#ue4-general

1 messages ยท Page 716 of 1

feral crow
#

I have a crafting and inventory system, just not Building

#

And I want stuff to be only able to be placed on certain stuff.

#

@lusty rampart

frozen mural
#

guys may i know horror engine can for commercial use or not?

feral crow
#

Everything on the market place can be used for commercial use.

frozen mural
#

ok

tiny sonnet
#

Is there a isOwner boolean in ue4. I want a object to do certain actions unless it's the objects owner

worn granite
#

Actors have Owners but that's really more for networking purposes....

#

you'd have to build your own

tiny sonnet
#

@worn granite its for networking, the object interacts with players unless it's the owner.

worn granite
#

Well if you're sure those line up....

#

just compare the owner of the other actor with your owner (which might be you)

tiny sonnet
#

Get owner == self?

worn granite
#

I think there's even a function that gets you the "outermost" owner

golden condor
#

FlipFlop

#

Life saver

#

Perfect

#

Beautiful

worn granite
#

you want that to always go back and forth without pausing?

#

@golden condor You can take the output enum "Direction", drag and drop that onto the event graph. Then type "Switch On" into the resulting node picker.

Once you've done that, you'll have a clearly labeled "forward/backward" pin. Then, you can actually get the timeline as a variable - if you right click on the graph you can search for "Play From Start" and you should see an entry with parentheses "(Moving_Platform)". If not, you can instead type "Get Moving_Platorm" and you'll get it as regular old object variable, which you could call either play from start or reverse from end on.

#

So,
Finished -> Forward -> ReverseFromEnd
Finished -> Backward -> PlayFromStart

maiden sundial
#

Is there a way to avoid opening tabs like a BP-Actor on screen X ?
I used to drag some tabs like that to this screen X, but now i'm not using this screen to work on this. But sometimes a BP-Class which i open will be in fullscreen on this screen X

tiny sonnet
#

is using an event dispatcher for saving the game,(when player switches tab, or closes game)a good idea.

#

Is there a better way to handle autosaves, especially on crashes and stuff. I might replicate as well

plush yew
#

doing a sphere trace, is there a way for me to get the vector3 of where the center of this red sphere is? Or am I gonna have to math it out? Normally I do the math but I noticed that unreal seems to already recognize that there's a sphere there so if that info is already around that'd be great

scarlet kraken
#

hello

plush yew
#

hello do you need help

scarlet kraken
#

yes

#

i want to be a UE4 c++ game dev
im only a freshman in highschool should i start learning now?

plush yew
#

Yes, I wish I knew c++. The earlier you start the better. I don't know any recommendations for tutorials but popular ones on youtube should be good enough

scarlet kraken
#

i did i actually made a list

plush yew
#

Thats fantastic I teach middle school students how to use blueprints but if you know c++ you'll have an easy time in the future

normal burrow
#

Weโ€™re you able to recover that project btw?

plush yew
#

Nope, wound up spending two nights remaking it

#

the advice was helpful though and I learned a lot about data recovery

scarlet kraken
#

can i add you on discord and send you my list too see which videos are the best? @plush yew

plush yew
#

I'd legit have no idea, so no sorry. Any beginner tutorial should be good and I'd only be judging based on viewcount and like ratio. So your guess is as good as mine

scarlet kraken
#

ok thank you I will start learning right now

plush yew
#

I'm using a select node to set a position. If the trace hits something it uses a formula to recalculate the position, if it hits nothing then it goes to a default value. Would it be more efficient to just use a branch based on a return value instead? I imagine select nodes might be keeping track of all possible options and thus doing the calculation every time? I have hundreds of these AI running around so I'm trying to be as optimal as possible

worn granite
#

wait hold on.

#

You're doing hundreds of these, but you're making a variable for each marine in a squad?

scarlet kraken
#

hey does unreal have real time rendering ?

plush yew
#

each squad keeps track of its members

worn granite
#

More to the point, a select node will evaluate each input each time that select node is evaluated, before taking the condition into account.

plush yew
#

I wasn't able to find tutorials on optimizing armies so I'm doing it all on my oen at the moment

worn granite
#

This setup (that I can see) should be okay, if not perfectly optimal

plush yew
#

Oh that's good to hear, that means what I suspected is true and I should switch over to a select node

worn granite
#

Well, select nodes can actually introduce a lot of overhead.

plush yew
#

but if its taking each input into account and I only ever need it to judge one then a branch should be faster right?

#

I meant branch earlier* lol

normal burrow
#

It takes them all into account

worn granite
#

If you're doing quite a bit of calculation and that just goes into a select node, it will process that entire chain.

#

Each time it "fires"

#

All inputs.

plush yew
#

Yeah, so what I meant was that the BRANCH would be more optimal, right? because the branch is only checking the bool

worn granite
#

For doing variable access, struct unpacking, etc, it's typically fine.

plush yew
#

whereas the select node is checking everything

#

I use select a lot with structs and enums and all that

worn granite
#

Also worth knowing that impure node outputs are cached because when they are called is explicitly defined

#

So you're not hitting that line trace just because you're running the select node logic

normal burrow
#

They are more or less inaccessible variables right? The caches

plush yew
#

which part of my setup was impure? I'm not familiar with identifying those things

worn granite
#

Middling quality tut I did on this subject

plush yew
#

OH, if I'm not actually getting an impact point that info is still being used

#

I hadn't considered that wow thanks. I'll switch that to "trace end"

#

and I have that video bookmarked now so I'll watch it tonight

worn granite
#

Hrm?

#

Oh yeah, that impact point is just happily being used somewhere down below

#

doesn't enter the select to begin with

#

Just for graph clarity, I'd save the output of the select as a variable

#

which, incidentally, ensures the select node runs only once.

plush yew
#

I'm not using the selct anymore since a branch node is more efficient

runic fern
#

@plush yew thanks to replay ...
I ve tried to set it run on server but it didnt .. do i need to set it in gamemode and send the variable to PC

plush yew
#

this setup is optimal right? Since the impact point is only being used if there's an actual impact. If there's not its using the end of the trace

worn granite
#

Nah check this out .

#

Keep that variable.

#

Use a select node to populate that variable instead of the branch.

#

So by saving the variable, you only hit the select one time - but you also get a cleaner graph.

plush yew
#

because with this setup it looks to me like that true part of the select node is going to be doing that calculation every single time I need to set the position. Whereas with the branch that calculation would only be done when there's an actual impact, right?

golden condor
#

I want to hide my health UI from other UI segrments

#

I want it to only show in the game levels

#

And I am a bit lost on how to do that

copper flicker
#

@golden condor make it a separate widget. any widget you can add, remove, fade in, fade out, as you please.

#

in your case you probably want to only create it in your main levels

#

and not in intro lvls or whatevs

wispy turret
#

I'm having trouble when trying to work with Aim Offset. The vertical axis in the Axis Settings tab on the left isn't there. Would anyone know what's wrong?

lyric wedge
#

Hey, does anyone know if there is a way to pass command line options for in editor testing?
I've gotten command line options to work when calling from the actual command line, however, I wanted to use PIE to test. Is this possible?

normal burrow
#

Would be in there if possible, advanced settings

earnest cape
#

"ThirdPersonOverview" is missing somehow and I don't know what's looking for it

plush yew
#

Hello guys I have problem with the music on the main menu, I did it with event construct on the main menu widget to play sound but the problem comes when I click on the settings menu and click back to start the game, the music start again, how to fix this problem?

dire fjord
#

There must be something wrong with this project. I just closed it to installed a quick plugin from the MP to the engine and on restarting it, it's once again choking my machine and taking forever to open. I'm loading this off an SSD and never had this kind of trouble opening it until the last couple weeks.

#

Yeah..and as soon as it opened, it is once again compiling 12000 shaders.

