#ue4-general

1 messages · Page 713 of 1

normal burrow
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That’s up there

crude linden
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anyone around who might be a wizard with Hit Event and On Component Hit events? Trying to figure out why I can't trigger a hit event for a component unless that component is the root component

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As with almost every other google search result I can find, overlap events work fine, hit events do not

plush plinth
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i have been trying to fix it for a really long time

sly coyote
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looks like you might have things happening out of order

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notice the little numbered circles to the right of each node

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thats the order those events will fire

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top down left to right

plush plinth
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everything seems to be in order

fallen wing
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Please help guys. It's really stressing me out. It never did this before until I tried to download a new version. When ever I try to make a new project it says "Video driver crashed and was reset! Make sure your video drivers are up to date. Exiting...".

sly coyote
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🙂 the first picture and the second one are different

plush plinth
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what?

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they are the same

sly coyote
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no, theyre not

plush plinth
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why?

sly coyote
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the little circle number on the right side of each node determines the order that node fires

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top piture has shoot as node 0

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and bottom has node as 4

plush plinth
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oh then

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anyways it didnt fix it

sly coyote
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if a condition is listed at a low node priority than and action its supposed to stop, it will not stop that action

hollow ridge
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Hey anyone know how to attach part of a ui to an actor?

plush plinth
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add a widget scene component

sly coyote
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using BP widget, just add it as a component to the character bp

plush plinth
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zeth so what shall i do?

sly coyote
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have it set the visible player before it checks

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not in the same sequence

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then drag down from the selector

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and add a condiation after that to check if its set

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then just shoot

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i always give them something to go back to also...like "stand there idling"

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so when the condiation stops them from attack they have something to do

plush plinth
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set visible player before it checks?

hollow ridge
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@plush plinth Youngman wdym in the actor or in a separate bp

plush plinth
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i didnt really understand this part

sly coyote
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set focus

plush plinth
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first thing make a widget, then go to your character/actor then add a widget scene component

hollow ridge
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k

sly coyote
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ai in ue4 is tough to help with cause there is so many places where things can get screwed up outside of the behavior tree

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like are you setting the seeplayer in the blackboard on the enemys bp on sensing component event for player seen?

plush yew
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hello guys I did changing the name function and all work but I want to set max lengh of the name-how to do it?

plush plinth
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only the event wont work

sly coyote
plush plinth
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the event abort wont work

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when ever i kill the enemy it aborts at that moment

sly coyote
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your trying to do like breaking line of sight and they stop?

plush plinth
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yes

sly coyote
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you remembering to set the seen player to "none" after line of sight is broken?

brittle gulch
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Hi guys, if I create a data table for all of my objects, let's say a few hundreds. in the struct of this data table, I reference a static mesh. Will all these hundreds of static meshes be loaded if I reference the data table somewhere?

sly coyote
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no, it will only ref the one you pulled from the struct

brittle gulch
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okay good. So I don't need to use soft references and async loading for the static meshes?

sly coyote
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that depends on your own levels

plush plinth
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ok i fixed my problem

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thanks zeth

plush yew
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maybe yeah, which of the 3 buttons I need to look at? @sly coyote

sly coyote
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doing refs with tables and struct act more like the guy you ask for directions

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you ask it where to find the file, it points to the folder

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or file

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its not actually storing a live copy of it

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the branches, where i check how long the entered text is

brittle gulch
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Okay, I wasn't sure when I read about references on the UE4 doc :

sly coyote
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in my game its 14 characters for a name

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no bigger, otherwise i set it to a substring of the entered text first 14 characters and dont allow them to enter more characters

plush yew
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ok

sly coyote
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yeah @brittle gulch doing the way youre doing is pretty similar to using B, but again weather you need the soft refs is dependent on your game

plush yew
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I mean which button to look from your picture

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1, 2 or 3?

sly coyote
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the whole thing

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the events are pretty self describing there...first row adds the widget, guess you can skip that

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but the second accepts the new name when you click done, and the bottom is what checks lengths and keeps them at 14(for my example)

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notice row 2 also has a check to not allow them to have no name...it defaults them to "Nameless" if they entered nothing and click done

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you can handle that any way you choose tho

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thats just what i did

plush yew
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ok

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so I need to make the code for the confirm button

sly coyote
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yeah your confirm would be my "accept"

plush yew
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what is this set active widget?

sly coyote
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i have my name editing done inside a costume creation widget i wrote

brittle gulch
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I'm new to the whole concept of soft referencing. To me it seems like a good tradeoff for every referencing, as it's not loading the asset in memory along with what is referencing it, but just when it's needed. And it only keeps the path stored.
But I'm pretty sure It's not a tradeoff for everything, I'd like to understand a bit better about it, and mostly, when to use it? In what case?

sly coyote
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personally i dont mess with storing soft refs at all...as what i would use it on would have already been spawned in the level (weapon laying on ground)

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I let the engine handle it

plush yew
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I can't find the node fr lenght

sly coyote
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drag off the text

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and type LEN

plush yew
sly coyote
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uncheck the context sensitive

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its under string len

plush yew
sly coyote
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yeah that gives you the number of characters in that text

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which gets updated as you enter it if you do it off event text changed

plush yew
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ok

sly coyote
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if the name is too short just close the name edit widget?

brittle gulch
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thanks Zeth, I think I'll forget about it for now x)

plush yew
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have no idea hwo to do it, lol

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also now when I entered 4-5 chars and it writes again that the name is short-wtf

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idk why

sly coyote
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dont worry about it too much unless you are struggling to recover performance...the engine handles most of the mem management pretty well without having to intervene too much

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show me the whole thing

plush yew
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me?

sly coyote
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yeah

plush yew
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what to show you?

sly coyote
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you need to be setting the "entered name" off of "text changed" event of that editible text box

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that graph is what i wanted to see

plush yew
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this I have

sly coyote
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off the false node in the bottom row

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connect the set entered name node

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and drag the text over to it from the len comparison

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off the true in bottom row just set entered text to itself

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or leave it empty

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you want to do that substring too

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btw

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how i had in the example i showed you from my code

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that sets it to the first part up to your limit, even if the person is smashing all the keys

plush yew
sly coyote
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yup that should work

plush yew
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yeah but not

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xD

sly coyote
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the false in second row

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you need to set the name to the entered text

plush yew
sly coyote
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no

plush yew
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how then?

quiet token
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how can i gain access to this to add? or how do i add CPF_SimpleDisplay ?

sly coyote
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use the a node like where you set "the names too short"

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your are leaving at this point, so set your characters name to the entered text and then from that remove from parent

plush yew
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the first sentence I didn't get it

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I need to put the node for name too short on false?

sly coyote
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i tried rephasing what i said earlier....you need to set the name to the entered text

plush yew
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english is not my native language and it is hard sometimes, sorry

sly coyote
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you set the name....

