#ue4-general

1 messages Β· Page 711 of 1

grim ore
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you cant?

silk lintel
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if that makes sense

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the 'make map' takes in a manual number of elems.

grim ore
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and adding the new entry doesnt let you add a new entry?

normal burrow
tribal girder
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does anyone know how to disable steams net driver while still having the overlay? i tried this

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[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
bUseSteamNetworking=false

silk lintel
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how tf did i miss that

normal burrow
grim ore
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yeppers

silk lintel
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that will override an existing key, right?

grim ore
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and if you read the tooltip yep

normal burrow
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ye lol

grim ore
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since maps are unique key variables

silk lintel
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k thx im just tired i guess

normal burrow
rigid viper
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@grim ore file is not bad but what I need that things only migrated but char have all staffs like menu level HUD but this thing not need on new one so I open char and modify its that's why it's give error all stuffs are not found failed to load asset...

grim ore
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if the engine thinks the file is bad, why do you think its not?

silk lintel
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wow that actually made me waste so much time for such a simple problem

rigid viper
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I am talking about source proj file is not bad if bad then how work it for weeks

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On migrated proj don't know today only why he said bad

pulsar badge
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Why is my Procedural Foliage spawner isnt going to my world?

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nvm fixed that problem

fiery mortar
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hello everybody, I just built lighting and it seems like this is the lighting from skybox is squuezing through crack but there are no crack anybody knows how can I fix this?

merry gazelle
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is there any way to move the play button inthe editor? it's annoying that it keeps being hidden when I split screen πŸ˜†. Preferably I just want to move the single button

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I feel as though from a UX perspecitve the play button should be left of save

golden magnet
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i've found that post processing doesn't function at all once its built onto an actual phone even though mobile hdr is on, anyone experienced this?

heady moon
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Hey everyone, I've been learning Unreal C++ and Unreal for a while now, and I was wondering if it's possible to create cutscenes with Unreal? If so, if there are any tutorials/courses you suggest then please give links. Paid or Free it doesn't matter.

fierce tulip
heady moon
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Oh wow I didn't know that existed. Thanks!

fierce tulip
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there is a whole movie-focused suite you can play with :)

heady moon
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Should I install something or does it get installed with the engine?

fierce tulip
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part of the engine.

heady moon
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Oh good

fierce tulip
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there is getting started documentation on that page, and you can find quite some free content and courses online

heady moon
#

Wow I've just looked through this documentation. It doesn't look very hard.

burnt creek
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I'm trying to create a simple scene but have basically zero Unreal Engine skills. Basically I have the 3ds max model and texture of a truck based missile delivery system (DF-41) in .3ds/fbx format as well as converted into Unreal Engine format. This is basically a 18-wheeler sized truck with a large missile laid on top of it, and then it is raised at an angle and launched vertically into the sky.

I'm wanting a very simple scene, some small generic island sandbox map in UE4, where the end-user can walk around and circle the DF-41 (truck based missile delivery system) and then optionally decide to go to the door/entrance and jump in and drive the truck around to any arbitrary location on the small island. and then the ability to hop back out and hit a button or something to launch the missile, in which the missile loaded on top of the truck will be raised at a vertical angle and then the missile shoots into the sky.

I'm not concerned about the accuracy of the physics or trajectory since Unreal Engine isn't exactly Space Engine or OrbiterSim, its just for good graphics and illustrative purposes only, obviously a small map in UE4 isn't meant to simulate ICBMs for real...

I converted the 3ds max model to Unreal Engine 4.24 project but wasn't able to do rig conversion for the animations.

Basically I'd like for the model to be "drive-able", and to be able for the player to hit a button to launch the missile /payload on the truck after having driven it to any arbitrary point on the small island surrounding by water. Then the missile on top of the truck gets raised to vertical position, missile fires into the sky leaving trail of smoke behind in its wake. Missile doesn't actually "go" anywhere it just flies higher and higher eventually disappearing from screen.

I'd like this to be a packaged project/product for Windows 64-bit systems. I've checked on sites like Freelancer etc but not finding any suitable categories for a post like this.

abstract relic
lime girder
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I have a weird issue. every time someone runs one of my cooked projects it asks folks to connect to network.

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it looks like its anonymous usage stastics, but on a cooked build.. any ideas on how to prevent that?

plush yew
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Hey guys, for some reason this function is stuck on only executing on the server and idk why-anyone have any ideas?

grim ore
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it has the server icon on it is why

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it should also say its server only in the tooltip

plush yew
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Yeah I know-how do I take that server icon off it though?

grim ore
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you dont

plush yew
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So there's no way to possess something on a client only?

normal burrow
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by messaging the server to do it for you

grim ore
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but no not just client only, your player controller is synced to the server

hollow ridge
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um some how my project has 4x in # of shaders and I legit havent added anything waht is going on

hushed kraken
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Does anyone know where I can find documentation to create a in game purchase system with steam?

scarlet birch
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I'd start in Steamworks

hushed kraken
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ok thanks, but it's possible in Unreal?

grim ore
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anything should be yep

normal burrow
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take that image you just sent DSA

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bring it into photoshop

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then take a screen of that and paste it here

plush plinth
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how to get ai camera manager in ue4??

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pls help

grim ore
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different gamma space?

normal burrow
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the exact image you sent, DSA open in photoship and take another screen of it. I'm estimating the color profile your using is doing something

plush plinth
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guys, how to get AI Camera manager?? I am using ALSV4 and, the character blueprint doesnt have a camera component

scarlet birch
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UE doesn't like the default PS color settings

grim ore
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what is an AI camera manager? @plush plinth

normal burrow
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color profiles in photoshop are also botched, dunno if that is what is happening though

plush plinth
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Mathew, so i am trying to get the camera for the AI, ALSV4 doesnt use camera components in their character controller

grim ore
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there is no camera manager for AI

plush plinth
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i know

grim ore
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you have a player controller, and the controller has a camera manager for the player

normal burrow
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i understand dsa. take the image into photoshop you pasted here, then do the same export process

grim ore
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If you want to see what an ai sees you would add a camera to the ai then change the player camera to that one

plush plinth
grim ore
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then add a camera but there is no reason for that

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the AI would have no use for a camera

plush plinth
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how to make it shoot me accurately?

grim ore
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what is accurately?

plush plinth
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like shoot me with accuracy?

grim ore
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have it do damage to you directly?

plush plinth
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mmm

grim ore
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your question doesnt really have much info on what you define as accurately

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for a player you would generally aim and its player skill based

plush plinth
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i want the ai to just shoot me

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like instead of shooting at one point, i want it to shoot directly at me

grim ore
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so just have it find the player and do damage to it, no reason for it to go thru the action of aiming if you just want to deal damage to the player

plush plinth
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bro.. no

grim ore
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@ebon linden double click the texture in UE4 in your content browser, find the part that says SRGB and see if its checked or not. reverse whatever it is and see if it helped

normal burrow
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yeah

grim ore
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at the worst it didnt fix it and the other smart people here who deal with photoshop shenanigans can fix it lol

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but normally when its a texture that looks blown out when using it that is the cause

normal burrow
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ye i'm exaust of knowledge at this point

grim ore
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poop. yeah normally the checkbox being checked causes it to be too bright but thats nothe case in this case then

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so it might be a color space issue with how your photoshop is set up then 😦

runic fern
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Hello Guys

grim ore
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#graphics would be the best bet to find someone who knows how to match UE4 to Photoshop

runic fern
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I have small issue with the Timer UI
the lobby Timer constructing with Gamemode begin play ..
the issue when the client joins he can't see the timer..

