

floral arrow
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@night bridge thats not what changing lightmap resolutions is

night bridge
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does changing the resolution affect anything

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oh

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what is it then

floral arrow
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hit alt+0 to change the viewport to lightmap density mode and then change the objects in the scene to a lower lightmap resolution by going into the mesh settings on the right and searching for resolution and reducing it until it is in the orange or red

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only objects you want to have a high detail of lighting on should be in the red or orange

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some can be in the green

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like bigger walls etc

night bridge
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what does it affect visually

exotic cave
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@pearl bough : Yeah, it's best to do multiplayer from the beginning usually.

night bridge
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sorry if it sounds stupid

floral arrow
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if you want something in the red, reduce it as much as possble until its still in the red but barely not in the orange

night bridge
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but what does it affect visually

floral arrow
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nothing if something was imported with way too high of a lightmap resolution for the light bake, if its still in the red with a lower resolution than before itll look the same

exotic cave
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It can get REAL weedy to migrate single-player to multiplayer and vice versa. I'd probably start with a multiplayer template, @pearl bough

floral arrow
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youll see a lot of meshes are prob already in the green/blue anways

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but some you imported might be really way too high

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like a little doorknob or something

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that was imported with way too high of a resolution

pearl bough
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@exotic cave got it, thank you! I'd hate to run into a nasty headache down the line haha

night bridge
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after i go into Lightmap Density what do i do?

exotic cave
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You're doing a multiplayer game. You'll run into all kinds of nasty headaches down the line ๐Ÿ˜„

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But hopefully none of them will be "I have to start over because multiplayering this is now impossible"

pearl bough
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more headaches than necessary* then hahaha ๐Ÿ˜‚

floral arrow
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@night bridge i wrote above

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if thats not enough just look into how to change them on google

pearl bough
#

I'll see y'all in 5 years when I've lost my mind as a solo dev LOL

hollow ridge
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SanguineJackal Iโ€™ll see you in 5 years when I can finally package my iOS game

night bridge
#

but

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when i do the action that is taking me ages

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it will still go away right?

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just taking ages

grim ore
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we dont know what ages is, and we dont know your hardware. Maybe it's normal?

night bridge
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i guess

grim ore
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6000 objects that are 2 million polys each with a high density lightmap uv on a core 2 duo with 4gb ram might take a while

night bridge
#

how long would you estimate?

grim ore
#

building lights is 100% cpu bound so it depends on your machine

night bridge
#

how do i check my CPU

grim ore
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if running windows 10, right click the task bar and choose task manger then the performance tab

night bridge
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so what do i need to check of my CPU

grim ore
#

the name of it, in the top right above the graphs

rustic swan
#

hey guys is there a lot of diffrence between 4.23.1 or do I go 4.24?

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I mean I already have 4.23.1

grim ore
night bridge
#

100% in use

grim ore
night bridge
#

2.40GHz fast

hollow ridge
#

Hey Mathew I need you to make a tutorial on iOS dev I donโ€™t care if you no nothing about it. Your a wizard Harry

grim ore
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I've done it before I just dont have a good VM right now to use for it

hollow ridge
#

Oh

grim ore
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I never had problems tho but that was atleast a year ago and only with template projects or AR projects

hollow ridge
#

There is legit 1 tutorial from this dude that sounds like a sloth from 5 years ago

grim ore
#

i dont really remember any issues tho. supported xcode installed and making sure the ios signing crap was good and it tested fine

hollow ridge
#

Oh

night bridge
#

@MathewW#9472 so how good is my CPU

grim ore
#

you never said what it was

night bridge
#

What

hollow ridge
#

What is your cpu

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Oh it is a Ryzen 7 2700x

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Yeah it is pretty good

grim ore
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thats my screenshot to show him where to lok

hollow ridge
#

Oh

night bridge
#

I can only see processor

hollow ridge
#

MathewW did you have to install UE4 on the vm

grim ore
#

yep Central Processing Unit, CPU, Processor. All the same thing

night bridge
#

Yes

grim ore
#

we dont know what yours is you never said

night bridge
#

Intel(R) Core(TM) i7-3630QM CPU

hollow ridge
#

Hm

#

Laptop?

grim ore
#

ah, yes that will be fairly slow. dual core laptop cpu 3rd generation

night bridge
#

Yes laptop

#

@grim ore how long would you estimate

grim ore
#

nope I take that back that one was quad core so not as bad

#

U series was dual

hollow ridge
#

Mathew should I install UE4 on the Mac?

night bridge
#

Would it take an hour for me?

grim ore
#

I dont remember installing UE4 on the mac, all the mac had to do was compile the code for me but I was using Windows to do the compiling with a remote access into the Mac

#

it could take an hour depending on your build settings and project

hollow ridge
#

K

onyx cedar
#

If I have an asset with four lods, and I assign that asset a lightmap resolution of 256, does it save the lightmaps for all four lods on that same lightmap? Or is each lod given its own lightmap w/ resolution 256?

grim ore
#

what does your project look like ( a screenshot) and what settings are you building it at ?

onyx cedar
#

oh wait, were you talking to me?

grim ore
#

nope

onyx cedar
#

oh ok

grim ore
#

but to answer your question it looks like it might do a lightmap for each lod. You can see your current lightmaps in the world settings -> lightmass -> lightmaps (under advanced)