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to entered text

plush yew
sly coyote
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you need that off the "false"

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then off the true you need to set the name to "too short name"

plush yew
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this I need it on the false part?

sly coyote
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yeah

plush yew
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ok

sly coyote
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that goes on false

plush yew
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phew

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finally

sly coyote
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then on true its "name too short"

plush yew
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ok

unkempt raft
sly coyote
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you do not need to remove from parent on the true

plush yew
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now this?

sly coyote
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just tell the player "name too short"

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yup

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like that

plush yew
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ok

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and now test?

sly coyote
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yup

plush yew
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ok

sly coyote
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@unkempt raft do you have VS 2019 installed?

unkempt raft
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yea

plush yew
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yeah it works, but when I write more than 10 it saves it-lol

sly coyote
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in the editor i think theres a place you can set a code editor

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maybe that got reset somehow

unkempt raft
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the only place i seen sdk thing is in visual studio when choosing the components

sly coyote
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does your VS 2019 have the game devolopment tools installed?

unkempt raft
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yuh

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uh but lemme check again tho

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but i clicked everything having to do with c__

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c++*

sly coyote
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it will be something like "tools for game devolopement" in the VS packages

unkempt raft
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ight lemme check

inner cloak
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Hi guys, any of you know of a way to make some kind of fog of war on a minimap only ? what i mean is, i dont want the fog to hide the ground content when i roam the map but only what i see in the minimap should be hidden (fog) at first and then as a move around, the fog around where the player is gets dissipated. Hoping i explain properly here.

unkempt raft
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zeth

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this

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ion see anything called too for game developement

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tools*

sly coyote
unkempt raft
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ight then yea it is

inner cloak
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it has to be only the world map that gets discovered, the goal is to know where i did not go

hollow ridge
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Hey could someone help me? I have a variable in an actor, and in my level I have multiple of those actors, but the variable is shared between them. (It is not public)

unkempt raft
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its been

hollow ridge
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Like the value on them is llinked

sly coyote
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check in engine settings under "toolchain"

plush yew
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yeah it works, but when I write more than 10 it saves it-lol

unkempt raft
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alr

sly coyote
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screen the graph

unkempt raft
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engine settings? where i find tha

sly coyote
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in the ue4 engine

hollow ridge
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could someone help me? I have a variable in a actor and I need it to be a separate value for each instance of the actor in the level.

inner cloak
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Thanks a lot @sly coyote

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had not realized at first that it was a tutorial 🙂

sly coyote
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yeet, you would set that on the actual object dragged out in the level

hollow ridge
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where tho

sly coyote
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under the defaults for that actor

hollow ridge
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no what is happening is when the variable changes both instances change

unkempt raft
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zeth... there is no settings options in the start

sly coyote
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its per project anyways, it wouldnt be your problem

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not sure what to suggest in this case

unkempt raft
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man bruh unreal trippin on me rn

sly coyote
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need more specific into yeet, what are you doing and what changes those variables

hollow ridge
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It is a begiin overlap

sly coyote
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if you have 20 characters based on "my char bp" and you changed a variable on one in the level it should not effect the others at all

hollow ridge
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yeah ik but it is

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oh wait no it is how I am displaying it

sly coyote
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one widget connected to all?

hollow ridge
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yeah

sly coyote
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that would do it lol

hollow ridge
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I think I need to create more copies of it

sly coyote
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just have the BP spawn a widget for itself on begin play of that bp

hollow ridge
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yeah

sly coyote
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glad it was something dumb

hollow ridge
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oh wait no that doesnt work cuz I need to have the ui attached to the actor

unkempt raft
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zeth nvm i fixed it

hollow ridge
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and when I do that it just puts it on the screen and not on the actor

plush yew
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@sly coyote

sly coyote
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on a side note i must go, my idea of procrastinating is coming on the discord and help others with thier issues lol not very productive procrastination

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yeet add the ui widget as a component to the bp thats supposed to have it

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and position it in the viewport of that bp

hollow ridge
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?

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You move around?

sly coyote
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just making blind suggestions, i have very little info on what exactly is being displayed, what its being used for, or what its supposed to do

hollow ridge
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it is just displaying a number that counts down and then when you are inside of it it counts up

sly coyote
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then that can be a component inside the bp thats using it

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like a HP bar on an enemy

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i assume

hollow ridge
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how do I do that?

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I am sort of new

sly coyote
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go into the bp thats using it

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and click the add component

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then search for the widget counter thing

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add it

hollow ridge
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um yeah thats what I was doing before that didnt wokr

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work

sly coyote
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cause they need to spawn thier own

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in the bps begin play

swift spindle
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Hello all!.... looking for some help troubleshooting PIE hitching / freezing issues (not hardware spec problems) !!!!

sly coyote
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and set the widget ref in that bp to be the new one you spawned for it

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exactly like this

hollow ridge
sly coyote
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but instead of hp bars youre attaching your counter widget

hollow ridge
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ok

sly coyote
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just skip past the part where he makes the hp bar

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and go to where hes actually adding it to the enemy

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although it wouldnt hurt to just watch the whole thing

hollow ridge
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that is exactly what I did, but when I had multiple of the same bp they had the same number above their head

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and I checked the values are different

glacial pecan
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anyone recognize this? I think Unreal is blocked in the firewall, but I don't even use any online features, yet this causes performance spikes every 2 seconds

harsh tiger
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im packaging my game and this keeps popping up. does anyone know a fix?

hollow ridge
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@harsh tiger what are you packaging for?

abstract relic
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<@&213101288538374145>

fierce tulip
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on it

harsh tiger
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@hollow ridge windows 64

alpine furnace
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hey guys, is there a set command you can use to modify individual components of an array at runtime?

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something like:

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set class array[1] value

misty owl
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Can anyone recommend a projectile tutorial? I want to implement a synergy system like Binding of Isaac has.

alpine furnace
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@plush yew looking for the syntax that assigns it to a specific element

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cause as of right now it just overrides the first element

mortal quarry
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Need help, I have a Cine Camera that is animated in a Sequence - It animates and renders perfectly till frame 590 and then jumps to 0,0,0 and renders the remainder from there, even though the camera is animated further.

What have I done wrong ? (#beginner)

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In my sequence, the camera does what it should when I playback

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when i say the remainder, I mean every frame is at 0,0,0

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nvm, figured it out

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Camera Cuts wasnt all the way

honest vale
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is it possible to take a screenshot of what a camera actor sees?

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in editor

mortal quarry
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@honest vale thanks for the reply, I managed to figure it out 🙂

hollow ridge
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jonimake r u using C++ for bp's I saw there was just a simple block for it that you could use I forgot what it was called tho

plush yew
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epic launcher not available, anyone else?

hollow ridge
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um you dont need wifi for ue4

mortal quarry
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@honest vale I think if you right click the camera, add it to a new sequence, you should be able to render a screenshot

empty plank
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Hello people, is there a way to write a decal texture to achieve the desired goal?

abstract relic
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Yeah, flip uv based on world normals

hollow ridge
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HighTide could u help me

empty plank
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I don't know how to do that.

abstract relic
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Now you do 😛

empty plank
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I'll write that down and figure it out then.

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thanks @abstract relic

normal burrow
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write it into google as well, its a pretty standard operation for whatever modeling software you're using

hollow ridge
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Hey I need some help with a heath bar. I can get it to display above the enemies head, but when I add more enemies they all display the same heath. could someone help me

empty plank
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@hollow ridge probably referencing the same bp var

fair storm
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how can i make to select a random skeletal mesh on beiing play?

hollow ridge
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yeah it is the same bp variable but 2 separate instances I have an ai enemy and multiple of them in each level

fair storm
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i have to create a structure, put the skeletal meshes inside, and the tell to pick one of this?

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can you show me how?

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like this?

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done

rain glen
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I'm new to UE4 and wanted to just play around with it but after creating a project and launching it it crashes. anyone maybe wanna look at the crash report?

opaque plover
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God I love how I can just create a Data Table and add new custom stuff from the editor. It's so easy.

fair storm
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how can i, set a mask material, more preciselly i would like to make a sumple enemy hit, the enemy will be red when get hit, then come to default

proper stump
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Super basic question, i've taken a 3d model, created an actor blueprint, removed collision, the static mesh in the blueprint has "Generate overlap events" checked. i've placed an object of that BP into the level, it does not generate overlap events, Event ActorBeginOverlap does not fire. what am I missing?

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a box collision is required?