grim ore
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but they did mention in here default photoshop color settings are mismatchd so hopefully someone can chime in with a "fix"

runic fern
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the 2nd issue with the gamemode timer when its constructing the server cant see it just the clients πŸ˜„

sacred sluice
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Hello Everyone! I have a problem like this! Can anybody help me?

plush plinth
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thank you mathew i figured out what to do,

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so i got another problem when trying to make the ai not shoot the player

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it will never abort

grim ore
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oh no I just realized my pivot video will be invalid with .25 and the mesh editing stuff 😦 boooo

grim ore
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try changing the abort to both

plush plinth
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i dont have that option

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i am using sequence not selector

spare dust
grim ore
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I see both as an option for me, weird

spare dust
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My server browser is pulling results for everything except sessions of my own game, lmao

grim ore
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but it might be related to your notify observer setting as well. You should breakpoint in your abort function and see if it actually gets called

plush plinth
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i tried debugging it and, the whole event wont work

grim ore
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then its not being counted as aborts is why

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try having the decorator on the sequence itself and not on the task

plush plinth
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it wont work

grim ore
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I can say that this tree setup works fine when the Task_MoveToTarget callls abort

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you will notice when you click on that blackboard it should color in the node and any nodes aborted and in the details say what is aborted and yours doesnt seem to look like that

grim ore
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then yes the abort event should be called if that node is running and it receives an abort from the decorator above it

brave shard
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Mathew i tried with your function but it isn't working : ( I'm the guy who asked u how to split the sentence with 50 chars , can u show me how did u set the text of the component?

plush plinth
grim ore
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but its possible your not tracking it properly since you are aborting on value changed not result changed

plush plinth
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oh i changed that

grim ore
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well watch the behavior tree when its running then, its possible your not in that task when the abort is received

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because it looks like that task executes very quickly

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@brave shard it was in the screenshot, I called the function and gave it the input string. the function did the magic and gave me the output string. From that output string I set the text on the text renderer

brave shard
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what doesn't mine work

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tf

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where's the difference lol

grim ore
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where is the part you are setting the text on the text renderer?

brave shard
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the event works

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the string is just

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not splitted

grim ore
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breakpoint the set text in that last screenshot and see what it is getting back from the function, make sure its correct

brave shard
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wdym breakpoint?

grim ore
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click on the Set Text node, press F9 on the keyboard (a red dot should show up) then run it like normal

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it should stop the program at that point when you call it

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then you can mouse over the variables and see what they say, the output new param 1 for example

plush plinth
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ok so, when ever i hide it wont run the tings/nodes under the sequence but one problem, it never stop shooting... figured it could be a problem from the ai character controller, but nope

grim ore
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you need to tell it to stop shooting then if it cant find the player

plush plinth
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i told it to stop but it never does

grim ore
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where did you tell it to stop? are you sure that is firing

brave shard
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how can i see the values of the variables?

plush plinth
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debug

grim ore
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mouse over them when its stopped

plush plinth
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hover over them you mean?

brave shard
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oh

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the thing is

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i can't try in editor

grim ore
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then you need to resort to print string debugging. Print text or use a umg widget or something to display that value

brave shard
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okk

plush plinth
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i hovered over them, when i begin play, (btw i have a wall that cover me from the npc) the value is false, when i show myself, the value is true, when i cover myself again the value is false

brave shard
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Isn't the text component already a nice debugging thing?

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why should i need to print somewhere else?

plush plinth
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print strng

grim ore
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it is yes just trying to figure it out is all. Are you sure its running?

plush plinth
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print string*

brave shard
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yes sure

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probably the problem is in my function

grim ore
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did you put an actual space in for the delimitter?

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for the parse into array

brave shard
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yes there is

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i was thinking

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what the variable on the left

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"in string"

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u didn't even set it

grim ore
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i did, thats the input that you pass into the function. you are passing in a text converted to string for example

brave shard
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oh so it's an external variable

grim ore
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oh the variable in the blueprint itself called In String?

brave shard
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yea

grim ore
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nah

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when you have a function you can directly get local variables that are passed in

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so in your case if you where to right click and type in "Get New Param" it would show up

brave shard
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oh

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ok

grim ore
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so you dont have to connect that wire on the function input across the graph

brave shard
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yea

grim ore
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so what is not happening? is it all just showing up 1 line or ?

brave shard
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is there a space in the "C" input of append string

grim ore
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yes or else all the words run together, the parse into array just has the strings

brave shard
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mmh

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yes just 1 line

plush yew
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Im still standing better then ive ever been

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im still standing

brave shard
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surely its my bad

plush yew
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yea yea yea

brave shard
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cuz yours worked

plush yew
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im still standing

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yea yea yea

brave shard
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but can't find what is causing

plush yew
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looking like a too survivor feeling like a little kid

grim ore
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if you unhook the input from your changetextall into the new function 0 and just put in your own text, something really long and noticeable, does it show that text and is it all one line

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this will atleast let you know if that function is running

brave shard
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ye sure i can try

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but it won't be so useful

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the input is still a long sentence

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Maybe the issue is

runic fern
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Mr Mathew Goodday

brave shard
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that the function does not replicate itself

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just ideas

grim ore
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is this in multiplayer?

brave shard
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yes

grim ore
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well even then that shouldnt matter if the string you are passing in is showing up

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which means it is running properly and the string is showing up, its not formatting it is the issue

brave shard
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basically im modding a game and im creating a mod that the players can open a widget with a key, type a text and it appears above his head

runic fern
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Can you help me with this issue please

  • This timer Starting with GameMode -> BeginPlay Just the hos can see it but the clients when they joining can't see it just 00:00
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I wanted to keep the timer as it is when the clients joined

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Because i added this to the onpostlogin at the beginning its keep resetting the timer when new player joining

severe ibex
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Would anybody know if it’s possible to project a texture onto geometry from the view of the camera? So ideally one could project a 360 image onto a space and update that when need be?

pine siren
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If I have a completely empty scene with only a simple sphere and a directional light spawned in, the "dark side" of the sphere is still clearly lit and very visible. How can I turn the dark side actually black?
Edit; no wait, now it doesn't... I must've done something weird..

wooden mango
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Hey guys, I'm hoping someone can shed some light on this, but it seems navmeshes/pathing stops working every time I build to a device be that windows or mobile. When I preview in the viewport the AI and pathfinding works, but after building they stay where they spawn.

flint cedar
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Show us their pathfinding BP

wooden mango
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I'm using the built in pathfinding with a navmesh with Unreal, I just made it spit out a debug line.

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I can grab that

near shoal
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This could be a dumb question but is there anyway to rotate the top ortho view? Top uses X+ = right while most of the engine seems to use X+ = forward.

wooden mango
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There's the blueprint for the spawned units

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There's the line trace blueprint

grim ore
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so what is EndNode?

wooden mango
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It's an empty actor

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at least currently it is

green venture
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No shadows : 150-200FPS / Low Quality Shadoes : 15-20FPS

grim ore
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that seems like the obvious failpoint to me if its not actually showing up in the built project. For example some actors don't show up in builds like the target point

green venture
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Any tips on optimizing shadows ?

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Or may be im doing smtg wrong?

wooden mango
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Just added a box and rebuilt for windows, it does the same thing

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It's that box there

grim ore
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😦 any errors in the packaged build?

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logs

wooden mango
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looks like only warnings, but one of them is for navmesh

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]LogNavigation: Warning: Recreating dtNavMesh instance due mismatch in number of bytes required to store serialized maxTiles (1040, 11 bits) vs calculated maxtiles (8, 3 bits)

exotic cave
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@green venture : What is this being run on, and what are your lighting settings?

