#ue4-general

1 messages ยท Page 715 of 1

ionic lagoon
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I have all the mechanics working, but I'm working on the visuals right now

normal burrow
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figure out which axis rubs against it alinous,

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then you just atan2d to get the angle there, and offset it by some amount before setting it in as z for rotator

abstract relic
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People love sonic ๐Ÿคทโ€โ™€๏ธ

ionic lagoon
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Alright, I'll try that.

normal burrow
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use y and x of vector (wall - character) would need to trace for wall

plush yew
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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

ionic lagoon
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@normal burrow Ok, I don't know what anything you just told me to do does, but it works!

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Thank you so much

exotic cave
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@plush yew : ๐Ÿ˜‚

abstract relic
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I want more #work-in-progress from you by the way @exotic cave ๐Ÿ”ช

exotic cave
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screams, jumps out a window

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๐Ÿ˜„

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One day soon I will have a public packet ready. I'll hit you up though.

barren flume
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@abstract relic Okay it just finished installing the debugging symbols

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I'll package now and see what happens

plush yew
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Am using tick even t for this

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do you think this will be kinda heavy ?

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To keep spamming Time Delation each frame for 10 secs

grim ore
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if this is just a toggle, wait 10 seconds, toggle you can delay or set it on a timer ?

barren flume
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About multiplayer

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should I enable "Create Audio Device for Every Player"?

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nvm

plush yew
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MathewW i just did it from true it gose into 0.1 then delay go back to normal

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i think thats what you meant yea?

grim ore
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that sounds about right

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but doesnt need to be on a tick if thats what you are doing

plush yew
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MathewW what do you recommend

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Cuz i need this to be in the zombie BP

grim ore
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yes, when it triggers you set it then delay then unset it

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just trigger it dont check it on tick

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so is this all of the zombies that are supposed to be slowed or just some?

plush yew
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all of them yup

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When you say trigger

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what do you mean by that what kind of event?

grim ore
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an event in the zombie called "slow down" or something that would do what you want

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then when your player does it they let all the zombies know to slow down

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having every zombie check the player every tick for a variable that only needs to be checked once when it changes is bad form

plush yew
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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?

grim ore
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you would talk to all of the zombies and call that event yes

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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

plush yew
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Wew matheww i think thats much better but there is one problem

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how i can call the zombies

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Using all actors?

grim ore
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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

plush yew
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I been reading about event dispatchers for a while

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still not used to them

grim ore
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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

plush yew
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am doing slow mo for all zombies thats what am aiming at

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Interface will work with that?

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wew

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i think i will go for interface as i tried it b4

grim ore
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interface is just a generic way of telling stuff to do stuff

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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

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or replace the sphere overlap with a get all actors of class and that gets them all if thats something that you really want

subtle hatch
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@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 ๐Ÿ˜‰

lyric tusk
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Does anyone know how much a high refresh rate monitor affects the performance of unreal

grim ore
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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"

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@lyric tusk would effect it like anything else that uses higher frame rate. Smoother frames basically

plush yew
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MathewW thanks for the gold tip mate

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dispatcher thing seems so useful

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i need to get more into them

lyric tusk
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@grim ore thanks now ik y the performance of my unreal too a huge dip

grim ore
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well the monitor should have no performance effect on your machine, it just displays what your machine tells it to

subtle hatch
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@lyric tusk was it a quick change? Is everything up to date on your pc?

lyric tusk
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Yea all the drivers are up-to-date

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It started when my old monitor was replaced

grim ore
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its possible your new one is gsync or freesync

lyric tusk
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Way to turn it off or check

subtle hatch
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Ik on AMD I got a app where I can change the refreshrate to match the monitor

grim ore
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is it an nvidia or amd card?

lyric tusk
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Nvidia

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Its a 1060

subtle hatch
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Open up your Nvidia app and check the options you have avalible regarding the monitor change.

grim ore
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Gsync plays havoc with the editor

lyric tusk
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I don't see that option

grim ore
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then chances are you dont have a monitor that supports it so thats not the issue

lyric tusk
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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

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With no ray tracing on

grim ore
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definitely weird that the monitor would cause that

lyric tusk
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Yea that's what I m not understanding

grim ore
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are you sure its plugged into the video card and not the motherboard?

lyric tusk
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It definitely is plugged in my graphic

subtle hatch
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perhaps your refresh rate doesn't match

lyric tusk
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Way to check joker?

subtle hatch
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you did upgrade not downgrade right?

grim ore
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even if it didnt his fps in project is showing 120 so that should be fine

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I mean even if your monitor only did 60hz your project can still run at 300 fps

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and your monitor must be ok if a blank scene is capping at 120

lyric tusk
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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

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Does studio driver and games driver make a difference

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I also haven't checked installing studio driver

grim ore
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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?

lyric tusk
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144

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It could be my mind is playing tricks and even in my old monitor that was an issue but I just never knew

grim ore
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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

subtle hatch
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^

lyric tusk
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Time to give that a shot as well

grim ore
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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

lyric tusk
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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

grim ore
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can't hurt hopefully

lyric tusk
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And see if it was a issue to begin with

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And if was the issue I guess time to update my hardware so I can work again

subtle hatch
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I Im trying to create a "impulse" effect using "set actor location" for movement and I cant the vector match right in my head.