#

I just compiled all these shaders a few hours ago when i opened it.

gray plover
#

hey, by any chance is there a person who can help with UDIM texture maps import into UE? My google search result saying that it was not supported up to 4.23, is it fixed or not and can it possibly be imported by any other methods like baked in material or something idk

lucid magnet
#

can anyone tell me why i cant find my animnotify blueprint in my animBP?

burnt charm
#

anyone know of a good place to search for teams looking for an extra pair of hands on their game?

lucid magnet
#

can anyone tell me why i cant find my animnotify blueprint in my animBP?

barren flume
#

What provider should I use on source control?

orchid seal
#

is unreal engine / learn tab not working at the moment? I'm getting : "Please try again. If this issue persists, please notify us with the steps taken to recreate the issue."

#

i tried to clear cache and cookies and it's the same. weird

plush yew
#

Hey guys just updated my UE4, Where can I add two sets of terrain

#

aka one is sand and another is dirt

rigid viper
#

Hey guys I want to learn how AI works have you any best tutorial for that

placid arrow
#

generally in ue4 i have two windows open, one on each of my monitors. problem is, if i minimise the main window where the play in editor preview is, it minimises ALL the windows on all screens. is there any way to prevent this? sometimes i want to minimise the PIE and asset browser, but keep my other window open

rigid viper
#

@placid arrowthanks

placid arrow
#

no problem

#

it'll teach you blackboards, ai, behaviour trees and perception components

#

all the basics

rigid viper
#

Do you try to play on open level screen

placid arrow
#

i was doing all my own AI as finite state machines in an AI controller, i followed that tutorial to learn how to do it properly ๐Ÿ˜„

rigid viper
#

No I am talking about your issues

placid arrow
#

ah, yes but not while im working in the second screen

#

they seem to be linked together, like theyre actually one window

loud knoll
#

What is the coolest feature you can do with RTX in the Unreal Engine that is the most impressive thing?

placid arrow
#

minimising the main window minimises them all, and furthermore the icon for all the windows are bunched together on one desktop's task bar

rigid viper
#

Because tab is inside the editor of where is open level you have to drag on to the screen of that tab which you don't need

placid arrow
#

im not sure what you mean by that

rigid viper
#

Drag it on screen or cancel it's

kindred viper
#

@loud knoll runtime dynamic global illumination. It's the difference between seeing a level immediately, and seeing a level after waiting for ages for the lighting to build. That saves millions of working man hours per years globally. Anything that can have that effect worldwide is impressive to me

rigid viper
#

@placid arrowsorry it's doesn't work for you of windows task bar yeah it's I don't know

exotic basalt
#

Hey. Is it normal that my ".vs" and "binaries" folder are almost 10 GB together? Project is very small.

whole quarry
#

What is "very small"?

exotic basalt
#

There's almost nothing in content

#

I'm guessing old binaries are not deleted?

#

also .vs folder is 5 gb, is that normal ?

wary ferry
#

holy shit why is unreal randomizing my LOD materials lol ๐Ÿ˜ฎ

orchid seal
#

Is the "free for the month" content permanent on the account if you get it while free?

exotic basalt
#

I guess it's all the precompiled headers

#

5 gb, eh

wary ferry
#

@orchid seal yes

orchid seal
#

sweet. Thank you. Just started with UE4 and that content can help a lot

rigid viper
#

@placid arrowhey it's working I will send you vid how to do

placid arrow
#

nice, thanks ๐Ÿ˜„

rigid viper
barren flume
#

okay now i'm wondering

#

I have source control setup

#

but how can I let the other person to open the project?

#

wait

#

does the other person just open the uproject

#

and when they make changes it get's changed in the repository

half turtle
#

in blueprint, anyone knows how exactly to override an inherited component with a child of said component?

rigid viper
#

@half turtlewhat do you mean override an inherited component?

quiet token
#

changing the class of a native blueprint component, in the overridden blueprint class i beliv

#

`

errant harbor
honest vale
#

does it have mipmaps?

rustic imp
#

I'm using a scene render component to render a character in UI, but it's quite pixelated on the edges for some reason, anyone know how I could resolve tthis?

honest vale
#

isn't that just plain ol' aliasing? ๐Ÿค”

rustic imp
#

anti aliasing is on on the camera that's rendering though

obsidian kettle
#

anyone experience with quixel bridge ? I seem to messed up the settings and now all my projects are missing unrealenginepython,PythonConsole,PythonEditor. Cant open the any of my projects, it tells me to rebuilt it first or disable it. I would rebuilting fails and tells me to do it manuelly in souorce. Any tips hints ? and thank you in advanced for every response !

quiet token
#

in just about every tutorial or solution i find theres always pixelation on the edges for scene render component unless your using a stupid high resolution which is hardly feasable...

rustic imp
#

hmm

#

I found something

#

if I change capture source to final color instead of scene color

#

it is better

#

but I lose my opacity information

#

what can I do about that?

errant harbor
#

@honest vale what's meaning?

vivid moon
#

Hi! I exported my android game.Now this is how my project exported folder looks like.obb file is 400mb and apk is 37mb.Now when I upload this to google playstore which file should I upload? After upload,let's say you download my game.So you download 37mb or 400mb or 437mb?
Sorry I don't have upload a game to playstore before

heady moon
#

Now i see why unreal engine is going well with me today.

steady ingot
#

About performance, I have 8draws on my game but i still have high draw time, 13ms.. And i don't have anything on the scene.. What could it be?

quiet token
#

lights ?

steady ingot
#

I tried disabling the affect wworld for it but it didn't make diffence

obsidian kettle
#

anyone knows how i can disable manuelly a plug in from unreal engine ? the bridge from quixel broke(yeah i played with the settings xD)
Unreal cant rebuilt it and i tried to deinstall and install new didnt worked for unreal engine. I get the message that phytonconsole is missing

plush yew
#

nein

obsidian kettle
#

nein ? lol warum nicht

hollow venture
#

Anyone got any issues when changing the default RHI to DX12? I can't seem to interact with my project other than just opening it up from file. Anything I do after opening it makes it crash instantly and it gives me an assertion failure error

jaunty quest
#

Hello,
On maps where the Key is a class and the Value is a struct, before 4.24 I used to have the left side display the Class dropdown and the right display the value.
Is there any way in 4.24 to get back that Map display? Now I get this and it is so much worse for visibility

plush yew
#

someone help the water in my game has turned invisible

grim ore
#

@vivid moon You would do both. the apk is basically the executable and the .obb is all of the assets.

plush yew
#

fixed it nvm

grim ore
#

@obsidian kettle You would open up the .uproject file and remove that plugin from loading in your project, you could probably even set it to false instead of just removing the line

plush yew
#

matthew

#

I downloaded a water asset and when I put the texture on it it is fully blue, looking unrealistic

#

however in the photos it looks realistic.

#

Am I missing something?

grim ore
#

it probably needs to be set up, where did you download it from?

plush yew
#

I placed the mesh

grim ore
#

did you enable mesh distance fields?

plush yew
#

the texture was on it but I couldn't change it to any that look like that photo

#

how do I do that?

grim ore
plush yew
#

That was quick

#

you sure you're not an AI?

grim ore
#

no I just read and follow instructions

plush yew
#

Also when I sculpture terrain to go low, anything below the border looks wierd, like my game is on drugs

#

and it makes everything change it's shgape

#

shape

grim ore
#

that one I dont know, can't see it so cant guess. #graphics might know if you show the problem. could be tesselation for example

plush yew
#

Where is project settings @grim ore

#

nvm

#

the shaders now showing

#

however the water is invisible

grim ore
#

are you using any other assets ?

#

if so try just the water in a new level with nothing else in it

plush yew
#

I did

#

I only have atmospheric fog

#

directional light

#

and some landscape

#

placing a cube worked but it only shows like 1/8th of the water

#

in other words it is only showing above the landscape

plucky lily
#

so I accidently clicked VR developer mode instead of VR preview and I'm stuck there for eternity

#

escape does nothing

plush yew
#

alt f4

plucky lily
#

that'll close the software and I will lose my progress

plush yew
#

do you have auto save on

#

try CTRL Z = UNDO

plucky lily
#

doe snothing

plush yew
#

yea click close

#

alt f4

grim ore
#

try the radial menu

paper tundra
#

i need some help

grim ore
#

alt- ` (tilde) or alt-v

plush yew
#

I keep trying to delete this folder and when I do it crashed my game and wont delete

#

welp

paper tundra
#

my character in unreal engine when i play the third person character it pops back when i move forward

plucky lily
#

Alt + V did it! thanks a lot!!!!

plush yew
#

guys what is the best water physics package to affect gameplay

#

what you trying to make?