#

actually nevermind I take that back lol

onyx cedar
#

yeah i googled it and got more confused

#

it seems like ue4 will auto build lightmaps of halved resolution for each lower lod

grim ore
#

well I have a prop with 4 LOD levels, and built lightmaps and they look the same as if i have 2 lod or 1 lod level

onyx cedar
#

hey btw, your videos are awesome, thank you for them

grim ore
#

I would assume a separate lightmap as well but my lightmaps are not changing at all when i build them with 1 lod or 5 lol

#

yeah it might have been my shitty test mesh, I grabbed a real one and now it changes lol

#

ohh... I think whats going on is its not deleting the old lightmaps when I tell it to rebuild lol

#

so they look the same but before I did auto LOD it looked different.... seriously ue4 ๐Ÿ˜ฆ

#

ah yep ok the auto lod changed it to a 64 resolution for the light map which makes sense now, the original was 32. now with the auto lod at 32 and 4 LOD levels I get

#

so yeah It looks like its using 1 light map even if you have multiple LOD levels unless I am reading this wrong

#

maybe its internally lowering the resolution at runtime for the lower lods but that would be weird but if you watch the LOD's change in the viewport the shadows certainly are lower...

ionic lagoon
#

How would i get the rotation of where my character is looking, or the camera rather than where my character is rotated to?

grim ore
#

get the rotation of the camera?

#

I mean that literally, is this a third person camera setup?

ionic lagoon
#

Its in first person but I have a key to toggle third person so I can test animations and what not

grim ore
#

yep so get the world rotation of the camera and it should give you the rotation of the camera in world space

ionic lagoon
#

I've done that but it doesn't seem to work. Basically I have it set up to rotate the torso of the character depending on where you are looking, but it doesn't rotate on the yaw when I look around while the lowerhalf of the characters body is moving elsewhere.

#

It only works when Use controller rotation yaw is ticked off

grim ore
#

do you have the anim bp handling this? is it set to blend at the spine for example. this sounds like a basic look aim

ionic lagoon
#

Yeah Im using an anim bp, how would I set it to blend at a certain place? I just have the torso transformation to add on to whatever the state machine puts out.

rustic swan
#

hey guys do you know any large scale location for unreal that I can import into in Unreal?

#

is there any website that I can look at for such resources

onyx cedar
#

@grim ore Thanks for the research man

#

I got sucked into render settings

#

having a terrible time trying to get lightmaps to look good in android es2 rendering

grim ore
#

@ionic lagoon ok so no idea if this is correct but you can also just modify the bone rotation like such

#

you would probably want to compare the character rotation to the angle of the camera rotation and then apply that difference to the animation so it doesnt do weird shit like I had lol

ionic lagoon
#

Yeah

#

I think thats what I'm looking for.

#

Thanks a ton.

grim ore
#

and its not the most optimized but its a start lol

#

layered blend by bone would work as well but that seems excessive since you arent playing 2 animations

ionic lagoon
#

Right now I have it to divide the rotation between 2 spine bones

grim ore
#

this one is kinda cool, the top half always faces the camera independent of the legs lol

ionic lagoon
#

Oh neat that might be even better

grim ore
ionic lagoon
#

Yeah I have it clamped right now so it doesnt do that

grim ore
#

would be great for a tank and a turret tho

ionic lagoon
#

or like a mech of some sort

grim ore
#

yep, whoot yeah just call it a mech and animation glitch now a feature!

ionic lagoon
#

Its a feature

grim ore
#

360 degree independent firing

#

@rustic swan real life or just a world creator? there are a few of them out there also ways of getting height map data into ue4

onyx cedar
#

I wonder what this would be like in VR. Like if you turn around, your legs stay facing the original direction. I think people would probably end up falling down at

grim ore
#

vr is horrible when you arent moving the character

#

well unless its expected like you are riding, like a roller coaster or something where you are sitting and cant move

#

I think you would die if you had head and body independent movement with a control stick in vr and could turn around like that lol

rustic swan
#

yeah something that looks real @grim ore

#

is there any ready made ones?

swift spindle
#

nightmare fuel

grim ore
#

nothing ready for ue4, you would have to do it yourself ๐Ÿ˜ฆ you can grab learn examples or marketplace stuff tho

floral arrow
swift spindle
#

disable collision on it

floral arrow
#

is that something you can do in the details panel for the mesh or

#

where do i do that

swift spindle
#

foliage object or static mesh ?

#

you can do it per mesh... or on static mesh under detail... same with foliage assets

drowsy tartan
#

Hey, been trying to learn UE4. Iโ€™m stuck on whether to follow a tutorial series/Udemy course or just jump right in making games and use the various videos for reference on specific mechanics. What would you recommend?

weary basalt
#

Just play around in the Editor.

#

Get used to it.

#

Try different things.

#

Dont try and make the next Call of Duty.

#

Start small.

pulsar badge
#

Why does it give me this error "Mesh contains Armature bone as root but animation doesn't contain the root import failed?

#

from Blender

drowsy tartan
#

Thanks

plush yew
#

If anyone had this problem b4

#

As i place node "Spawn Actor" Or "Spawn Ai actor" in a BP and i hit compile the Editor gets suppe laggie and dose nothing

#

Its like getting in infinite loop or i dk

#

If anyone can help out and thanks its killing me meh

half turtle
#

perfomance wise, what would be better, to add a spawner component to an actor dynamically at runtime, or to have actors all contain the components before hand and set the spawner characteristics for each actor?

grim ore
#

in the end once the game is running they should be the same, the difference being more code at runtime or not

half turtle
#

so there is not a big difference if all the actors have the spawner component, just some of them disabled?

grim ore
#

doing setup at design time is pretty common yep

#

at the worst if you dont plan on using it for some reason remove it at runtime

half turtle
#

oh okay, i have been cracking my head at the save game part.. and in doing so i have been working on consolidating childs, classes and components to make saving easier (and loading) as everything was generated at runtime... (randomly generated worlds are a nightmare to save, specially if some actors are preplaced...)

grim ore
#

yep at a certain point if you get into heavy saving you just have to break out C++ and start serializing stuff

half turtle
#

sorry another fast question, would a soft reference to a preplaced object on a level, survive a save and load?