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Shadows are generally one of the most expensive passes that are done in a scene; however, they shouldn't be that expensive.

oblique stream
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@grim ore pmd you

green venture
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RTX 2070 Super

sg.ShadowQuality 1

exotic cave
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Also, it would help to know what kind of app you're creating there. Looks like something voxel-based...are every single one of those voxels casting a dynamic shadow?

green venture
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Yes so each of those meshes are static meshes of voxels, casting shadows

exotic cave
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Is every voxel a mesh?

green venture
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The terrain is split in chunks of 16x16x16

exotic cave
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I mean, you can go to your light and turn down the number of shadow cascades

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But that will only do so much

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If your terrain has a lot of 16x16x16 chunks under the ground there, I am not entirely sure that the engine will know to optimize them out

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And that might be contributing. If every chunk of ground in your ground has to be checked against a shadowcast, that might really hurt.

green venture
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Hmm

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so Unreal isnt using Octree to discriminate shadow casting ?

normal burrow
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would highly recommend voxel plugin

green venture
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I already have it

normal burrow
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ah okay

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so you've converted them to static meshes?

green venture
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I dont think it's great, it works for simple world, but add some montains/trees/underground whatever and it's kinda not following up because it relies on the fact that the world is moslty flat and single pass

normal burrow
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ah okay

green venture
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I'm just writting on my own engine without the plugin for my game

exotic cave
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Can you show us a shader complexity snip, please?

green venture
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Granted, looking up what they do for the shadow might help

exotic cave
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with F5 (in-game) or Alt-8 (in-editor)?

green venture
normal burrow
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@silver crown is real active here, but yeah I wouldn't agree with those limitations being a thing

swift spindle
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so I don't spend days troubleshooting this issue.. Anyone run into an issue where duplicating or deleting objects from the scene / world outliner cause the editor to freeze up for upto 10 to 20 seconds ?

normal burrow
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regardless yeah lighting all that will be challenging

exotic cave
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Ummm, is that a snip of what you just showed us?

green venture
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I mean no disrespect here, the plugin is awesome

silver crown
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sup

exotic cave
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There'a a human figure there and no voxels I can see

silver crown
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thx for the cookie pat

green venture
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xD

normal burrow
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mhm

exotic cave
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Where is that slight outline of a human coming from?

green venture
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Oh my original capture was cropped, let me send you a full image

silver crown
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that's one hell of a curve πŸ˜„

green venture
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Ahaha

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Agreed

exotic cave
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I'm out of ideas

green venture
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The curve getting all excited at the sight of that man's torso

exotic cave
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Your voxels seem smaller than the usual

green venture
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They are

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They're half the size of usual voxel games

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50cm

silver crown
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How are you doing your voxels again?

green venture
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chunk of 16x16x16, creating an actor per chunk, mapping a mesh slice per material

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then extracting the border between air / full voxel

silver crown
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So procedural mesh?

green venture
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Yes !

silver crown
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mind showing a wireframe view of that stuff

green venture
silver crown
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well that's not too bad

green venture
silver crown
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stat rhi

green venture
silver crown
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that's a high number of draw calls

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but not too bad

green venture
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Triangles wise?

exotic cave
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It's really not that bad

silver crown
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Well it's not too good either when you consider there's only the terrain in the scene πŸ˜›

green venture
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It doesnt go over a million anywhere i Look

exotic cave
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I agree, it's also not too good πŸ˜„

silver crown
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So it's about average br_galaxy_brain

exotic cave
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But, still, I have a scene with 4x that many tris right now, and it's smooth 120fps on my machine

silver crown
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Ctrl Shift ,

exotic cave
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I do have an i9/2080/SSD but that's not so much higher than his specs

green venture
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Actually I lied, it goes to 1.5Mil when disabling wireframe mode

silver crown
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what

green venture
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Didnt move the camera

exotic cave
green venture
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GPU?

exotic cave
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And that's capped, it would be 120fps if I uncapped it at that particular location

silver crown
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Is that a laptop

green venture
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I have a 2070 Super

silver crown
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But laptop or not

green venture
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no no

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Desktop

silver crown
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kk was wondering why it was capping

green venture
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So any reason why my number of traingles double when the effects are on?

teal tulip
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And what screen resolutions?

silver crown
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yeah cuz shadows

exotic cave
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You have a lot more DrawPrimitive calls than I do...not sure how detrimental that is

green venture
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It's the editor so resolution should 1000 something

silver crown
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And the PMC ain't exactly known to be efficient either

green venture
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Yeah I heard about the Runtime Mesh Component alternative but it would crash when building the collision mask on a separated thread so I gave up on it

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Wasnt sure how much the perf diff would be anyway

silver crown
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Mostly CPU stuff anyways

green venture
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yeah

silver crown
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that's a crazy shadow distance though

green venture
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No idea how to lower it

silver crown
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what lights do you have in your scene

green venture
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That's a distance of 12*50

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12x16x50 sorry

silver crown
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kk easy fix

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make that light moveable

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and enjoy high fps

teal tulip
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Naa remove shadows, mine craft didn't had πŸ™ˆ

exotic cave
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Haha what? Is this going to turn out to be another static-lights issue?

silver crown
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Yeah it's faking static light at runtime rn

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so crazy expensive

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That's my guess at least

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with my plugin I had that issue too

exotic cave
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Static lights do have lots and lots of problems

silver crown
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first thing I do whenever I create a new map is making all lights dynamic

green venture
normal burrow
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do your voxels flag as something that can be static lit phy?

green venture
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At least FPS is high lmaoo

silver crown
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nope

normal burrow
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and still overhead?

silver crown
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yeah

normal burrow
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damn

silver crown
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static lights are dumb

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Or maybe they do flag as such by default pat

exotic cave
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@green venture : If you're getting an okay FPS with that, you can get better quality by turning shadow quality or number of cascades on your light up

silver crown
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yeah so it's the good old "real time shadows still suck and will forever"

green venture
exotic cave
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Change your bias

green venture
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Max quality there

exotic cave
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That's fixable, most likely

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No that's a bias issue

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Default bias starts the shadow a little bit away from the mesh, which helps with realistic geometry

silver crown
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also these masked leaves look crazy expensive to compute shadows on

exotic cave
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For voxels it probably needs to be all the way down

silver crown
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nah no matter the bias, when you have arbitrary geometry it ends up messy

green venture
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Disabling them is the first thing I tried Phy πŸ˜„

exotic cave
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Jiggle the two bias numbers around

silver crown
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It sure helps

exotic cave
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It's in your settings for your light

silver crown
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but it's still messy

exotic cave
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Oh wait

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Those are a mask

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Sigh

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That is indeed why you're having all these issues probably

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I didn't understand that your voxels are opacity-masked, not solids

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Those shadows look pretty accurate for what the actual geometry and mask is

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If you want a closed shadow on a mesh that's using opacity-masked, non-closed textures

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You're going to have to spawn a second, solid, hidden shadowcaster

green venture
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No no I tried replacing all material by basic plain color ones and it didnt make any diff

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on FPS

wooden mango
#

@grim ore I figured it out, kind of. I jsut rebuilt my navMesh and it started working. I read the release notes and there were some changes around navMesh, so I'm guessing that upgrading my engine version broke the navmesh.

