#ue4-general
1 messages Β· Page 711 of 1
and adding the new entry doesnt let you add a new entry?
pretty sure youcan
does anyone know how to disable steams net driver while still having the overlay? i tried this
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
bUseSteamNetworking=false
how tf did i miss that

yeppers
that will override an existing key, right?
and if you read the tooltip yep
ye lol
since maps are unique key variables
k thx im just tired i guess
@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...
if the engine thinks the file is bad, why do you think its not?
wow that actually made me waste so much time for such a simple problem
I am talking about source proj file is not bad if bad then how work it for weeks
On migrated proj don't know today only why he said bad
Why is my Procedural Foliage spawner isnt going to my world?
nvm fixed that problem
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?
is there any way to move the play button inthe editor? it's annoying that it keeps being hidden when I split screen π. Preferably I just want to move the single button
I feel as though from a UX perspecitve the play button should be left of save
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?
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.
Sequencer is Unreal Engine 4's multi-track editor, used for creating and previewing cinematic sequences in real-time.
Oh wow I didn't know that existed. Thanks!
there is a whole movie-focused suite you can play with :)
Should I install something or does it get installed with the engine?
part of the engine.
Oh good
there is getting started documentation on that page, and you can find quite some free content and courses online
Wow I've just looked through this documentation. It doesn't look very hard.
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.
#looking-for-talent please read the pinned message or #more-resources
I have a weird issue. every time someone runs one of my cooked projects it asks folks to connect to network.
it looks like its anonymous usage stastics, but on a cooked build.. any ideas on how to prevent that?
Hey guys, for some reason this function is stuck on only executing on the server and idk why-anyone have any ideas?
Yeah I know-how do I take that server icon off it though?
you dont
So there's no way to possess something on a client only?
by messaging the server to do it for you
um some how my project has 4x in # of shaders and I legit havent added anything waht is going on
Does anyone know where I can find documentation to create a in game purchase system with steam?
I'd start in Steamworks
ok thanks, but it's possible in Unreal?
anything should be yep
take that image you just sent DSA
bring it into photoshop
then take a screen of that and paste it here
different gamma space?
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
guys, how to get AI Camera manager?? I am using ALSV4 and, the character blueprint doesnt have a camera component
UE doesn't like the default PS color settings
what is an AI camera manager? @plush plinth
color profiles in photoshop are also botched, dunno if that is what is happening though
Mathew, so i am trying to get the camera for the AI, ALSV4 doesnt use camera components in their character controller
there is no camera manager for AI
i know
you have a player controller, and the controller has a camera manager for the player
i understand dsa. take the image into photoshop you pasted here, then do the same export process
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
there is no camera component, i am trying to make the ai shoot me, accurately
then add a camera but there is no reason for that
the AI would have no use for a camera
how to make it shoot me accurately?
what is accurately?
like shoot me with accuracy?
have it do damage to you directly?
mmm
your question doesnt really have much info on what you define as accurately
for a player you would generally aim and its player skill based
i want the ai to just shoot me
like instead of shooting at one point, i want it to shoot directly at me
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
bro.. no
@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
yeah
at the worst it didnt fix it and the other smart people here who deal with photoshop shenanigans can fix it lol
but normally when its a texture that looks blown out when using it that is the cause
ye i'm exaust of knowledge at this point
poop. yeah normally the checkbox being checked causes it to be too bright but thats nothe case in this case then
so it might be a color space issue with how your photoshop is set up then π¦
Hello Guys
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..
but they did mention in here default photoshop color settings are mismatchd so hopefully someone can chime in with a "fix"
the 2nd issue with the gamemode timer when its constructing the server cant see it just the clients π
thank you mathew i figured out what to do,
so i got another problem when trying to make the ai not shoot the player
it will never abort
oh no I just realized my pivot video will be invalid with .25 and the mesh editing stuff π¦ boooo
try changing the abort to both
Running into a really funny issue here
I see both as an option for me, weird
My server browser is pulling results for everything except sessions of my own game, lmao
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
i tried debugging it and, the whole event wont work
then its not being counted as aborts is why
try having the decorator on the sequence itself and not on the task
it wont work
I can say that this tree setup works fine when the Task_MoveToTarget callls abort
is called in the task move to target
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
then yes the abort event should be called if that node is running and it receives an abort from the decorator above it
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?