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component in the blueprint

azure shore
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guys is there a way to fix the slow motion physics? you know how when you use slow motion, any physics objects start rising off the ground then fly into space when you go back to normal speed

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also @proper stump it might have something to do with the meshes collision itself, is it skeletal mesh? if so you might need to set up the physics asset but it might not be that

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and how have you tested the overlap events?

proper stump
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it's the 3rd person character and the box, when I add the box bp a box collision component it works, without it, it doesnt

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testing with a print

surreal hill
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Is this a place were I can ask questions about an error report in de unreal engine 4 crash reporter?

plush yew
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Am trying to make a list of target of the actors that get inside my collision

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am making a turret that shoot them

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everything is set but the Target list am really confused about

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If anyone can help out 😄

hollow ridge
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Could someone help me? I need to display an enemy heath bar (which I can do) but then when I put multiple into a level they both just display 1 of their healths

plush yew
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Am using Game Mode to spawn enemies into the world

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Or i should use Game State for that>

hollow ridge
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?

umbral palm
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Hi everyone, I'm working on a game with a team and we're having an issue where when the game is alt-tabbed, controls stop working and things just start breaking... epicly. Any resources or tips on why this may be happening?

coral spire
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Building a couple of workstations. Anyone know if UE4 benefits in any meaningful way from having NVMEs vs SATA SSDs?

umbral palm
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NVMe is faster because it's right on the mobo, but realistically, no unless you need the extra space for more hard drives in a small form factor case

coral spire
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Cheers, saves me some money

normal burrow
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hardware talk goes to lounge

umbral palm
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Is there a better place to ask my question?

normal burrow
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what version mold?

umbral palm
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4.19.2

normal burrow
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😬 yeah i can't recall issues from back then but may want to check release logs since to see if it wasn't something already addressed

rain glen
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happaned when trying to launch project

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fresh project aswell

umbral palm
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It will take me a while to read through everything in the release notes, but so far I am not finding any indication that it's an issue specific to 4.19.2...

plush yew
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i don't understand how i cannot just remove duplicates from an array, it just removes too many without making any sense

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everything works great, but for some reason this simple task i cannot do, i just dont get it anymore

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anyone got an example that just works?

hollow ridge
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Hey, anyone know if it is possible to disable inputs, but still have some pressable buttons

normal burrow
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you could use a set onemoreed

exotic cave
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@umbral palm : Sadly, UE's support for lost-focus issues isn't very good, however there is a (kind of poorly documented) event you can try to catch and respond to

hollow ridge
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@normal burrow ?

exotic cave
plush yew
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@normal burrow in what way? i need to remove elements not set them

hollow ridge
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oh nvm @normal burrow I thought onemoreed was like a bp or something

normal burrow
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nah its a different collection type

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all good

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there are arrays, maps, and sets. sets are the ones that can only contain one of any unique item

exotic cave
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     if (!LocPlayer->ViewportClient->Viewport || !LocPlayer->ViewportClient->Viewport->IsForegroundWindow())
     {
         // viewport is either not present or not in the foreground.
     }```
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That snippet seems to be able to check if an app has lost focus, @umbral palm. You could set a flag there, then check the opposite, and at least then be given an entry point in which you could try to call some reinitializations of your engine components.

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Will require some C++ deep diving, though. Definitely seems like UE could stand to implement a more robust loss-of-focus framework as I'm reading about many other bugs people have had through losing window focus.

umbral palm
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Thanks. We'll try it!

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Are you able to access the C++ code while using Blueprint?

plush yew
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@normal burrow its hard to explain but i dont just want to make them unique, i want to detect duplicates, and then do something (remove items with the same index from multiple arrays)

normal burrow
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k

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so a hacky thing to do

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use your array

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and then add one by one to a set

exotic cave
normal burrow
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when your add to the set fails per element

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it's a duplicate, of an element you already put in it

hollow ridge
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how can I disable movement without disabling all inputs

exotic cave
plush yew
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@normal burrow but why don't 2 nested loops work for this? (reverse and normal foreach give same results)

umbral palm
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thanks! Our main developer is only using blueprints because they dont know C++, but I actually know a bit. So we'll have to work togehter.

plush yew
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even if i save the indexes into an array, then use that array to remove the elements it just won't work lol

worthy rock
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anim bp vs anim montage, when would i use one over the other? seems that anim bp is for movement and anim montage is for special actions. Like if I want to do a stealth kill takedown, I'd use a montage?
and actually would a stealth kill be an anim montage or a sequence?

bitter iris
#

if anyones good with physics stuff please help this unfixable with my knowledge 😦 #legacy-physics

hollow ridge
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anyone doing ludum dare?

abstract relic
#

Is that what kids are calling game jams these days? 😜

empty cliff
#

Hi guys, very stupid question but... I've a value that goes from 0 to 360, and I want to assign it to the yaw of a Rotator, but the value either get stuck in 90 degrees or so, it doesn't look to work

umbral palm
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nvm i was talking out my butt

plush yew
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How i can tell where the debug coming from?

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its printing hello form somehwere ;d

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i forgot where it is

grim ore
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if its a print string node use the blueprint search to look for print string nodes, otherwise the output log has the calling BP

plush yew
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MathewW am making A single player using game mode / Game State etc.. is it a must to make it clean?

grim ore
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clean?

calm bolt
#

I'm new here, where should I go looking for help?

prime vigil
#

Hey guys, question on Mesh Import process with LOD Groups from Blender 2.81. I'm trying to simplify process using single FBX file, but UE4 just imports all of them separately. I have "Import Mesh LOD's" setting on, and here is my naming convention in the blender file, from tutorials I've seen it is correct, and yet UE4 never auto-assigns LOD's. What am I doing wrong?
Should I export all meshes separately and manually assign all LOD meshes?

grim ore
#

anywhere that seems correct, this is the catch all channel

calm bolt
#

thanks, I'm trying to work with the paint tool in landscaping and when I try and make a weight-blended layer for a texture my engine freezes, I have no idea what could be causing this or what to do. It isn't a particular texture/material it's anything I try.

grim ore
#

so when working in the material or painting?

calm bolt
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so in the paint section of landscaping if I go down to my layers I am trying to make them a weight blended layer but when i do so the engine completely stops

grim ore
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weird. have you tried it with a material that has no layers?

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i mean thats sorta normal, it has to compile and make the layer

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so if your machine is low powered or your material is complex it might freeze for a bit

calm bolt
#

yeah my rig is pretty good and it will freeze for over an hour

grim ore
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yeah it shouldnt which is why I was suggesting to try a normal non layered material to see if its the material or the engine

calm bolt
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yeah i've used other materials and its not a problem until i try to make one of the layers a weight blended layer

grim ore
#

and is this with just the simplest test? 2 textures samples one layer blend node and plugged into the base color? no other changes

#

but no it shouldnt pause for but a few seconds if that if you are clicking the + to add a layer in your landscap

calm bolt
#

yeah thats exactly what i'm doing and it doesn't freeze like this for anything else, is there anyway to do it manually without using the + button

plush yew
#

MathewW can you tell me what do you use Game Mode for?

#

As you check out TWOODY ;d

grim ore
#

setting the defaults

#

not that I know of, the + is what lets you create the layers then the layer info assets

#

is this even with the basicest of test materials? 2 textures, 1 layer, no changes

calm bolt
#

yes no matter what I use it still does it

grim ore
#

what size terrain? and is this in .24?

calm bolt
#

terrain is 256x256 and yes

grim ore
#

does it even pop up and ask you to save the layer info?

#

I can say on mine I just tested and it paused for ~3 seconds when I saved the layer info, then it popped up with about 1k shaders to compile. This was when adding my first weight blended layer

calm bolt
#

it does pop up for the save and freezes after

grim ore
#

yep freezes here as well but only for about 3 seconds while it creates it and starts the shader compile

calm bolt
#

when i look in my task manager it shows numerous shader compiles running but it shouldnt take as long as it does

grim ore
#

oh it should depending on your machine, so you see it compiling?

calm bolt
#

it doesnt show as compiling in the engine i can just see in my task manager

grim ore
#

yep thats what I mean. if you see shader compilers running and its using ~90% of your cpu or more just have to let it go

calm bolt
#

even for over an hour

#

on an i9-9900k?

grim ore
#

depending on whats in your project possibly. Try it on a new project, new level, just make the material using 2 generic textures in the engine and then do the landscape stuff in the new level. eliminate your project

#

you dont happen to have visual studio installed do you?

calm bolt
#

no i don't

grim ore
#

yep then eliminate your project as an issue. yes it could take that long if it has to recompile all shaders in the engine, it's something .24 and later does and I have heard reports of 50k+ depending on the project which is why I suggested a new test one. I did that, third person template, and ~3s delay and then 1k compiles in engine

#

after the 1st layer was added and compiled the 2nd was instant

calm bolt
#

I see, i tested on a smaller project and it worked fine, must just have to wait and hope for the best. Thanks for all your help!

grim ore
#

i dont think it helps but I beleive its an issue with .24 only

calm bolt
#

hmm so maybe try .23?

grim ore
#

if you are just messing around or learning yeah it might be more enjoyable. most people mentioned this with .24

calm bolt
#

okay thanks

fallen wing
#

Please help guys. It's really stressing me out. It never did this before until I tried to download a new version. When ever I try to make a new project it says "Video driver crashed and was reset! Make sure your video drivers are up to date. Exiting...".