#

that is exactly what someone suggested, to just dump the binary of each actor into a table

grim ore
#

if saving or loading and its a reference to something thats not just data then no it wont really survive

half turtle
#

oh okay

half turtle
#

so what exactly is class to class for? would that set a variable in the entire class? even for objects before they are spawned?

#

cast to class***

placid arrow
#

is there any way to stop ue4 editor eating tons of cpu when its in the foreground but doing nothing?

#

like, its sat on the screen and im doing nothing with it, but its using 33% cpu

#

im certain its because of the rendering

#

if i minimise it, or send it behind another window, the cpu use stops

plush yew
#

@placid arrow I don't think that's possible.Every program which are not minimized still keep going.It's Windows' problem.

placid arrow
#

no, im not talking about minimised

#

im talking about how when its in the foreground but not 'playing', it eats so much cpu

#

i can cut it down from 33% to 24% by turning off 'realtime' in the editor window

#

but 24% is still a lot for an editor window thats sort of ...doing nothing

plush yew
#

Wait

#

UE4 have a lot of modules

placid arrow
#

in the background when minimised it uses 0.3%

plush yew
#

It's not only playing

#

All of the modules are rendering the image always

#

In the Level

placid arrow
#

yes, but its not a realtime image

#

so whats it doing?

plush yew
#

And Editor style by itsself

#

Editor have a lot of stuff inside of it

#

Even Content Browser is giant

placid arrow
#

obviously, but im saying 33% cpu for an idling editor is ridiculous

plush yew
#

I don't think so

#

UE4 still wasting resources on windows

#

All buttons

#

UE4 have some bad stuff

#

Like, it's trying to load all of the windows and buttons as far as it possible

placid arrow
#

from some testing even a simple slate window can do the same

plush yew
#

It's loading literally all of the stuff possible

#

And I think you know how much modules in UE4, right?

placid arrow
#

hundreds

plush yew
#

Technically

#

Thousands

placid arrow
#

its got to be something fundamentally wrong, it does this even when rendering an empty level with no lights in it

plush yew
#

So I know some stuff like

#

UE4 will say it's impossible to load Module in case of it's corrupted on startup

#

So UE4 loading literally all of the modules at the startup

#

Of UE4Editor

#

So...

#

Also, don't you know how to don't slow down the speed in sequence?

#

At the next keyframe, it slows down at the end

#

Near of it

placid arrow
#

what type of animation?

plush yew
#

@placid arrow Just simple Sequence with panel moving on left, right(cycled)

#

On the*

placid arrow
#

animation sequence in umg?

plush yew
#

Srry didn't got your question.You mean UI?In case of yes, naaah, I mean Level Sequence

#

@placid arrow

placid arrow
#

oh.. sorry i dont know the answer to that

#

ive never used level sequences, since before when they were matinees

#

and i really didnt understand them then ๐Ÿ˜„

plush yew
#

Well...Ok tho =/ I'll be looking in Source Code =//

#

Also, @placid arrow , how can I use Delta time to configure panel movement speed correctly?

#

I've tried a lot of stuff already...Nothing works...

frank oar
#

These trampolines have all been Alt+Dragged from one another (coppied) why do only two of them have this issue ?

half turtle
#

i am trying to create a concurrent event in a bp, but i am not sure of how the timer function works,... is this graph correct? how do i create instances of this event? should i use a function?

#

ah i guess i use by function and createa an array of function names for each object in the struct?

#

i am confused

#

wait nvm

#

just create a handle with multiple timers, right?

worn pewter
#

what is the best way to slowly increment a progress bar over time?

dim arch
#

multiply a float by tick delta time

#

and use it to update the current value

kindred viper
#

why not just have a boolean then? Set it to true when you draw, set it to false when you sheath

#

so its true by default

#

huh?

#

he spawns with a weapon equipped and might have no weapon? Isn't that contrary?

#

so when he does, set it to false

#

I think you have overcomplicated yourself here

plush yew
#

Is weapon can be destroyed or whar?

#

What*

#

Just, ehh, use smth like this is exremely bad idea

#

You are technically creating new instance, and it'll never be true, it's two different information instances

#

As far as I know

#

Maybe you should use Bool?Just you can cast to any object in the scene

#

And every component

#

For doing it correctly, better to use single BP

#

In the Level

#

is there a finished product which simulates camera lenses?

#

Explaining, when you are spawning object it'll be true, when destroying - false

#

Bool

#

You still can use it between BPs

kindred viper
#

@plush yew I've seen things like fisheye camera shaders and such.

plush yew
#

i want real simulation of em tho

kindred viper
#

you could probably find some Virtual Production stuff that does it. Maybe. Not sure if it's that far advanced yet.

plush yew
#

if a 50mm lens has 40ยฐ FOV, does this also apply for ue?

#

so if i set 40ยฐ in ue i have a 50mm lens?

