#ue4-general
1 messages ยท Page 715 of 1
figure out which axis rubs against it alinous,
then you just atan2d to get the angle there, and offset it by some amount before setting it in as z for rotator
People love sonic ๐คทโโ๏ธ
Alright, I'll try that.
use y and x of vector (wall - character) would need to trace for wall
Data tables aren't editable at runtime, so how should I go about keeping track of my units stats? Stuff like name, rank, experience, etc. Do I make hundreds of struct values in a game instance and just pull from there? Because that's what I just started doing but I think that might not be right
@normal burrow Ok, I don't know what anything you just told me to do does, but it works!
Thank you so much
@plush yew : ๐
I want more #work-in-progress from you by the way @exotic cave ๐ช
screams, jumps out a window
๐
One day soon I will have a public packet ready. I'll hit you up though.
@abstract relic Okay it just finished installing the debugging symbols
I'll package now and see what happens
Am using tick even t for this
do you think this will be kinda heavy ?
To keep spamming Time Delation each frame for 10 secs
if this is just a toggle, wait 10 seconds, toggle you can delay or set it on a timer ?
MathewW i just did it from true it gose into 0.1 then delay go back to normal
i think thats what you meant yea?
yes, when it triggers you set it then delay then unset it
just trigger it dont check it on tick
so is this all of the zombies that are supposed to be slowed or just some?
an event in the zombie called "slow down" or something that would do what you want
then when your player does it they let all the zombies know to slow down
having every zombie check the player every tick for a variable that only needs to be checked once when it changes is bad form
Ok so i will do now a custom event called "slow down" i will call this event in the player BP as i need to right?
you would talk to all of the zombies and call that event yes
you can use get all actors of class to get all zombies when you need to do that, or something else like a sphere overlap to just get the ones around you
Wew matheww i think thats much better but there is one problem
how i can call the zombies
Using all actors?
a more proper way would be to use event dispatchers probably to call out special events but thats more advanced. the other 2 ways are pretty easy
If you end up having more than 1 type of monster then using an interface to call the "slow down" would be optimal as well
am doing slow mo for all zombies thats what am aiming at
Interface will work with that?
wew
i think i will go for interface as i tried it b4
interface is just a generic way of telling stuff to do stuff
so you could for example sphere overlap all actors around you of your monster type, then tell them all using an interface to "slow down" or whatever you want it to be and any monsters that can be slowed and have that interface will do that event
or replace the sphere overlap with a get all actors of class and that gets them all if thats something that you really want
@grim ore hey man I just wanted to say thanks for all those videos you uploaded to youtube, you have helped me more than anyone in learning Ue4 blueprints ๐
Does anyone know how much a high refresh rate monitor affects the performance of unreal
using an event dispatcher is more efficient if you could do that at some point as your zombies would basically listen for when they need to be slowed down and do it when your player says "yo everyone who should slow down, slow down"
@lyric tusk would effect it like anything else that uses higher frame rate. Smoother frames basically
MathewW thanks for the gold tip mate
dispatcher thing seems so useful
i need to get more into them
@grim ore thanks now ik y the performance of my unreal too a huge dip
well the monitor should have no performance effect on your machine, it just displays what your machine tells it to
@lyric tusk was it a quick change? Is everything up to date on your pc?
its possible your new one is gsync or freesync
Way to turn it off or check
Ik on AMD I got a app where I can change the refreshrate to match the monitor
is it an nvidia or amd card?
Open up your Nvidia app and check the options you have avalible regarding the monitor change.
I don't see that option
then chances are you dont have a monitor that supports it so thats not the issue
It should not be that big of a dip in performance I got from 120 in a scene empty scene to less than 24 in a scene with a default landscape directional light sky and atmospheric fog
With no ray tracing on
definitely weird that the monitor would cause that
Yea that's what I m not understanding
are you sure its plugged into the video card and not the motherboard?
It definitely is plugged in my graphic
perhaps your refresh rate doesn't match
Way to check joker?
you did upgrade not downgrade right?
even if it didnt his fps in project is showing 120 so that should be fine
I mean even if your monitor only did 60hz your project can still run at 300 fps
and your monitor must be ok if a blank scene is capping at 120
The only troubleshooting method I have not tried if plugging in my old monitor but I can't do that coz that monitor if broken
Does studio driver and games driver make a difference
I also haven't checked installing studio driver
yes but it shouldnt be that big a difference. This could just be a placebo effect where you are noticing it with the new monitor. What is your refresh rate set to in windows?
144
It could be my mind is playing tricks and even in my old monitor that was an issue but I just never knew
i mean if you really think its an issue drop your rate down to 60 or 59 and see if the results are the same
^
Time to give that a shot as well
but in general the physical monitor should not effect framerate output from the machine, even the gsync issue is less the monitor and a software issue with nvidia
If nothing works one last thing to do might be bring in my neighbours monitor and test coz his monitor is the same that I use to have
can't hurt hopefully
And see if it was a issue to begin with
And if was the issue I guess time to update my hardware so I can work again
I Im trying to create a "impulse" effect using "set actor location" for movement and I cant the vector match right in my head.
How can I use the Impulse location to move the actor I want to effect?
Get the actor's vector i want to be effected by the impulse and add a "get unit direction vector" using the two locations?
i keep getting an error running on android
I cant articulate the problem correctly, damn i suck at vector math.
"Failed to open descriptor file .../.../.../MyProject4/MyProject4.uproject
this keeps happening
Already posted on unreal engine forums yesterday but no replies
3 devices in a row
same message
uhh hello guys I'm new ish, is there a materials specific channel?
I have a very materials specific question
thanks I will give it a go
it sounds like its your project or setup then. are there any other errors on the log?
why do I need an sd card just to run
i was able to package template project
but it says check if i have an sd card
to install
Is this a good idea? I want to make a "Eye of the Beholder" first-person rogue-like game. I know C++ very well. I don't know Unreal as well, but I want to use Unreal for this and learn as I go.
Steps:
- Write the basic logic in a console C++ project. This includes a randomly generated map (2d array of type std::vector<someItemToDrop>), player class data, etc.
- Use these classes to import to Unreal.
Or...
Is it better to use Unreal and then build these classes later with some gained Unreal knowledge? What I "don't" want to do is rewrite it all if it's going to be different.
Mike Lyndon from SideFX will explore how the latest iteration of the Houdini Niagara data interface has simplified the process of exporting point caches and added new ways of using that data in Niagara. With it, you can import fluid sims, crowds or other types of static or ani...
Question, can i use assets i get from unreal engine market place in a commercial game ?