#

(please @ me if you respond)

grim ore
#

download a new version of what?

swift spindle
fallen wing
#

ty :)

swift spindle
#

make sure you do first 2 things however

fallen wing
#

yes?

#

:)

rancid lynx
#

whats the cheapest way to add a flat light of say 30 percent to an entire scene ? directional lights leave terrible differences between light and dark.

#

maybe 2 directional lights, at 50% power, one with shadows on and one with off ? or would that hit the cpu gpu double hard, i guess. X_x

#

im making a VR game, i would like a minimum darkness applied everywhere, basically.

grim ore
#

I would assume an atmospheric light would be the flat lighting you want

#

the sky light

#

but beyond that can you not just up the eye adaption/auto exposure to make it brighter by default?

rancid lynx
#

thanks. those are what i was focusing on also. ill keep checking.

#

what are you doin today Mathew ? are you busy? are you home relaxing ? are you working? are you at some cool secret net cafe on the beach that no one knows about, but only like 2 people there, so social distancing is ok outside ?

#

or are you in a cool otaku anime room full of girl pillows hacking away at some UE4 game from the future ?

#

im sitting in my tatami room. i just cleaned my front door. i put some cleaner on it, and it was super strong, and i was surprised , i thought the door wasnt very dirty, i thought it was a natrual steel color, but the rust water that flowed down from the cleaner shocked me, WOW my front door is white ! ? so i spent like 30 minutes cleaning to see how white. apparently i have a white front door. anyways, sorry. spam finished.

grim ore
#

been at home all day playing WoW with the wife ignoring the world 🙂

swift spindle
#

@grim ore watching your videos dude 😛

plush yew
#

i can't find the "Use" interface 6:58

half turtle
#

is there any specific event or function on unreal that can check when the min of an array changes index? or should i craft my own with a timer?

plush yew
#

i think you have to make it yourself

#

@half turtle Do you know how to create the second one so i can call it in my catapault

half turtle
#

you mean how to create a function that detects when the min changes?

#

yes i know how to

plush yew
#

Whatever he does in those links

#

i don't know how to do it do you have a guide or a video on it

#

or can you explain it to me

half turtle
#

which part exactly are you not getting?

plush yew
#

i was trying to make the catapult from this video https://www.youtube.com/watch?v=-IAZuMaEeYA and used an interface

In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a simple physics based catapult.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1

Use function in the player chara...

▶ Play video
#

that i i did not have

#

and i don't know how to create an interface

grim ore
#

you dont cast to interfaces

half turtle
#

interfaces are functions that you can implement into any object

#

you create an interface, and then implemenet it in the blueprint you want to have it

plush yew
#

yea

#

how do i do that

grim ore
#

look up blueprint interfaces

half turtle
plush yew
#

ok i'll look it up thanks

half turtle
swift spindle
#

@grim ore has the skills to pay the bills

plush yew
#

ok thanks

fair storm
#

someone can explain me, why my sound keep restarting if i have more then 113 actore in the scene?

swift spindle
#

are they all making sound ?

fair storm
#

no

#

just one. that is my fireball bullet

#

and i guess is the cause

knotty vessel
#

how can i export a box brush for sizing refrence in blender?

#

i heard somewhere that you can

vital kernel
#

Hello everyone, I was making my own movement code using the character controller, however above a certain speed, text spews out of the console and I'm unable to move (can still jump).

#

So my goal was to be able to bunny hop, and it works now, however, above a speed it locks inputs. I still have my momentum, but can't move after landing

#

As for what comes out of the console, turns out its unrelated

scarlet birch
#

Any suggestions on getting mesh distance field shadows working for the skeletal mesh on a character?

swift spindle
#

don't think that's a thing

#

what you can do is create hidden mesh pieces that don't deform and have distance fields on them

#

kinda like how shadow capsules work

scarlet birch
#

You can't use a shadow physics asset?

remote roost
#

o

swift spindle
#

I don't think so (my knowlage might be a bit out of date)

remote roost
#

i forgot to disable collision on the sword

#

lol

#

nvm

knotty vessel
#

how can i export a box brush for sizing refrence in blender?

remote roost
#

how come everytime i ask a question i figure it out myself instantly

#

lol

scarlet birch
#

That's helpful though too. I'm trying to get shadows with a camera that's about 36,000 units away.

#

Either that or working shadows with an orthographic camera

swift spindle
#

ortho cams are buggy at best

scarlet birch
#

I could attach primitives I guess and have them cast shadows without being visible themselves. One of the docs implied that capsule lighting would work.

#

Thanks.

swift spindle
#

good luck 🙂

#

had to use geo last time I looked into this

scarlet birch
#

I just added some spheres in the character BP, scaled them, set them to cast shadows when hidden, attached them to some bones and it's good enough for now.

swift spindle
#

goddamn stub documentation!

plush yew
#

in a blank level

#

how can i line trace

#

like what is the camera moving around the level and how can i make a reference to it

scarlet birch
#

current viewtarget?

plush yew
#

is that what it is

#

like when i press play it put's me in a camera that i can move around with and i want to make a reference to it

#

pls help

#

When i switch from the camera and possess the third person character this ball is what pops up and i thinks it is the camera does anyone know how to make a reference to it

abstract relic
#

That’s the spectator pawn

plush yew
#

ok can i use line tracing

#

with the pawn ??

#

@abstract relic

abstract relic
#

There’s only one in existence

#

So just ref it directly

candid flicker
#

Hi everyone, my level's getting heavy and I've got "STREAMING TEXTURE POOL" and some errors like this "LogD3D11RHI: Warning: Temp texture streaming buffer not large enough, needed 16777216 bytes".

I was able to solve the problem of the streaming pool via this command "r.Streaming.PoolSize" I am base at 600 and I put at 3000
But I don't know if it's right to do that.
By the way, after each launch of Unreal Engine "r.Streaming.PoolSize" recovers to 600

Or did you have another way to fix this problem?

It happens at a specific location, do I need to lower the texture resolution at that location?

abstract relic
#

Usually it means you have a lot of textures loading in that area

candid flicker
#

Yes, it is.

scarlet birch
#

I think it's set in one of the ini files. You can also just turn off texture streaming in the project settings until you're ready to set it up

candid flicker
#

Especially for gamers, Unreal tends to stop loading textures when there's too much "STREAMING TEXTURE POOL".

abstract relic
#

Setting some textures to shared will also help

#

Within material graph

candid flicker
#

What if I convert all the meshes into one single mesh ?