#

i could buy cinetracer. a sim exactly for that. but 90 euro

tired merlin
#

I need a few tutorials if people could point me in the right direction
Pulsing light
Rotating light (faces one direction and rotates)

plush yew
#

Anybody able to help me with a terrain issue?

tired merlin
spiral pilot
#

Guys i need general advice about following thing:

When i'm looking at door/item I want to show on screen image with Key you need press to interact with this object, for example E to open/pick. Do i add centered widget on raycast, so i have number of widgets = number of interactions? Each widget contains one image of the Key.

Other option is having one widget that contains all Key images that are all disabled, and only specific are enabled on raycast. Is there any better aproach?

Hope it's somehow clear what I want to get

plush yew
#

I was thinking,is it possible for a team of two peoples to make a simple but good multiplayer fps?We are both coders,plus he study at conservatory and I can 3d model,rig,animate and texture

fierce tulip
#

that is a somewhat unanswerable question.
nobody can define the "good" in that question as we dont know you, nor how good you two are, or have any proper gamedesign experience to make something good.
In theory, yes you can. in reality? nobody knows.

frank oar
#

Hi!
Does anyone know if it possible to remove or EMPTY a material slot ?
I would very much like to lose this Mat_bulb_glass this way

fallen marten
#

You remove a material group in whatever 3d program you use

#

or set your material to none

frank oar
#

I got this asset from the MP and the glass is causing an issue..

#

so I am trying to find a way to remove it

fallen marten
#

click the slot name and click clear

#

element name or whatever you want to call it

frank oar
#

hmm seems like that should have worked but nothing happened

fallen marten
#

youll have to exportt the mesh and modify it then

frank oar
#

thank you @fallen marten

sly coyote
#

Is there anyway to add anim notifies at runtime in actor bps or am i stuck only being able to add them directly to animations

#

I have multiple animations that will use the same notifies but want to be able to hotswap...lets say, no matter which animation it is, fire the notify .5 sec into playing

#

This probably belong in blueprint section

#

Sorry didnt realize i was in wrong section

fallen marten
#

@sly coyote personally i would add them to your animations so you can adjust them individually if the .5sec timing isnt spot on

sly coyote
#

I have 13 different classes in my game...each with 6 to 8 combos, totalling 120 to 140 animations per class...all with notifies i need to fire at .5 to .7 secs in....see problem with adding them directly to anims

fallen marten
#

well you're out of luck then bro - should have been adding them as you built the combos

#

only option is to have events fire at those intervals

#

means you wont be able to tweak them

fierce tulip
#

@gleaming cedar should post that in #graphics instead.

#

please do. ill remove this one afterwards :)

gleaming cedar
#

@fierce tulip reposted, thanks ๐Ÿ™‚

fierce tulip
#

and thank you as well for being polite about it hehe.

umbral fulcrum
#

Hello everyone! How do I mark my question as resolved in the Answer Hub?

fierce tulip
#

there is a check-mark thingy next to replies/answers. click on it :)

brave gate
fathom agate
#

Hey guys anyone who is good in UI please contact me

sly coyote
#

@fallen marten thanks you...going to just code a custom anim montage in c++ that will allow me to do it...was more checking that i wasnt reinviting the wheel incase that ability already exist in engine

umbral fulcrum
#

@fierce tulip Thank you!

plush yew
#

Can someone help me with a terrain issue I have,

copper flicker
#

so... I have a problem with UI navigation. if I manually place 10 boxes inside a scrollbox, they will be slected in order, correctly, when using keyboard or gamepad. IF... I place some of them procedurally, with Add Child to Box, they are selected as 1 object, the top entry, and the others are ignored.

#

any idea if this can work somehow?

#

all fine when you just scroll with mouse...

#

disaster when you navigate with keys or gamepad

#

O o

#

it looks like all the children boxes you add with Add Child are ignored, except the top one

#

the whole set of objects is treated as 1...

dreamy lake
#

I'm having some massive issues with the Asset manager tool - I've added a bunch of item components to the asset manager, but it doesnt register all my data assets - essentially I got different data assets for different items in different folders, like I got hilts in a folder - which btw it finds, then I got Crossguards in another folder, but it can't find them, the Primary ID List output has a length of 0, even though I got the assets in that specific folder - any ideas as to why this might be - also if I change the array in the asset manager tool it cant find anything until I restart the editor :/ ?

Anyone who might be able to point me in the right direction here ?

plush yew
#

Im getting a lighting needs to be rebuilt message when trying to add foilage??

little ember
#

Hi, I wanna cast to a blueprint actor that I create inside a widget BP but it ask for the object reference. I put ( get owner) and other reference but it doesn't work. Is anyone knows how to fix this please.

copper flicker
#

Shann, you have to understand how casting works. look at BP communication on youtube. basically you communicate with a specific object that you come in contact with. so you trigger not just George, but a specific George in your scene. that means you can use On Component Begin Overlap of a sphere for example.. and if a specific George overlaps with that sphere, that specific George will be your object reference.

smoky sonnet
#

LogMaterial: Warning: /Engine/Transient.backgroundgif (no disk path found): Failed to compile Material for platform PCD3D_ES31, Default Material will be used in game.