I would use houdini to prog.gen the dungeons, try using the wavecollapse function, they have a good example here
@quick kelp depends on the license, I am pretty sure most of them a licensed to distribute commercially without royalties
modelling software @proven tulip
yeah, modelling program which lets you programmatically create models
Ah
you can use the algos you wrote in cpp in it to generate your layouts
I think mine are equivalent to a MUD type of game. But if Unreal has a better approach of connecting 50x50 foot "cells" together, that might work.
can i load an os terminal window inside unreal?
in the editor or runtime?
while it's running
you can do it in both but need to include the right headers and expose the interface to a GUI element
thank you. i don't know if it will help with the idea i have, but thank you for the information!
i kinda wanna turn unreal's environment into a desktop. 8)
Houdini is impressive
Definitely overkill for what I want though.
And it's $199/year
https://gyazo.com/a2018b2199e9868a87664fffdea72d10
any way to fix this ???
Hey guys, i have a question, when i look into a bright light say a torch my vision goes blind for a sec, then i have to look elsewhere to slowly get the vision back how do i disable this?
Die, you could just expand collision out a little more
anyone know how to fix this?
still doesnt work triple mocha, any way to make it always infront of it even when its inside it ?
Idk, this is coming from two days of experience with UE4. But I think the weapon should have a collision check.
@thin gate clean your lightmass cache
how u do that?
in the corner of ur monitor is the swarm program, used to do your light builds, icon is an orange S, do u see it?
what do you want to happen there die?
that looks like a serious error @thin gate
would try upgrade to 4.24 after committing to source control or making a backup of your 4.23 project. if it doesn't work in .24, make a bug report
ahh did it
it works when i remove all the foliage
the map is quite big
or atleast most of the foliage
How would I export a project to a zip file or so?
file> package>zip
uhm interesting
Your calling crouch in crouch
when i deleted crouch it fixed the crouch issue but another infinite loop was detected and when i deleted what was causing that another infinite loop and so on
Hi, The header file of my character class is giving me an error that says:
Could not open the "character.generated.h"
I have never gotten close to that header file so i don't have any idea why that happens,
It also appears that any .h file i include (e.g. The GameMode header file)
gives me the same error
Could not open source file "SourceFileName.generated.h"
Thanks for any help.
Hey, somebody can recommend good tutorial about combat fight system? I really looking for first fighting, if haven't got fist so can be sword or something and when is possible I'll try change animations. Thanks!
Fist fighting*
Hi i'm using the grasstype tools to spawn folliage on my landscape, so far so good it worked well , but now some of my folliage won't appear anymore, is there a limit ?
No limit.
@timber minnow Your viewdistance is probably hiding the foilage
@glad karma There is "how to make a fighting game in unreal" online.
@blissful trail Look where its looping by clicking "show" and don't call the same event in the event
@timber minnow Your viewdistance is probably hiding the foilage
@plush yew no it's folliage that are very close to the camera, it's for exemple if i add a new layer , let's say moss, and add moss grasstype, i can't see it , but if i plug the grasstype moss on my grass or mud layer i can see them
That is probably an issue with your landscape/asset pack
it seems i'm not the only one that have this problem on the internet , but there is no answer how to fix this
that's why i wanted to know if there was a limit of number of layer or grasstype
@plush yew thanks, i found one video. But it's with c++ it's possible make it without?
Hi! How to get information if the GPU supports raytracing or if raytracing can be enabled?
@somber garnet This is not to do with Unreal Engine
Unless you mean getting that info inside unreal?
@plush yew I'd like to get that information from engine in package.
@plush yew okey I found something but is just only in 2D. I want to make like 3rd person character to be have movement and everything
https://www.youtube.com/watch?v=uQeviAKbHz0&list=PLevTKBl4GzuVf0KbqgLFFG_Kudaqw2gj- This is a 7-part tutorial on how to do a full sword fighting system. @glad karma
This tutorial is not for total beginners!!!
This is first part of my Melee Combat System tutorial series. In this video I am gonna show you how to create easy pick up actor and how to attach weapon to a character.
You can support me here:
https://www.patreon.com/user?u=13704...
@plush yew ok, so there is nothing inside unreal that can give me information if raytracing can be enabled?
He wants to get information from GPU if it can be enabled @plush yew
not enabling it
No, he wants to get that information from the engine.
not from google
?
Should I create an array with gpu names that supports raytracing and compare it to gpu that is in user pc or what?
Yeah, I think that's the best way.
and what about upcoming devices?
I guess you will have to update it
there should be something inside unreal
Maybe.
i'm using the new sunsky component to try to make a really nice day cycle, but whenever i move the sun, the processed primitives shoot up from ~3k to 24k, which is causing it to get a ~60% dropped framerate.. I'm moving it by changing the current solar time. Anyone got any suggestions on how to fix this?
@plush yew thanks, do you think is possible delete a sword and make it only with fist fighting animation?
Okay, amazing today I'll sit on this!
does anybody know a good reason to buy visual studio 2019 pro or is it the same as community (considering that im working individually)
Stick with community
so i wrongfully cloth painted an area of my jacket mesh, can i like de-paint it
which controls are compatible with unreal engine 4
which controls are compatible with unreal engine .. because I want to buy one
fast question aboout the engine, one unit in UE equals 1 cm right? as i understand the max ACCURATE map size the engine can handle is 20km, is this correct? so can i assume if i have objects as far from teh origin as say x1000000,y1000000,z1000000 the physics engine and everything will work as expected?
General rule of thumb: the further you are from the world origin, the more likely things will randomly go wrong. This isnโt ue4 specific, more so general programming issue. Look into the Floating point problem for more detail.
yes i understand float accuracy issues
due to holes during conversion from binary to decimal
i am more like thinking of how good is UE4 at dealing with this kind of accuracy issues at this kind of distance? i am using origin rebasing for anything larger than that, but i want to know if i can trust the engine to at least those values
Well for example. There is an ark map thatโs 12kmx12km. Never seen any reported issues from it
Canโt say I personally made a level that big for any project
oh my level is space based so collision and terrain are not quite an issue (is mostly the distances between orbital bodies (to scale) are quite large and i dont want to be overly concerned with rebasing my origin too often and performance
but then i guess ill be fine
distances to a million UE units should be fine then
Can some1 help me with this error i get when i try to package my game? ๐ https://gyazo.com/ea7ba41d55efa6044cdf5e019a11f245
Grab logs
[project]/saved/logs
And use pastebin.com
Actually use the directory it gave you
Right now, Iโd run a verification on the engine
so i need to repair it first?
What could cause elements in an array to be deleted?
I have this array
Which is used for this code
After i've ran the OnClicked(ContinueButton) event the first element in the array gets deleted.
So when i want to return it think the original 2nd element is the 1st element and returns to character creation even though it's supposed to go back to the previous widget.
Actually might be better to post this in blueprints
hey, does anyone know how to scale the collision of the playerbp? like the capsule? thanks.
If for example I'll buy animset in marketplace and want add model from internet is way to add model to skeletonbone from original ue or something like this way?
Hey does anyone here use / have used this? Currently having some issues with it, doesn't seem to work like in the previews, and the creator is impossible to get in contact with.