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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?

barren flume
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i keep getting an error running on android

subtle hatch
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I cant articulate the problem correctly, damn i suck at vector math.

barren flume
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"Failed to open descriptor file .../.../.../MyProject4/MyProject4.uproject

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this keeps happening

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Already posted on unreal engine forums yesterday but no replies

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3 devices in a row

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same message

mellow pebble
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uhh hello guys I'm new ish, is there a materials specific channel?

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I have a very materials specific question

fallen wing
mellow pebble
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thanks I will give it a go

grim ore
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it sounds like its your project or setup then. are there any other errors on the log?

barren flume
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why do I need an sd card just to run

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i was able to package template project

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but it says check if i have an sd card

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to install

proven tulip
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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:

  1. 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.
  2. 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.

dim arch
quick kelp
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Question, can i use assets i get from unreal engine market place in a commercial game ?

dim arch
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I would use houdini to prog.gen the dungeons, try using the wavecollapse function, they have a good example here

proven tulip
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I know I asked yesterday, but still planning.

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What is houdini?

dim arch
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@quick kelp depends on the license, I am pretty sure most of them a licensed to distribute commercially without royalties

quick kelp
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modelling software @proven tulip

dim arch
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yeah, modelling program which lets you programmatically create models

proven tulip
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Ah

dim arch
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you can use the algos you wrote in cpp in it to generate your layouts

proven tulip
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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.

lavish garden
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can i load an os terminal window inside unreal?

dim arch
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in the editor or runtime?

lavish garden
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while it's running

dim arch
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you can do it in both but need to include the right headers and expose the interface to a GUI element

lavish garden
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thank you. i don't know if it will help with the idea i have, but thank you for the information!

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i kinda wanna turn unreal's environment into a desktop. 8)

proven tulip
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Houdini is impressive

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Definitely overkill for what I want though.

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And it's $199/year

blissful trail
carmine palm
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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?

proven tulip
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Die, you could just expand collision out a little more

thin gate
blissful trail
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still doesnt work triple mocha, any way to make it always infront of it even when its inside it ?

proven tulip
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Idk, this is coming from two days of experience with UE4. But I think the weapon should have a collision check.

keen moss
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@thin gate clean your lightmass cache

thin gate
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how u do that?

keen moss
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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?

normal burrow
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what do you want to happen there die?

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that looks like a serious error @thin gate

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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

thin gate
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ahh did it

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it works when i remove all the foliage

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the map is quite big

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or atleast most of the foliage

thorny stirrup
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How would I export a project to a zip file or so?

scarlet birch
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file> package>zip

blissful trail
normal burrow
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Your calling crouch in crouch

blissful trail
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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

grim shale
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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.

glad karma
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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!

glad karma
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Fist fighting*

timber minnow
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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 ?

plush yew
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No limit.

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@timber minnow Your viewdistance is probably hiding the foilage

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@glad karma There is "how to make a fighting game in unreal" online.

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@blissful trail Look where its looping by clicking "show" and don't call the same event in the event

timber minnow
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@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

plush yew
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That is probably an issue with your landscape/asset pack

timber minnow
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it seems i'm not the only one that have this problem on the internet , but there is no answer how to fix this

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that's why i wanted to know if there was a limit of number of layer or grasstype

glad karma
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@plush yew thanks, i found one video. But it's with c++ it's possible make it without?

plush yew
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Yes.

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There are other videos that are blueprint only. @glad karma

somber garnet
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Hi! How to get information if the GPU supports raytracing or if raytracing can be enabled?

plush yew
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@somber garnet This is not to do with Unreal Engine

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Unless you mean getting that info inside unreal?

somber garnet
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@plush yew I'd like to get that information from engine in package.

glad karma
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@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

plush yew
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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...

โ–ถ Play video
somber garnet
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@plush yew ok, so there is nothing inside unreal that can give me information if raytracing can be enabled?

plush yew
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He wants to get information from GPU if it can be enabled @plush yew

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not enabling it

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No, he wants to get that information from the engine.

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not from google

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?

somber garnet
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Should I create an array with gpu names that supports raytracing and compare it to gpu that is in user pc or what?

plush yew
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Yeah, I think that's the best way.

somber garnet
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and what about upcoming devices?

plush yew
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I guess you will have to update it

somber garnet
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there should be something inside unreal

plush yew
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Maybe.

mossy cloud
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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?

glad karma
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@plush yew thanks, do you think is possible delete a sword and make it only with fist fighting animation?

plush yew
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Yes.