#

i want to make weighted water puzzles where you fill or empty jugs to weigh a scales down

plucky lily
#

I wonder if it was intentional to leave people stuck in VR without instructions on how to exit it. Probably for more immersion ๐Ÿ˜†

plush yew
#

correct value means the door opens

#

i want a fully dynamic physics based system

#

also i have other concepts in mind like use a lens to boil away water with sunlight

half turtle
#

define, fully dynamic physics based system

plush yew
#

well basically treat the water as individual particles i suppose

half turtle
#

dear lord

plush yew
#

not down to a super accurate level but a reasonable one

#

not talking nasa computers

half turtle
#

you mean interacting with other objects or just visually?

plush yew
#

yes interacting with other objects

#

and possessing characteristics like weight

#

i guess we're not there yet right

half turtle
#

actually... you can simulate that ...

plush yew
#

yeah i've been looking into the nvidia stuff

#

it's cool but i don't know where to start

#

or how to apply it to the concepts i have

half turtle
#

nvidia is the visual side, you cannot use GPU physics for actual gameplay like that... i mean the precision would be horrible

plush yew
#

ah i see

#

well visually it definitely at least looks exactly like what i have in mind

half turtle
#

but what you could do in unreal is to partition water into sectors controlled by an actor (or component) and use that to create fields of force

plush yew
#

ah that's a great idea

half turtle
#

actually sounds like something fun to implement, if done fine the performance would be not so bad,

plush yew
#

yeah i'll look for tuts

half turtle
#

its similar to how i created 3d gravity for my space game

plush yew
#

oh that sounds cool

#

is it like descent i loved that game

#

anyway cheers

barren flume
#

Is there a way I can make a hold in the terrain?

#

I'm trying to create a cutscene

#

but i can't find anything in the landscape editor where it makes a hole

gilded lichen
#

Hello, I'm trying to get 'Volumetric Fog' to work for a turntable for university but when I put a light in the scene it doesn't affect anything, hope someone can help. Im using 'ExponentialHeightFog' (With Volumetric Fog enabled) and a 'RectLight'

barren flume
#

nevermind

whole quarry
#

@barren flume how do you picture a hold in the terrain?

barren flume
#

it crashed again

#

while saving

#

have to start over

somber garnet
#

Hello, How to get GPU features level information from engine? Eg. DX11_1 or DX12

obsidian kettle
#

just here to say thank you @grim ore

barren flume
#

hover your mouse over the project name

#

that's in the top right corner

#

just hover over the project name

#

and it should show up

#

@somber garnet

somber garnet
#

@barren flume I meant feature level of GPU

whole quarry
cerulean forum
barren flume
#

crashed again

#

it keeps crashing when it tries to autosave

whole quarry
#

@cerulean forum lightmaps

somber garnet
#

It returns Shader Model and I'd like to know which version of DX GPU supports

barren flume
whole quarry
#

@barren flume the error log is cut off and doesnt make mu

cerulean forum
#

@whole quarry Should I remake uv's or change resolution?

honest vale
#

both most likely

barren flume
#

how do i turn off auto save

whole quarry
#

@cerulean forum just create a second UV layer and put the lightmap UV in it. Make sure to give it a decent resolution of i.e. 128x128

honest vale
#

you can't have anything overlapping in a lightmap UV

whole quarry
#

And that ^

#

@barren flume perhaps more usefull to find out the cause instead of killing of the symptom

barren flume
#

the other time it crashed

#

it said something about the level sequence

#

when it was trying to autosave

#

i'll see when it crashes again

jaunty quest
#

Hello,
On maps where the Key is a class and the Value is a struct, before 4.24 I used to have the left side display the Class dropdown and the right display the value.
Is there any way in 4.24 to get back that Map display? Now I get this and it is so much worse for visibility

plush yew
#

when i try and open my ChaosDestructionDemo, it does not run

barren flume
#

there it crashed again

#

hm

#

when i close the level sequencer then save

#

it doesn't crash

whole quarry
#

@barren flume

barren flume
#

it's fine now

#

either i can save the sequencer instead of saving the game

#

or i close the sequencer first

#

then save

plush yew
#

does anyone know how to fix this?...

next badger
#

@plush yew build from ue4 source

sage bough
#

HOW MY! @grim ore is WTF is ? owner channel whoua! I didn't notice that when you helped me thanks bro for your work ๐Ÿ˜‰

plush yew
#

what do you mean by that?

next badger
#

or change the environment

#

@plush yew get source from github, and build the ue4 with that

plush yew
#

and where do i find the source

next badger
#

on epic's github

#

GIYF

plush yew
#

will it affect it in any way

#

if i already have ue4 installed on my pc

next badger
#

it's a different thing

#

you have binary distro

#

it can't build projects with custom environments, like chaos as example

plush yew
#

i hate github, it makes no sense to me

#

"fork and clone our repository"

next badger
plush yew
#

what does that even mean lol

next badger
#

well, you have a project that is not ment to work on default ue4 distribution, how did you even get one?

plush yew
#

it was in the library for ue4

#

idk

next badger
#

what library?

plush yew
#

the one on the epic games launcher

next badger
#

i see the Chaos one

#

which is require source build ue4

plush yew
#

what is github? i really do not understand it

normal burrow
#

Source control Provider

next badger
#

well, in your case it's better to forget about Chaos

plush yew
#

no lol

#

it looks sick

#

and i am gonna get it to work so i can play around with it

#

i just hate using github

next badger
#

then use google and learn what is VCS, github, how to compile and build ue4

plush yew
#

do i clone a url?

next badger
plush yew
#

thank you

#

nice

normal burrow
#

Google it or watch the video

next badger
#

@plush yew i think you've skipped part of the video

#

specifically part of connected accounts

cerulean forum
#

So I tried to remake lightmap uv and check resolution but nothing worked. The lightmap index is 1 as uv id and nothing is overlapped. Here is the same mesh with the same material but vertical and horizontal.

#

What might be wrong?

gilded lichen
#

Hello, I'm trying to get 'Volumetric Fog' to work for a turntable for university but when I put a light in the scene it doesn't affect anything, hope someone can help. Im using 'ExponentialHeightFog' (With Volumetric Fog enabled) and a 'RectLight'

cerulean forum
#

It's preview

#

Actually from the other side of walls the same thing happening

#

Quality doesn't seem to work

paper tundra
tidal condor
#

Anyone here based in Essex UK?

paper tundra
#

does that mean you know how to

normal burrow
#

Looks like red and blue lights

#

Umg on top

bitter iris
#

@paper tundra the menu is done well i personally have it, adjusted a lot of things to my own taste

paper tundra
#

can u help me out it would mean alot

#

@bitter iris

whole quarry
#

@paper tundra it just utilizes a main menu level

#

Sorry I dont accept random friend requests

half turtle
#

so i got the weirdest case ever, a compare node that apparently doesnt compare

#

it essentially is being utterly random

#

nvm...

#

i am a retard

#

ignore it ... i forgot the appends are calling the random again.

#

it should be illegal to program for 12 hours till 1AM... i should go to sleep

muted quartz
#

Goodafternoon guys Can i use SpatialOs with steam session ?
@runic fern Hi, did you find a solution?
How distribute a Unreal Engine 4 SpatialOS game via Steam, using the Steamworks SDK to authenticate a player?

runic fern
#

Hello I didnt used that yet @muted quartz

jaunty dagger
#

I have a problem I'm using EQS to make the ai avoid player but for some reason, the behavior tree doesn't execute this part even when the ai can see the player, any ideas about what could be the reason?

plush yew
#

Hello guys I have problem with the music on the main menu, I did it with event construct on the main menu widget to play sound but the problem comes when I click on the settings menu and click back to start the game, the music start again, how to fix this problem?

abstract relic
#

Place the sound in the level instead of the main menu widget

#

Or have an persistent invisible widget and place the sound in there

maiden swift
#

Might also be worth making a parent "container" widget for all the menus, and handle sound there instead of in each screen's widget.

plush yew
#

the second one I didn't understand it @abstract relic

#

I will try the first one

maiden swift
#

I think it's stat rhi.