How could I make a cube that can grow in length and after a certain amount of time it splits off into other cubes that do the same for a few iterations
@abstract relic i repaired my engine and tried again but got the same error https://gyazo.com/7eedf5e284696a7e93cdd9c9c4ba5524
how can i make a cube grow longer at will and over time
so i have a function to dynamically turn on off lights in game to save resources, but i am not sure which node exactly turns the light completely off and or on
i though i could disable "affects world" but it seems there is no node to change that one?
Is it possible to add a vibration function to an animation montage?
for a roll animation
DOes Eventbegin play also works as Contrsuct?
On the google Play Services tab, where ca I find the License Key?
Should publish the game first and then add the key?
any one who can help me fix this error?
Google Play offers a licensing service that lets you enforce licensing policies for the apps that you publish on Google Play. With the licensing service, your apps can query Google Play at run time to
Does anyone here understand why a blueprint actor that was placed in a level does not reflect any updates in levels created BEFORE the update was made?
In any level created after the revision, the BP works as expected
In any level prior, even though I removed the placed actors and replaced them with spawners they still hold the old behavior?
heyhey, I am trying to get a proper grasp on collissions for static objects - as far as i know collission get loaded on play and cant be removed afterwards. I was wondering if that means that collissions on my levels are "always" being calculated no matter if they are in view or not, close to the player or not.
i have a question. for some reason, whenever i try to build the lighting it fails, this carries into new projects as well. anyone know whats going on
does the swarm agent open when u start building the lighting?
the message log opens
it shows it being build but then it says failed
dont even see it
u should see it on ur taskbar
i dont
can i ask my project built in 4.24.3 but i want run it on 4.4.3 is that possible? because the matinee legacy in cinematic is gone
swarm agent should appear when you're building lighting. There's an issue with your swarm agent.
It should appear in the taskbar
@frozen mural downgrading projects is not possible
yeah. Only upgrading them is possible
@wary ferry anything that can replace matinee legacy function?
@limber mesa owh ok
are u talking about the โผ๏ธ things?
@limber mesa try to allow window defender wall??
i just want the lighting to be able to rebuild
@frozen mural In 4.23 matine legacy was still there Oo at least as an option
try building lighting only
I am not sure but didnt the level sequence replace the matine thingy? I only worked with the level sequence before
idk then seems like an unreal engine problem
@limber mesa did you change your lightmass settings
for me
its always the user ๐
i think you might have to reread lighting documentation if you do not know this
The basics of placing lights into levels and setting them up.
does anybody know how i can make these things appear https://media.discordapp.net/attachments/277180820484259840/702176396205752441/unknown.png?width=1258&height=677
on the right side
im bad with the editor
ยฌ_ยฌ
press play? xD
i dont know if it will address the problem @wary ferry
Check the swarm agent
You are using private network or public? Make sure u check the right now
You are talking about the World Outliner @heady moon as well as your details panel is missing
btw @grim ore you got a minute for me about my collision question?
ok
@wary ferry so it is impossible to do my built project in 4.23 too?
thats what im building my project in
@wary ferry I dont have an answer for that no.
@grim ore Yes thank uuuu I was stuck in this for a hour
any idea where i could go looking?
:_:
is this regarding moving collisions using physics or resting collisions? resting shouldnt really be an issue once it goes to sleep
@frozen mural how do i check the swarm agent?
or do we just mean collsions like on a floor using the collisions settings in engine?
i am building a pretty big level, it will have tons of collision elements in it, since buildings are open and enterable. I am worried, that I have too many vertices wasted on collision when everything in the scene that has collision is always loaded
Click on the allow an app
ok
you shouldnt worry about the collision system for stuff like that, just design your levels correctly. Use basic collision where possible and use complex sparingly.
@frozen mural you cannot go backwards with projects, so .24 to .23. If you had it in .23 and went to .24 this is where a backup or source control would come in handy. If this is just about matinee you should stop using it anyways as matinee has been deprecated for years at this point and fully replaced by Sequencer
what would i check for @frozen mural ?
@grim ore oh ok thanks
@limber mesa scroll down.. and see if you have check it or not
nono its swarm agent
Ya you can do it
set them all to public?
Hmmm i think that is not the problem since your swarm agent has the access to network
what does the swarm agent do btw
Hmmm i dont know but when lightning build the swarm agent will do the job
Do you have any errors when rebuild in log?
for some reason it wont let me click ok when im trying to enable the swarm
nvm i fixed it
Can you try to rebuild and see if your swarm agent icon comes out here?
Your grass collision ?๐
?
ok ill show you my log
The error part
i just get this
No idea sry
uninstall and redownload?
i have projects im working on. i cant do that
do you think a new version would work? @frozen mural
i need to know wich one is acordingly
so when my character is close and walking i want the ai to hear him and catch him
@limber mesa i dont know give it a try maybe?
you can uninstall UE4 and reinstall it and it wont affect your projects unless for some reason you put your projects in the UE4 directory
that would be a silly idea
but the full swarm log should give you more info on why it failed
I just wanted to make a tree
how do i know my project usage? i dont know if this is compatible for mobile
test it on mobile
oh yeah ๐
how to save a location i have a lot of different ai enemies
Hey so I want to make a loading screen, id like to know ways around it
I start
-
Main Menu
-- Multiplayer
-- Find Server
--- Press to join Server -
Loading Screen
-
Waits until levels loaded before removing loading screen
-
Removes and then your in the map
Loading screen needs to overlay the loading of the streaming levels
@unkempt raft learn to program then apply that knowledge to blueprints
mathew i know c++ but people told me to learn blueprints first then go into unreal cpp
@midnight gate do you need to save the location of them? they have to be at the exact spot when you reload or something? if so you would get all of their locations then save it out to a save game object. Asuming the enemies are all the same when you reload you can respawn them and move them. If they are unique or already placed its much harder
@unkempt raft if you know how to program BP should be easy, they are all backed by C++ code and are visual programming. watch/read any of the intro to blueprints courses to understand how they flow and you should be good
thats a confusing question, you know how to program so how do you know how to use functions or methods or loops when you need to do something
which is why i said to watch or read the intro course for it to learn thow they flow
send link for intro course?
there are a ton of them out there including the official documentation
it didnt work @frozen mural
@bitter iris user interface is using the UMG system. what is the issue you are having? It looks like you have defined how you want it to flow and what ui you need.
Once I join the server, it loads the loading screen, but then it freezes (cause its loading the level streams)
should I be putting the loading screen in the persistence level bp?
well you can put it in the persisten level, it doesnt have to be in the level bp (shouldnt be actually)
just whatever is handling it should be in there as that is the level that is always loaded
@grim ore yes i need them to respawn where they were when i load but how do i save all of them if theyre all the same actor in difrent locations?
start save event -> get all actors of your class -> loop thru them and save their locations into an array -> save that array to your save game object
on loading get the array from the save game -> loop thru the array spawning in the enemies and setting their locations to the values in the array
https://cdn.discordapp.com/attachments/592119365214928897/702197420020465834/unknown.png Im looking for this note, can anyone tell me the name ?
it's just a constant 4 vector converted to parameter
If you want to add it directly its in the node list as VectorParameter or the V key
Pretty sure you can hold 4 and click to get one too, but I don't have ue4 up so I can't verify that
is 4.25 coming out this week, by chance ?