#

Ah 😂

abstract relic
#

I’d advise against that

candid flicker
#

All right

#

However, I didn't understand what you meant by the Setting some textures to shared will also help

signal bone
#

Hello

#

anyone there?

candid flicker
#

Yes

signal bone
#

im starting to tackle down a minecraft like terrain on ue4

#

so far i found some really useful sources on how to start this

#

but it seems like is quite complex

#

more than i thought

honest vale
#

programming is hard

signal bone
#

Well, yea i guess but im new into ue4 and never had to use C++

#

the drag and drop it has is outstanding

abstract relic
signal bone
#

uh

#

i found a way to do it without paying

ancient wave
#

why dose this spot light keep casting random shadows? i changed it to static mode and the shadow wasent there so i know its this exeact lamp. the scene is made out of bsp boxes if you need to know.

abstract relic
#

Open the link

#

Before you shoot it down

honest vale
#

@ancient wave static lights are baked into lightmaps on the surfaces the light shines onto

abstract relic
#

Or make assumption

signal bone
#

are the pro features worth it?

honest vale
#

so you need lightmap UVs on the ground and high enough resolution on it too

signal bone
#

spawning foliage.. hm that can be done in ue4 right?

ancient wave
#

im not asking why its blocky im asking why its casting at all i have nothing there @honest vale

honest vale
#

oh right, I glanced at it and thought that was a mesh but it was a reflection capture actor 😄

ancient wave
#

lol

#

@honest vale do you know if there is a more appropriate channel for my question?

honest vale
#

graphics most likely

swift spindle
#

who the everliving "bleeeeep" removed bluetilitys!!!!!!!!!!!!!!!!

warped sun
#

Quick question, is there a way to change the way a texture looks during runtime? like can i shoot a blood particle on a mesh and it spawns a bloop on where it hit?

#

or actor, or anything that i can control for blood.

sturdy apex
#

@warped sun I think I have heard of decals being projected onto meshes to achieve that

warped sun
#

what if i wanted a puddle of color to go all over a mesh?

#

im kinda confused on how it should be set up GWgoaThinken

sturdy apex
charred stirrup
#

Hello! I need help so that my character can crouch. At the moment, I made a crouch animation in State Machine. I have inputs from the project manager, set it in blueprint character, but I don’t understand what I need to set on the graph of events in the animation blueprint. Can you give me some advice or link on the tutorial, how I can get crouch for my character with pressing the button? Thanks!

warped sun
#

@sturdy apex das epic, ill read

sturdy apex
#

@warped sun I wish I could find something like a tutorial, but I haven't bookmarked any yet since my research hasn't gone there. I see that someone made a plugin that might save you some time, but I do not know if it will hinder performance for what you need: https://www.youtube.com/watch?v=xnAn3VSz1xs

DoN's versatile Mesh Painting System is capable of many things; stamping a jaw-dropping number of decals without performance loss is one of them! If you enjoyed this video, check out this forum thread to learn more about the plugin and its main functionality: https://forums.un...

▶ Play video
warped sun
#

ooooOOoooo

#

thanks

#

ill look into this

sturdy apex
signal minnow
#

How come I swear I see some games made in ue4 that are like 25gb in size and they look the same, sameish size maps, as games that are like 3gb

sturdy apex
#

My best guess is the main usage of extra drive space would be high poly geometry, and high resolution textures/materials

signal minnow
#

I don't understand the benefit of super high poly geometry

#

I suppose you'd need that for things like grenades to use properly

charred stirrup
#

@sturdy apex Thanks! Looks like this is what I need. Yes, I need information on how to connect it all together.

sturdy apex
#

@charred stirrup glad I could help

#

@signal minnow high poly wouldn't have benefits other than looking detailed, but you can get those same details with less polys by making more use of materials that have height maps or bump maps to fake crevasses and such on the object. I've seen parallax be used in materials and it can do some cool stuff, but I think it can be expensive to use as well

signal minnow
#

Like I'm trying to download the just cause 4 on epic store's free game thing, but it's literally a 49gb game. That's gonna literally take over a day probably

#

Ehh I'm 1.25gb downloaded in like 45 mins

vocal flume
#

What’s your pc spec?

#

Can it run just cause 4 on high?

signal minnow
#

Idk, I'll get back to you in like 6 years when it's done

vocal flume
#

Because I tried the PS4 version and it looks terrible

signal minnow
#

Eh, i personally don't care much for visuals

vocal flume
#

Big fan of just cause 3 but didn’t even play past the first level in just cause 4

signal minnow
#

Prime example, my desktop's tempered glass side panel has been sitting off, leaning against my PC for like.. half a year...?

#

@vocal flume never played just cause, heard it was good and I mean it's free, only annoying thing for me is the download for it

#

Like how can the launcher not resume partially downloaded files if you turn off your computer

#

Can epic not manage an integrity check system? Damn 😂

sturdy apex
#

Wait, epic launcher can't resume a download after restart?

plush yew
#

define "turn off your computer" :p

signal minnow
#

Apparently not for the store games

#

Idk, I had 10gb, restarted PC and checked if the files were in the games folder for downloading

#

I saw the 10.4 GB or whatever sitting there

#

But the amazing launcher tells me the folder has to be empty

#

Steam library is far superior setup imo

#

You can actually manage your files

#

Hell, even have precache servers for your local network

plush yew
#

steam got a server in your house?!?

#

lol

signal minnow
#

You can basically do that with steam

plush yew
#

you can do that with squid for anything :-p

signal minnow
#

So if you have numerous people that live together that play the same game, one downloads it, caches it to the box in the process, then the next downloads it in like literally a minute

sturdy apex
#

That has been a nice feature

signal minnow
#

Idk what squid is but it'd help people with slow internet because there's nothing available

plush yew
#

squid is a cache server

signal minnow
#

Ahh

#

Pretty sure the steam library one was meant for like PC cafes and shit

#

Which have like 50 PC's

#

All gonna be playing csgo or whatever

#

So that download throttle would be hella big, even on gigabit

#

Pfft

#

Anyways I'ma stop talking about this

plush yew
#

does anyone know how to access spectator span camera

rich helm
#

Anyone knows why this is happening? I can open Unreal Engine 4 with the shortcut but not in the epicgamesstore app

oblique stream
#

Maybe you need to update the engine. Through the app, you could be trying to open a later version than what you have installed?

rich helm
#

I have only installed 1 version though

plush yew
#

does anyone know how to access the spawn camera from the spectator spawn class

#

search the error if you didn't yet

rich helm
#

search the error if you didn't yet
Cant find it

#

How do I make the details panel appear again, I accidentally removed it

half turtle
#

anyone ever had an issue where a component begin overlap event is triggering... with the actor overlapping with itself?

plush yew
#

so it became self-aware in a sense? sorry i could not resist that 🙂

half turtle
#

apparently...

rich helm
#

window->details
Thanks, just started on UE4

half turtle
plush yew
#

Who knows access how to use the spectator camera

half turtle
#

eject

plush yew
#

eject

sturdy apex
#

Does anyone know if a heightmap can be used in UMG? I would like to have 3d looking buttons behind the widgets and I am not sure if this is a feasible option

#

I cant seem to find any mention of it online

glad karma
#

Hey guys, somebody know what can be a problem? I had that ion obj and was great and when I exported in blender to fbx it's not bones in skeleton

#

i exported from obj to fbx and now is nothing

rigid viper
half turtle
#

non scene components classes cannot be changed in childs who inherit them?

glad karma
#

Mesh containt root bone as root but animation doesnt contain the root track. Somebody can help with this?

proper stump
#

Hey, in animation blueprints, i have idle animations with and without a gun, is it possible to add a branch to the animation state?

#

nothing much under flow control in animations BP

sage cape
#

Which channel is best for finding people who might want to collaborate on some sort of project?

abstract relic
sage cape
#

thanks

plush yew
#

you know how the UE4 contract says you have to give them 5% of revenue?

#

How do we organise that?

proper stump
#

any good tutorial (Free/paid) on animation blueprints? cant find a good source of information

abstract relic
plush yew
#

^wahts that?