#

For draw calls and tri counts.

plush yew
#

so to do play sound 2d on the level blueprint but with which event? event begin play or?

#

I fixed the problem, thank you

#

Physics question, how can you prevent an object to tip over when it's pushed by the player?

abstract relic
#

I thought it was set itโ€™s mass stupidity high

plush yew
#

I can't get where is the problem

#

hmmm

normal burrow
#

I agree with HighTide

#

Mass is what determine how hard something is to move

plush yew
#

set its gravity super high
@plush yew
๐Ÿคฆโ€โ™‚๏ธ why you troll here

#

it's not about how hard to move

normal burrow
#

Gravity would hold it down but thatโ€™d only be down, not nesw

plush yew
#

it has a bit to do with the charactermovement component...

#

ah i let me explain

normal burrow
#

If thatโ€™s the case azarus then none of it makes sense

plush yew
#

desk is pushed by the player.

#

it tips over

#

why do objects jitter when I add them to the level?

#

i am thinking the charactermovement does something magical that causes the inaccurate result

#

because it seems fine when pushed with the same capsule

#

@plush yew i haven o idea how to make gifs

normal burrow
#

Itโ€™s not magic azarus

abstract relic
#

Obs then

normal burrow
#

It just ignores mass for the most part

#

CMC that is

#

It will push things but you have to do some stuff to convert pushing into force properly

#

(CMC is not simulated on the broad phase)

plush yew
#

not sure who is lifting 400kg desks at epic

#

but apparently the default character movement supports that

abstract relic
#

(CMC is not simulated on the broad phase)

plush yew
#

so you want the desk to move/push but not tip over i want it to slide and not tip over, but i do want to keep it's physics behaviour as it is

#

when the character movement component pushes it, then the desk tips over all the time, when it's pushed by any other object it's fine

abstract relic
#

(CMC is not simulated on the broad phase)

plush yew
#

is HighTide a bot?

normal burrow
#

No theyโ€™re being very helpful

plush yew
#

Oh ok, how does that help me?

normal burrow
#

(CMC is not simulated on the broad phase)

#

It means

plush yew
#

i am very confused on that solution?

normal burrow
#

That your movement is not physical

plush yew
#

I know that the character movement component is a custom thing

normal burrow
#

CMC literally capsule casts

#

If it runs into something it does not move it unless you apply force

#

It exists in the world as something that cannot be moved otherwise

plush yew
normal burrow
#

So youโ€™ve got to push it yourself. Apply forces when you run into things.

plush yew
#

this supposed to do this

#

But it creates the above mentioned problem

normal burrow
#

It does but it is not simulated

plush yew
#

I didn't claim that anything was simulated

normal burrow
#

Are you trying to push things so they do not rotate?

plush yew
#

i am trying to push things a bit more realistic fashion

#

currently the player character tries to walk under every object it hits ๐Ÿค”

#

and any change to the physics interaction properties results in things launched to skybox

#

would very much love to if i could avoid messing with the cmc's code ๐Ÿ˜ฆ

normal burrow
#

Whatโ€™s worse is that frame rate adjusts these things too

abstract relic
#

You keep treating cmc as a physic object. Itโ€™s not nor ever can be. Best you can do is fudge it to look like itโ€™s interacting

plush yew
#

Is there anyway to control what particle is placed in from BP?

#

I need to switch the trial some times

#

trail*

normal burrow
#

You basically have to just play with settings until your happy with it. Avoiding cmc is not real ideal.

plush yew
#

You keep treating cmc as a physic object. Itโ€™s not nor ever can be. Best you can do is fudge it to look like itโ€™s interacting
@abstract relic
WHERE?

abstract relic
normal burrow
#

The physics interaction is a good place to start

#

I have no clue what you mean by walking under

#

All the forces are tough to configure though

#

Itโ€™s normal to take time on it

plush yew
#

@ebon linden You using Blend 1D?

#

so you're saying to do what exactly?

obsidian kettle
#

I acquired a material a c++ code that in theorie should make it snow. So, i never used visual studio und a bit unsure where to copy and paste, so that it works. any directions ? xD

plush yew
#

Yup

#

take screen shoot

#

I will help you out

normal burrow
#

Play with the settings there until they make sense azarus

#

If they never do, bust open cpp and make it work how you want it to

#

CMC is mostly hidden from blueprint overriding because you canโ€™t override component types in bp (as in what character uses)

dawn gull
#

Hey, sorry to interrupt, but is it possible to add a blueprint receiver to a brush?

normal burrow
#

Itโ€™s also very intense invocation that would hurt performance likely to enter bp land

plush yew
#

Minimum value axies "180-"

#

put it 0

#

As you do that let me know

#

@ebon linden

#

Ok now go to the Player BP

honest mango
plush yew
#

If they never do, bust open cpp and make it work how you want it to
@normal burrow
Thats what i was trying to avoid ๐Ÿ˜„

normal burrow
#

I know

plush yew
#

Go to your Walk Speed

#

From COntroller

#

How much is it

normal burrow
#

But reality is, gotta lift the lid sometimes

plush yew
#

yeah, would love to, but it's a heavy lid of 12k lines of code?

normal burrow
#

Yeah azarus and a lot of the time you just have to copy paste implementation to change a single thing

#

There will be a virtual to route everything

plush yew
#

yoou need to go back to your Animation

#

And set Maximum from 180 to 480

normal burrow
#

So again, like HighTide suggested you really want to try everything you can

plush yew
#

You can do it here

#

I tried b4

#

It will look so bad

#

He didn't suggest much but copy pasted a message from others, and claimed that i said something that i did not. ๐Ÿค”

#

Already told you

#

Dont do it here

#

Sprinting do it in BP

#

that's it

#

had to check cpp for that ๐Ÿ˜ฆ

honest mango
#

anyone know how to add outline to object when looking at it ? mine doesnt work ..

jaunty dagger
#

How can i make the ai smarter using EQS, the char always goes to the same points it looks stupid sometimes... what can I do to make the movement look better ?

honest mango
#

nvm i did it

plush yew
#

I have this problem

#

I jyst put one node in the level p and i can't save it

#

why?

#

I tried to do it 10 times

#

I restarted the project 5 times and again nothing

swift spindle
#

you most likely have it open somewhere else

#

or the file is locked

plush yew
#

wdym?

#

no it is not

swift spindle
#

check task manager for open unreal instances

plush yew
#

yeah I try to save the changes on the level that I am on it lol

#

fixed it

#

lol

#

no it is not

#

again I can't save it

frozen pond
#

is there anything simmilar but working on line trace ? like from A to B get all actors ?

plush yew
frozen pond
#

thanks !