#

are gifs/flipbooks not supported by mobile devices?

fierce tulip
#

gifs not, flipbooks yes

smoky sonnet
#

im using a flipbook

#

my outputlog says it cant be loaded

#

on my mobile phone its there but very glitchy

#

it bugs around

#

on my pc that never happen

fierce tulip
#

not sure whats going on with the no-disk path found thing.

plush yew
#

Hey everyone, how can I smoothly hide part of location?Like I want to hide the part of location in the sewers outside the fence so it'll be black absolutely, it's very short and I want to hide it's end(Like it's going in the darkness)

#

show me

vital cosmos
#

I want to make my character sit on a chair, but because of the collision, the capsule goes up and it looks like my character is floating mid air, how would I make it properly sit on the chair

polar hawk
#

disable collision

#

at least between the chair and character

plush yew
#

Allar

#

@polar hawk

grim ore
#

@plush yew make a material that is black and put it on a plane, put that plane behind the fence to cover it up. basically make a black wall

scarlet oak
#

Hi Guys, I have a question about the current landscape materail blending. It seems that after 4.19, landscape material requires much more shader compiling work.
For example,

#

This landscape is a very small ( 631x631 size) one, but a landscape material with 12 texture samples, no advanced blend would require 25000 shaders to be compiled, and the compile takes soooo long to complete....

hollow ridge
#

How do I get gradual camera movement. (Independent from the character)

ionic lagoon
#

I'm using a 1d blendspace to get the direction of the walking

plush yew
#

bad AI Mechanics

strong valley
#

Can anyone please help me?? I dont know why these black lines are appearing... also it looks sometimes like black dots, dont know how to fix this! HELPPP

#

It happens only on certain materials

thick herald
#

Another preview.. they are flying out the door with .25 it seems

jaunty ridge
#

Soo, I have this array on a curve in blender. It's easy to import into unreal, but is there an easy way to arrange them exactly the same with ease? I want to texture in quixel mixer and I figure it's best to texture just one of them, and then duplicate the mesh in unreal. But then placing them accurately becomes a pain in the ass. Exporting it as a single mesh works fine, but then I have to have a texture created for the entiiire thing when I only need it for one. Though with UV's overlapping it should be ok I guess?

#

I know both ways can work, but I'd rather get some input on your experiences before I commit

fierce tulip
#

you can quixel mixer one, then set up this shape, and export as one mesh.

jaunty ridge
#

That's what I was hoping for. Since the UV's overlap it should be just as making them individually

fierce tulip
#

just make sure your lightmap uv's are set up properly

abstract relic
#

Or you can do the same thing as curve array and make a spline in unreal and create the array there

jaunty ridge
#

Regular UV's are good, I know I need to read up on the lightmap UV's next. Saw a quick 1 minute tutorial on the blender-> unreal workflow that covers it a bit.

#

Or you can do the same thing as curve array and make a spline in unreal and create the array there
@abstract relic I'll have to check it out, see what I like best

copper flicker
#

can we get Enum indexes?

plush yew
#

Anyone know how to rename a project? I made the stupid mistake of leaving it as "MyProject3"

wary wing
#

^ Make a new one and migrate all the content across

#

Renaming can get... ugly

plush yew
#

So make a new project and copy everything except the project file thingy itself?

wary wing
#

Migrate, using the right click menu in the content browser

plush yew
#

oh

wary wing
#

It will make sure references and stuff come across ok

#

Copy and paste would probably mostly work too. But you want to watch out for folder renames, they tend to break references

plush yew
#

ok thanks!

hollow ridge
#

How do I get gradual camera movement. (Independent from the character)

copper flicker
#

@hollow ridge depends on the type of camera you want. is a simple lag enough? activate lag. if you want to have a completley independent cam it's more complicated

abstract relic
#

Enable Orient Rotation to Movement

#

And disable Use Controller Desired Rotation

spiral pilot
#

Hi guys, hope you can help. Today i noticed that my project is not working correctly. In order to test what going on, on my main player i created raycast to show me my camera movement. Turns out everything is drawn from this camera actor(spawned od play), which is not part of my main player. Anyone knows how can i get rid of this?

plush yew
#

How do I get rid of the lines around my tilled texture?

spiral pilot
#

Try building lightning

plush yew
#

thx

proper stump
#

using the default character of the 3rd person template, i've added the animation starter pack, the animations within use a different skeleton (which seems identical), how do i switch it up to the default character skeleton?

plush yew
#

I got this message when I rebuilt the lighting

plush yew
#

Dumb it down for my kimosaba: What do I need to add to this to make my water animated?

plush yew
#

The absolute water position and the cross multiplication was supposed to make it animated, but that was from a low poly tutorial, and I dont want low poly

dark rune
#

i think there's a hidden level in my folder
i need to get to it, but i cant seem to find it
all the filters are turned off i think

plush yew
#

By 'animated' I mean waves

abstract relic
#

Go to filter >> other >> show redirectors @dark rune

#

If you see redirectors, youโ€™ll need to click on folders >> fix up

#

If you still canโ€™t rename files, delete /intermediate folder

dark rune
#

alright hold on

#

ok so the built data's still there and when i tried to delete it it says

abstract relic
#

Yeah delete /intermediate

#

Itโ€™ll clear temporary data caches

plush yew
#

these are literally copy/paste cubes, but one of them is acting different from the other in terms of the texture I put on them

abstract relic
#

(Obviously close project when deleting that folder)

grim ore
#

uh.. not showing us the cubes doesnt help much. Are you saying the item on the left (dark blue) is the same as the item on the right (greenish blue) ?

plush yew
#

yes

#

and the top of the cubes are working properly

#

they both have the same texture on the top

grim ore
#

if you go to the left of left cube what does it look like?

abstract relic
#

Gonna assume all your problems are unresolved ๐Ÿ˜œ

grim ore
#

also are these static mesh cubes or geometry brushes

plush yew
#

same problem

#

and I just grabbed the cubes from the basic menu of the place section

grim ore
#

so your material has different textures based on world orientation?