There is always a chance but I would doubt it. we should see either the next preview or nothing, if nothing then next week
hey I am currently making a level editor in my game. How could I put data on a server so that other people can play peoples levels
There are many ways, a restful api is one
have them download the data to a usb drive then drive it to the server. if people want levels they can drive to the server with a usb drive and download it from there.
It worked for me when I used to share level data with others
wait u weren't joking?
yep before the internet we had the sneakernet
i mean p@t's idea is probably easier than mine but you didnt ask for easy lol
k yeah
well my oldest just moved out of the house at 18 so im way past my 20's at this point
Quick question, because I'm going crazy ๐ฎ In my animation blueprint preview setup, 3 sliders are not working, but one is. They are all floats. I all set the ranges and slider ranges to the same values. The bottom one is 0-1, the others are 0-900 (speed), -180 - 180 (direction, -90 to 90 (pitch). Its not that they don't affect my model, they just won't move when I drag em
oh
yeah it is, lol
Iโm more curious on how one can โsound oldโ by vocals alone ๐
lots of booze and smoking breaking down your vocals
or uh I guess if you are really young when your voice stops squeakin lol
I imagine the narrative voice of the big Lebowski
200
it literally depends on the size of your character / environment
Hello can some1 help me with this error? ๐ https://gyazo.com/7eedf5e284696a7e93cdd9c9c4ba5524
upload the full log somewhere
Idk 200 is spooky
Hello all. I'm trying to make a basic platformer and found two blueprint assets I'd like to use. Both are free on the market place.
I want to add the custom movement blueprints to the locomotion blueprint. How would I go about doing this?
@grim ore https://pastebin.com/L7ZYq7BF there u go! ๐
@soft narwhal not free
@soft narwhal they are 32.20 Euro
They were free. I own both of them.
I think they were given away during one of the marketplace giveaways
ohh
just found some 3d character
thats cool
ayy
@astral phoenix try moving your project somewhere else, like c:\projects\projectname instead of in your docs dir. You have a - sign in the path and that might cause cooking issues. it cant hurt to try.
I need help. I have a ADS camera and it works, it activates and de activates, but I cant move it side to side and up and down. Any way to fix it. I ticked Usa Pawn Control Rotater but that only rotates the camera, not the rifle
@grim ore how do i do that?
copy the project folder to another location on your drive in your file explorer
alternately figure out which level in your project is bad, its failing on loading some assets in your project
Friends, I have a question.
Help me solve it.
I want the value in one of the blueprints to change from true to false while playing the animation.
I used MyCustomNotifyState for this. There's a start and end function.
But I couldn't create a correct cast to blueprint inside the function to assign the value of the variable from true to false in this blueprint.
Help me how to do this? If you can, show me a picture?
this is the part it crashes at "UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Loading secondary levels for package 'Showroom'"
so check that map
Showroom is my main map :/
can anyone help me with this lighting problem. when i try to build the lighting it fails and when i make a new level and try to build the lighting it also fails
what does the log say in the swarm agent
thats a weird one. and that shows up after building every time?
yea
for the firewall issue what did you end up doing?
I have a similar problem as @fast berry. I have 2 cameras, one for 3rd-person view and the other for 1st-person. 3rd-person view is the default and works flawlessly. After adding in zooming capabilities, I decided that zooming in so far will deactivate the 3rd-person camera and activate the 1st-person camera and vice-versa on the zoom-out. This all works. The problem is that when in 1st-person view, I can only look left and right. I did my research and tried "Use Pawn Control Rotation" and "Use Controller Rotation" settings, but these settings only locked out left/right movement or messed up the 3rd-person camera.
I figured it out, wanna talk in dm?
1st-person view is attached to the head of the mesh. Forgot to mention that.
look at your dms
this is what i have for firewall @grim ore
is that the only messages in the log, nothing above it?
ill show you the whole log after multiple attempts
only need one.
right click and clear the log
then do build -> build lighting only
you can keep the agent on the screen when you do that
you do actually have lights to build right?
well that looks like it can connect, its an issue in your project I think.
close that project, make a new one using the same engine version, choose third person template and then build immediately after opening
see what happens
I am so glad that I took a look at the chat, I always wondered why this 18 year old knows so much more than me ๐ I wish I had a young sounding voice xD
well each version of the engine has it's own swarm and lightmass (which is why you had more than 1 entry in the firewall)
ok
its weird that a new project would fail tho like this
@grim ore now i have moved the map to a diffrent location so how do i open it from the engine?
ok mathew just tried to build the lighting in a sample pack and it still failed
@astral phoenix not the map, the entire project
what i dont get on yours for the swarm is you are missing way more information than I have when it starts up
anything in your output log? like mine has
how do i open up ue4 output log
Window -> Developer -> Output Log
@grim ore i did that!
@astral phoenix ok then in that new folder you shuold have the .uproject file, you can double click on that to open the project up
well you can connect to lightmass so the issue is definitely with the engine or project or pc
but it makes little sense if its failing on a brand new engine and template
hmm. what do you suggest I do
hello I want to make a login system I have paid site so I can do it, but I don't know how to do it
@grim ore
@grim ore where? https://gyazo.com/4a2fbbcacf3183e3ac89367919217965
the Construc file is your project, the blue U icon
if i just put my stuff in content browser but never build it will this take space or nah?
@grim ore when you get time can you tell me what i should do?
@limber mesa I honestly am out of ideas. No one else seems to have this and looking thru the code the job is just not being sent from UE4 to the swarm system ๐ฆ it could be anti virus, it could be some bad install of software, it could be your project folders, there is no way of knowing for me
@frozen mural if you set up your game build properly it wont be included
try to get ue4 support
hello I want to make a login system I have paid site so I can do it, but I don't know how to do it
you can try and change your cache folder in swarm but I doubt that is the issue, normally its only an issue if your login name is odd
and if your project is in a normal folder structure that shouldnt cause it
@grim ore do u want me to try to package the game again?
@astral phoenix if its in a new folder without the - then yes
@plush yew I think you should ask this in blueprints or ui
ok
you should also delete the Build and Intermediate folders if possible at some point before building just to be safe
so i wouldn't need to uninstall it
Anyone have an idea of why this material would look so different in game vs. in editor?
@limber mesa you can try yes but if you already tried it shouldnt help. Uninstalling your UE4 engine and reinstalling it might help. You can also go back into your firewall and delete your swarm entries so the next time it runs it asks again but even then I told it to not allow and it still connected so I dont think that is the issue
Is an animated mat?