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Well, some work will need to be changed, but yes.

glad karma
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Okay, amazing today I'll sit on this!

heady moon
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does anybody know a good reason to buy visual studio 2019 pro or is it the same as community (considering that im working individually)

abstract relic
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Stick with community

hasty osprey
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so i wrongfully cloth painted an area of my jacket mesh, can i like de-paint it

sage hinge
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which controls are compatible with unreal engine 4

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which controls are compatible with unreal engine .. because I want to buy one

half turtle
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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?

abstract relic
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General rule of thumb: the further you are from the world origin, the more likely things will randomly go wrong. This isnโ€™t ue4 specific, more so general programming issue. Look into the Floating point problem for more detail.

half turtle
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yes i understand float accuracy issues

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due to holes during conversion from binary to decimal

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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

abstract relic
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Well for example. There is an ark map thatโ€™s 12kmx12km. Never seen any reported issues from it

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Canโ€™t say I personally made a level that big for any project

half turtle
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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

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but then i guess ill be fine

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distances to a million UE units should be fine then

astral phoenix
abstract relic
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Grab logs

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[project]/saved/logs

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Actually use the directory it gave you

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Right now, Iโ€™d run a verification on the engine

astral phoenix
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so i need to repair it first?

rough hound
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What could cause elements in an array to be deleted?

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After i've ran the OnClicked(ContinueButton) event the first element in the array gets deleted.

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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.

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Actually might be better to post this in blueprints

fallen wing
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hey, does anyone know how to scale the collision of the playerbp? like the capsule? thanks.

glad karma
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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?

hot thistle
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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.

plush yew
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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

astral phoenix
plush yew
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how can i make a cube grow longer at will and over time

half turtle
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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

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i though i could disable "affects world" but it seems there is no node to change that one?

barren flume
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Is it possible to add a vibration function to an animation montage?

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for a roll animation

radiant haven
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DOes Eventbegin play also works as Contrsuct?

steady ingot
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Should publish the game first and then add the key?

lucid magnet
barren flume
heavy wadi
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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?

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In any level created after the revision, the BP works as expected

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In any level prior, even though I removed the placed actors and replaced them with spawners they still hold the old behavior?

heady moon
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help

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i cant open the place where i can add components see the classes etc

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etc

wary ferry
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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.

limber mesa
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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

heady moon
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does the swarm agent open when u start building the lighting?

limber mesa
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the message log opens

heady moon
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no i mean

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this

limber mesa
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it shows it being build but then it says failed

heady moon
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does the swarm agent open

limber mesa
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dont even see it

heady moon
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u should see it on ur taskbar

limber mesa
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i dont

frozen mural
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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

heady moon
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swarm agent should appear when you're building lighting. There's an issue with your swarm agent.

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It should appear in the taskbar

wary ferry
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@frozen mural downgrading projects is not possible

heady moon
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yeah. Only upgrading them is possible

frozen mural
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@wary ferry anything that can replace matinee legacy function?

limber mesa
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this is what i see

frozen mural
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@limber mesa owh ok

heady moon
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are u talking about the โ€ผ๏ธ things?

frozen mural
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@limber mesa try to allow window defender wall??

limber mesa
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i just want the lighting to be able to rebuild

wary ferry
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@frozen mural In 4.23 matine legacy was still there Oo at least as an option

heady moon
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try building lighting only

limber mesa
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i did

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nothing works

wary ferry
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I am not sure but didnt the level sequence replace the matine thingy? I only worked with the level sequence before

heady moon
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idk then seems like an unreal engine problem

wary ferry
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@limber mesa did you change your lightmass settings

heady moon
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for me

wary ferry
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its always the user ๐Ÿ˜‰

limber mesa
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idk

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how do i check

wary ferry
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i think you might have to reread lighting documentation if you do not know this

heady moon
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on the right side

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im bad with the editor

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ยฌ_ยฌ

wary ferry
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press play? xD

limber mesa
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i dont know if it will address the problem @wary ferry

frozen mural
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click window

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and detail

limber mesa
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@frozen mural how do i enable the firewall

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im in it right now

frozen mural
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go to allow an app or feature through Window Defender Firewall,change settings

heady moon
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@wary ferry no i mean like

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the actor viewer

frozen mural
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Check the swarm agent

heady moon
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that shows the specifications of an actor

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when clicking on it

limber mesa
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this is what i see ckw

frozen mural
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You are using private network or public? Make sure u check the right now

wary ferry
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any window element that you want to look at is there @heady moon

grim ore
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You are talking about the World Outliner @heady moon as well as your details panel is missing

frozen mural
wary ferry
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btw @grim ore you got a minute for me about my collision question?