#

I do appreciate the help though!

exotic cave
#

Maybe not on FPS, but it's certainly why your shadows are all globby there

silver crown
#

Did you try replacing them after switching to moveable though

weary basalt
#

Stab in the dark here but has anyone seen this before with AsynLoading? Error: Assertion failed: !DependentNode->bFired

green venture
#

nope Phy didnt try

#

Quick quesiton, do empty mesh get in the way of shadow perfoirmance maybe ?

weary basalt
#

Shipping build is crashing with that...

silver crown
#

nope they get culled

green venture
#

OK cuz I have a lot of empty meshes at the moment

silver crown
#

sure doesn't help with CPU perf though

green venture
#

(Pending optimisations)

normal burrow
#

complete stab in dark devilsd, maybe its some sort of circ. depend in async

weary basalt
#

Yeah i know its not likely but im coming up empty eveyrwhere else...

silver crown
#

Why is everyone stabbing the dark thonking

grim ore
#

@wooden mango oh weird but interesting to know, i wonder if it was auto building it in editor

green venture
#

OK thanks a lot anyway for the tip about moving light Phy it's helping tons

#

Just need to figure out why the shadows are so blurry

exotic cave
#

They're blurry because your mesh is full of opacity mask holes πŸ˜„

silver crown
#

hehe

exotic cave
#

UE is casting those shadows very correctly

#

You seem to want a solid shadowcast on a non-solid material

green venture
#

Only the leaves are masked Cali

exotic cave
#

I absolutely understand that πŸ™‚

green venture
#

okay xD sorry

exotic cave
#

UE is still casting your shadows very correctly in my eyes

green venture
#

Yes they're fine

#

just blurry

silver crown
#

and again, dynamic shadow casting is a mess

exotic cave
#

What is it you actually want?

#

A solid shadow, or really hard edges on those leaves?

silver crown
#

it's low res, blurred and sharpened

exotic cave
#

Did you ever mess with those settings I showed you?

green venture
#

Im doing it right now πŸ˜„

exotic cave
#

You can sharpen the shadow etc from there

#

But if what you want is a shadow that looks like the ones from your low-FPS static lights

green venture
exotic cave
#

Then you're probably going to have to turn off shadowcasting on your main leaf material, and then do something fancy like having an extra, hidden, shadowcasting voxel overlaid on every leaf voxel

green venture
#

Yeah kinda, those are the shadows I had before I ported from Unity

#

Even with the leaves I still had 3 digits FPS on huge terrains

#

So it's def possible

exotic cave
#

Indeed

tiny sonnet
#

Is sql integration possible in visual scripting alone? I rather not buy an additional plugin for only sql integration since I can just use c ++, but is it still possible in BP?

exotic cave
#

I can also show you where I had to abandon a year's worth of work in Unity because their shadows are not stable for anything but very basic geometry πŸ™‚

green venture
#

Well basic geometry works for me ahahahah

exotic cave
#

Then why'd you switch to UE in the first place?

swift spindle
#

@green venture are you using masked materials ?

green venture
#

But I believe you

#

Only for folliage Altermin

swift spindle
#

gpu ?

green venture
#

I switched to UE bc networking

#

RTX 2070 Super

swift spindle
#

urm....

#

ok.. you should be having zero issues with shadows

exotic cave
#

I'm bowing out, too much to do today. Good luck.

green venture
#

Cheers thnaks tons for your help Cali

#

Moving to movable shadows like Phy suggested improved perf a lot, now I need to tinker with the apparence because rn they look a bit soupy

exotic cave
#

You do

swift spindle
#

in your directional light.. how many shadow cascades do you have ?

#

also.. are you using dynamic GI ?

#

LPV

exotic cave
#

You could turn off shadowcasting on your leaves and spawn a hidden voxel per leaf which casts a solid shadow, assuming that won't be too complex for your engine

#

You can have an actor in UE that doesn't render, but does cast its shadow

#

And that might actually improve your performance too

green venture
#

Nah I prefer keeping the masked shadow

#

πŸ˜„

tiny sonnet
#

Networking is so much easier in ue compared to unity lmao

exotic cave
#

Because solid shape shadows are much easier than opacity-masked onces

green venture
#

I think it's awesome

exotic cave
#

Well, good luck to you πŸ˜„

green venture
#

lol thanks

#

It's not using LPV Altermind

swift spindle
#

I'm going to assume you know "profile gpu"

green venture
#

Yes the shadow are definitly the issues

#

Unless you're saying I can have more details using a profiler

#

Those are my current (totally random) settings btw

swift spindle
#

why is your shadow resolution scale set to 8....

green venture
#

i was trying stuff lol

swift spindle
#

turn that to 1

green venture
#

Turned it back to 1 πŸ˜„

swift spindle
#

and shadow performance now.....

green venture
#

Still arround a 100FPS

#

which is fine

#

(With movable)

swift spindle
#

how many ms is your shadow costing u currently ?

green venture
#

0.9ms according to stat gpu

swift spindle
#

ok... so lets no worry about shadow at all then

#

unless your dev'ing for mobile VR apps

#

your fps issues are most likely from things ticking that should not be

green venture
#

With my last settings

#

Looks OK

#

Altermind, the issue was setting the shadows to dynamic shadows instead of static one

swift spindle
#

😐

green venture
#

BTW sorry to bother again! any reasons why my voxel material dont seem to pick up ambiant illumination at all ? (The main char does tho)
The material does not have an ambient occlusion texture

lofty wave
#

I wanted to open my project but now it's stuck at 39%
I know that it's normal for ue4 to get stuck at certain points but it's been really long now...
Does anybody know what I could do?

green venture
#

It's normal you might have changed some settings and its rebuilding stuff

#

Try give it some time

#

See if it gets unstuck

lofty wave
#

I don't remember changing anything in the settings lately

#

But I'll wait

green venture
#

OK I might be wrong ^^

teal tulip
#

@green venture and where should be the ao there?

exotic cave
#

39-45% is shader recompilation as best I know, @lofty wave

#

If your project has decided it needs to recompile all its shaders for whatever reason, and it's complex, I've heard of cases of people having to wait an hour or two

#

Go eat, or something πŸ˜„

#

Come back, see if you're still stuck

teal tulip
#

Add some light to the skylight the back side it's too dark to difference any of it?

green venture
#

@teal tulip
Ambient Illumination not AO, but since you mention it, AO is also missing :D
Basically the shadows are completly pitch black, where the self shadowing on the main char arent
I have a post process volume with GI on, it afffects everything but my terrain

teal tulip
#

Un check flat faces on the skylight

#

And set the skylight to dynamic too

#

Remove the reflection captures as won't work in your purpose

green venture
#

You little genius

#

Setting to movable skylight worked thanks

plush yew
#

Folks, really dumb question here sorry xD But I can't find an answer online... I already imported a whole level into UE4, saved it. Re-opened it and none of the assets are visible/loaded.. But when I tried to re-import it said "Overwrite these files?", I can see them in the content browser but I'm unsure of how to get them back into the lit simulation (viewport)

normal burrow
#

idk what could have happened, but retry it i suppose

plush yew
#

I saw "FBX Scene Import Data" and right clicked it > Re-Import ..

#

Though it's stuck at a fat 0% lmao

#

Haha, I really suck.

limber mesa
#

anyone know how i can delete a curve float on a timeline

plush yew
#

Everytime I load up Unreal Engine it starts SteamVR .. EVEN AFTER I disabled it in the Plugins.... I'm gonna cry.

timid umbra
limber mesa
#

anyone know how i can fix this, this is at night time, it says my lighting needs to be rebuilt but i dont know where

plush yew
#

@limber mesa Did you tried the big Build button on the topbar ?Β πŸ™‚

limber mesa
#

it says add tightly bounded light mass when i try to rebuild it

#

because the map is huge

timid umbra
#

or anyone

limber mesa
plush yew
#

Add a lightmass importance volume from mode panel

limber mesa
#

where at?