What kind of material is this @maiden swift
Yes, it's animated. It looks like TV static and it's using a Time node.
whatever versions your projects are using I would assume? Otherwise if just testing any of them should work
It is, and it looks as I expect it to in editor.
The Editor appearance in the screenshot above is the intended appearance.
I would assume its the time node thats causing these differences
OK. Why would Time cause a material to tile differently in the level viewport, content browser, and material editor vs. in the game?
how are you collecting these images?
btw @grim ore do i need to uninstall the epic games launcher?
@grim ore i got the same error as before :/
Botched answer would be because game time and editor time are different. I have to be honest, even though it feels like that would be the answer, I cant really be sure. I hate the time node xD Dont fully understand it yet
Iโd like to ping you too @grim ore ๐
lol
my lighting is failing all the time @abstract relic and none knows what is causing it
Hey now @wary ferry @limber mesa
I'm following a guide on how to implement custom movement into advanced locomotion but there is a section in which he uses switches. I don't see the option in blueprint for switches.
Pinging each other amidst epidemic is irresponsible!
Join our Discord: https://discord.gg/Z9xyX9w
Support me on Patreon: https://patreon.com/howtomakegames
Stepping through implementing Custom Movement into Advanced Locomotion System. Also demo how to change grip points and move them in the world.
Thank you for all of your sup...
@limber mesa no the launcher and engines are separate
i think we already did @maiden swift lol
Referring to 13:30
ok thanks mathew
@astral phoenix upload the log so we can see it's the same issue
I am just revisiting the time node tut from mathew xD
@astral phoenix also when it fails does it show anything odd in the output log? also also you could try just cooking instead of packaging since the cooking seems to be failing
What is the Material Add Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Guys how do i make my viewport to centre again? I tried move multiple time but not working
@maiden swift
Expressions where the values of the outputs generally do not change once set in the editor or when play begins.
your best friend
^^
@astral phoenix under file is cook content.
this is the error in code tho ```if( LevelPackage )
{
bLoadedLevelPackage = true;
// Find the world object in the loaded package.
UWorld* LoadedWorld = UWorld::FindWorldInPackage(LevelPackage);
// If the world was not found, it could be a redirector to a world. If so, follow it to the destination world.
if (!LoadedWorld)
{
LoadedWorld = UWorld::FollowWorldRedirectorInPackage(LevelPackage);
}
check(LoadedWorld);```
so did you move the map at some point perhaps in your project? we know which map fails its your showcase map
Hello everybody! Please, help me! how do you change the visibility value from false to true?
If I want to change this value from another blueprint?
@grim ore i did not move it
also @astral phoenix is it possible you are using level streaming in a weird way?
@grim ore i did once but i removed it again
that might still be an issue, it seems to think this map is not the main map
do you have any other levels or maps in the project?
or does your showroom have any other levels inside of it?
thats what I would look at, at this point, as it seems to be levels related
i have a level where i have my main menu and then my Main map (showroom)
@grim ore here is the new error for COOK https://pastebin.com/750DXc3E https://gyazo.com/9aefafff57b9ffc4e463b3cb6fc025fa
Yep that's the same error
Try making sure temporarily all of the levels in your map are just single persistent levels and have no sublevels
So nothing referring to your showroom map and your showroom map not referring to anything else
That's about all I can think of.
anyone try megascans foliage without bridge? You have to hook up the materials manually right?
the textures feel a bit...off..like the opacity mask isn't quite right, i used the one provided by megascans
is there where I can get help with stuff
there is where here or #more-resources
thanks
uh I failed to find suitable text channel for this issue. I'm having some weird reference that shouldn't exist in my project. This is my test plane
it has one material slot with this material on it
and I keep getting this whenever I run my project:
any idea why?
Hello everyone, does Unreal has something similar to Unity Create with Code Live? It's a daily live class given by Unity instructors where we make different prototypes every week covering anything from player control to enemy mechanics, both on the design side and the coding side. I found the courses on the education website from within the launcher, but those are isolated topics.
there are live streams on different subjects. They aren't daily but they cover tons of ue4 content. And they are all available for you to watch on youtube
is it a fresh level?
@dawn plover https://learn.unrealengine.com not exactly what you asked for but thats the only thing i have done so far
uh, sort of. There are a few assets placed in it
yeah. That plane right there. But that material doesn't even exist
and that plane has a different material on it anyway
@wary ferry oh that's so weird, yeah I know this site but when I logged in two weeks ago, it had a smaller number of courses, I'm not sure how often new courses are added but what I like about the Unity (8 week course), is that we build a new prototype every week, so every week a new set of skills are learned and now that we are halfway, when I put everything in my four prototypes so far into one project, I can actually make an entire game already, so that feeling of steady progression is there.
So I'm hoping to find something similar offered by UE instructors ๐
Live if possible to we can ask questions when stuff go wrong
i dont think epic has something like this going on, but who knows ^^
Yes. Itโs called fast track
for some reason if i have a branch node it doesnt set visibilities
why does the branch node break visibilities
and where can I find Fast Track? @abstract relic
how do i do it without the branch node
i need certain things to apear and disapear based on the integer
You may also like this https://www.unrealengine.com/en-US/onlinelearning-courses
Hello, is there a way to build a dedicaced server with packaging ?
Like something really fast for test purpose. The game and network function are tested with "run dedicaced server" in editor for information.