limber mesa
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ok

frozen mural
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@wary ferry so it is impossible to do my built project in 4.23 too?

limber mesa
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thats what im building my project in

grim ore
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@wary ferry I dont have an answer for that no.

heady moon
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@grim ore Yes thank uuuu I was stuck in this for a hour

wary ferry
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any idea where i could go looking?

heady moon
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:_:

grim ore
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is this regarding moving collisions using physics or resting collisions? resting shouldnt really be an issue once it goes to sleep

limber mesa
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@frozen mural how do i check the swarm agent?

grim ore
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or do we just mean collsions like on a floor using the collisions settings in engine?

frozen mural
wary ferry
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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

frozen mural
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Click on the allow an app

limber mesa
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ok

grim ore
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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.

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@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

limber mesa
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what would i check for @frozen mural ?

frozen mural
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@grim ore oh ok thanks

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@limber mesa scroll down.. and see if you have check it or not

limber mesa
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do i check for ue4?

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which one would i check

frozen mural
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nono its swarm agent

limber mesa
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ok

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do i check them all?

frozen mural
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Ya you can do it

limber mesa
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set them all to public?

frozen mural
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Hmmm i think that is not the problem since your swarm agent has the access to network

limber mesa
#

what does the swarm agent do btw

frozen mural
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Hmmm i dont know but when lightning build the swarm agent will do the job

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Do you have any errors when rebuild in log?

limber mesa
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for some reason it wont let me click ok when im trying to enable the swarm

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nvm i fixed it

frozen mural
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Can you try to rebuild and see if your swarm agent icon comes out here?

limber mesa
#

i had to hit change settings

#

ill try

#

one sec

frozen mural
limber mesa
#

i see it

#

it still says failed

frozen mural
#

Your grass collision ?๐Ÿ˜‚

limber mesa
#

?

frozen mural
#

I cant see your log clearly

#

Can you send it with zoomed in?

limber mesa
#

ok ill show you my log

frozen mural
#

The error part

limber mesa
frozen mural
#

No idea sry

limber mesa
#

me neither

#

this even pops up with new projects as well

frozen mural
#

uninstall and redownload?

limber mesa
#

i have projects im working on. i cant do that

midnight gate
#

how do i find out how loud is my foot step sound?

limber mesa
#

do you think a new version would work? @frozen mural

midnight gate
#

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

frozen mural
#

@limber mesa i dont know give it a try maybe?

grim ore
#

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

midnight gate
#

that would be a silly idea

grim ore
#

but the full swarm log should give you more info on why it failed

plush yew
frozen mural
#

how do i know my project usage? i dont know if this is compatible for mobile

grim ore
#

test it on mobile

frozen mural
#

oh yeah ๐Ÿ˜…

unkempt raft
#

Bro wher edid u guys learned to use blueprints

#

or what did u guys do*

midnight gate
#

how to save a location i have a lot of different ai enemies

bitter iris
#

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

grim ore
#

@unkempt raft learn to program then apply that knowledge to blueprints

unkempt raft
#

mathew i know c++ but people told me to learn blueprints first then go into unreal cpp

grim ore
#

@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

unkempt raft
#

yea ik

#

But how would ik to use them

grim ore
#

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

unkempt raft
#

yea

#

ik those

#

but im saying like

#

idk how to get around blueprints

grim ore
#

which is why i said to watch or read the intro course for it to learn thow they flow

unkempt raft
#

send link for intro course?

grim ore
#

there are a ton of them out there including the official documentation

limber mesa
#

it didnt work @frozen mural

grim ore
#

@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.

bitter iris
#

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?

grim ore
#

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

midnight gate
#

@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?

grim ore
#

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

lyric mason
manic pawn
#

it's just a constant 4 vector converted to parameter

grim ore
#

If you want to add it directly its in the node list as VectorParameter or the V key

misty creek
#

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

vale silo
#

is 4.25 coming out this week, by chance ?

grim ore
#

There is always a chance but I would doubt it. we should see either the next preview or nothing, if nothing then next week

hollow ridge
#

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

normal burrow
#

There are many ways, a restful api is one

grim ore
#

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.

hollow ridge
#

lol

#

I think Mathew's solution is the best

grim ore
#

It worked for me when I used to share level data with others

hollow ridge
#

wait u weren't joking?

grim ore
#

yep before the internet we had the sneakernet

hollow ridge
#

ok

#

U aren't that old tho r u. In ur vids it sounds like ur in ur later 20s

grim ore
#

i mean p@t's idea is probably easier than mine but you didnt ask for easy lol

hollow ridge
#

k yeah

grim ore
#

well my oldest just moved out of the house at 18 so im way past my 20's at this point

wanton wadi
#

Quick question, because I'm going crazy ๐Ÿ˜ฎ 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

hollow ridge
#

oh

wanton wadi
#

ah

normal burrow
#

Sneaker net

#

Good times

#

Remember hotline?

wanton wadi
#

yeah it is, lol

abstract relic
#

Iโ€™m more curious on how one can โ€œsound oldโ€ by vocals alone ๐Ÿ˜œ

grim ore
#

lots of booze and smoking breaking down your vocals

#

or uh I guess if you are really young when your voice stops squeakin lol

normal burrow
#

I imagine the narrative voice of the big Lebowski

frozen mural
#

guys what speed is most suitable for a horror game?