#

@plush yew if you possessing the spectator pawn

#

then you can access it by get controlled pawn

#

put the input in your controller

rigid viper
#

All right everything fine now errors are not showing why i dont know may be its a kind of bug😱 😅

plush yew
#

can i do it in the level blueprint

#

@plush yew

abstract relic
plush yew
#

why do it in level blueprint tho

#

I want to replicate this with spectator camera instead of follow camera

#

oh yea

#

lvel blueprint does not make sense but how do i get controlled pawn

#

*into

#

you can get it via your player controller

#

put your inputs in there

sacred sluice
#

Hello! Is anybody know 3dmax? i have a question about mesh removing.

plush yew
#

Where do i find the player controller blueprint excuse my cluelessness

#

@plush yew

#

there isnt one unless you create it then set it in gamemode

#

I mean there is but its cpp

abstract relic
#

I would go to a 3D studio max discord for all your 3dmax needs

plush yew
#

i started this in a blank project

#

is there any way i can do this

#

@plush yew

half turtle
#

guys, anyone ever had the physics engine explode in such a way that an actor cannot move at all but just rotate? even tho absolutely nothing is constraining it?

lucid magnet
half turtle
#

i swear the more i deal with the physics engine in UE4 the more i hate it

dark briar
#

how do i select ALL items in drawbox? Alt+ctrl only selects the ones i can see

half turtle
#

wasnt it ctrl+A?

plush yew
#

morning,

#

er im having a major issues and a friend said i should come here?

#

Not sure how to fix it

#

damn, everyones having issues atm,

#

idk even whats wrong with mine it just crashes on pressing landscape or trying to build

plush plinth
#

how do i lock the capsule rotation via blueprints?

hoary locust
#

@plush yew then it'd be pretty hard to help you, don't you think?

plush yew
#

probably it just weird

plush plinth
#

I am trying to make a slide function in ue4 where the capsule height is set to half of it and it will simulate physics for the how long the button have been pressed

#

for the most part its been working, now i am trying to lock the rotation of the capsule

weak fable
#

Guys how do i set the duration to this particle system?

#

I can find the duration box to set the duration to 2s or more so can u guys tell me how can i set the duration here?

half turtle
#

*dies... somehow my AI component (custom made) was killing the physics engine for its actors just because it was telling them to turn around...

mortal quarry
#

Hey all, is there a way to render a sequence to TGA ? I see it isnt in the dropdown for output formats 😦

plush plinth
#

how do i lock the capsule rotation via blueprints?
I am trying to make a sliding function in which the capsule height is set to half (e.x, height = 10, half = 5) and the it simulates physics but just lock the rotation

plush yew
#

hey, is there any fix for

#

Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp] [Line: 660] BulkData compressed header read error. This package may be corrupt!

worldly axle
#

Helklo, why does my Left Mouse Button event doesnt fire?.

#

@plush yew is this happens for one of your projedcts or anytime u launch ue ? If it does anytime u launch ue try reinstalling it and vs

plush yew
#

it fires when i press Build or the landscape tool

worldly axle
#

i guess u only need to reinstall vs tools then

#

not sure tho

plush yew
#

visual studio tools?

worldly axle
#

yes when u install ue u need to install vs too, with the tools for cpp and GD

plush yew
#

ok, thanks

dark briar
#

how do i select all items inside of my Ctrl + Alt?

plush yew
#

if i see this does that mean there's something wrong with my installation? also when I try to import any texture from bridge ue4 crashes lol

dim arch
#

seems like your Megascans plugin is out of date

plush yew
#

@dim arch ty 4 input will look into that. weird

dire coral
#

can i use the weapon component asset to make it like fornite or just copy and over the component and remake it for my own use

#

with my own animation

worldly axle
#

Hello, why this event doesnt fires even tho i press the left or rightclick button ?

ocean hemlock
#

can someone try out my packaged game? i need someone to test out the multiplayer for me only for 5 min

dim arch
#

@worldly axle check the Blueprint properties 'auto receive input' player 0

worldly axle
#

THANKS @dim arch !!!!!!!

manic pawn
#

ah yes renaming a folder with a measly 50 textures in it taking two minutes is fun

royal crest
#

is i5 760 and gtx 1050 with 2 gb vram too bad for ue4? is it really necessary to upgrade my system?

normal burrow
#

Lounge for hardware

lime gull
#

When in a widget, how can I fully disable the mouse cursor?

runic fern
#

Hi Guys I need an advice again 😦

#

~~i've tried to do everything but still client can't see the time when he join after 5-10 seconds ~~

#

~~I want the Client Keep updated when ever he joined with the time 😦 ~~

Edit : nvm guys thank fixed by switching the timer to the server and looping to all controllers from there ❤️

tender flume
#

is it dangerous to use instanced materials too much?

#

i'm more concerned on the draw call

thick herald
#

What would you use instead? 🤔

tender flume
#

uhh, duplicates

#

so material01 then theres a duplicate again and again and again sort of.

#

not sure if this is efficient though

thick herald
#

no, keep to instances 🙂 That's what they are for.

tender flume
#

but wont it affect draw calls amount or performance?

rough hound
#

Would this return the "Local Player" in a multiplayer environment? Or would it just be the first player to load in?

royal sail
#

Player indexes are used in local multiplayer only

#

(IE, splitscreen)

#

In other words, yes, the local player.

rough hound
#

So if i used this in a multiplayer session it would get the player of the client it's ran on? I don't have much experience with UE4 networking and stuff but i'm working with UI and i don't want everyone to get the UI to pop up when a player clicks a button, only the local player.

summer zealot
#

I run in a problem. how to use DoF on Translucent materials ?

#

Everything that has Translucent material is in a focus

#

Found the fix lol

#

r.SeparateTranslucency 0 - Will fix it if anyone needs ^_^

scarlet birch
#

Does anyone know a better way to get shadows with a skeleton mesh using a camera that's over 36000 units away? I can't get shadows with an orthographic camera so I'm using a really low FOV camera. Right now I'm using distance field shadows and adding hidden geometry to the mesh to get the shadows.

wicked kettle
#

Does any know how to control Exponential Height fog so it wont be visible in the houses? Cuz right now its affects my interior as well which is pretty bad

bold moss
#

Hi all! I'm trying to join two separate splines together by getting all points on each spline and then constructing a new spline. Problem is when i do so I get a "knot" between the last point of the initial spline and the first point of the second spline. Any advice?

swift spindle
#

@scarlet birch you can change your shadow distance on your lights btw 😛

scarlet birch
#

Yeah, tried that.

swift spindle
#

you could a light on your char when it's zoomed at or something

#

spawn*

kindred barn
#

Hello ! im looking for the last version of Zelda of Ocarina of time Available for Downbload

swift spindle
scarlet birch
#

Not a bad idea, but I have a lot of these. I need something cheap enough for many on screen at once.

kindred barn
#

made by Unreal Engine 4 !

abstract relic
#

what

kindred barn
#

Zelda ocarina of time

swift spindle
#

this is a Developer area... not a download zone...

abstract relic
#

If you want to troll. Please go to #lounge

snow crown
#

i think they left the server

scarlet birch
#

Drive by stupid

swift spindle
#

must be....

#

instead of regular stupid like myself 😛

rancid lynx
#

Can i use springarm with a melee weapon child for interesting effects? I tried and failed.

regal mulch
#

:D what

rancid lynx
#

For example. If i attach weapon to a springarm then pickup the springarm actor with an attach to component. Would thatt give me a soft rotation variable on the weapon?

#

Id like to stop my hammer from passing into solidnobjects. How would i do that ?

#

I use attachtoComponent on meshes

normal burrow
#

great guide btw cedric, have been looking into it and thought to mention what a great resource it is

scarlet birch
#

You use a trace or collision and change the animation when it hits something or use IK.

night bridge
#

am i the only one who thinks that the "Compiling Shaders" thing is a lil satisfying

regal mulch
#

@normal burrow The network one?

rancid lynx
#

@scarlet birch can you give any gips about applying IK to a VR motion controller?

scarlet birch
#

If it's VR and first person I'd use a collision shape and use an animation to pull the weapon back inside the capsule collision when it intersects something.

#

If it's during a swing you're concerned about you have to change the animation on hit with either another animation or manually move it. You'd have to read up on IK.

rancid lynx
#

Okty ill check ik tutorials. I move my arm manually. So i dont know how to pull weapons back.