#

because normally you cant just assign materials to faces on a mesh

plush yew
#

also the right side of the right cube is A ok

hollow ridge
#

@abstract relic but how do I make the camera move (I also need it to gradually speed it)

jaunty ridge
#

Thanks for the tip @fierce tulip , it worked like a charm. Just threw together a quick material in mixer and it was super easy to get it into unreal! Gotta learn mixer a bit better now I guess

grim ore
#

it sounds like your material needs to be adjust then if its one material, your texturing might not be set up right to handle certain orientation. For example if you rotated the cube what would happen

plush yew
#

so I went under the map, and only two out of all 6 sides are working properly

grim ore
#

sounds like you have a world position material that is not set up right then

plush yew
#

oh

abstract relic
#

Already told you @hollow ridge

plush yew
#

this is in the texture of both of them

#

plugged into the normal

plush yew
#

for me?

#

kk

#

@abstract relic Does that guide show how to make physical waves (like comes up off of the plane/cube)? I don't see anything...

normal burrow
#

You are trying to get a normal there ender?

plush yew
#

I dont know

abstract relic
#

You can use tessellation. But do note render!= physical

plush yew
#

ok

#

have a link for tessellation too? ๐Ÿ˜‹

abstract relic
plush yew
#

ohmygosh

#

notwhatImeant

normal burrow
#

You want to multiply vertex or pixel normal by a height map, plugin to

plush yew
#

which one

abstract relic
#

All

plush yew
#

oh...

#

EEWWW why does it do a bing search of the documents?

normal burrow
#

๐Ÿ“š

plush yew
abstract relic
normal burrow
#

๐Ÿ’ก

plush yew
#

haha

#

k welp I have to start class, I'll be back

abstract relic
#

This explains much. Damn bing

plush yew
#

haha

normal burrow
#

Time to write a browser extension that replaces bing with anything else

plush yew
#

YES PLEASE

#

Accidently replaces with Yahoo

normal burrow
#

I swear everything else is just google with custom ads

brave gate
#

EEWWW why does it do a bing search of the documents?
@plush yew because Google Search started adding ads at some point ๐Ÿ˜‰

abstract relic
#

And Iโ€™ve just learned today that yahoo search engine is still a thing

normal burrow
abstract relic
#

Google is ultimately an ad company with some very expensive hobbies

plush yew
#

I tend to use duckduckgo

#

but sometimes googles image search is just plain superior

normal burrow
#

Iirc duckduck is just a google search dealer

#

But yeah, very expensive hobbies in deed

#

Are you using their dns?

#

Likely yes still lol

#

โ€œHelp us with providing details of all your internet activity and your favorite flavor of chips non identifiable error data

hot haven
#

Is there an offline version of the Unreal Docs?

silk lintel
#

How do you reset a level without destroying the pawn/char?

normal burrow
#

I want to say you can't shogu

#

But i could be wrong

#

Much relies on GetWorld() not being null for actors and components

#

you could probably spawn a new pawn and copy over what you need

silk lintel
#

there must be a less nonsensical way, right?

#

not like this is epic were talking about or anything

normal burrow
#

eh don't make the mistake of assuming there is a way to do things exactly as you envision them. copying is something you could consider. but again, personally i have no knowledge of a way to transfer worlds on an actor once its spawned

silk lintel
#

you'd think that if you override the OnReset in character than there would be no logic for deleting the character, but it isn't the case

normal burrow
#

when you consider what a tight web of references are weaved to list all these things in the world, and all the assumptions in game code that you are allowed to make with world being a constant, you can see how what your suggesting here is more complicating to the general biome of concepts than copying would be. But again, if there is a way to do this safely, i do not know of it.

limber mesa
#

im getting an error that says "accessed none trying to read property Directional light actor" can anyone help me with this, im trying to make a day and night cycle

normal burrow
#

find where you are getting "Directional light actor"

#

the thing with the directional light actor variable is invalid

#

not the variable itself

limber mesa
#

i did this

normal burrow
#

so you have to branch around it then

limber mesa
normal burrow
#

can't check what the color of a nothing car is

limber mesa
#

i made a refrence to it

silk lintel
#

@normal burrow what exactly do you mean by copy, cause I might've misunderstood you

normal burrow
#

is that where the error brings you billiams?

limber mesa
#

no

normal burrow
#

show me that

limber mesa
#

it brings me to the default code

#

this is the error

normal burrow
#

what i mean yb copying is, you spawn a new pawn, and copy over all the settings from the old one

#

UpdateSunDirection graph?

limber mesa
#

thats the default sun code

#

idk

normal burrow
#

you could check if the sky bp has its directional light variable set to anything valid before calling the update function

#

but it surprises me that that causes an error as it is

limber mesa
#

i think i know what is wrong

#

i deleted the directional light then added another one in

#

@normal burrow do you think that may be the problem

lament star
#

UE should make a release were they only do bugfixing

normal burrow
#

@limber mesa try assigning the new directional light to the light source variable on the sky bp

limber mesa
#

there is no sky bp, do you mean sky sphere

normal burrow
#

i do

limber mesa
#

i cant find the refrence

normal burrow
#

its in details panel

limber mesa
#

the directional light actor was set to none

#

i changed it

normal burrow
#

thats what i meant yes

limber mesa
#

thanks

normal burrow
#

still weirds me that it errored like it did, but that should stuff it

limber mesa
#

one more question before i leave you alone

#

when the night cycle kicks in how can i make it darker

normal burrow
#

if your using the thing we just talked about

#

you have the directional light point up or something

#

the angle it points determins the time of the day

#

i've not fully understood its usage tbh

limber mesa
#

but it is hooked in by the code that i sent you

#

i got a ref to it and made a rotator

normal burrow
#

does it not spin the light?