#

in my light source?

plush yew
#

@plush yew Thanks, I have made this modification. Hopefully it will work when I restart. If so, kissy kissy! πŸ’‹

#

@limber mesa type in search in mode panel

#

@plush yew Your welcome. It bothered me a lot too.

limber mesa
#

stupid question, where is the mode panel lol, just starting out

plush yew
#

@limber mesa top left of your editor (default editor)

oblique stream
limber mesa
#

yeah, its too small so i never noticed it

oblique stream
#

Lightshot is a great screen capturing app btw

limber mesa
#

thanks darc

plush yew
#

Does anyone know somebody who has experience with CSGO maps in UE4?

limber mesa
#

@plush yew after i add it do i size it to the map?

misty creek
#

Yep

timid umbra
#

can someone help me?? please

plush yew
#

@limber mesa use scale tool to match your level zone

timid umbra
#

Can someone tell me how to fix this error? an item with the same key has already been added

limber mesa
#

thanks

timid umbra
#

when I try to package the game it says that and won't package

plush yew
#

When I import this FBX file (A CSGO map) into my project it opens up this window, am I okay to close it?

misty creek
#

@timid umbra Have you tried googling the error?

limber mesa
#

does the height matter @plush yew

#

because it failed to build the lighting

misty creek
#

@plush yew You should be good to close it

plush yew
#

Thanks Tate!

#

@limber mesa Yes, height matters of course. All your game zone must be inside.

timid umbra
#

@misty creek i found the fix now.

limber mesa
#

i dont have a map called world info 0

plush yew
#

@limber mesa Hum. Try to open an empty level. Then click on Build. If it works. try to rebuild or migrate your level to another one and press build again. If your level is outside and huge, maybe you need to change your lights to movable (not static or stationary).

limber mesa
#

i made a main menu level that has nothing in it

plush yew
#

there a simple way to make an array from a blueprint with a staticmesh so that it tiles along an axis ?

#

seems like it would be useful rn

limber mesa
#

it failed @plush yew

plush yew
#

@limber mesa Close your editor. Run it again. Sometimes it works… I know… this is weird, but saved me a lot of times πŸ˜‰

limber mesa
#

k

summer dragon
#

Anyone here use a surface pro? I'm looking to get one but I want to be certain I can use unreal fine with it

limber mesa
#

failed @plush yew

#

got the same error

plush yew
#

@limber mesa Sorry. I can't help you. Did you tried with another version of UE (UE4.23 for exemple).

limber mesa
#

im using that version

#

i remember deleting the current light source then adding another

#

it broke some references but i dont know where

plush yew
#

Ok then try with 4.24 ;). It's not normal that it did not worked for empty or default level.

limber mesa
#

its a project that has some code in it but i will give it a go

plush yew
#

What is "Auto-Saving Out of Date Packages" about?

green spire
#

When I play the game in PIE, if my sequencer window is open, things often go horribly wrong. Looks like the Sequencer is overriding ingame stuff. I forget to close it too often and I'm forced to reload. This is a AAA project so the levels are gigantic and starting the game takes a while. Anyone know a way to auto close Sequencer when I click play? Maybe a plugin? I'm having trouble finding anything on the issue

swift spindle
#

don't play in PIE... set to play in standalone (if your project is rdy for that)

plush yew
#

Bugger it dude...... I clicked "Save Current As" and my viewport cleaned .. Wtf where did my scene go?

swift spindle
#

@plush yew basically as unreal goes along.. it compiles things as needed... since your doing so many things... stuff gets saved out as older versions.. so you can undo without recompiling and what not

#

as for viewport... are things listed in worldoutliner ?

plush yew
#

Just the new file which I incremented to 2

swift spindle
#

I'd not do that @plush yew

#

your changing references when you do stuff like that

plush yew
#

Is there a way I can go back? I just spent 10 minutes loading this fucking map

#

GRRR

swift spindle
#

your not dealing with single files

#

it's recommended you use a source control setup

plush yew
#

I wish I knew what that meant

swift spindle
#

or at the very least.. sub levels that you can split up information into

green spire
#

@swift spindle Stand alone play does work, but it takes much longer to start. So I don't think that will work for me. II'm hoping to reduce the amount of time I wait around, so that's probably not the solution for me. I'll try it again, though.

plush yew
#

So I have to start this all over again Altermind?

swift spindle
#

lots o lubly tutorials available

#

@green spire consider changing the shortcut commands

#

there are ones to close floating windows

#

then you could create a single macro to do it

#

or reset the interface to one without sequencer loaded

#

or disable it from autoplaying inside of the outliner

plush yew
#

@swift spindle Do I have to create a new project and reimport my FBX file? I am lost.

swift spindle
#

@plush yew unlikely

green spire
#

@swift spindle Oh!!! Really? That sounds like just what I need. I'm not familiar with changing the shortcuts, but I'm sure I can find some docs on it

limber mesa
#

it failed @plush yew

swift spindle
#

as I said.. check your world outliner

plush yew
#

This is a massive sinkhole. I swear.

#

@limber mesa Sorry. I have no idea then.

limber mesa
#

ok well thanks for the help, ill look into it more

plush yew
#

Whoever makes this software is just.. Ridiculous.

swift spindle
#

it's not a game

plush yew
#

1 mistake.

#

Gone.

#

No recourse.

swift spindle
#

its a dev tool that takes years to learn

plush yew
#

Takes years because whoever designed it has no intention to make it straight forward xD

swift spindle
#

consider this @plush yew how long did it actually take you to import an fbx...

plush yew
#

I picked up C4D, figured it out immediately.

swift spindle
#

very different type of system

plush yew
#

Simple things like "Save" clear your work lmao.. bro.. That's not save, that's clear!

swift spindle
#

accept it does not do that

plush yew
#

It's not in my world outliner

#

When I click "open level" it's not there either

swift spindle
#

you have to understand the basics first... unreal at it's core is a massive serialisation system that dynamically loads and unloads vast quantitys of information.... via hundreds or hundreds of thousands of files.... not one little thing

#

so each thing needs to be successfully saved out and referenced for it to work

#

if you break that series of rules... no amount of undoing will repair it

plush yew
#

Okay.. Why can't it give me a "reload after saving" option?

#

πŸ˜‰

swift spindle
#

it sounds like to me.... a file reference was lost

#

is your fbx inside of your content browser ?

plush yew
#

I've got a lot of stuff in my content browser yeah

swift spindle
#

(technically not an fbx.. but whatever)

#

right... is the one your looking for there ?

plush yew
#

3845 items are there

swift spindle
#

not helpful

plush yew
#

Is it a specific colour?

abstract relic
#

you ark moddin or something. πŸ˜›

swift spindle
#

it's "your file"

#

I have no idea

plush yew
#

I have a purple file, called "FBX Scene Import Data"

#

And a grey file called "BuiltData"

#

@abstract relic Just trying to get a model into a game level and texture it properly then take a high res screenshot ;_;

green spire
#

@swift spindle by shortcut commands, did you mean a keyboard shortcut?

plush yew
abstract relic
#

the model will either import as a static mesh or skeletal if it's rigged. Unless you're using some datasmithing solution. In which I'd go to #datasmith and pray

swift spindle
#

@green spire yes

#

if your on a new'ish version of unreal.. you can create and save layouts

#

this can be per user

#

Editor Preference > User interface > User Editor layout managment and Window > Layouts

normal burrow
#

completely foreign way to do things for me, didn't know such thing existed

plush yew
#

Reading it now

#

Thanks

#

My main issue is that all of my scene is clean/white. So I'm trying to get into a position where I can use Quixel Bridge to throw things onto the objects.

grim ore
#

most people dont use that anymore is why, most of it was superceded by datasmith

plush yew
#

Does datasmith preserve textures for importing?