but its possible your not tracking it properly since you are aborting on value changed not result changed
oh i changed that
well watch the behavior tree when its running then, its possible your not in that task when the abort is received
because it looks like that task executes very quickly
@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
where is the part you are setting the text on the text renderer?
breakpoint the set text in that last screenshot and see what it is getting back from the function, make sure its correct
wdym breakpoint?
click on the Set Text node, press F9 on the keyboard (a red dot should show up) then run it like normal
it should stop the program at that point when you call it
then you can mouse over the variables and see what they say, the output new param 1 for example
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
you need to tell it to stop shooting then if it cant find the player
i told it to stop but it never does
where did you tell it to stop? are you sure that is firing
how can i see the values of the variables?
debug
mouse over them when its stopped
hover over them you mean?
then you need to resort to print string debugging. Print text or use a umg widget or something to display that value
okk
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
Isn't the text component already a nice debugging thing?
why should i need to print somewhere else?
print strng
it is yes just trying to figure it out is all. Are you sure its running?
print string*
yes there is
i was thinking
what the variable on the left
"in string"
u didn't even set it
i did, thats the input that you pass into the function. you are passing in a text converted to string for example
oh so it's an external variable
oh the variable in the blueprint itself called In String?
yea
nah
when you have a function you can directly get local variables that are passed in
so in your case if you where to right click and type in "Get New Param" it would show up
so you dont have to connect that wire on the function input across the graph
yea
so what is not happening? is it all just showing up 1 line or ?
is there a space in the "C" input of append string
yes or else all the words run together, the parse into array just has the strings
surely its my bad
yea yea yea
cuz yours worked
but can't find what is causing
looking like a too survivor feeling like a little kid
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
this will atleast let you know if that function is running
ye sure i can try
but it won't be so useful
the input is still a long sentence
Maybe the issue is
Mr Mathew Goodday
is this in multiplayer?
yes
well even then that shouldnt matter if the string you are passing in is showing up
which means it is running properly and the string is showing up, its not formatting it is the issue
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
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
I wanted to keep the timer as it is when the clients joined
Because i added this to the onpostlogin at the beginning its keep resetting the timer when new player joining
Would anybody know if itβs 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?
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..
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.
Path finding when testing in the viewport
Pathfinding when testing as a built application
Show us their pathfinding BP
I'm using the built in pathfinding with a navmesh with Unreal, I just made it spit out a debug line.
I can grab that
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.
so what is EndNode?
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
Just added a box and rebuilt for windows, it does the same thing
It's that box there
looks like only warnings, but one of them is for navmesh
]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)
@green venture : What is this being run on, and what are your lighting settings?
Shadows are generally one of the most expensive passes that are done in a scene; however, they shouldn't be that expensive.
@grim ore pmd you
RTX 2070 Super
sg.ShadowQuality 1
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?
Yes so each of those meshes are static meshes of voxels, casting shadows
Is every voxel a mesh?
The terrain is split in chunks of 16x16x16
I mean, you can go to your light and turn down the number of shadow cascades
But that will only do so much
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
And that might be contributing. If every chunk of ground in your ground has to be checked against a shadowcast, that might really hurt.
I'd have no idea. That's a question for Epic staff.
Clearly someone's figured it out: https://www.youtube.com/watch?v=3pcqIdAK-oY
Toolkit avaiable on sellfy: https://sellfy.com/p/Ho2F/
Demo download: https://drive.google.com/file/d/1yxLrsU_uAD3bpmO307Yl0-m1tEiORiIQ/view
You can read more about it here: https://forums.unrealengine.com/showthread.php?113803-UnrealVoxel-blocky-Minecraft-like-infinite-world-...
would highly recommend voxel plugin
I already have it
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
ah okay
I'm just writting on my own engine without the plugin for my game
Can you show us a shader complexity snip, please?
Granted, looking up what they do for the shadow might help
with F5 (in-game) or Alt-8 (in-editor)?
@silver crown is real active here, but yeah I wouldn't agree with those limitations being a thing
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 ?
regardless yeah lighting all that will be challenging
Ummm, is that a snip of what you just showed us?
I mean no disrespect here, the plugin is awesome
sup
There'a a human figure there and no voxels I can see
thx for the cookie pat
xD
mhm
Where is that slight outline of a human coming from?