#

Well the vr collision boxes pass through other block actors. Also

plush yew
#

I'm having problems with the level sequencer or the blueprints because when i press lmb it opens the door but then goes back to the original place when i press lmb again it plays reverse, idk how to keep it the same place when it opens

grim ore
#

which one is it, using blueprint or sequencer?

plush yew
#

it looks fine on blueprint but i think its with sequencer

grim ore
#

so you are using sequencer to do something and its not working right or not working right when calling it again or?

plush yew
#

no, when i play the sequencer ingame when it stops it goes back to where it was, how do i keep it the same place where it stopped

night bridge
#

when i try to add Animations to a folder in my game from my desktop

#

i cant import it

#

i get the import screen

#

but i cant click import all or just import

#

they are all FBX btw

grim ore
#

if you hit play without messing with any settings it should stay at the last spot, it does for me. how are you playing it? what does the sequence look like

plush yew
#

it works fine but when i use it in the game it just doesnt stop where the sequence stopped

night bridge
#

@grim ore

#

when i try to add Animations to a folder in my game from my desktop
i cant import it
i get the import screen
but i cant click import all or just import
they are all FBX btw

plush yew
grim ore
#

in the level sequence details panel tell it to Pause at End

unreal sable
#

I have this grenade made of:
Sphere - Simulated Physics
Projectile Component

How do i prevent it from rolling so much?
I've tried adjusting the values without any results.

plush yew
#

oh thanks it worked for me

grim ore
#

rolling as in rolling on the floor and not slowing to a stop?

unreal sable
#

Yes.
Although it does slow down from Linear and Angular Damping a little bit, but that seems to affect air velocity as well so it's not a solution.

#

What i'm looking for is a tiny bounce when it hits the ground (think halo plasma grenade).

plush yew
#

Anyone have any idea on how to get webcam feed into unreal?

unreal sable
grim ore
#

you probably want to set up a physical material on it then to add friction and bounciness

plush yew
#

I love you

unreal sable
#

Well i tried messing with the friction on projectile component.
Anything from 1, 5, 50, 5000.
Nothing happening.

grim ore
#

thats the friction for items on that surface, your going to want to assign physical materials or change those values on the surface it colliders with

#

your surface your item hits controls how it reacts when it hits it

#

I drop a ball on ice its going to slide more than I drop a ball on sand

unreal sable
#

I added a physic material to the sphere mesh and played with friction.
Tried setting material on the surface of objects/plane too.
Still rolling : |
I'm so confused.

plush yew
#

@unreal sable try making its mass higher

unreal sable
#

I tried 100kg

scarlet birch
#

@unreal sable Just add a tiny bit of angular dampening.

unreal sable
#

Tried that too

scarlet birch
#

Then no idea. It's pretty straight forward. For the most part if you want to reduce a force you can use friction, dampening, or negate it with another force. Are you sure you're not adding a force?

#

Try reducing restitution too.

#

Set it to multiply friction values or use lowest.

unreal sable
#

Ah, maybe you're in on something.
I use "Set Physics Linear Velocity", maybe that affects it?

scarlet birch
#

I mean you're directly setting velocity when you call that.

unreal sable
#

I changed the force setting from Linear..etc to the Projectile Movement, Angular Damping seems to work now.

#

Or it's the mix of surface phys. material + angular damping. Not 100% sure, but at least i'm on to something.

#

Learning UE4 feels like:
Want to do A, something is wrong so go research B, turns out it was C you need to do A.

scarlet birch
#

It's not really a UE thing with physics though. It's the same stuff used in a lot of engines and physics is physics. It's just forces and math.

storm burrow
#

hey guys,

Any way to package with editor?

astral phoenix
#

Hello i have a problem with my navmesh when i switch level its saying ''Navnmesh needs to be rebuilt'' but i have allready done that so what causing the problem? 🙂

gleaming lotus
#

Is there any way to delete files in the project's directory in a packaged game through code? I'm using Numa's IO file writer and I'd like to give the players abilities to delete files in certain directories

grizzled ferry
#

Can anybody explain me what royality mean?

abstract relic
#

A percentage of total revenue from a product is withheld and paid to whatever is enforcing royalties

#

Think of it like taxes. But just as annoying

ember notch
#

Is it enough to use UE4?
8GB ram
GeForce RTX 2060
Ryzen 5 3550H (4x 2,1 GHz)

plush yew
#

Hey guys I just started unreal 10 hours ago

swift spindle
#

@ember notch moar ram

ember notch
#

Is the ram not enough?

plush yew
#

How do I add more transforms?

swift spindle
#

not really

worldly dust
#

I kept getting ram crashes even with 16g, you won't be able to move large files around your folder structure and other intensive tasks, after upgrading to 32G I haven't had any memory crashes

#

there are still some things I do in editor with my puny 4gb GPU that I need to disable my second monitor and change my resolution to 800x600 (actually reccomended by epic lol) to avoid vram crashes,

swift spindle
#

ram is very important....

still horizon
#

@plush yew right click on the pin and select split struct pin

swift spindle
#

that should be pinned

#

lol

normal burrow
#

pinned pin split

grim ore
#

its too bad none of that stuff is covered in any of the epic official starting tutorials or any other newbie blueprint stuff.. a shame

normal burrow
#

i avoid pin split tbh

abstract relic
#

Pin split for life

normal burrow
#

lol

ember notch
#

My problem on my current laptop is the cpu and not the ram lol

grim ore
#

my problem with my current laptop is i don't have one 😦

ember notch
#

Currently I have Intel i7 as a cpu

#

my problem with my current laptop is i don't have one 😦
sad

grim ore
#

should be nothing wrong with that CPU, better than most to be honest

#

I actually found a laptop I want to invest in just have to find it in stock at MSRP or less now

normal burrow
#

lounge be for hardware 🎵

#

yeah its just kind of is a suffocating topic. lounge isn't well suited for it either.

worldly axle
grim ore
#

you would have to either make duplicate blueprints in the browser (those are instances, they are not blueprints)

#

or make children version of the blueprint for each one

#

but uh... this all defeats the purpose of a blueprint, what did you need to edit in each of them?

worldly axle
#

i need to edit variables and somes branchs

#

but ok, thanks

grim ore
#

branches?

worldly axle
#

if

grim ore
#

editing variables is fine, you would make them instance editable that is the point of it.

#

but if you are changing the core code of the blueprint then yes you should make new unique blueprints or adjust the code to fit blueprints properly

worldly axle
#

thanks !

sturdy apex
#

Could anyone point me in the direction of how to get 3d models (panels/buttons) to align with UMG on the player camera? I would like to have a menu with meshes that can be effected by lighting in the environment. I can't seem to find any information on this

#

to my understanding, 3d models cannot be added to a widget

grim ore
#

correct, you would use a render texture to hold a scene capture from a camera then put that onto an image in the widget

#

the other option is to have your widgets in the world along with the 3d items using the widget component

scarlet birch
#

I like the second option.

#

if you want to use meshes for a menu then your best bet is to just setup a scene, put a camera in it and use it for your menu.

sturdy apex
#

I was hoping to have the widget for text and scroll boxes on the player camera as expected for a hud, then be able to align 3d meshes behind the text (3d panels/buttons) and if the player opens their inventory it would pop up in front of whatever they were viewing and it pauses the game. Additionally, any nearby dynamic lighting could hit the menu panels

scarlet birch
#

You could do that. It'd be easier to use widget components and attach them to the mesh's in a BP though.

grim ore
#

well you can attach widget components to your player

#

yep lol

sturdy apex
#

I'd imagine I could attach the meshes to the camera, but if someone were to change the screen resolution I will encounter some issues you think? Like, the meshes may start unaligning with the UMG?

scarlet birch
#

If you're going to use a scene I'd not try and align it to a hud. Just use widget components.

grim ore
#

what you asking for is basically diegetic UI and thats going to end up having to be in the world

sturdy apex
#

diegetic UI, that's something I have not heard of before. I'll start looking into it. Thank you @scarlet birch @grim ore

exotic lodge
#

hi guys

ancient lotus
misty owl
#

Looking at a lot of the free assets and the tutorials online, they use an older version of UE4. Should I learn on 4.19-4.22 so I can use all those assets and tutorials? Or should I learn on 4.24.3?

scarlet birch
#

There's very little that won't still be usable in 4.24 and if you're learning you might as well start with the most recent version.

misty owl
#

that makes sense. and i'll learn more by making the assets myself, too

#

sure wish I could use that Sci Fi Weapon pack, tho...

scarlet birch
#

You can. Just import it anyway.