#

also, there is instanced static mesh, is there anything for actors ?

honest mango
#

please

#

like focal distance between 40 and 60

hollow ridge
#

I am very confused with ios dev sometimes you dont need a remote computer but then sometimes you do and since I cant get remote building to work I have to just make a new project everytime I want to package my game

tawny fossil
#

has anyone worked with pixel streaming ? what are the servers being use for it ? amazon ?

grim ore
#

any server would work as long as you have the bandwidth and cpu support

tawny fossil
#

im your fan dude ๐Ÿ™‚

#

yea but im trying to find if it is something that could be used commercially

normal burrow
#

not really the best place to research legality of stuff

#

what is the use case mortiest?

grim ore
#

yes it can be used commercially

normal burrow
#

how does rev share work with it?

tawny fossil
#

archviz for a client specifically want sellers to use tablets to show new buildings and projects

normal burrow
#

if you can be on local network, remote desktop with cuda or vnc otherwise might be something to consider unless you need really low latency

tawny fossil
#

yea i was thinking in virtualization too

#

since its a service that could benefit from on demand resources i was thinking on amazon

normal burrow
#

er i mean, quadro, not cuda

grim ore
#

the default pixel streaming setup has support for EC2 but its nothing really special it just auto grabs the ip

normal burrow
#

ah okay

#

digital ocean is really competitive if its an option too

grim ore
#

what I have not tried is you can tell the PS server to not render but I dont know if that actually still needs a GPU

eager sparrow
#

Hello there. I hope someone can help me. I am developing a game, and I would love to release it in Xbox One in addition to PC (one day when it is finished). However, I have not been able to find much information at all about what I need to do in order to be able to build my UE4 project for XBox. I know that there is a registration process, in fact there are multiple Microsoft memberships for XBox game development (ID@XBOX and Creators Program), and I already joined the Creators Program, but it is not clear to me how UE4 will package my project targeting XBox, and if it is a plugin or a special build of UE4, how I get this (will I get it only if I purchase the paid Microsoft membership (ID@XBox? Microsoft does not seem to specify that on their website)?

I have read all (I think) the Microsoft Xbox gamedev pages. I understand XBox development mode etc. The one missing piece, is what do I need to do to be able to package my UE4 games to at least test them on my XBox. Not for distribution, simply to start testing my builds.

Any guidance would be appreciated.

grim ore
#

@eager sparrow once you are an xbox dev there is more info in that program and access to the stuff you need for "official" xbox distriubution and testing with UE4. It's under NDA so there is not much we can say past that

#

and yes that includes testing unless you are using the public UWP version of the engine and using the free testing mode on the Xbox itself which is not the same as legit dev

eager sparrow
#

Hi @grim ore . OK, that is all the info I need, if that basically means I will get what I need once I join the ID@XBOX program, then that is great, I will try to join that.

#

Thank you.

normal burrow
#

is it still tricky though?

#

Last time I looked you have to have something basically finished to show them

tawny fossil
#

thanks @normal burrow @grim ore

grim ore
#

yeah its not the most friendly process

night bridge
#

any tutorials on how to get in and drive a car in UE4?

abstract relic
#

Look into pawn possession

night bridge
#

who?

lucid magnet
#

and i know its not connected

#

but even if it is, it doesnt play...

tawny fossil
#

not connected but also no asset selected ?

normal burrow
#

pawn possession is when you take control of stuff galatasarayj

lucid magnet
#

@tawny fossil i have selected the asset

#

but it still doesnt work

#

generally playing a montage form my AI bp does not work for some reason

grim ore
#

and your anim bp is set up to use montages?

abstract relic
#

Do you have montage slot set up, section, did you cache your state machines

plush yew
#

can anyone tell me why this montage doesnt work/actually play on my AI?
@lucid magnet You need to put something in the "Starting Section"

twin raft
#

Does anybody knows how can I use Github plugin in Unreal ?

lucid magnet
#

what should i put in it

plush yew
#

@lucid magnet

#

i think you have called Default

#

i called it BowShoot

twin raft
#

Does anybody knows how can I use Github plugin in Unreal ?
@twin raft ?

lucid magnet
#

so just a notify & that name?

plush yew
#

Yup

#

@grim ore Am trying to change The "First Socket Name" from bp

#

Is that possible?

lucid magnet
#

it still doesnt work

#

the ''Play montage'' never work for me

#

and i dont know why

abstract relic
#

Again. Did you cache your state machine

lucid magnet
#

yes

normal burrow
#

have you tried printing a string at the start of that event?

lucid magnet
#

yes it works

#

its the play montage itself

#

but i dont know why

#

or it might be the montage itself

#

but then again i dont know what

normal burrow
#

qbersp how are you trying to do this? I don't think it can be done

plush yew
#

p@t

#

Meh its killing me hehe

#

i want to change the trail

#

@normal burrow

#

am working on this

#

and i want to change the sword trail as i attack

#

Everything can be done but cant figure out how i can change the sword trail

merry gazelle
#

Is there a line of sight option for AI perception? My AI sees the player but also shoots through walls

normal burrow
#

notifies are not real reliable and or modifiable

plush yew
#

i wil ltake a better video sec

#

Humm i dk am trying to find a way so i can control them

normal burrow
#

a custom notify on the anim bp would be a way to go about it, but iirc that one your using does more than waht you'd want to in that space

#

but it would allow you to do more complicated things like picking the bones. just not sure how turning it off would work, if you'd need to do that manually or not

plush yew
#

If we only can find a way am ganna make something epic for real

normal burrow
#

easy and wasteful approach would be to make a different animation for each variant

#

you could also do something with dedicating bones in the animations to things you can assign whatever position to, but its also kind of overhead if all you want is to switch sockets. could ask in #animation i avoid notifies for these reasons

grim ore
#

it sounds like you want to spawn a particle? it looks like you are using the particle spawner notify

normal burrow
#

wants to be able to change the sockets it uses

grim ore
#

so no you cant change it as far as I know, you would have to create your own notify and have it get the sockets to use when its called

plush yew
#

Am calling the particle in the Animation notify

#

oh

#

humm

grim ore
#

yeah using the built in trail notify state right?

#

damn even using your own notify state and trail as a parent wont let you set a new socket name

normal burrow
#

they're cursed

grim ore
#

nah it wont let you set it from BP lol

#

@plush yew chances are that is an inherited variable and you cannot change it or delete it, its part of the base class

proper stump
#

What's the correct way of doing that? I want to interpulate the aimAngle variable to it's max value when 'W' is clicked

#

Ok, any idea on how to solve to variable graduale increase?

#

I have an Aim Offset, that i need to raise to the max, over one second

brisk urchin
#

If I change the lightmap resolution of a static mesh, do I have to build the whole level to update it or only build the lighting only?

proper stump
#

timeline seems the solution

#

thanks @plush yew

grizzled yoke
#

so i built my c++ and restarted the editor and now it crashes at 72% loaded every time and tells me i don't have the proper symbols to display the crash

grim ore
#

source build or launcher build?

languid aurora
#

Hey everyone I made a simple change to one of my structs and now I get this error and the editor crashes: Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 1875] Pin named StructOut was serialized while trashed - requesting pin named StructRef owned by node K2Node_SetFieldsInStruct_0

severe elbow
#

henlo good ppl

#

why sometimes use -> to call an object's method and sometimes use . to do it?

#

i am confusion

languid aurora
#

-> is a pointer

honest mango
proper stump
#

When using a timeline, i need to get to the value 0 after one seconds, my start value could be anywhere between -90 to +90, is it possible to set a start value?

manic pawn
#

have a timeline go from 1 to 0 and multiply with your initial value

frozen pollen
proper stump
#

thanks @manic pawn

severe elbow
#

@languid aurora if its a pointer

#

can i call

method2 = object1->method;
method2(); //which equals to object1.method();
#

or no because a pointer is a memory address and i have to (de)reference it somehow

languid aurora
#

You would hace to dereference it

severe elbow
#

yeah and with a variable i'd &ptr which would let me access the value again

#

but how do i dereference that method2 ptr

#

again

languid aurora
#

Lol no idea m8. My C++ isn't that great

severe elbow
#
method1ptr = object->method1;
//wanna call method1 using method1ptr
#

i started reading up on this

#

discovered i'm fundamentally wrong

lucid magnet
#

can anyone help me fix my problem with montages not working in my NPC blueprint?