I'm out of ideas
The curve getting all excited at the sight of that man's torso
Your voxels seem smaller than the usual
How are you doing your voxels again?
chunk of 16x16x16, creating an actor per chunk, mapping a mesh slice per material
then extracting the border between air / full voxel
So procedural mesh?
Yes !
mind showing a wireframe view of that stuff
well that's not too bad
stat rhi
Triangles wise?
It's really not that bad
Well it's not too good either when you consider there's only the terrain in the scene π
It doesnt go over a million anywhere i Look
I agree, it's also not too good π
So it's about average 
But, still, I have a scene with 4x that many tris right now, and it's smooth 120fps on my machine
Ctrl Shift ,
I do have an i9/2080/SSD but that's not so much higher than his specs
Actually I lied, it goes to 1.5Mil when disabling wireframe mode
what
GPU?
And that's capped, it would be 120fps if I uncapped it at that particular location
Is that a laptop
I have a 2070 Super
But laptop or not
kk was wondering why it was capping
So any reason why my number of traingles double when the effects are on?
And what screen resolutions?
yeah cuz shadows
You have a lot more DrawPrimitive calls than I do...not sure how detrimental that is
It's the editor so resolution should 1000 something
And the PMC ain't exactly known to be efficient either
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
Wasnt sure how much the perf diff would be anyway
Mostly CPU stuff anyways
yeah
that's a crazy shadow distance though
No idea how to lower it
Naa remove shadows, mine craft didn't had π
Haha what? Is this going to turn out to be another static-lights issue?
Yeah it's faking static light at runtime rn
so crazy expensive
That's my guess at least
with my plugin I had that issue too
Static lights do have lots and lots of problems
first thing I do whenever I create a new map is making all lights dynamic
do your voxels flag as something that can be static lit phy?
At least FPS is high lmaoo
nope
and still overhead?
yeah
damn
@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
yeah so it's the good old "real time shadows still suck and will forever"
Change your bias
Max quality there
That's fixable, most likely
No that's a bias issue
Default bias starts the shadow a little bit away from the mesh, which helps with realistic geometry
also these masked leaves look crazy expensive to compute shadows on
For voxels it probably needs to be all the way down
nah no matter the bias, when you have arbitrary geometry it ends up messy
Disabling them is the first thing I tried Phy π
It sure helps
It's in your settings for your light
but it's still messy
Oh wait
Those are a mask
Sigh
That is indeed why you're having all these issues probably
I didn't understand that your voxels are opacity-masked, not solids
Those shadows look pretty accurate for what the actual geometry and mask is
If you want a closed shadow on a mesh that's using opacity-masked, non-closed textures
You're going to have to spawn a second, solid, hidden shadowcaster
No no I tried replacing all material by basic plain color ones and it didnt make any diff
on FPS
@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!
Maybe not on FPS, but it's certainly why your shadows are all globby there
Did you try replacing them after switching to moveable though
Stab in the dark here but has anyone seen this before with AsynLoading? Error: Assertion failed: !DependentNode->bFired
nope Phy didnt try
Quick quesiton, do empty mesh get in the way of shadow perfoirmance maybe ?
Shipping build is crashing with that...
nope they get culled
OK cuz I have a lot of empty meshes at the moment
sure doesn't help with CPU perf though
(Pending optimisations)
complete stab in dark devilsd, maybe its some sort of circ. depend in async
Yeah i know its not likely but im coming up empty eveyrwhere else...
Why is everyone stabbing the dark 
@wooden mango oh weird but interesting to know, i wonder if it was auto building it in editor
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
They're blurry because your mesh is full of opacity mask holes π
hehe
UE is casting those shadows very correctly
You seem to want a solid shadowcast on a non-solid material
Only the leaves are masked Cali
I absolutely understand that π
okay xD sorry
UE is still casting your shadows very correctly in my eyes
and again, dynamic shadow casting is a mess
it's low res, blurred and sharpened
Did you ever mess with those settings I showed you?
Im doing it right now π
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
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
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
Indeed
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?
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 π
Well basic geometry works for me ahahahah
Then why'd you switch to UE in the first place?
@green venture are you using masked materials ?
gpu ?
I'm bowing out, too much to do today. Good luck.