I think they got rid of fast track as it links me to the main ue website
yes the courses link is the one I already have, but it has the traditional way of learning path, like 10 lessons on editor window, 10 lessons on materials, etc ๐
ahhh see this one works, thanks, this sounds and look promising
students only ๐ฆ
The super duper hyper speed button
can also just potato everything qbersp
real answer for any situation is to profile it and figure out where the time goes to die
alternatively just start throwing the quality down levers
yeah hopefully the community team are aware of the unity live class offered to everyone (for free) because it's a really great program they set up where we follow the instructor after he/she shows the steps, we do the steps, etc, I learned more in a single week than a month of following ue courses as I had no idea what to do when I was stuck
This community has Mathew. There is no contender for his hat ๐
i'm hoping you typoed unity there ambiroa
But do note. Epic livestream every now and again. Though Iโd agree itโs not targeted to wet behind the ear users
@floral cliff to make a real real dedicated server you need a source build and to build it using a source build, the launcher version wont do it. for testing purposes the run dedicated server option is the option
Now if you want some beginners resources. Look in the pinned messages ๐
care package is good resource
not a typo @normal burrow haha, I really hope epic at least think about setting up a similar live class program ๐
@floral cliff you might be able to use the server command option but no guarantees https://docs.unrealengine.com/en-US/Programming/Basics/CommandLineArguments/index.html
unity exists to be easily ingested and manifest. not great at making games with no matter how easy it is to pick up
@dawn plover this is the closest to the stuff unity is doing https://www.unrealengine.com/en-US/fast-track
and I just noticed high tide linked it in the long form lol
and yeah student only ๐ฆ
@grim ore yes thank you, and yes student only ๐
it has been suggested epic does stuff like that but they dont have the bandwith to support it internally and uh... I dont think stuff like this is a large goal of theirs, they are focused on the curated learning courses on the website and the in person training
this was actually something that 3D buzz used to do which was nice. weekly learning stuff
make a tutorial on tutorials for them matheww
it would definitely be nice to have something like this but Epic's goals are not the same as Unity's goals is what it comes down to
with that said the fast track stuff is a step in the right direction atleast ๐
would have been nice if it was not student only, I actually wanted to do it lol
oh I understand that, it takes a community team to support both the material and the actual live stream, I wouldn't mind if it's not live such as the curated learning courses, but it would be nice to have a similar format which is based on prototyping; when I click on the beginners course on the learning website, it follows the traditional way of teaching, which is 10 lessons on editor, 10 lessons on material, etc, which is feels like a drag, instead making prototypes while learning the editor and material along the way is much more inspiring and motivating
thanks @grim ore
@plush yew I just did and it didn't fix that. I mean it definitely did something 'cause it prompted with a few files but that reference I mentioned still remains
there are courses like that out there, learning while doing, the epic way is a bit different is the issue
Epic is slowly getting more and more diversity in training tho so it cant hurt to keep asking for what you want ๐
haha well I don't wanna be 'that guy' in the community you know what I mean
hell some of the stuff being done now is aimed at the younger school kids and using fortnite creative to introduce them to programming and the engine
wait what, fortnite creative, what is that?
"OMGZ EPIC YOU SUKKK WHY YOU NAT MAKE CONTeNT for ME!?!?!" is different than "I find I learn better by doing, it would be nice for some epic training material that taught using maybe small prototypes or learning the engine by doing a small project" ๐
Fortnite Creative Mode, its a mode in Fortnite that lets you build out your own island using basic programming systems
A problem unsaid is a problem that doesnโt exist. So give your feedback and constructive criticism
So, just an little more ask @grim ore, if i actually do a project on a launcher edition, is it easy to move the project on a full compiled source engine ? Can i do it later ? or it will lead to issues ?
I know when I structured my learning series it was aimed at doing. You stepped thru from nothing to a final "prototype" learning the basic systems in an organic way which I know I prefer. The updated version will do the same just not using a 3 year old version of the engine lol
oke that sounds interesting unless I understand it wrong lol, so I can open a curated scene/package of fortnite in ue and learn ue by using those assets? ๐ฎ yes please
@floral cliff the launcher version is based on a source version, usually a tag or specific branch, so yes the same project can use a source or launcher version of the engine without issue
Thanks !
generally if you have a choice and knowing you will need a source version it is best to start on that but its not a big deal. Starting with a single player game then changing it to multiplayer later is a much larger issue
oh oke I guess your learning series is something I should check out then @grim ore
With the Animation blueprint Update Tick, is there a way to use it to check if the animation has been updated? (my animation is set to stepped at its imported 25fps), the update is called at 120fps
I'd even settle for grabbing a bone transform and checking if it's moved, but I can't seem to access bone transforms directly from within an animation instance
@fluid stone the material doesnt exist but the asset referencing it does, where is the reference? is it just a single plane?
@dawn plover just ingest all you can, at the worst you end up fast forwarding or skipping over stuff you know ๐ even watching by the numbers learning resources can still have tidbits in there
Hello guys, im new. Someone know how to import a ue4 map to the Steam Workshop?
You will need to contact the developer who made the game
@dawn plover so do you mind if I pass on your exact question to some people at epic in the learning team. I am curious myself actually and with fast track I wonder if there are other things they havent mentioned coming yet. This would atleast let them know people are interested in it in a general fashion
@plush yew that's the thing. This plane supposedly references that material but I have no idea how since it has a different material on it
in fact, even if I place that plane on scene
@grim ore I like efficiency and effectiveness ๐ I like "you have 5 different blocks, and if you figure out the logic you might end up with a LEGO character", and not so much like "at the end we will have a LEGO character, but before we have that, let's start with 20 lessons on the editor window and moving in the scene with these simple keybinds" ๐
@grim ore sure wh not, can't hurt to try right? ๐
that was my thought ๐ I technically can harass any of the education team I just don't like doing it because I get scared I will upset them lol
@fluid stone unless it's part of a blueprint or you have some kind of parenting error for the material, id just try loading it into a new level and applying the material, see if the error persists
How do I edit character animations from the already made ones
ahaha see, now you know what I meant when I said I don't want to be 'that guy' ๐
you can use keyframe animation inside the editor or you edit them in a DCC like blender or maya @humble oyster
@plush yew eh, I guess that will fix it, yeah. I just hoped to figure out how that error came into existance in the first place. Anyway, thanks for the help
yeah its hard for me to tell whats going on by text alone, unreal is very reference dependent, and when stuff breaks, it breaks good
how do i get a sceneCaptureCamera to only beable to see a specific mesh, even though specific mesh is hidden in game ?
im trying to create an interactive 3d preview of something if that makes any sense
@grim ore anyway thanks, feel free to tag me or pm if there is news or if they want more info on that other engine live class without going to 'that place' ๐
On occasion #unreal-news with announce such things
hey @grim ore i deleted ue4 then repaired 4.24.3 then i got this when i was trying to rebuild the lighting
so the same issue basically, the red stuff is random errors that happen from time to time
if its still the same error in swarm then I have no idea where to go from here personally. Posting on the forums or answerhub and hoping for a fix ๐ฆ It's an issue with your ue4 not saving/preparing/readying the lightbuild job. Your swarm basically goes "hey I need something to do" and ue4 never gives it any work
so try to uninstall everything entirely then download it back may be the fix?
if it was me I would uninstall each engine from the launcher, uninstall the launcher. Reinstall the launcher, install something like say 4.20 with just the basic stuff (engine, templates, starter packs and none of the extra crap). Start it up. Choose third person template and make a new project in say c:\projects and then immediately hit build when it opens in the starter map
I want to make one of the ai characters in the level to run away from another one, How can i do this using EQS?
https://www.unrealengine.com/en-US/onlinelearning-courses/introduction-to-ai-with-blueprints is a course I just watched that covers those basics. At one point it has the player use the EQS system to find a spot away from the player out of sight and move to it
According to the docs if you right-click in ContentBrowser and want to create new asset under Editor Utilities. there should be 2 options (as seen in docs page) Editor Utility Blueprint and Editor Utility Widget but how come I can see only 1 - Editor Utility Widget. I am using version 4.22
The page is flagged wrong is why, those were introduced in 4.23
Ok
prior to that they were refered to as Blutilities and had slightly different functionality
Ok, I made a blueprint class and derived it from AssetActionUtility which is what i want but I cant see it in the right click context menu
Is there a way I could get it there when I select some assets in the content browser and make it show up in the context menu>
if you are using the editor utility blueprints sure
or you can look at creating a separate editor utility widget to do it as well
i created the widget and am doing this GetSelectedAssets -> ForEach -> Cast to MyClass -> Print sucess/fail but it doesnt cast to my class (cpp class) The asset in content browser is a BP derived from cpp class.