#

the ''Play Montage''

keen moss
#

I have a mesh blueprint ive built with a selection of assets. Is there a way to add a check box to the blueprints details panel that allows me to toggle certain objects visibility?

abstract relic
#

Use Booleans and set it to public

upbeat jackal
#

Maybe someone can help clear up this issue im having. When I set the scalability settings to cinematic everything looks great but then when I click away to close the dropdown the quality goes back down. Any way I can keep that cinematic quality live?

keen moss
#

@abstract relic can u elaborate a little, there are multiple types of booleans

abstract relic
#

Heh

#

Technically you can just toggle visibility within each component under their render tab

#

But if you want convenience: add variable >> Boolean>> set public >> link component visibility within construct. Youโ€™ll need to do it for each component if youโ€™re going for this bruteforce method

keen moss
#

thank you

#

@abstract relic I am a novice when it comes to BPS

#

like this?

normal burrow
#

Thats Toggle Chris

#

there should be a set visibility?

keen moss
#

like that?

pearl wigeon
#

I'm having a bit of a problem with the aspect ratio of my player and perspective

normal burrow
#

yeppers chris

pearl wigeon
#

the original resolution of the scene I am recreating is 1600*720px, giving it an aspect ratio of 2.22

keen moss
#

@normal burrow i see the check box on the details panel but when i check or uncheck it nothing happens

pearl wigeon
#

the problem I have is that constraining the camera to this aspect ratio forces black bars at the top and bottom of my camera
does anyone know if it's possible to zoom in the image instead of having black bars?

normal burrow
#

have you worked with the consturct and pre-construct parts of umg chris?

keen moss
#

i am not sure what that is, so Ill say no :/

normal burrow
#

when you change things on the detail panel it'll run those, right now you need some form of execution to run into that set visibility. if you only want the details panel to control it, use construct. if its something you want to change at runtime, you'll have to make a custom event or function to do it

#

do you have one on construction matheww? lol

grim ore
#

The other option is to just click on the component itself, your static mesh in the details panel, and toggle it directly the visibility

#

since all you are doing is basically moving that checkbox to the constructions script on the main blueprint. It sounded like you wanted to handle them individually not all at once? or is that wrong @keen moss

#

I dont have one specifically on that, its a general part of the BP, but thats a think I will add to the list

keen moss
#

The client for this wants a simple way to toggle the lamps on my bridge and off, and they want the checkbox

grim ore
#

so all of the lamps at once?

normal burrow
#

difference between preconstruct and construct would be a good thing to understand better personally

keen moss
#

yes

grim ore
#

I think I have something on preconstruct and construct somewhere in regards to UMG but who knows

keen moss
#

what do i need to add to what i have?

grim ore
#

first it needs to actually run, the construction script is what happens in the editor since you want to toggle in the details panel

#

so you make a blueprint variable in the blueprint , call it whatever (mine is called Meshes Visible), and click the Instance Editable checkbox on it (this is what lets it show up in the details panel)

#

now if that value changes (check or uncheck) the construction script runs and sets the visibility on those connected item to match the checkbox you just changed

#

guess I should add some stuff on this. @normal burrow what do you think is important? maybe a HTF on Constructions script just to show how it works and can be used like this? then another on UMG construct/pre construct showing how they can be used and the difference?

normal burrow
#

Thing is matheww, i'm not sure of the difference beyond one of these you are supposed to do even less in right?

#

my understanding is you just do layout stuff in preconstruct

#

so i'd be a viewer of said video ๐Ÿ˜„

grim ore
#

Construct is when it is constructed, Pre Construct is for before it's constructed and for use in editor only

keen moss
#

@grim ore that works, thank you!

normal burrow
#

ah okay, i'm confused when construction happens though. is it before parenting?

abstract relic
#

Isnโ€™t that the point of construct? ๐Ÿ˜œ

normal burrow
#

Ye but construction script is mind boggling so I assume theres more to it lol

grim ore
#

well for UMG the widgets are not constructed in the editor is the issue, construct is at runtime for them

#

you can think of Construct as Begin Play and Pre Construct as the Construction Script when comparing UMG -> BP

abstract relic
#

Ahh weโ€™re talking umg

grim ore
#

its just some numbnuts idea of being a numbnut and not naming it consistently

abstract relic
#

Thought they were just using a random actor

grim ore
#

for the above stuff yeah but we got sidetracked on the topic of construct and pre construct lol

#

and assuming it doesnt take long to look at a house tomorrow I will get videos on those 2 ๐Ÿ™‚

normal burrow
#

constructed house?

grim ore
#

nah have to find a new place to live ๐Ÿ˜ฆ

abstract relic
#

Premade house

normal burrow
#

word, staying in the state?

grim ore
#

and actually damnit

#

Construct is not even akin to begin play since it gets called more than once

swift spindle
#

anyone else know how to mass move objects from one level to another without it failing and just deleting them ?

normal burrow
#

see matheww and hightide

#

idk wtf is going on in construct

#

i think it runs after parenting or screensize change or many other things

grim ore
#

it runs during alot of those yep

#

so like lets say you had something in a size thingy in another thingy it might initialize once, then get constructed a few times as it is resized and moved around, then be done

abstract relic
#

Just put Is Valid everywhere pat and hope your project doesnโ€™t get destroyed ๐Ÿ˜œ

normal burrow
#

its what i do ๐Ÿ˜จ

#

sometimes i'll AND two isvalids on the same reference just to be sure

#

and yeah thats sort of how i understand it matheww

#

preconstruct == purely layout, construct == you can touch things and some events. but to say im confident in this would be a huge misstatement

abstract relic
#

Plus a couple dozen branch and a random Do Once for shits and giggles

normal burrow
#

good ol' Don

grim ore
#

well pre construct can be for more than that, for example you could have the widget set itself up in the pre construct so you can see it. Imagine a keypad made purely in code. using just construct you wouldnt see this in the editor. Using pre construct the parent panel could add in 9 buttons and when the buttons are being added in their pre construct they are told to set their text widget to a value which then can be shown on the label of the button so now in the editor you can see the actual keypad with #'s

#

without pre construct runtime stuff blows balls to conceptualize

normal burrow
#

classy, interesting.

#

I suppose its one of those things where they name it the way they do because they don't want you to know the truth: Just pretend its that

grim ore
#

or two teams working separately and... magic

keen moss
#

can i used a similar method to toggle the lamp material on and off?

grim ore
#

you can

keen moss
#

any tips? the method im doing isnt working

grim ore
#

well i dont know what you mean by toggle the lamp material on and off so lets start with that

normal burrow
#

a last umg question, do spawn variables not work? Every time i've tried passing them to umg create widget, nope

abstract relic
#

You can make a dynamic material and control your mat parms in real-time from there

keen moss
#

i have a lamp with material element 2 is the bulb. by default the lamp has an emmissive material applied. how can i add a button to toggle that to a different non emissive material?

manic pawn
#

umg spawn variables work just fine yes

normal burrow
#

okay good to know, dunno why they seemed ignored in the past. Like create objectnew node or whatever

grim ore
#

@keen moss what @abstract relic said, we dont know what you arte trying but the way he says is the way to do it

ionic lagoon
#

Why is my model smooth shaded when I import it? Is there a way to disable it?

keen moss
#

what do u mean by a dynamic material?

abstract relic
normal burrow
grim ore
normal burrow
#

a uh collection of parameters could work too, material collection of parameters that is

grim ore
#

material parameter collection is a better idea but that's super advanced and icky

abstract relic
#

To be honest. Not really

#

In its complexity

grim ore
#

shhh....

swift spindle
#

parmeter collections are the besssstiiisst

abstract relic
#

Listen to the guy in a hat

normal burrow
#

lol

#

I've not set these collections up before but they look pretty nice

swift spindle
#

whenever I see @grim ore 's icon.. I picture a trucker that makes unreal videos when he's pulled over in his cab for the evening...

abstract relic
#

Go look in the sonar mat pat

normal burrow
#

that cool hat reminds you of trucking?

swift spindle
#

it's kinda awsome

grim ore
#

man I wish I was a trucker

normal burrow
#

Yeah that is what i was referring to when i said looks pretty nice ๐Ÿ˜„

swift spindle
#

missed life opertunity @grim ore ?

grim ore
#

MPC are awesome when you want to do stuff that you shouldnt do. It's a great way of doing grass animation when the player is near for example