grim ore
#

and if it's all white you probably have just plain white materials

normal burrow
#

aye, yeah would take the prayer advice of hightide then arc

grim ore
#

most things do not preserve materials/textures

green spire
#

@swift spindle We're on 4.23 so that should work. thank you

plush yew
#

Damn, so it's common place to re-paint the scene?

grim ore
#

it is common to setup materials for your meshes inside of UE4 yes

normal burrow
#

you re-author materials yeah.

plush yew
#

When you say "Re-author" is that like saying you re-link things?

normal burrow
#

suppose you could say that, idk that i would though

plush yew
#

Because I have texture files..

normal burrow
#

yeah you will make materials for things basically

plush yew
#

Though they're .vtf

normal burrow
#

lol what are you doing with source engine stuff?

grim ore
#

UE4 puts materials on meshes. Materials can consist of textures. IF you want textures on your meshes you would setup a material to use those textures.

swift spindle
#

currently there is no universal material system in use by major systems (there is one coming in the next year or so)

plush yew
#

Yeah, I'm just trying to put a model I made in blender into a scene and take a high res screenshot

#

As if it were in the game

grim ore
#

yep learn the material system, make a material for it and apply it

plush yew
#

And maybe mess around with lighting etc

#

ok

grim ore
#

the basic material with just a texture on it is slap dash simple, hell you can even right click a texture and tell it to make a material

plush yew
#

I get very confused with the terms xD

#

Quixel bridge looks easy

grim ore
#

material instance wont help on this one if he needs a material

plush yew
#

I've set Bridge up

normal burrow
#

its to the playlist

plush yew
#

He seemed to just drag it onto things

grim ore
#

and bridge is fine but you still need to assign the material to the mesh

plush yew
#

oh

grim ore
#

bridge will make material instances for you, based on a master material, that you can assign to meshes in their material slots. yes it sounds complicated, no it's not

plush yew
#

My eyes spun in their sockets

#

But I'll take your word for it haha

normal burrow
#

good news is, your learning how to do this for actual games too. if that does interest you

plush yew
#

It might in the future yeah

#

So the assignment of a material to a mesh is done in the backend thing with all the menus that you link up

#

I saw it awhile ago and now I've lost it xD

plush yew
#

ty, will stop pestering now

grim ore
#

well thats annoying cant share the images from the docs

#

but yes material are made up of nodes that say do this or do that. those determine what happens to the mesh visually when you apply that material to a material slot on a mesh.

#

meshes can have multiple slots (think parts of armor for example) or just 1 if its simple

plush yew
#

Gotcha, am looking for the button that opens up nodes

grim ore
#

the door in the sample content is a good example. The wood part of the door is 1 material slot, the window is another material slot. You have 1 material that mimics glass and one material that mimics wood

#

when you create a material you open it like any other object by double clicking on it or right click and edit it

plush yew
#

Okay gotcha

#

Ooo thanks, I'll refer to this!

limber mesa
#

how can i add a check from a timeline to turn something on at a specific time

#

@grim ore i got it btw, i used a time line and i just adjusted the values and times

#

nvm i fixed it, i made a var called time and referenced it to the timeline lol

marsh swallow
#

This was an accidental Auto-Connect

#

is that even possible. πŸ˜‚

normal burrow
#

as long as there is no return pins yep

#

can also plug in multiple things to target pin

marsh swallow
#

huh! i figured you would need a for each loop on an array

#

that 2nd part i knew. lol

normal burrow
#

you may end up wanting to use a foreach still

#

but yeah

limber mesa
#

is there a way that i can toggle an actor on and off besides saying set hidden in game

normal burrow
#

define on and off

limber mesa
#

?

#

is that a node

normal burrow
#

nah asking you what you mean by on and off?

limber mesa
#

i just want to show the light at a certain time, over and over again

normal burrow
#

for lights you deactivate or activate them i think?

limber mesa
#

is it the activate node?

normal burrow
#

try that yeah, and deactivate

limber mesa
#

Ok

#

Thanks

swift spindle
#

that was fun... had a freakout... thought I had killed the performance on my project

#

totally forgot I had source control setup >.<

bitter iris
swift spindle
#

seems like your missing an opacity map

bitter iris
#

do i add that in the properties?

brisk urchin
#

Hi guys, is this the right channel to ask about plug-ins for UE4??

swift spindle
brisk urchin
#

Thanks

hazy swan
#

I'm learning about the engine and I've always used hot reload, and I just saw this comment

"The reason most people(including myself) use the debugger, is to avoid blueprint breakage, mostly. If you create blueprints off your c++ code, then make a major change to your c++ code and hot reload, you could break all the blueprints associated with it.

I only hot reload when i'm trying to debug something that my IDE doesn't give enough information on. It takes longer, and that's annoying for sure, but far less annoying than broken blueprints. If only minor changes are made in the c++ code, can risk a hot reload, but it's a risk."

so do most developers always use visual studio's debugger to open unreal editor after cpp code changes, and do I have to follow this?

weary basalt
#

I always close/reopen the editor in VS when making C++ changes.

#

Unless as that comment stated, im making small incremental changes to values in a function body that can be safely reloaded without issue.

#

Outside of that case, i typically never use Hot Reload.

#

You can use it, but dont be surprised if you start asking questions about why somethings broken because you have been using it and you start chasing your tail.

#

IMO its safer not to use it.

hazy swan
#

thanks, and if you have used it and broke blueprints, removing the binary and other folders then rebuilding it solves it right?

limber mesa
#

@normal burrow i tried it and it didnt work

fierce remnant
#

Anyone want to work on a project with me, I’m bored.

hollow cradle
#

how do you put audio in?

rustic panther
#

How would I convert a resolution string such as 1920x1080 or 1280x720 to the individual x and y integers?

#

best I can think is get first 4 characters, find any "x" replace with "", get last 4 and do the same

#

is there a get characters until you find an "x"?

digital anchor
#

check ParseResolution

#

its probably that

rustic panther
#

Parse Intro Array did the trick, thanks

arctic imp
#

when im trying to add another event tick it keep sending me to the first one and it doesnt let me add another 1 can i get some help?

rustic panther
rigid viper
#

@arctic impyou can use sequence node by pressing s keyinput or left click as same time

#

Or connect with Event tick

bitter iris
fleet cedar
#

Ah man, one of the worst feelings has got to be when you've been doing a decent amount of work in blueprints and then Unreal freezes

#

Wish me luck haha

bitter iris
#

oof

#

gl

hidden knoll
#

Does anyone know how I can have more input attach to an == node?

#

For example, I want to have the user enter in a command to the text box I have, and I need them to enter a proper command along with a random integer, but I can’t figure out how to combine the needed string along with the integer

celest spoke
#

Can anyone help me to fix the TileMap editor preview? It's not showing anything but black in the editor, but when I put it into the level it shows the textures.

hollow cradle
#

I made a game for a few of my friends to try out and I can't send it to them. When I send the folder it automatically makes while exporting the game has an error message. I'm boxing it for windows and using google drive or mega folder to send it but they're not working. any advice?

quick kelp
#

have you tried zipping the entire folder before sending?