Someone else suggested making Detail Customization but was hoping to avoid that
did you try casting it to the BP class
there is no BP class, I have a blueprint actor based on a C++ class
when i do GetClass on the object it just says "Blueprint"
you have your C++ class, its say MyDude. and then you make a BP class based on it called BP_MyDude ?
Top right corner in the blueprint asset editor shows MyClass where it shows the parent
yes
yep so then you want to select a bunch of my dudes in the BROWSER and do something with them?
or is this in the viewport
and this is the editor utility widget right? the one where you make ui with UMG?
yup all that is in an Editor Utility Widget hooked up to a button click
hey, I couldn't help but notice your username @grim ore , just have to say thank you so much for your videos on youtube! it's been a treasure trove for learning about UE
How do you guys get started into a new project? Do you break it in little ideas and do little each day? I feel like I know a lot about UE4, but not sure how to start something
yeppers it looks like assets cant be cast to is the main issue, its always going to be the base class of the asset in the browser
I dont actually even know if you can edit the defaults in the editor that way, curious to try now tho.
I think what you want to do isnt possible
could I run my actual problem by you? I want to build a list of materials that are present in mesh components attached to my actor, put them in a dict so that I can put a string next to each one of them, and then use that data to specifically apply a certain material to a very unique material id labelled as that string
ok
so automate assigning materials to meshes based on info in the blueprint?
so that the user doesn't need to build the initial dict himself and can just see empty slots where they have to put in the extra data we need
yes
So far Attempt#1 Adding the dict to the class and calling a function to build it in PostInitComponents or OnConstruction hasnt worked because even though debugging with breakpoints says it fills the dict properly something overwrites it with an empty value. The function definitely gets called in editor as it is hitting the breakpoints like I said.
Attempt#2 was making the function CallInEditor but that only shows the button in the details panel if the BP is spawned in the level and does not show in the details panel when opened via the asset preview editor.
Attempt#3 was the editor utility widget but that is clearly not going to work either.
yep I dont think the editor is designed to do that out of the box right now ๐ฆ
man is it me or are the megascans foliage heavy?
yeah @grim ore
hmm... camera animation uses matinee that will be removed soon, but camera anim sequence can't be seen by the play camera animation node... so what do you do when you want to play a camera animation?
This is in 4.25 preview 7
what am I missing?
also @grim ore do you have a patreon or something? ๐
nopers
Hello every1 i have a problem when i play my sub level its saying everything is fine but when i go to my main level its saying ''navnmesh needs to be rebuilt'' but i have allready done it in my main level so why is it saying that? :/
How does one make a Button in Detail Item Customization?
I can only see slate linked to a property
What if there is no property to link to?
if you have some variables exposed as on spawn, instance editable - when you create an object, are those variables set before or after event begin play? (I would assume before, but the values I'm sending in don't seem to be set yet)
im sayed and dint ??????
I'm so confused
I'm trying to get it so when you press a button it creates a session
then it opens a level that you join
it works fine in preview
but when i launch the actual game
and press the button
it does nothing
it will freeze but then restart
Hey I am having an unusual issue whenever I add a Get current level name to an actor the actor cant save anyone know why?
i have a BP that will not update in any levels created before the update no matter what
in a new level the BP updates are reflected
in the old levels they will not update
this is in the build not the editor
it's like the old level is holding on to the original BP settings which is terrible
this is even after I deleted all instances and replaced with spawners
I also replaced with a sublevel
should I put everything in a single post?
try putting multiple sentences together. This is how you do that
Alrighty, so is there anyone that has any experience with a BP that refuses to update ONLY in levels created prior to the update? Is this expected behavior? I have tried sublevels, replacing the BPs by hand, and spawners.
Long story short I have a ship that has a procedural mesh that gets sliced. In the previous versions, allow CPU access was not enabled so the slice would work in the editor but not in the build.
So I updated all the corresponding meshes and in the editor everything works accordingly. But in the 10 levels I created before the CPU access var was updated, they will not slice properly. They are holding on to the way the ship blueprint WAS. Now if I place or spawn this updated BP into a new level, it works like it should. If I create a new sublevel, that works on its own, it will not work loaded into any of the older levels. Makes no sense to me and is preventing me from publishing game to Steam. I have to either temporarily remove a feature or delay release ( which I cannot afford to do ) @lusty rampart any idea?
sorry.. that's weird
thanks for response
this describes the issue here : https://answers.unrealengine.com/questions/219124/476-bp-instance-not-updating.html
has anyone experienced this at all?
I can't believe that the only option is to rebuild the levels from scratch because of a single asset
can anyone explain me why my Nav mesh is not working
at se same with the button P
that should show it
anyone know how to fix the engine from crashing on launch?
Im trying to update project to new version of unreal but keep getting this when i try to build it
Severity Code Description Project File Line Suppression State
Error MSB3075 The command "G:\UnrealEngine-release\Engine\Build\BatchFiles\Build.bat -Target="BadBunchEditor Win64 Development -Project="G:\Unreal Projects\BadBunch\BadBunch.uproject"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. BadBunch C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
guys hows the best way to go about using slow motion? I want to use it a lot in my next project but I know how bad it is with physics like things go flying when going back to normal speed so should I like somehow program my own custom slow motion or something? or is there a way to fix ue4s slow motion?
@thin gate thats the generic error that somthing failed, the real error is above that
normally there is more info in the build log itself, check the output log not the errors log
ahh
@grim ore any idea on my question about when spawn-set variables are assigned vs when begin play is called (on an actor component)?
on an actor component specifically I do not. the spawn actor node variables, the ones that are expose to spawn, are in the constructor of the actor and are done before begin play
that's what I would expect, but I call "add MyType" and then in MyType's begin play, nothing is set, but on the return from "add MyType", all the values are as expected
bp effect slow == mytype
yep for a component I don't know for sure
thanks for looking anyhow ๐
I think someone else mentioned this before and it was not as expected either
what's the difference?
Figured out why the engine is crashing, automatic LODs on skeletal meshes are causing a crash, anyone know how to fix that?
When I open the asset the engine immediately crashes
@hoary silo you may try to disable it in property matrix
I'll try
definitely submit a bug report
I will
Unreal engine isn't saving the changes I make even when I click save
are you pressing saved check out
yes
so it didn't say anything about checking out?
i don't know
i'm just pressing that
and it says saving
then it's done
when I launch it it's like nothing changed
but in preview it's fine
i think
yeah in preview it's fine
but when i package or launch it nothing changes
are you changing the object in the browser or the actor in the level?
uh
it's a level blueprint
when it tries to load a level
it tries to load the old level name
and then it shows an error saying it doesn't exist
is it the level blueprint doing that or the maps and modes setting in the project?