#

@swift spindle yeah I suck arse at driving big stuff

swift spindle
#

<-- can't even drive

abstract relic
#

Cultured trucker

normal burrow
#

๐Ÿššโฌ…๏ธ ๐Ÿฅ–๐Ÿท๐Ÿ๐Ÿง€

swift spindle
#

part of what makes me good with computers makes me fail at driving

keen moss
#

ill keep working on it, thanks @grim ore

normal burrow
#

I learned some stuff too, thanks @grim ore and @abstract relic

grim ore
#

@normal burrow I did just test, expose on spawn for a color variable in the create widget did work with a set color and opacity on a button if it was in the construct as expected. Calling the set color during on initialized was too soon and used the default

normal burrow
#

So it runs construct before assignment from spawn?

swift spindle
#

I know a lot of people who don't drive...

grim ore
#

no it runs on initialized before the variable is set from the create widget, pre construct and construct are called after create widget passes the variable in

normal burrow
#

sheesh

grim ore
#

so like for this the on initialized would set it to the default value, the other 2 construct events would set it to pink as desired

normal burrow
#

that must have been where i went wrong

rustic panther
#

Does unreal support above 100 percent screen resolution?

normal burrow
#

On Initialize is like the real begin play for umg?

grim ore
#

yeah if you had to do a comparision that would be the closest but not identical

normal burrow
#

aye.

grim ore
#

because for a BP the construct is called before begin play...

normal burrow
#

random bonus question, does BeginPlay run before create actor returns?

grim ore
#

but for UMG the initialized is called before pre construct and construct lol

normal burrow
#

ah okay

#

you answered the question before asked lol

grim ore
#

and... all on initializes will be called for children before constructs as well lol

normal burrow
#

sweet. can now avoid not using these because of uncertainty

grim ore
#

its all good tho since children constructs are finished in order tho sooo uh....

#

good luck!

#

bottom to top is the order, so the 2 initialize, then the child button, then the parent lol

normal burrow
#

question though

abstract relic
#

Damn it come on

grim ore
#

this is all good tho btw, great stuff for the video lol

normal burrow
#

does all that run with the add to viewport call or just the create widget

#

and i just remembered that print is upside down so this makes even more sense lol, get what you mean

inland seal
#

Anyone have a proper break down on how to load level instance, or if its feasible to utilize/see them in the editor?

grim ore
#

glad you asked I was going to mention it. so the create widget is what calls the initialize, the construct is once it gets added to the viewport

normal burrow
#

thought so, all these are a very much one direction thing

grim ore
#

and yes even if its not visible the construct still gets called

#

yeah I think the main difference here is actors get spawned in and are poof existing while umg widgets can exist in limbo

normal burrow
#

so i imagine adding to a parent equally invokes all the stuff there, if not directly to a viewport

#

yeah that makes a lot of sense

#

hm, i bet adding a child re-runs the parents constructs too huh

#

or flags for it at some point

rustic panther
#

add a print string to the construct and you'll see whenever it fires

grim ore
#

yep its the same as you expect , same as before but with a umg button widget (custom widget) being added during construct of main

#

initialize being called during create then constructs when I add the child to the parent

normal burrow
#

ah but

#

it didn't re-invoke the parent's constructor there?

#

i bet theres some setting for that for things like combo box or list controls but very nice research

grim ore
#

I just added it to the canvas panel which didnt require any adjustments so that might be why

normal burrow
#

sounds like a great video in the works

grim ore
#

yeah maybe if its like super deep it would matter but man who wants to nest a panel in a panel in a panel to test this lol

normal burrow
#

lol yeah

#

well i was just thinking with how one direction everything is, you'd think parent would get notified all the way back, but yeah canvas layout wouldn't neccisarily need to

#

unless maybe size to content was on? idk

grim ore
#

yeah was testing it and stopped, bored lol. will do it more later since I am stupid that way lol.

normal burrow
#

๐Ÿ˜„ all good

#

I'm in a rush mode half the time and don't allocate any for this kind of testing but, i should

grim ore
#

welp I didnt stop since I realized I had the main panel hidden is why I couldnt see it lol

#

anywhoo adding a button every second to a vetical box panel that is set to auto size never called the construct on the panel more than the first time

#

so all that happened on the create/add to panel was the buttons code

#

so while construct can be called more than once how the hell you trigger it is a mystery

normal burrow
#

damn interesting

manic pawn
#

construct is called when the slate widget tree is regenerated

normal burrow
#

does invalidate cause that to happen?

manic pawn
#

no

#

but remove from parent and readd does

grim ore
#

ooh i didnt try removing from parent to see if it calls the parent construct again. i assume not

distant totem
#

Hello not sure if this is the right channel, I would say this is a general question.

I installed a new gpu, and since then my unreal interface has been blurry. I've tried:

reinstalling the engine

deleting intermediate and saved folders (as recommended in forums)

toggled the high DPI settings under editor settings

tried toggling windows 10 scaling for apps under advanced scaling settings

under compatibility settings for ueeditor (C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\Win64\UEEditor.exe), made sure all scaling options are disabled, such as, disable fullscreen optimizations, and disable everything under high DPI settings

i've also tried running with the argument -enablehighdpi as suggested in forums,

this is after a new GPU install, I used DDU to clean old drivers beforehand, I'm not sure what else to try

#

i've also tried configuring various options for the editor under nvidias control panel

manic pawn
#

change desktop scale to 100%

distant totem
manic pawn
#

make sure scale isn't manually fucked up for UE4Editor.exe

grim ore
#

do a alt-print screen to do a full screen screenshot of the editor window so we can perhaps compare it

distant totem
#

if you look at the top tabs, world outliner, and check boxes are being rounded out, I understand may be a small gripe but it is very bothering, like staring at a 3DS for too long

#

or is it just my monitors?

paper tundra
#

hey @grim ore add me back please

grim ore
#

top is your screenshot on my screen zoomed in, bottom is my screenshot zoomed in

#

I would almost say like it was 720p being rendered at a higher resolution

#

so under your scale and layout you showed before, under advanced is the let windows try turned on? it is here

paper tundra
#

hey mathew do you know how to make a 3d character game menu

grim ore
#

like showing a character model in a ui display or something else?

paper tundra
grim ore
#

actually for something like that you could just have a character standing in a box somewhere with the camera facing it then put UI over it

paper tundra
#

add me back on discord so i can private message osmething

grim ore
#

I dont actually know if thats a model or just an image on the right

#

I dont do DM's

#

and that example came from somewhere, they don't want to help give you info on how they did it?

paper tundra
#

so can you tell me a lil step by stem on how to make a basic one with a black screen and character if u dont mind

grim ore
#

I cannot no, but there are plenty of tutorials out there on that

#

that could literally just be a character in a box with a light on the top of it shining down and the camera in front of it

paper tundra
#

can u send a vid i cant find none

#

ive tried for 9 hours

grim ore
#

then you just lay ui over it

abstract relic
paper tundra
#

ya ive seen all those videos they dont show how

#

mathew can u send me a basic unreal engine project file of that

#

so i get the basics

abstract relic
#

I would like one tomato too Mathew ๐Ÿ˜›

grim ore
#

its literally the first screenshot showing the camera setup then a UMG widget on top of it

#

I mean I am no artist but it's fabulous

abstract relic
#

Drag a character onto the level >> put a camera onto the level >> make a widget >> profit

grim ore
#

thatsa what I did basically, auto possess the camera is about the only step missing there and setting up a light

paper tundra
#

nvm got it

hollow ridge
#

Hey, I am spawning maybe 25 actors all at the exact same time and they arent all spawning for some reason anyone know why?

dire fjord
#

In an effort to figure out what's going on with my project needing to compile shaders on every open, I set a new DDC in the editor preferences. Restarted the project and after it compiled 12k shaders, the new Derived data cache folder that I set remains empty.

abstract relic
#

Their collision may be overlapping with another object. Which should prevent spawning

#

that or you spawned them at Kill Z limit

hollow ridge
#

I have always spawn ignore collisions on

#

so that shouldnt matter

#

also I dont have any Kill Z limits cuz It is a puzzle game

abstract relic
#

Go to world settings and confirm

honest mango
#

anyone know why my audio reverb dont work ? lol

distant totem
#

sorry, I had to step out for a minute, back now, that option for let windows try was already set to on, and I have tried toggling it off, but there is no change

hollow ridge
#

confirm?