#

when i first used unreal engine i tested out if i can upload projects on google drive and download them, but it didn't work. so i tried zipping it with winrar, then uploading. the download worked after that.

abstract relic
#

Never use winrar for projects

#

Compression tends to be bigger than the folder itself

#

Instead. Open your project >> export >> zip up project

simple tinsel
#

I find it really cool how Valorant was made in UE4

#

Are blueprints only useful for meshes and animations if im using cpp?

arctic imp
#

how do i do that once the AI run to me and touch me it will do dmg every 2 seconds?

quick kelp
#

I mean winrar worked fine for me, turns 10 GB project into 3GB

celest spoke
quick kelp
#

@arctic imp look into set timer by function name

#

It’s a node that allows you to execute a function every X seconds (need to check the looping box to make it repeat)

arctic imp
#

idk why it doesnt do dmg or run to me at all

quick kelp
#

Do you have a nav mesh volume in the level ?

arctic imp
#

bounds volume?

quick kelp
#

Yeah nav bounds volume sorry

arctic imp
#

yes

quick kelp
#

Click P while on the viewport window and it should show you a green area of where the AI can walk

#

If you are inside the green area that means AI can walk to you

arctic imp
#

so its my code than?

quick kelp
#

I just looked at your code it looks like you are telling the AI walk to itself ?

arctic imp
#

no i want to to walk to me and follow me

#

self is the player no?

plush yew
quick kelp
#

Oh nvm

plush yew
#

i am forget

quick kelp
#

Multiplication I think

arctic imp
#

i want the ai to run to me and follow me and than "hit" me and do dmg

quick kelp
#

Hmmmm, how close are you to the AI when you start

plush yew
#

and now i feel dumb

quick kelp
#

I see your acceptance radius is 5

#

That means the AI will move until it’s 5 units away from player

#

Then stop

arctic imp
#

even if i go to it it doesnt move

quick kelp
#

Hmmm maybe it’s something with the event tick, try calling it on event begin play instead ?

arctic imp
#

beginPlay?

#

oh kk

#

nope still doesnt move

quick kelp
#

trying print string after casting to the third person character

#

just to see if the cast is working

#

like if the cast node is executing succesfully

arctic imp
#

its working

#

its saying hello

#

nonstop

quick kelp
#

okay good

#

i had a problem with Move To node once that fixed itself after i restarted UE4

hidden knoll
#

How do I add text integers together??

quick kelp
#

maybe try restarting UE4 since if the Nav bounds volume is green on the area where AI is and everything else work, i'm running out of options on whats stopping it from moving

hidden knoll
#

Is it even possible to add them?

arctic imp
#

ok thank you for your time trying to help

hidden knoll
#

text variables not integers

#

nvm figured out it's Append

quick kelp
#

@hidden knoll try converting text to string then drag it into the integer node

#

oh you meant just add 2 strings together?

hidden knoll
#

well I made a command prompt in the game and for one of the commands I need the user to enter the proper command + some random integer values

celest spoke
#

Is there a way to convert tilemaps into sprites?

plush yew
#

Hello guys I want to make the loading screen but I want to add the loading bar, how I can do it? I know how to add bar but how to make it to fill and on what period and etc?

#

@plush yew I believe there is tutorials on this

#

I looked for and found nothing, hmmmm

#

the loading screen works but have 2 problems: I did this script when you click on new game this to happen:

#

But when I start it, it shows the loading screen but it is not on full screen

#

why it is not on full screen?

hollow raven
patent cobalt
#

@hollow raven you are probably limited by the Max Acceleration

#

Set it also to double or triple on pressing Left Shift and then bring it back to default when releasing it

#

Just like you are doing for the Max Walk Speed

hollow raven
#

The screen is shaking but I'm not moving at faster @patent cobalt

patent cobalt
#

@hollow raven not sure about the screen shaking, but Max Acceleration by default is 2048, so you want to go much higher than that

hollow raven
#

Ah I see

#

Hold

patent cobalt
#

Holding

vocal flume
#

Hi Guys! Stuck on this for 4 hours now.. Can anyone of you tell me why this is firing only 2 times? Goes through update once and goes through finished node once.

hollow raven
#

Still can't bro @patent cobalt

patent cobalt
#

@hollow raven first use Blueprint debugging or Print String to make sure your input key is recognized and handled

leaden dust
#

Hello I just started with UE, can any of you recommend a small project for me to do?

#

For learning

patent cobalt
#

@hollow raven Second print the speed value from the CMC using GetVelocity

leaden dust
#

@vocal flume is your timeline set on loop?

#

or no

patent cobalt
#

CMC is the character movement component @hollow raven

hollow raven
#

May I dm you sir?

patent cobalt
#

@leaden dust it depends on which aspects you want to experiment with

leaden dust
#

blueprint and cpp

#

@patent cobalt

patent cobalt
#

Typically people start with a simple shooter

leaden dust
#

but like what kind of simple shooter

patent cobalt
#

Adding objectives to pickup

leaden dust
#

somthing like a shoot till you drop?

#

or with levels

patent cobalt
#

For example, targets appear in the level and stay there for few seconds and you need to shoot as many as possible

leaden dust
#

ohk

#

thanks

patent cobalt
#

Some appear and stay still

#

Some appear and move

#

Some may even appear and shoot at you

leaden dust
#

Hmm... thats quite enough. Thanks

vocal flume
#

@leaden dust no. Not on a loop. It shouldn’t be because it’ll reset the locations

#

Trying to ping pong an object between 2 points

#

Hold on..

#

Figured it out

#

Son of a biscuit!

#

Works now. Thanks @leaden dust

fading berry
#

Do we know why UE uses a left-handed coordinate system?

polar hawk
#

Yes

#

it was an arbitrary decision

fading berry
#

Other than to ruin my life

#

lol

quick kelp
#

so i have this Time line node that is called to play when an event is called. i connect the event to the timeline and compile, and the Time line executes correctly

#

i then stop simulating in the editor, and simulate again in the editor, and call the event. the time line doesn't execute

#

only after going back into the blueprint, unlinking the event and linking it again to the timeline that it works again but only for once

#

anyone encountered something like this?

oblique stream
#

i havent but are you running it from just the play, or play from start

#

play from start should always.. not do what youre saying lol

quick kelp
#

yeah same problem with both play and play from start

#

the thing is, even when i stop the editor from playing, and start playing again it doesn't work. it only works once after i make any chance to the blueprint nodes

oblique stream
#

screenshot the bps triggering the open door event?

quick kelp
#

ah nvm, found the problem

#

one of the people i'm working with was using Get Actor out of class to reference the door in another object, and for the first run, it was detecting the object i wanted to open but then for the other runs it was detecing another object of same class on the map

#

should be easy to fix, but thanks for trying to help πŸ™‚

abstract estuary
#

Does anyone know how I could share my learning portal profile? I want to add it as a URL for my badges on linkedin.

runic plank
#

Hi Together, dont really know where to post this question but i have a problem with a crashing 4.24.3 engine. Yesterday it worked well but today its loading to 95% and then crashes. I can open the Project in 4.23.1 but the map i work in is made in a newer version so i cant open it up there too. Can anyone help me with this? Thanks a lot! I tried to reinstall the Engine but this didnt work.

runic fern
#

Goodmorning Guys When i'm trying to connect through steam session between 2 pcs the client is getting kick immediately
no errors in log except this

LogOnline: STEAM: Closing channel 7777 with user 
patent cobalt
#

@runic plank cannot see any crash from that log file. Is it the one in the crash folder? There is a link to it in the crash window.

copper flicker
#

howdy. I have a particles issue.. I think

#

some simple particles, I spawn as burst, instant

#

and they usually work fine

#

from time to time they don't spawn, or disappear very fast

#

or flicker in a nd out of existence

#

any idea?

#

I set fixed bounds for my particle poofs

#

although I'm not really doing that for any small poof

#

and without fixed bounds, others work well

lucid magnet
#

how can i fix my animation being played in the wrong direction?

plush yew
#

Guys, how can I remove reflections from material but keep material mode Lit?It this possible?