@next badger Even right clicking causes the engine to crash, so I cant access the matrix
it tries to load the level i used to have there
before i changed the name to mainlevel
do you have more than one copy of that level in the project?
or any levels, even the old one
@hoary silo well, then delete the uasset externally ;_;
yeah ๐ฆ
yeah
there's one
i'll delete that
and unreal engine crashed
okay there
it won't delete
it says deleting
but after it's done
it doesn't delete
you might have a redirector issue causing that
i deleted it from file explorer
oh boy!
now it's fin
fine
it's weird
when i press the button on the previewer it loads the level fine
but when i package the game it does nothing
it will freeze the screen
then just like refresh the menu level
your level might not be packaging
yeah it still tries to load the old level name
does you log tell you this?
no
a new window pops up
saying failed to laod package
and then it shows the path to the old level
the old level name
time to clean out old temporary files then. close project, delete build and intermediate folders in the project, open project and package again into a new directory
@next badger Is there any way to restore the default settings of the asset?
corect
alright
@hoary silo from outside of ue4?
Yeah
no, asset's properties are stored within it
damn, I guess I can try again when unreal 4.25 is released
Goodday Guys
source control can roll it back to an older version...
Is there a way I can add a permission request for android?
like microphone access
for voice chat in game
When I look at the app on the phone it only has storage access
@grim ore were you talking to me about the source control?
thank you
hey @grim ore i did the whole installation process over again and the lighting still failed to build
๐ฆ at this point it might be something odd with your PC then. Answerhub or forums or hope someone else has some ideas
How can i load the slot for clients ?? i have an int var saved and when im loading this var for clients getting 0 value but server getting the correct value
this is the function
Anyone know how to set up that proximity voice chat?
or positional
not sure what to call it
I was trying to follow this tutorial but I'm stuck with the audio attenuation part
since the page for that doesn't work
to see how to do it
this is what i have so far
i need to get this on there
but when I try to type set settings none of those show up
For lighting, can we have more than one lightmass importance volume? Or do we only need one that is boxed around the playable area?
Hello, I'm running on UE4 4.23 right now, but I still have Matinee Actor for some reason. I was wondering if anybody could tell me how to update that to Sequencer
You can and should have multiple lightmass important volumes to cover as tightly as possible your actual play area. Parts that are in empty space or areas that dont need light waste the volume
it still doesn't work on phone
my goodness
the button doesn't take me to the level
it just restarts the same level
and when i preview it, it works fine
@grim ore for example, if I have a 2 floor building that is fully explorable and also a street in front of it that the player can go to, should I have one for the building and street?
Also the street would be lit by the directional light while the building will have different lights within it. Does that change the answer if each needs one?
lightmass important only matters for the static lights
so if your outside is all dynamic then it doesnt need one
and you can use just one if the streeth and building all make sense for one box but if there is open area that doesnt matter for light like sky or the sides of the street then 2 might make sense
wtf is up with this. I opened this project a week ago and compiled 11000 shaders. Haven't touched it in a week, open it today and it takes 15 minutes to open and upon open wants to compile 11000 shaders again
the cache area is normally kept to a certain size... if other projects use it it... they get nuked
I haven't worked on anything else in the last week
it was the last project I worked on.
dunno then
That's why I'm asking. I know if I don't open it for a really long time and work on other stuff in the meantime, it often has to compile some shaders, but this one is a bit odd.
Here's a weird one
Notice the number of calls is 12500.1. I made 100001 calls. Why the exact division by 8?
@grim ore thanks mathew!
Hey everyone, I had a question about third person shooter animations. Specifically not sure how best to make sure the muzzle of the gun (and the character itself) aim at the middle of the screen. The aiming animation has him aiming far off to the right. Do I just rotate the animation? Bc I thought that might look funky
There is no actual way to perfectly compensate for the parallax between the center of the screen and the direction the gun is facing.
There are a bunch of tricks, though.
For example, if your bullet has zero travel time (hitscan) then you could cast the ray from the camera, use that to determine what hits, and point the gun at that when you fire.
Other games just let them meet "at infinity" and, when the parallax matters. <shrugs> Get good and compensate, player.
Other games have an "iron sights" mode where you look down the barrel.
etc.
Some games let the player hold the gun in the center, or turn off the gun model, but that's a first-person shooter thing. (Unreal Tournament is a good example.)
any rules about destroying an actor component from outside that component? If I call destroyComponent with target=self, it works great, end play is called right away. If I look up the same component by class on an actor and then pass that to destroyComponent, nothing seems to happen.
@bleak copper Thanks for the tips!
Note: I don't have a whole lot of experience with shooters. Someone else might know other tricks.
Hi everyone. Newbie here. I've worked in film Visual Effects for 12 years but am very new to using UnReal.
I'm currently attempting to set up a character asset we created for a series in UnReal using the film asset and all the animation libraries we developed. Hoping to make something of an 'animation mixing desk' for the character for a future project.
Running into some trouble with the face as the characters eyes and expressions are effectively a series of emojis.
Does anyone know how I might go about getting a media texture to apply to a skeletal mesh? I'm able to get both h264 mp4's and image sequences playing on a basic card, but haven't been able to get them to play on the characters face.
Thanks!
What do you think is more expensive: AIperception in range X or a sphere collision that runs events on overlap/end overlap?
Hey all. I need to project a spherical cube-map texture onto the walls of a room in UE4. Is this possible?
the room has a unique shape - neither sphere nor cube
Hey everyone, I am having a difficulty revering my timeline
So, I have a spline that my actor follows and then it reverses and goes back to the original position
That part is done and works fine
I have a custom event that reverses the timeline
But when the actor goes back to the original position it doesn't restart the timeline again
I know this is not optimal, but I managed to solve the problem with a delay
It works and my actor reverses but its not the best solution
Any better ideas?
i spent months learning how to make class blueprints
still dont understand anything about the blueprint nodes
Keep at it, its like playing a From Software game, at some point everything clicks and you start getting it
Treat Blueprints like a Dark Souls game I guess, idk lol
Are blueprints the Dark Souls of visual scripting languages lol
@runic fern you can't just set the variable on the client side. You need to make a server rpc event that set's the variable
@golden condor you can try a double frame delay instead. Just put two delay nodes after one another and set their time to 0.
@dire fjord AIPercention should be cheaper. Radius/range check calcution are typically very simple.
@lusty rampart @arctic apex have you tried detaching the component before destroying it? That might help.
Does anyone know how I could make a Building System for a survival game? I already have crafting and inventory, the basics for a survival game
What game has a system like what youโre thinking of?