#

walking speed*

normal burrow
#

200

grim ore
#

it literally depends on the size of your character / environment

astral phoenix
grim ore
#

upload the full log somewhere

normal burrow
#

Idk 200 is spooky

soft narwhal
#

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?

astral phoenix
frozen mural
#

@soft narwhal not free

astral phoenix
#

@soft narwhal they are 32.20 Euro

soft narwhal
#

They were free. I own both of them.

#

I think they were given away during one of the marketplace giveaways

frozen mural
#

ohh

#

just found some 3d character

#

thats cool

steady timber
#

ayy

grim ore
#

@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.

fast berry
#

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

astral phoenix
#

@grim ore how do i do that?

grim ore
#

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

sacred sluice
#

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?

grim ore
#

this is the part it crashes at "UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Loading secondary levels for package 'Showroom'"

#

so check that map

astral phoenix
#

Showroom is my main map :/

limber mesa
#

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

grim ore
#

what does the log say in the swarm agent

limber mesa
#

so after i run it i can click on the swarm agent?

grim ore
#

thats a weird one. and that shows up after building every time?

limber mesa
#

yea

grim ore
#

for the firewall issue what did you end up doing?

limber mesa
#

i just checked swarm

#

both public and private

wanton lotus
#

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.

fast berry
#

I figured it out, wanna talk in dm?

wanton lotus
#

1st-person view is attached to the head of the mesh. Forgot to mention that.

fast berry
#

look at your dms

limber mesa
grim ore
#

is that the only messages in the log, nothing above it?

limber mesa
#

ill show you the whole log after multiple attempts

grim ore
#

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?

limber mesa
#

yes i do

grim ore
#

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

limber mesa
#

the lighting still fails

#

i tried doing it before one multiple versions to

wary ferry
#

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 ๐Ÿ˜„ I wish I had a young sounding voice xD

grim ore
#

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)

limber mesa
#

ok

grim ore
#

its weird that a new project would fail tho like this

limber mesa
#

im going to look at a ue4 sample pack and try it

#

from there

astral phoenix
#

@grim ore now i have moved the map to a diffrent location so how do i open it from the engine?

limber mesa
#

ok mathew just tried to build the lighting in a sample pack and it still failed

grim ore
#

@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

limber mesa
#

i get this

grim ore
limber mesa
#

how do i open up ue4 output log

grim ore
#

Window -> Developer -> Output Log

astral phoenix
#

@grim ore i did that!

grim ore
#

@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

limber mesa
#

nothing

grim ore
#

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

limber mesa
#

hmm. what do you suggest I do

plush yew
#

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

astral phoenix
grim ore
#

the Construc file is your project, the blue U icon

frozen mural
#

if i just put my stuff in content browser but never build it will this take space or nah?

limber mesa
#

@grim ore when you get time can you tell me what i should do?

grim ore
#

@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 ๐Ÿ˜ฆ 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

wary ferry
#

@frozen mural if you set up your game build properly it wont be included

limber mesa
#

why does this have to happen to me

#

should i uninstall it? @grim ore

frozen mural
#

try to get ue4 support

plush yew
#

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
#

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

astral phoenix
#

@grim ore do u want me to try to package the game again?

grim ore
#

@astral phoenix if its in a new folder without the - then yes

wary ferry
#

@plush yew I think you should ask this in blueprints or ui

plush yew
#

ok

grim ore
#

you should also delete the Build and Intermediate folders if possible at some point before building just to be safe

limber mesa
#

so i wouldn't need to uninstall it

maiden swift
#

Anyone have an idea of why this material would look so different in game vs. in editor?

grim ore
#

@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

abstract relic
#

Is an animated mat?

limber mesa
#

ill try to delete it

#

what version should i go to @grim ore

wary ferry
#

What kind of material is this @maiden swift

maiden swift
#

Yes, it's animated. It looks like TV static and it's using a Time node.

grim ore
#

whatever versions your projects are using I would assume? Otherwise if just testing any of them should work

abstract relic
#

Make sure Real-time is turned on

#

In editor

limber mesa
#

ok ill get back to you @grim ore

#

thanks for the help

maiden swift
#

It is, and it looks as I expect it to in editor.