#

Or keep shadows same as in Lit mode

silent chasm
#

hey guys, ld is around the corner, is there a bare minimum template for webgl build ?

copper flicker
#

mkay.. I think it was set bounds.. but it's weird, I set them 3 times or more

plush yew
#

Ok, I've found fix.Just switch Blend Mode to Translucent

tired merlin
ruby ivy
#

Hi, i am working on a VR game and i want it to have some features from VR editor that is build in, is there somebody who can help me to get them? (tag me or dm me)

plush yew
#

hey guys

#

is there a UE4 output log file?

#

im troubleshooting a crash of the whole editor when i launch my game in-editor

#

not sure what's causing it

paper kernel
#

Mouse position in viewport divided by viewport size yields 1.53 coxWat

plush yew
#

nevermind i fixed it

junior vessel
#

Trying to understand this snippet of engine code. I don't really get why they square the speed only to square root it afterwards

#

Is it simply only really done to be able to compare it to KINDA_SMALL_NUMBER?

dark briar
#

How do i open the "Modes" tab? It's not under Windows

#

That's weird mine is grayed out

#

And it just says "Active Mode Tools" twice

glacial pecan
iron ice
#

Hi All,

I've been playing around with Unreal Engine for some time, yesterday while trying a change with two windows my UE crashed.
After the crash I've not been able to start my project anymore, other projects are still working.
Reinstalling UE didn't solve it, I also went a commit back in my Git repository, that also didn't solve it so it's probably not code related.
I have a feeling there's cache somewhere that's giving issue but I'm not sure where to look.

On startup I get the following error around 71% into loading:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000bc8

UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Core
UE4Editor_Core
UE4Editor_Projects
UE4Editor_Projects
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

Anyone that can give advice on what to try?
The project wasn't that big but I've spent quite some time figuring everything out from scratch.

Thanks

abstract relic
#

Please install debugging symbols

#

It’s found in your engine version library if I recall

iron ice
#

Would that be for the project? Or for the engine itself?

abstract relic
#

Engine

fierce tulip
#

you can also click the tiny arrow next to your engine version in the launcher > options > install debugging symbols

abstract relic
#

Bets on there being a null triggered

iron ice
#

Thanks, installing them now.

gentle rampart
#

I was having trouble creating Stamina. who can help me

#

😩

fierce tulip
#

hit the gym 3x a week

abstract relic
#

When you finish. Recreate the crash and give us the log. Use pastebin.com, don’t paste the log content here. It’ll be a monster.
Logs found in [your project]/saved/logs

iron ice
#

I see it refers to a line that's actually a comment in my code.. would be strange.

junglecharacter.cpp:64

// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)

abstract relic
#

Engine version?

iron ice
#

4.24.3

abstract relic
#

Cool

#

Should comment be //* ?

#

(Haven’t cpp in awhile)

iron ice
#

either // or /* */ will do

#

or actually, should do. πŸ˜„

#

It's also not the first line of comment in the file, I can send it if needed.

abstract relic
#

Eh. Delete the comment real quick and try to run it

exotic basalt
#

Has anyone used FMath::VRandCone() for bullet spread or something similar?

rigid viper
#

I want to make a jump pad on X or z direction how to do that

iron ice
#

Same result @abstract relic

#

What's even weirder is that my collegeau can run and build it, he checked out my code to try.. might as well ditch the whole folder and check it out again.

teal tulip
#

@exotic basalt well its actually what you should use ?

exotic basalt
#

Is that a question ?

teal tulip
#

no

#

its an affirmative question

coarse vector
#

hey lads, quick question. I made this level layout with basic cubes and I was wondering if there is any way I could export this thing out of UE4 and into maya?

teal tulip
#

@coarse vector at the top left should be an option about export scene if I remember properly

#

File -> Export All

coarse vector
#

absolute life saver, thank you a bunch

abstract relic
#

The joys of call stacks. I’m not qualified to suggest further. You can always try deleting /intermediate folder (joking but if that works, please let me know. I get cookies). It sounds like you have some bad caches hiding somewhere. And of course, make sure vs build between you and your colleague are identical. You could be missing modules

iron ice
#

Pretty sure we use the same, also it used to work perfectly before the crash. I'll save this folder for later testing if that's needed and check out the source clean, let's see what that does.

exotic basalt
#

@iron ice Hey. I had the same problem. Did you try going to solution and compiling it?

iron ice
#

The solution can't load the references, i noticed that earlier. Forgot to mention here.. not sure why tho but it might have something to do with it indeed..

#

that probably also happened after the crash then.. 😬

pearl sinew
#

I started the project with just a simple first person shooter template

#

Probably too noob of a question, so any help would be very much appreciated

iron ice
#

Doing a clean checkout makes it work, I just can't stand that I don't know why this happened..... 😬 gotta love git tho πŸ˜„

abstract relic
#

source control β˜‘οΈ

iron ice
#

First thing I set up, I've seen too many people lose their stuff from not using it πŸ˜„

#

Thanks for your time πŸ‘πŸ½

pearl sinew
#

yeah git is a blessing

iron ice
#

@pearl sinew nothing to see when you open the character model?

exotic basalt
#

I need to setup source control..

#

Are you using source control from UE editor?

pearl sinew
#

because otherwise, this is just the default first person shooter template character

iron ice
#

@exotic basalt I'm using github to put my files, you can connect it with the Unreal source control too

#

but I'm using SmartGit as I'm already using it for work too.

#

@pearl sinew That's what I ment I think, but if it's the default template then I don't know, thought something might have sneaked in there. πŸ˜„

exotic basalt
#

Alright

pearl sinew
#

@iron ice yeah, its very strange... I even followed step by step what this tutorial did: https://www.youtube.com/watch?v=QJpfLkEsoek&t=444s

Get the full UE4 course:

https://devslopes.thinkific.com/courses/intro-to-unreal-engine

Unreal C++ Beginner Tutorial:
https://youtu.be/1dl91ORwmy8

In this video you are going to learn how to build a very simple game using Unreal Engine and Blueprint.

The goal of this lesso...

β–Ά Play video
#

for some reason when the box brush is not "behind" the gun, the gun is visible

#

If I throw myself over the edge of the box brush the gun appears

iron ice
#

Weird, I don't know..

pearl sinew
#

well, thanks anyway!

burnt swallow
#

guys, how do you let more than 1 person work on a unreal project

thick herald
#

give them a chair next to mine

iron ice
timber minnow
#

hi, i'm scattering folliage with houdini ( in this case grass )
so i get a lot of instance of grass on my map . I have 256 scene with 256 landscape ( each 500m by 500m ) to create a huge world .
but it seems that my scene are huge in size after baking in folliage : like 300-600 mo for each scene , so the final build is like 25-50 go ... which is impossible for my boss . is there a way to optimize instanciation ?

tired merlin
#

I have a torch item that I want to pick up. The way I've gone about it is try to make a blueprint of the torch that disappears when the user picks it up. I have the actual item in the player blueprint which is not visible by default and I want to make it visible when the user picks up the one on the ground

sacred sluice
#

Hello, can you tell me, when i build lighting, this making CPU or Videocard?

normal burrow
#

They’re built on cpu for now by default

#

Gpu lightmass is a thing gaining traction though

sacred sluice
#

@normal burrow ok, thak you for fast answer!

normal burrow
#

Yw

timber minnow
#

@normal burrow do you have any idea for my problem above ?

normal burrow
#

Yeah don’t lightmap your foliage

timber minnow
#

it isn't lightmap

heady moon
#

Is there something like a response time for each of the Unreal header files?

timber minnow
#

it's only the position stored that make my scene this huge

normal burrow
#

Then I’m not sure what can be done about it. Is it millions of instances or something?