limber mesa
#

it spins it and it does get dark but i can still see light

normal burrow
#

is this the new, old wiki?

limber mesa
#

it should work

#

idk why

normal burrow
#

ah brightness determins tod. nice

limber mesa
#

ok thanks

#

ok i read the article @plush yew and he said " Turning off the sun during the night will solve this", how can i turn the sun off durning night

#

i saw he used custom events to show it but i cant get them linked in with the make remote event node

dire coral
#

finaly got the weppon swicthing to work with no errors now just to get the fire and reload back in

spiral pilot
ebon saffron
#

not sure where to post this. i am trying to create a new c++ project but unreal is not detecting my visual studio compiler. I have tried uninstalling both the engine and the compiler and reinstalling several times but its still not working. i have tried all the suggestions i could find in google but none of them have worked either. amyone know how to fix please?

limber mesa
#

@plush yew i got it , i was using experimental fog

#

so i deleted it

#

and it works lol

swift spindle
#

@ebon saffron I'd install Visual studio 2019 btw

#

and for the setup.. just pick the one that says unreal in it

ebon saffron
#

sorry but what's that got to do with what i asked. the problem isn't what version I'm using the problem is unreal cant find my compiler even though both are installed and working

swift spindle
#

well.. newer versions can fail to detect 2017 >.<

ebon saffron
#

what path does unreal try to look for the compiler

swift spindle
#

you can also get issues with unreal for having both

ebon saffron
#

i think that is what the issue is but i cant find it anywhere

swift spindle
#

it expects it to be on the C drive

ebon saffron
#

yes but it must look in a specific folder

swift spindle
#

most likely C:\Program Files (x86)\Microsoft Visual Studio\2019\Community

ebon saffron
#

yeah thats where mine is

swift spindle
#

in your Visual studio installer > Modify.. make sure you have Game development with C++ setup

ebon saffron
#

yep got that too

swift spindle
#

running unreal with Admin ?

spiral pilot
#

@ebon saffron Try to run blueprint project, go to editor preferences -> Source code -> and choose source code editor

ebon saffron
#

yeah tried that too

swift spindle
#

to be fair.. never seen this issue before.. I've setup hundreds of new systems

plush yew
#

I want to make an AI walk on the walls and ceilings... should i bother with UE4 character movement system + nav mesh?

hollow ridge
#

When I try to launch my game it says that I am missing ue4 binaries anyone know how to fix this?

plush yew
#

Build them

#

And/or google

#

It's a common thing surely someone asked this before

hollow ridge
#

I have built it it didnโ€™t change anything

hollow ridge
#

I tried all the solutions on google that I could find and they didnt work

runic fern
#

@hollow ridge Its says UE4 not the project so try to verify your engine files

spice canopy
#

Hey I asked this on Physics channel but they have gone quiet: Why does my Character pawn detect physics volumes, but other actors don't? They don't fire Physics Volume Changed events, and they always show DefaultPhysicsVolume as the output of the GetPhysicsVolume function, even when they are very far inside another named Physics Volume

#

How do I get ANYTHING besides the player to detect physics volumes?

#

Interestingly if I place a non-possessed character in the world, Simulate (rather than Play) in Editor, and drag him in and out of the water, his PhysicsVolumeChanged event fires just fine

#

But I don't really want to have to attach Characters to all the actors that need to detect when their physics volume changtes

#

I tried again with a base Pawn class, and it does NOT detect Physics Volume changes

#

Looks like only Characters can. How weird is that?

#

I tried setting ShouldUpdatePhysicsVolume bool and it makes no difference

#

Using 4.23

dire coral
#

any good yt vids or forum that make bullet damage aka just to get info back if the bullet collides with any thing

abstract relic
dire coral
#

?

#

i have a bullet that fires all i need is when it hits a asset like a target at a shooting range it just gives me 10coins in game

#

no damage or any thing just that

abstract relic
#

Watch the video

hidden knoll
#

@grim ore How would I have an object in the game follow my mouse x and z? I'm trying to replicate a mouse in the game and I need it to look like the mouse in the game moves as the person moves the cursor.

grim ore
#

set its location to the mouse location basically

rustic panther
#

Im using Get Supported Fullscreen Resolutions to create buttons for each resolution, but I want the largest resolution values on top, how can I reverse the array to do this?

hidden knoll
#

how would I do that?

rustic panther
#

oh, there's a "reverse For Each Loop" (In Low Entry Extended Standard Library)

normal burrow
#

do you have mouse positions ducky?

hidden knoll
#

Ill screenshot it one sec

normal burrow
#

i have to look up what that node does

hidden knoll
#

k

spice canopy
#

@rustic panther You could also just reverse the array before doing foreach

rustic panther
#

thanks, this node is very helpful though

civic basin
#

it appeared while building lightning

vital cosmos
#

I have an issue where I want my character to be sitting on a seat but instead floats above the seat due the capsule collision moving it up. I have turned off collision on the capsule and set the spawn collision handling to always spawn ignore collisions, yet the character moved up and sits in mid air