#

The Editor appearance in the screenshot above is the intended appearance.

wary ferry
#

I would assume its the time node thats causing these differences

maiden swift
#

OK. Why would Time cause a material to tile differently in the level viewport, content browser, and material editor vs. in the game?

normal burrow
#

how are you collecting these images?

limber mesa
#

btw @grim ore do i need to uninstall the epic games launcher?

astral phoenix
#

@grim ore i got the same error as before :/

wary ferry
#

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

abstract relic
#

Iโ€™d like to ping you too @grim ore ๐Ÿ˜œ

limber mesa
#

lol

#

my lighting is failing all the time @abstract relic and none knows what is causing it

wary ferry
#

lets not get this out of hand @abstract relic

#

xD

abstract relic
#

Hey now @wary ferry @limber mesa

maiden swift
#

Now don't go scaring Mathew off.

#

lol

soft narwhal
#

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.

grave nebula
#

Pinging each other amidst epidemic is irresponsible!

soft narwhal
grim ore
#

@limber mesa no the launcher and engines are separate

limber mesa
#

i think we already did @maiden swift lol

soft narwhal
#

Referring to 13:30

limber mesa
#

ok thanks mathew

grim ore
#

@astral phoenix upload the log so we can see it's the same issue

wary ferry
#

I am just revisiting the time node tut from mathew xD

maiden swift
#

Maybe I should check it out, too. lol

#

Haven't found any leads on the web yet.

grim ore
#

@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

astral phoenix
#

@grim ore u got the full log and a pic of the error and how do i cook it?

frozen mural
#

Guys how do i make my viewport to centre again? I tried move multiple time but not working

wary ferry
#

your best friend

#

^^

grim ore
#

@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

sacred sluice
#

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?

wary ferry
astral phoenix
#

@grim ore i did not move it

grim ore
#

also @astral phoenix is it possible you are using level streaming in a weird way?

astral phoenix
#

@grim ore i did once but i removed it again

grim ore
#

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

astral phoenix
#

i have a level where i have my main menu and then my Main map (showroom)

grim ore
#

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.

plush yew
#

anyone try megascans foliage without bridge? You have to hook up the materials manually right?

tacit ridge
#

is there where I can get help with stuff

normal burrow
tacit ridge
#

thanks

fluid stone
#

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

#

any idea why?

dawn plover
#

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.

fluid stone
#

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

plush yew
#

is it a fresh level?

wary ferry
fluid stone
#

uh, sort of. There are a few assets placed in it

plush yew
#

well its referenced by a test plane

#

a plane thats in the scene i assume

fluid stone
#

yeah. That plane right there. But that material doesn't even exist

#

and that plane has a different material on it anyway

dawn plover
#

@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 ๐Ÿ˜„

#

Live if possible to we can ask questions when stuff go wrong

wary ferry
#

i dont think epic has something like this going on, but who knows ^^

abstract relic
#

Yes. Itโ€™s called fast track

midnight gate
#

why does the branch node break visibilities

dawn plover
#

and where can I find Fast Track? @abstract relic

midnight gate
#

how do i do it without the branch node

abstract relic
midnight gate
#

i need certain things to apear and disapear based on the integer

abstract relic
floral cliff
#

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.

dawn plover
#

I think they got rid of fast track as it links me to the main ue website

dawn plover
#

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 ๐Ÿ˜„

#

ahhh see this one works, thanks, this sounds and look promising

#

students only ๐Ÿ˜ฆ

abstract relic
#

โ€œStudentsโ€

#

Yeah that part sucks

plush yew
#

Is there any kind of settings to make ue4 run faster?

#

and not the heavy on pc

abstract relic
#

The super duper hyper speed button

normal burrow
#

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

dawn plover
#

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

abstract relic
#

This community has Mathew. There is no contender for his hat ๐Ÿ˜œ

normal burrow
#

i'm hoping you typoed unity there ambiroa

abstract relic
#

But do note. Epic livestream every now and again. Though Iโ€™d agree itโ€™s not targeted to wet behind the ear users

grim ore
#

@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

abstract relic
#

Now if you want some beginners resources. Look in the pinned messages ๐Ÿ˜‰

normal burrow
#

care package is good resource

dawn plover
#

not a typo @normal burrow haha, I really hope epic at least think about setting up a similar live class program ๐Ÿ˜‰

grim ore
normal burrow
#

unity exists to be easily ingested and manifest. not great at making games with no matter how easy it is to pick up

grim ore
#

and I just noticed high tide linked it in the long form lol

#

and yeah student only ๐Ÿ˜ฆ

dawn plover
#

@grim ore yes thank you, and yes student only ๐Ÿ˜‰

grim ore
#

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

normal burrow
#

make a tutorial on tutorials for them matheww

grim ore
#

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 ๐Ÿ™‚

#

would have been nice if it was not student only, I actually wanted to do it lol

dawn plover
#

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

floral cliff
#

thanks @grim ore

fluid stone
#

@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

grim ore
#

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 ๐Ÿ™‚

dawn plover
#

haha well I don't wanna be 'that guy' in the community you know what I mean

grim ore
#

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

dawn plover
#

wait what, fortnite creative, what is that?