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
You do
in your directional light.. how many shadow cascades do you have ?
also.. are you using dynamic GI ?
LPV
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
Networking is so much easier in ue compared to unity lmao
Because solid shape shadows are much easier than opacity-masked onces
I think it's awesome
Well, good luck to you π
I'm going to assume you know "profile gpu"
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
why is your shadow resolution scale set to 8....
i was trying stuff lol
turn that to 1
Turned it back to 1 π
and shadow performance now.....
how many ms is your shadow costing u currently ?
0.9ms according to stat gpu
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
With my last settings
Looks OK
Altermind, the issue was setting the shadows to dynamic shadows instead of static one
π
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
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?
It's normal you might have changed some settings and its rebuilding stuff
Try give it some time
See if it gets unstuck
OK I might be wrong ^^
@green venture and where should be the ao there?
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 π
Come back, see if you're still stuck
Add some light to the skylight the back side it's too dark to difference any of it?
@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
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
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)
idk what could have happened, but retry it i suppose
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.
anyone know how i can delete a curve float on a timeline
Everytime I load up Unreal Engine it starts SteamVR .. EVEN AFTER I disabled it in the Plugins.... I'm gonna cry.
Does anyone know how to fix this?
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
@limber mesa Did you tried the big Build button on the topbar ?Β π
it says add tightly bounded light mass when i try to rebuild it
because the map is huge
this is the error
Add a lightmass importance volume from mode panel
@plush yew Thanks, I have made this modification. Hopefully it will work when I restart. If so, kissy kissy! π
@limber mesa type in search in mode panel
@plush yew Your welcome. It bothered me a lot too.
stupid question, where is the mode panel lol, just starting out
@limber mesa top left of your editor (default editor)
yeah, its too small so i never noticed it
Lightshot is a great screen capturing app btw
thanks darc
Does anyone know somebody who has experience with CSGO maps in UE4?
@plush yew after i add it do i size it to the map?
Yep
can someone help me?? please
@limber mesa use scale tool to match your level zone
Can someone tell me how to fix this error? an item with the same key has already been added
thanks
when I try to package the game it says that and won't package
When I import this FBX file (A CSGO map) into my project it opens up this window, am I okay to close it?
@timid umbra Have you tried googling the error?
@plush yew You should be good to close it
Thanks Tate!
@limber mesa Yes, height matters of course. All your game zone must be inside.
@misty creek i found the fix now.
@plush yew i got an error when trying to rebuild lighting
i dont have a map called world info 0
@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).
i made a main menu level that has nothing in it
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
it failed @plush yew
@limber mesa Close your editor. Run it again. Sometimes it worksβ¦ I knowβ¦ this is weird, but saved me a lot of times π
k
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 Sorry. I can't help you. Did you tried with another version of UE (UE4.23 for exemple).
im using that version
i remember deleting the current light source then adding another
it broke some references but i dont know where
Ok then try with 4.24 ;). It's not normal that it did not worked for empty or default level.
its a project that has some code in it but i will give it a go
What is "Auto-Saving Out of Date Packages" about?
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
don't play in PIE... set to play in standalone (if your project is rdy for that)
Bugger it dude...... I clicked "Save Current As" and my viewport cleaned .. Wtf where did my scene go?
@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 ?
Just the new file which I incremented to 2
your not dealing with single files
it's recommended you use a source control setup
I wish I knew what that meant
or at the very least.. sub levels that you can split up information into
@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.
So I have to start this all over again Altermind?
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
@swift spindle Do I have to create a new project and reimport my FBX file? I am lost.
@plush yew unlikely
@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
it failed @plush yew
as I said.. check your world outliner
ok well thanks for the help, ill look into it more
Whoever makes this software is just.. Ridiculous.
it's not a game
its a dev tool that takes years to learn
Takes years because whoever designed it has no intention to make it straight forward xD
consider this @plush yew how long did it actually take you to import an fbx...
I picked up C4D, figured it out immediately.
very different type of system
Simple things like "Save" clear your work lmao.. bro.. That's not save, that's clear!
accept it does not do that
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
it sounds like to me.... a file reference was lost
is your fbx inside of your content browser ?
I've got a lot of stuff in my content browser yeah
(technically not an fbx.. but whatever)
right... is the one your looking for there ?