grim ore
abstract relic
#

So fancy

hollow ridge
#

@abstract relic I dont see confirm anywhere

abstract relic
#

should put an explosion in the backround

#

I'm asking you to check kill Z

grim ore
#

your world kill z, and where you are spawning them etc.

hollow ridge
#

oh it is -1000 and I am spawning them at 0

grim ore
#

spawn 1, does it spawn?

honest mango
#

anyone know why my audio reverb dont work ? lol ^^

#

do i need a plugin or ?

abstract relic
#

Nope

hollow ridge
#

yeah It is just random I generatorate a random number and spawn a random bp they just spawn at random and different ones work every time

dire fjord
#

Anyone ever seen this kind of error before? LogTexture: Display: Building textures: T_Stool_Normal (BC5, 1024X1024) LogDerivedDataCache: FDerivedDataBackendAsyncPutWrapper: Put failed, keeping in memory copy TEXTURE_68A083899C6F4316B8CE0E2958EDE2C2_BC5_2610457A4EF5C9782A3BE893E263B7E0___C13EF1E5A8E10D14ED629426DE30C5021F545CB9. LogDerivedDataCache: FDerivedDataBackendAsyncPutWrapper: Put failed, keeping in memory copy TEXTURE_68A083899C6F4316B8CE0E2958EDE2C2_BC5_2610457A4EF5C9782A3BE893E263B7E0___B06B1708C86FA46F3D9BA17A37C3483ADDFB4085. LogDerivedDataCache: FDerivedDataBackendAsyncPutWrapper: Put failed, keeping in memory copy TEXTURE_68A083899C6F4316B8CE0E2958EDE2C2_BC5_2610457A4EF5C9782A3BE893E263B7E0___DAA45F3CC8EF218A26A667D41B8FD621269CBB80. while it is compiling shaders?

#

I just noticed that my log is full of these.

#

this might be why it's recompiling every time i open

grim ore
#

@hollow ridge start debugging, have it pause between each spawn to see what is and isnt or breakpoint after the spawn to see if it did actually spawn

hollow ridge
#

@grim ore wait could it be lag? cuz when I go onto mobile it spawns less of them

abstract relic
#

There's about 3-4 ways to set reverb. Check if the sound cue has anything overriding it, if you have it within the level itself, check that the instance doesn't have an override

#

oh and if you have a sound class being sneaky

normal burrow
#

sound classes are quite sneaky really

honest mango
#

i only have a sound cue, no sound classes is that a problem ?

abstract relic
#

not at all

honest mango
#

hmmm, i dont see why it dont reverb, do i have to check something in the sound cue ?

#

(i put sound volume in world and selected the reverb already)

abstract relic
#

does the sound play at all?

honest mango
#

it does, it is footsteps cue

#

but i would like to play reverb when like in a hall or something

abstract relic
#

And what engine version are you on?

honest mango
#

4.23.1

#

^^

abstract relic
#

So there's a new audio engine that's now implemented by default in... I want to say .23? But regardless, keep that in mind for there isn't much documentation on it and if certain workflows has changed (shouldn't be in your case). I'd ask in #audio

honest mango
#

thanks you !

abstract relic
#

also

#

Well first of all. Does the character have animation? I'd suggest play sound through animation notify

honest mango
#

i have everything set up for the sound, exept the reverb not working when entering soundvolume

#

as you can see in screenshot, the event is animmNotify ^^

abstract relic
#

Let me rephrase

#

with a pretty picture ๐Ÿ˜›

honest mango
#

what do you mean "rephrase" ? i'm french sorry hah

abstract relic
#

To say my last statement differently

honest mango
#

okay i let you :p

abstract relic
#

Here. You can play audio directly in animation. I had a sound cue play everytime a foot hit the ground

#

So kind. Thanks ๐Ÿ˜›

#

(this shouldn't solve your reverb problem. Merely showing you an alterative way to play sound cue)

honest mango
#

oh yeah i see ๐Ÿ˜„ but can you change footsteps sound when the ground change ?

#

yeah thanks you !

abstract relic
#

Yes. But honestly, I'm not the person to ask.

normal burrow
#

there is a floor hit variable you can get on the movement component

#

would recommend using this instead of re casting one crackerjack

abstract relic
#

Oh really?

normal burrow
#

yeah, just check if blocked hit is true before using it ๐Ÿ‘

honest mango
#

i dont know how to do that aha but thanks

normal burrow
#

you'll likely want to define your own impact types or whatever it is, which you can get off the phys mat of whatever was hit, by those loud feet

distant totem
#

I'm opening an answer hub for my question, which category should I use? question is "After installing a new GPU, unreal interface is blurry" Using UE4 or bug reports?

#

is bug reports only for crash reports with logs?

#

meh nvm I'll try bug reports

burnt ether
#

Hey there can I somehow change the install dir for the unreal engine ? or will I have to uninstall and reinstall ?

gray ether
#

Hey guys! Anybody know how to open cooked maps in an unreal game? โ“
I'm trying to add map modding support
And it would make it so you can create maps in the UE4 editor and then run the map via the game

grim ore
#

@burnt ether it is not very easy to move it, so yes reinstall is the best

burnt ether
#

so better just reinstall huh ?

grim ore
#

yep

distant totem
#

Hey Mathew, do you have a nvidia card? would you be willing to gif your global settings?

#

from nvidia control panel

rancid lynx
#

maybe I dont understand vectors. i can get this to work with locations, but not vectors. what if i want to change the direction of the trace ? forward-up-right vectors dont seem to have any effect

#

this isnt working. it seems like the line trace is Zero distance. it works without vectors

#

how can i do a line trace from a static mesh, along its Z axis ? or x axis ? the static mesh has been attached to component, on a vr oculus motion controller. if that matters

normal burrow
#

rob yeah

#

you need a position for the trace start, and a position for the trace end

#

so if you take the forward vector * 500 then add it to the player position, that gets you an end 5 meters away

#

then can use the player position as the start

rancid lynx
#

i thought a vector also contained location information. it does not ?

normal burrow
#

that add that you are doing there

#

my internet is really bad

#

but if you want to trace down the wand

rancid lynx
#

the trace always faces world East. not local wand east.

normal burrow
#

well explain to me what those numbers in the add node are meant to do?

rancid lynx
#

nothing. just random test examples. they could be Zero or 500

normal burrow
#

ok do this

rancid lynx
#

just tryin to get the trace to follow the wand

normal burrow
#

off the static mesh there, get the world transform

#

then take the transform and transform location

lament basin
#

Hi, I am new to unreal. Is there a downside to using 'actor of all class' to find a single gameobject and send custom event to it? Seems to be a really convenient function.

normal burrow
#

whatever vector you transform by that world transform will start in local space

#

and result in world space

rancid lynx
#

if you only do it once, or rarely, its ok Koex, but if you spam it, performance will drop.

#

thank you Pat. i will try and read and understand now.

lament basin
#

i see isee, thanks

rancid lynx
#

look up Blueprint interfaces, if you want another easy way to communicate between actors

#

so a transform location is local, and a world transform is world ?

#

hmm no i guess not. ill try and understand again lol

#

oh. that solved it. i think i understand now. tyvm

normal burrow
#

yes, world transform

rancid lynx
#

yea. as soon as i typed world trans, i laughed

normal burrow
#

it makes things into world

rancid lynx
#

tyvm. now i see.

normal burrow
#

its all good, its not straight foward

rancid lynx
#

thats a years worth of headaches , resolved X_x haha

normal burrow
#

none of it is, even when it starts to sound so haha

rancid lynx
#

i spend 40 minutes, after a year of learning, trying to do something simple like line trace, and feeling like.. "wtf.. ive been working for a year, and it still takes me an hour to figure out a simple line trace

#

X_x. they should really add sticky tips inside nodes X_x.

lament basin
#

alright, i'll take note of that

rancid lynx
#

blueprint interfaces are super super simple. and they can carry target references very easy through inputs and outputs

#

youtube search "ue4 wtf is blueprint interface" fora quick wonderful example