grim ore
#

"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" ๐Ÿ™‚

#

Fortnite Creative Mode, its a mode in Fortnite that lets you build out your own island using basic programming systems

abstract relic
#

A problem unsaid is a problem that doesnโ€™t exist. So give your feedback and constructive criticism

floral cliff
#

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 ?

grim ore
#

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

dawn plover
#

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? ๐Ÿ˜ฎ yes please

grim ore
#

@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

floral cliff
#

Thanks !

grim ore
#

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

dawn plover
#

oh oke I guess your learning series is something I should check out then @grim ore

left citrus
#

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

plush yew
#

@fluid stone the material doesnt exist but the asset referencing it does, where is the reference? is it just a single plane?

grim ore
#

@dawn plover just ingest all you can, at the worst you end up fast forwarding or skipping over stuff you know ๐Ÿ™‚ even watching by the numbers learning resources can still have tidbits in there

ashen violet
#

Hello guys, im new. Someone know how to import a ue4 map to the Steam Workshop?

abstract relic
#

You will need to contact the developer who made the game

grim ore
#

@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

fluid stone
#

@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

dawn plover
#

@grim ore I like efficiency and effectiveness ๐Ÿ˜‰ 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" ๐Ÿ˜‚

fluid stone
#

without any material applied

#

it still prints that reference error

dawn plover
#

@grim ore sure wh not, can't hurt to try right? ๐Ÿ˜„

grim ore
#

that was my thought ๐Ÿ™‚ 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

plush yew
#

@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

humble oyster
#

How do I edit character animations from the already made ones

dawn plover
#

ahaha see, now you know what I meant when I said I don't want to be 'that guy' ๐Ÿ˜„

grim ore
#

you can use keyframe animation inside the editor or you edit them in a DCC like blender or maya @humble oyster

fluid stone
#

@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

plush yew
#

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

quiet token
#

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

dawn plover
#

@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' ๐Ÿ˜‚

abstract relic
limber mesa
#

hey @grim ore i deleted ue4 then repaired 4.24.3 then i got this when i was trying to rebuild the lighting

grim ore
#

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 ๐Ÿ˜ฆ 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

limber mesa
#

so try to uninstall everything entirely then download it back may be the fix?

grim ore
#

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

jaunty dagger
#

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?

grim ore
somber crown
#

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

grim ore
#

The page is flagged wrong is why, those were introduced in 4.23

somber crown
#

Ok

grim ore
#

prior to that they were refered to as Blutilities and had slightly different functionality

somber crown
#

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>

grim ore
#

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

somber crown
#

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

grim ore
#

did you try casting it to the BP class

somber crown
#

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"

grim ore
#

you have your C++ class, its say MyDude. and then you make a BP class based on it called BP_MyDude ?

somber crown
#

Top right corner in the blueprint asset editor shows MyClass where it shows the parent

#

yes

grim ore
#

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

somber crown
#

in the browser

#

i want to modify some vars on it and save it again

grim ore
#

and this is the editor utility widget right? the one where you make ui with UMG?

somber crown
#

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

regal veldt
#

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

grim ore
#

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

somber crown
#

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

grim ore
#

so automate assigning materials to meshes based on info in the blueprint?

somber crown
#

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.

grim ore
#

yep I dont think the editor is designed to do that out of the box right now ๐Ÿ˜ฆ

plush yew
#

man is it me or are the megascans foliage heavy?

somber crown
#

yeah @grim ore

glacial pecan
#

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?

#

what am I missing?

#

also @grim ore do you have a patreon or something? ๐Ÿ™‚

grim ore
#

nopers

astral phoenix
#

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? :/

somber crown
#

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?

lusty rampart
#

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)

quiet token
#

im sayed and dint ??????

barren flume
#

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

hollow ridge
#

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?

barren flume
heavy wadi
#

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

lusty rampart
#

my

#

monitor

#

isn't

#

tall

#

enough

#

for

#

this

heavy wadi
#

should I put everything in a single post?

lusty rampart
#

try putting multiple sentences together. This is how you do that

heavy wadi
#

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?

lusty rampart
#

sorry.. that's weird

heavy wadi
#

I can't believe that the only option is to rebuild the levels from scratch because of a single asset

lucid magnet
#

can anyone explain me why my Nav mesh is not working

#

at se same with the button P

#

that should show it

hoary silo
#

anyone know how to fix the engine from crashing on launch?

thin gate
#

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

azure shore
#

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?