3845 items are there
not helpful
Is it a specific colour?
you ark moddin or something. π
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 ;_;
@swift spindle by shortcut commands, did you mean a keyboard shortcut?
Does one of these make sense?
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
@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
Using Import Into Level to bring full FBX scenes into Unreal Engine 4.
completely foreign way to do things for me, didn't know such thing existed
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.
most people dont use that anymore is why, most of it was superceded by datasmith
Does datasmith preserve textures for importing?
and if it's all white you probably have just plain white materials
aye, yeah would take the prayer advice of hightide then arc
most things do not preserve materials/textures
@swift spindle We're on 4.23 so that should work. thank you
Damn, so it's common place to re-paint the scene?
it is common to setup materials for your meshes inside of UE4 yes
you re-author materials yeah.
When you say "Re-author" is that like saying you re-link things?
suppose you could say that, idk that i would though
Because I have texture files..
yeah you will make materials for things basically
Though they're .vtf
lol what are you doing with source engine stuff?
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.
currently there is no universal material system in use by major systems (there is one coming in the next year or so)
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
yep learn the material system, make a material for it and apply it
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
material instance wont help on this one if he needs a material
I've set Bridge up
its to the playlist
He seemed to just drag it onto things
and bridge is fine but you still need to assign the material to the mesh
oh
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
good news is, your learning how to do this for actual games too. if that does interest you
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
ty, will stop pestering now
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
Gotcha, am looking for the button that opens up nodes
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
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
as long as there is no return pins yep
can also plug in multiple things to target pin
huh! i figured you would need a for each loop on an array
that 2nd part i knew. lol
is there a way that i can toggle an actor on and off besides saying set hidden in game
define on and off
nah asking you what you mean by on and off?
because i have this code
i just want to show the light at a certain time, over and over again
for lights you deactivate or activate them i think?
is it the activate node?
try that yeah, and deactivate
that was fun... had a freakout... thought I had killed the performance on my project
totally forgot I had source control setup >.<
how would one merge materials so like bake into 1? having some troubles not sure on this but was told to use "Bake out Materials" but looks like this π
seems like your missing an opacity map
do i add that in the properties?
Hi guys, is this the right channel to ask about plug-ins for UE4??
Thanks
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?
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.
thanks, and if you have used it and broke blueprints, removing the binary and other folders then rebuilding it solves it right?
@normal burrow i tried it and it didnt work
Anyone want to work on a project with me, Iβm bored.
how do you put audio in?
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"?
Parse Intro Array did the trick, thanks
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?
@arctic impyou can use sequence node by pressing s keyinput or left click as same time
Or connect with Event tick
Nativized BPs really improve perf god damn, went from 90-100 to 130-150 by nativizing the sky bp and resource manager
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
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 canβt figure out how to combine the needed string along with the integer
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.
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?
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.
Never use winrar for projects
Compression tends to be bigger than the folder itself
Instead. Open your project >> export >> zip up project
I find it really cool how Valorant was made in UE4
Are blueprints only useful for meshes and animations if im using cpp?
I mean winrar worked fine for me, turns 10 GB project into 3GB
In my tile map I'm getting colour differences and shadows between the layers https://gyazo.com/cf59191406f7d0b7caac452b68f6669f. How do I fix this?
@arctic imp look into set timer by function name
Itβs a node that allows you to execute a function every X seconds (need to check the looping box to make it repeat)
idk why it doesnt do dmg or run to me at all
Do you have a nav mesh volume in the level ?
bounds volume?
Yeah nav bounds volume sorry
yes
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
so its my code than?
I just looked at your code it looks like you are telling the AI walk to itself ?
what node dis?
Oh nvm
i am forget
Multiplication I think
i want the ai to run to me and follow me and than "hit" me and do dmg
Hmmmm, how close are you to the AI when you start
and now i feel dumb
I see your acceptance radius is 5
That means the AI will move until itβs 5 units away from player
Then stop
even if i go to it it doesnt move
Hmmm maybe itβs something with the event tick, try calling it on event begin play instead ?
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
okay good
i had a problem with Move To node once that fixed itself after i restarted UE4
How do I add text integers together??
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
Is it even possible to add them?
ok thank you for your time trying to help
@hidden knoll try converting text to string then drag it into the integer node
oh you meant just add 2 strings together?