#

Check mark show all projects and select the nearest version. Assets like that don't have anything that will break.

misty owl
#

Awesome! Thank you!

grim ore
#

IF you are super worried install the newest version it worked with then migrate it over, easy peasy

pearl sinew
earnest pawn
#

hey

#

is there a way to reset the project collisions settings?

exotic cave
#

@pearl sinew : Possibly no lightmap UV's? I only see 1 set of UVs (UV0) listed there. Usually when you import models for UE you allow it to autogenerate lightmap UV's it needs for static baking into UV1.

scarlet birch
#

Preview window is dynamic lighting

exotic cave
#

It is. Just taking a wild guess.

dusty basalt
hollow ridge
#

how can I change an actor to be black and white with a bp

exotic cave
#

@hollow ridge : Have two sets of materials for that actor, and use the Blueprint to change back and forth between them

#

@dusty basalt : What pack is this?

dusty basalt
#

It's a UI for allow for picking files

exotic cave
#

Can I see the link on Marketplace?

#

You have a file there which has an error in the code.

#

It looks like it's missing an opening brace, which might be easy to fix.

dusty basalt
#

The same message happens when I disable that plugin and it picks up the same error on a 2nd custom marketplace plugin (about dynamic lighting emitting from media textures).

exotic cave
#

What is SAEPerth_YT_1.0.Target.cs ?

#

That's a C# file. Unreal Engine uses C++.

scarlet birch
#

It's a target file.

exotic cave
#

UE uses C# for build stuff?

#

I suppose it does!

#

Hmmm.

#

Unfortunately, @dusty basalt , it may be hard to solve this without programming skills.

dusty basalt
#

Ah crap

exotic cave
#

One or another circumstances, possibly plugins that are not updated for your version of UE or whatnot, have munched that target file, which is a file UE uses to build your project.

dusty basalt
#

Hmm, I'll do some more tests with alternative scenes in that case. See if I can get the build to go in a fresh scene with the plugin included.

scarlet birch
#

Can you try building in VS?

#

or regenerate the VS files.

exotic cave
#

If he deletes that particular target file, what happens?

#

I can't find much documentation on all this.

scarlet birch
#

It'll try and replace it with a default one is my guess. Which may or may not be fine.

#

I'm inclined to think it's not the issue.

dusty basalt
#

I've purged the intermediate and saved folders and tried to rebuild and no dice. I'm trying right now in a fresh template scene with the plugins enabled and used, and it's building fine....

rich helm
#

Is a source build better?

grim ore
#

yes

normal burrow
#

really?

grave nebula
#

Yeah, source builds run much faster. Moar FPS!

normal burrow
#

thonk had no idea

scarlet birch
#

Idk, I always install source but don't build from it as much anymore.

normal burrow
#

I use launcher on oddball/testing things, but yeah not on serious stuff

plush yew
#

Anyone know how i would start a code for someone to lean like in R6S type leaning

#

Blueprints^^

jagged salmon
#

Hey guys

#

Is it possible to choose a UVMap from the fbx for the lightmap bake?

#

In this case I want the second UV Map to be used when building the light

dusty basalt
#

K, dunno wtf the deal is, but I migrated my project to a fresh scene and it's building fine now....🤷‍♂️ 🤦‍♂️

scarlet birch
#

does radial damage trigger anyDamage?

pearl sinew
#

@exotic cave Thanks for the reply. I don't know what fixed it but its fixed now all of a sudden. I played around with settings that have to do with lightmap UV

scarlet birch
#

nvm, I figured it out. I had a gun that had collision which was blocking the damage.

open ermine
#

are there any good example videos on people using dbuffer aka mesh decals? The documentation on it feels pretty vague it's like "yup, here's the wireframe! and then you apply a material and done"

scarlet birch
#

DoH!, I wasn't adding the actor that was exploding to the actors to ignore for radial damage and since it blocked visibility it was only damaging itself.

plush yew
#

is there a reason 'hollow' isn't exposed in brush settings for geometry sphere ?

knotty vessel
#

how do you export a boxbrush into blender?

bold bay
barren flume
#

I'm having an issue with a button for mobile users

#

I'm trying to get it so when they press it the character will ragdoll

#

I already have a blueprint for pc users

#

but it's not a button

#

you just have to press x

sacred sluice
#

Hello, everyone! I want to make a helper dog in the game. Has anyone ever seen a companion tutorial?

bold bay
#

As a start

#

I dont know how much knowledge you have

#

@sacred sluice

sacred sluice
#

Thanks! but it is so simple)

gaunt abyss
#

@bold bay do enum EItemCategories : uint8
That's required for C++ enums to work in blueprints

bold bay
#

@gaunt abyss Thanks, ill give it a whirl!

plush yew
#

I just solved a problem in ue4 by myself and i feel like a genius

bold bay
#

@gaunt abyss It now gives an error: Missing "{" in enum

barren flume
#

shoot

#

i spent like an hour waiting for the game to launch on mobile

#

and it opens up and i get a message saying

#

Failed to open descriptor file ../../../MyProject/MyProject.uproject

#

then it closes

#

not sure what i did wrong

#

but i don't want to try again and get same error

worn granite
#

@bold bay

enum class EWhatever : uint8
{
  First,
  Second,
  Third,
};
#

its the same syntax as extending a base class, but without access specification

#
class FWhatever : public FMyBaseType
{

};```
#

also @bold bay, #cpp in future

bold bay
#

gotcha, thanks!

low rock
#

hi guys, does anyone knows why my movable actor is too bright?

plush yew
#

I got this paricle

#

that keep looking at camera

#

is there a way to stop that?

#

it has to be something from here

near crater
#

how to play as imported characters which use custom armatures/animations?

rich helm
#

Where can I find the source code of UE4 in Github

dim arch
#

@proven tulip you can procedurally generate a maps layout using blueprints

#

if you want to procedurally generate meshes, it's more difficult

proven tulip
#

I'm a C++ developer mostly. Is is normal to add blueprints like that into a c++ project?

dim arch
#

for example, you can generate the layout of objects in realtime, but you cant generate the shape of the objects in realtime very easily

#

yes, its easy to expose your C++ code to blueprint

proven tulip
#

Ok, so it sounds like to me I should just fully migrate to UE4 now and save a headache.

dim arch
#

the system you use to generate the layout of each level should be easy to hook up to the object placement system

#

I would use blueprints over cpp to familiarize yourself with the engine framework though

#

just expose your code to BP, for example return and array of objects/locations and then use blueprint to spawn and place them, possibly create different materials etc

proven tulip
#

I did a tutorial today with blueprints and it was ok.

dim arch
#

its good, the only problem is if your function returns a struct of datatypes, you need to define it and build the engine before you can access it in bp

proven tulip
#

What I have is basically a map that inherits a 2d array of type std::vector<Item>. So, each cell holds a vector. After the map is generated, items are dropped into each cell. I'd have to have Unreal read all of that in somehow then.

#

It does sound like starting off with Blueprints might be the better idea for learning purposes...

rich helm
#

How do I download the visual studio 2017 to get source build?

normal burrow
#

Definitely want to move on to ue4 @proven tulip

#

Console stuff is great and you’ll be glad you have an understanding of general c++, but working with unreal involves a lot of generated code that is kind of its own thing

#

Also standard library stuff like vector is just not something you’ll use much

#

Nothing stopping you from, but it’s not compatible with the generated code side

proven tulip
#

I see. Should I be learning with a C++ project and use blueprints? Most tutorials say to make a blueprints project.

#

I'd like to see both going on.

normal burrow
#

Honestly would recommend understanding blueprints