grim ore
#

@thin gate thats the generic error that somthing failed, the real error is above that

thin gate
#

its the only error i get

#

anyway to like maybe do verbose

grim ore
#

normally there is more info in the build log itself, check the output log not the errors log

thin gate
#

ahh

lusty rampart
#

@grim ore any idea on my question about when spawn-set variables are assigned vs when begin play is called (on an actor component)?

grim ore
#

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

lusty rampart
#

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

grim ore
#

yep for a component I don't know for sure

lusty rampart
#

thanks for looking anyhow ๐Ÿ™‚

grim ore
#

I think someone else mentioned this before and it was not as expected either

next badger
hoary silo
#

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

next badger
#

@hoary silo you may try to disable it in property matrix

hoary silo
#

I'll try

normal burrow
#

definitely submit a bug report

hoary silo
#

I will

barren flume
#

Unreal engine isn't saving the changes I make even when I click save

normal burrow
#

are you pressing saved check out

barren flume
#

yes

normal burrow
#

or something

#

yeah that does not save

barren flume
#

i clicked save all

#

on file

normal burrow
#

so it didn't say anything about checking out?

barren flume
#

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

grim ore
#

are you changing the object in the browser or the actor in the level?

barren flume
#

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

grim ore
#

is it the level blueprint doing that or the maps and modes setting in the project?

barren flume
#

the level blueprint

#

i have this here

#

but when i launch and click the button

hoary silo
#

@next badger Even right clicking causes the engine to crash, so I cant access the matrix

barren flume
#

it tries to load the level i used to have there

#

before i changed the name to mainlevel

grim ore
#

do you have more than one copy of that level in the project?

#

or any levels, even the old one

next badger
#

@hoary silo well, then delete the uasset externally ;_;

hoary silo
#

yeah ๐Ÿ˜ฆ

barren flume
#

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

grim ore
#

you might have a redirector issue causing that

barren flume
#

i deleted it from file explorer

grim ore
#

oh boy!

barren flume
#

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

grim ore
#

your level might not be packaging

barren flume
#

yeah it still tries to load the old level name

grim ore
#

does you log tell you this?

barren flume
#

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

grim ore
#

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

hoary silo
#

@next badger Is there any way to restore the default settings of the asset?

barren flume
#

so delete those folders

#

and reopen the project?

grim ore
#

corect

barren flume
#

alright

next badger
#

@hoary silo from outside of ue4?

hoary silo
#

Yeah

next badger
#

no, asset's properties are stored within it

hoary silo
#

damn, I guess I can try again when unreal 4.25 is released

barren flume
#

THANK YOU

#

it works now

runic fern
#

Goodday Guys

grim ore
#

source control can roll it back to an older version...

barren flume
#

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

hoary silo
#

@grim ore were you talking to me about the source control?

barren flume
#

thank you

limber mesa
#

hey @grim ore i did the whole installation process over again and the lighting still failed to build

grim ore
#

๐Ÿ˜ฆ at this point it might be something odd with your PC then. Answerhub or forums or hope someone else has some ideas

runic fern
#

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

barren flume
#

Anyone know how to set up that proximity voice chat?

#

or positional

#

not sure what to call it

barren flume
#

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

brisk urchin
#

For lighting, can we have more than one lightmass importance volume? Or do we only need one that is boxed around the playable area?

round sorrel
#

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

grim ore
#

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

barren flume
#

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

brisk urchin
#

@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?

grim ore
#

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

dire fjord
#

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

swift spindle
#

the cache area is normally kept to a certain size... if other projects use it it... they get nuked

dire fjord
#

I haven't worked on anything else in the last week

#

it was the last project I worked on.

swift spindle
#

dunno then

dire fjord
#

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.

bleak copper
#

Here's a weird one

#

Notice the number of calls is 12500.1. I made 100001 calls. Why the exact division by 8?

round sorrel
#

@grim ore thanks mathew!

hearty frigate
#

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

bleak copper
#

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.)

lusty rampart
#

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.

hearty frigate
#

@bleak copper Thanks for the tips!

bleak copper
#

Note: I don't have a whole lot of experience with shooters. Someone else might know other tricks.

pseudo parrot
#

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!

dire fjord
#

What do you think is more expensive: AIperception in range X or a sphere collision that runs events on overlap/end overlap?

gilded plinth
#

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

golden condor
#

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?

warped hornet
#

i spent months learning how to make class blueprints

#

still dont understand anything about the blueprint nodes

golden condor
#

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

frozen mural
#

guys how do i disable the fps person aiming sight?

#

the aiming logo thingy

plush yew
#

@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.

lusty rampart
#

Turns out that call on,y works from the owning actor

#

It was in the docs

feral crow
#

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

lusty rampart
#

What game has a system like what youโ€™re thinking of?

feral crow
#

Umm

#

Not sure lol

#

Just once you craft it, you can place it on the ground