#

how do I fix this

hidden knoll
#

@normal burrow I thought this was going to work for sure but I guess not

normal burrow
#

i can't really tell what that one node does, its not documented great. but i kind of think it probably takes the cursor and projects it somewhere with the camera on the controller's pawn

hidden knoll
#

oh

#

@grim ore How could I improve the bp I made?

grim ore
#

you need to realize the value you get from mouse when projected to world space is not going to be very large, maybe 10x10 in units which is very small compared to world space

hidden knoll
#

hmm

#

Well Its not even moving the mouse for some reason

grim ore
#

well I have no idea what mouse is or what that code does, just in general when coverting from screen to world its a small value change

hidden knoll
#

Oh the mouse is the actor I have that I want to move according to the cursor

pine siren
#

If I place a DirectionalLight a certain way, it seems the entire editor freezes when I click play. How can I debug what's going wrong? It doesn't crash, but it doesn't respond to input anymore.
I'm building and running from Visual Studio, and cpu is at 0% and memory is at ~2gb as usual..

dark rune
#

how do I make static meshes in engine?
i need this shape as a static mesh that when placed at origin (0,0,0) will align with the floor (white part highlighted with red)

hidden knoll
#

@grim ore Also should I be multiplying them or adding them?

#

Ohhh the error was my object was not movable

safe gorge
#

has anyone registered for the unreal fast track thing

#

i signed a form but i got no response

hidden knoll
#

@light lintel oh, when I press play the mouse is just gone

dark rune
#

@light lintel can you give me a link to a tutorial or video about that plane thing? im just gonna use this for a collision thing, so i dont need detailed work. plus im trying to align it to the level which i cant do in blender

safe gorge
hidden knoll
#

@light lintel No, I meant I have an object in the game that I'm trying to get to replicate the mouse movement irl

dense aurora
#

guys how hard is it to make game like

#

TJOC:R

dark rune
#

@light lintel yeah but i dont quite understand 'the planks'
is it sth else than the geometry
also will i be able to make sth that will align with the level

dense aurora
#

i wonder how is chromatic aberration useful

dark rune
#

@light lintel ok i see

dense aurora
#

Guys could someone help me with UE4 later via DM ?

grim ore
#

The Fast Track stuff is poopy, you need to be in university to do it

#

also I noticed my course is set for the 3rd week which... amuses me lol

hidden knoll
#

@grim ore I got the mouse to move but it keeps moving back to it's original position every tick

grim ore
#

how are you setting it to move every tick?

#

and keep in mind if the size of the object you are moving matters as well for where you move it

hidden knoll
#

Also the X coordinate needs to be inverted

grim ore
#

thats not really moving it in world space tho just trying to map the mouse to world co ordinates which will not work well

#

show what you are trying to do

hidden knoll
#

oh

#

k

#

I'm trying to get the highlighted object (named Mouse) to move just like the cursor is moving, so it looks like the mouse in game is moving the cursor.

grim ore
#

the block block on the right?

hidden knoll
#

yes

#

I had to make it really big so I could see where it kept teleporting

grim ore
#

but where is the mouse cursor at in game? you will see the mouse cursor then move it over the black block then when you move the mouse cursor around it should move the mouse?

hidden knoll
#

I just want it to always move the mouse

#

No matter where the cursor is

grim ore
#

might be easier to just have to add based on what happened the last frame. Save the cursor location X and Y, on tick compare the saved cursor location to the new location and get the difference then add that to the current location of your "mouse" so if you move your real mouse left it will move the fake mouse left

hidden knoll
#

k

#

Ok so how do I save the location?

grim ore
#

you save it to a variable after you get it

hidden knoll
#

oh

#

Ok so I get mouse X and Y, then I save it to a variable?

grim ore
#

yep, you can just get the mouse position

hidden knoll
#

kinda

#

Only the thing I'm moving is constantly 3d

harsh tiger
#

does anyone know if the iphone XR can do facial tracking in UE4 or is it only the iphone X?

hidden knoll
#

And the "mouse" keeps blinking super fast

oblique stream
#

why does holding left mouse button down lock the cursor position?

#

I had drag select working and last night did some changes to interact with UI, setting input modes.. game and ui or just game.

#

but didnt have this issue where when i go to drag select, holding lmb locks the cursor position

left sphinx
oblique stream
#

find the file

left sphinx
#

im currently streamign and cant save my work

oblique stream
#

in windows explorer

#

rightclick>properties

#

uncheck read only>apply

left sphinx
#

readonly wasnt selected but ill try it anyways

grim ore
#

make sure you only have the project open once as well

left sphinx
#

yeah its still appearing

oblique stream
#

did you rigght click on that exact build data file

left sphinx
#

yeah in the explorer

oblique stream
#

this way will make sure you are going to the exact same file thats giving you the issue

left sphinx
hidden knoll
#

@grim ore I can't figure out how to do it, can you show an example?

left sphinx
#

im not sure what else i should do

oblique stream
#

you can delete the builddata

#

it will repopulate the next time you open the project

left sphinx
#

so close the project even though i cant save ?

#

then delete it from the files

oblique stream
#

hmm

#

what about the parent folder of the build data

#

right click on content folder and make sure its not read only

#

even if iit is..

#

set it to be read only, then apply.. then uncheck read only and apply.. that will pass the settings to all files that are children of the content folder

left sphinx
#

nop didnt work

oblique stream
#

I just had the same error 2 days ago and this fixed it