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
Is there a way to convert tilemaps into sprites?
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?
I can't register it to sprint, why?
@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 not sure about the screen shaking, but Max Acceleration by default is 2048, so you want to go much higher than that
Holding
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.
Still can't bro @patent cobalt
@hollow raven first use Blueprint debugging or Print String to make sure your input key is recognized and handled
Hello I just started with UE, can any of you recommend a small project for me to do?
For learning
@hollow raven Second print the speed value from the CMC using GetVelocity
CMC is the character movement component @hollow raven
May I dm you sir?
@leaden dust it depends on which aspects you want to experiment with
Typically people start with a simple shooter
but like what kind of simple shooter
Adding objectives to pickup
For example, targets appear in the level and stay there for few seconds and you need to shoot as many as possible
Some appear and stay still
Some appear and move
Some may even appear and shoot at you
Hmm... thats quite enough. Thanks
@leaden dust no. Not on a loop. It shouldnβt be because itβll reset the locations
Trying to ping pong an object between 2 points
Hold on..
Figured it out
4 hours down the drain because I forgot to connect this
Son of a biscuit!
Works now. Thanks @leaden dust
Do we know why UE uses a left-handed coordinate system?
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?
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
yeah same problem with both play and play from start
this is it
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
screenshot the bps triggering the open door event?
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 π
Does anyone know how I could share my learning portal profile? I want to add it as a URL for my badges on linkedin.
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.
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
@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.
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
Guys, how can I remove reflections from material but keep material mode Lit?It this possible?
Or keep shadows same as in Lit mode
hey guys, ld is around the corner, is there a bare minimum template for webgl build ?
mkay.. I think it was set bounds.. but it's weird, I set them 3 times or more
Ok, I've found fix.Just switch Blend Mode to Translucent
My makeshift lightsaber
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)
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
Mouse position in viewport divided by viewport size yields 1.53 
nevermind i fixed it
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?
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
how can I check if the key from this event has an input action mapping?
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
Please install debugging symbols
Itβs found in your engine version library if I recall
Would that be for the project? Or for the engine itself?
Engine
you can also click the tiny arrow next to your engine version in the launcher > options > install debugging symbols
Bets on there being a null triggered
Thanks, installing them now.
hit the gym 3x a week
When you finish. Recreate the crash and give us the log. Use pastebin.com, donβt paste the log content here. Itβll be a monster.
Logs found in [your project]/saved/logs
This should do: https://pastebin.com/6T2GsaEC
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)
Engine version?
4.24.3
either // or /* */ will do
or actually, should do. π
It's also not the first line of comment in the file, I can send it if needed.
Eh. Delete the comment real quick and try to run it
Has anyone used FMath::VRandCone() for bullet spread or something similar?
I want to make a jump pad on X or z direction how to do that
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.
@exotic basalt well its actually what you should use ?
Is that a question ?
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?
@coarse vector at the top left should be an option about export scene if I remember properly
File -> Export All
absolute life saver, thank you a bunch
The joys of call stacks. Iβm 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
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.
@iron ice Hey. I had the same problem. Did you try going to solution and compiling it?
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.. π¬
Hi I have this weird problem where a box brush for some reason covers the gun.
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
Doing a clean checkout makes it work, I just can't stand that I don't know why this happened..... π¬ gotta love git tho π
source control βοΈ
First thing I set up, I've seen too many people lose their stuff from not using it π
Thanks for your time ππ½
yeah git is a blessing
@pearl sinew nothing to see when you open the character model?
@iron ice is this what you mean?
because otherwise, this is just the default first person shooter template character
@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. π
Alright
@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...
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
Weird, I don't know..
well, thanks anyway!
guys, how do you let more than 1 person work on a unreal project
give them a chair next to mine
@exotic basalt there's also #source-control I just realized. π
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 ?
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
Hello, can you tell me, when i build lighting, this making CPU or Videocard?
Theyβre built on cpu for now by default
Gpu lightmass is a thing gaining traction though
@normal burrow ok, thak you for fast answer!
Yw
@normal burrow do you have any idea for my problem above ?
Yeah donβt lightmap your foliage
it isn't lightmap
Is there something like a response time for each of the Unreal header files?
it's only the position stored that make my scene this huge
Then Iβm not sure what can be done about it. Is it millions of instances or something?