#ue4-general
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guys may i know horror engine can for commercial use or not?
Everything on the market place can be used for commercial use.
ok
Is there a isOwner boolean in ue4. I want a object to do certain actions unless it's the objects owner
Actors have Owners but that's really more for networking purposes....
you'd have to build your own
@worn granite its for networking, the object interacts with players unless it's the owner.
Well if you're sure those line up....
just compare the owner of the other actor with your owner (which might be you)
Get owner == self?
I think there's even a function that gets you the "outermost" owner
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
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
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
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
hello
hello do you need help
yes
i want to be a UE4 c++ game dev
im only a freshman in highschool should i start learning now?
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
i did i actually made a list
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
Weโre you able to recover that project btw?
Nope, wound up spending two nights remaking it
the advice was helpful though and I learned a lot about data recovery
can i add you on discord and send you my list too see which videos are the best? @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
ok thank you I will start learning right now
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
wait hold on.
You're doing hundreds of these, but you're making a variable for each marine in a squad?
hey does unreal have real time rendering ?
each squad keeps track of its members
More to the point, a select node will evaluate each input each time that select node is evaluated, before taking the condition into account.
I wasn't able to find tutorials on optimizing armies so I'm doing it all on my oen at the moment
This setup (that I can see) should be okay, if not perfectly optimal
Oh that's good to hear, that means what I suspected is true and I should switch over to a select node
Well, select nodes can actually introduce a lot of overhead.
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
It takes them all into account
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.
Yeah, so what I meant was that the BRANCH would be more optimal, right? because the branch is only checking the bool
For doing variable access, struct unpacking, etc, it's typically fine.
whereas the select node is checking everything
I use select a lot with structs and enums and all that
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
They are more or less inaccessible variables right? The caches
which part of my setup was impure? I'm not familiar with identifying those things
If you've ever wondered how blueprint determines the order of execution of your logic, this video will give you a quick rundown of how the two major types of nodes differ from each other.
twitter: https://twitter.com/KorkuVeren
twitch: https://www.twitch.tv/immutablelambda
Middling quality tut I did on this subject
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
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 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
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
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.
I have a feeling this stuff is going over my head
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?
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
@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
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?
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?
Set up window sizes and other options for the Play-In feature
Would be in there if possible, advanced settings
Still no solution to this? https://answers.unrealengine.com/questions/391518/view.html
"ThirdPersonOverview" is missing somehow and I don't know what's looking for it
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?
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.
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
can anyone tell me why i cant find my animnotify blueprint in my animBP?
anyone know of a good place to search for teams looking for an extra pair of hands on their game?
can anyone tell me why i cant find my animnotify blueprint in my animBP?
What provider should I use on source control?
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
Hey guys just updated my UE4, Where can I add two sets of terrain
aka one is sand and another is dirt
Hey guys I want to learn how AI works have you any best tutorial for that
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 https://www.raywenderlich.com/238-unreal-engine-4-tutorial-artificial-intelligence i found this one really good
@placid arrowthanks
no problem
it'll teach you blackboards, ai, behaviour trees and perception components
all the basics
Do you try to play on open level screen
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 ๐
No I am talking about your issues
ah, yes but not while im working in the second screen
they seem to be linked together, like theyre actually one window
What is the coolest feature you can do with RTX in the Unreal Engine that is the most impressive thing?
minimising the main window minimises them all, and furthermore the icon for all the windows are bunched together on one desktop's task bar
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
im not sure what you mean by that
@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
@placid arrowsorry it's doesn't work for you of windows task bar yeah it's I don't know
Hey. Is it normal that my ".vs" and "binaries" folder are almost 10 GB together? Project is very small.
What is "very small"?
There's almost nothing in content
I'm guessing old binaries are not deleted?
also .vs folder is 5 gb, is that normal ?
holy shit why is unreal randomizing my LOD materials lol ๐ฎ
Is the "free for the month" content permanent on the account if you get it while free?
@orchid seal yes
sweet. Thank you. Just started with UE4 and that content can help a lot
@placid arrowhey it's working I will send you vid how to do
nice, thanks ๐
see its no thanks
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
in blueprint, anyone knows how exactly to override an inherited component with a child of said component?
@half turtlewhat do you mean override an inherited component?
changing the class of a native blueprint component, in the overridden blueprint class i beliv
`
Hello guys how to fixed this problem flicker material
does it have mipmaps?
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?
isn't that just plain ol' aliasing? ๐ค
anti aliasing is on on the camera that's rendering though
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 !
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...
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?
@honest vale what's meaning?
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
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?
lights ?
I have a skylight
I tried disabling the affect wworld for it but it didn't make diffence
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
nein
nein ? lol warum nicht
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
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
someone help the water in my game has turned invisible
@vivid moon You would do both. the apk is basically the executable and the .obb is all of the assets.
fixed it nvm
@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
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?
it probably needs to be set up, where did you download it from?
I placed the mesh
did you enable mesh distance fields?
the texture was on it but I couldn't change it to any that look like that photo
how do I do that?
no I just read and follow instructions
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
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
Where is project settings @grim ore
nvm
the shaders now showing
however the water is invisible
are you using any other assets ?
if so try just the water in a new level with nothing else in it
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
so I accidently clicked VR developer mode instead of VR preview and I'm stuck there for eternity
escape does nothing
alt f4
that'll close the software and I will lose my progress
doe snothing
try the radial menu
i need some help
alt- ` (tilde) or alt-v
I keep trying to delete this folder and when I do it crashed my game and wont delete
welp
my character in unreal engine when i play the third person character it pops back when i move forward
Alt + V did it! thanks a lot!!!!
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
I wonder if it was intentional to leave people stuck in VR without instructions on how to exit it. Probably for more immersion ๐
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
define, fully dynamic physics based system
well basically treat the water as individual particles i suppose
dear lord
you mean interacting with other objects or just visually?
yes interacting with other objects
and possessing characteristics like weight
i guess we're not there yet right
actually... you can simulate that ...
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
nvidia is the visual side, you cannot use GPU physics for actual gameplay like that... i mean the precision would be horrible
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
ah that's a great idea
actually sounds like something fun to implement, if done fine the performance would be not so bad,
yeah i'll look for tuts
its similar to how i created 3d gravity for my space game
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
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'
nevermind
@barren flume how do you picture a hold in the terrain?
Hello, How to get GPU features level information from engine? Eg. DX11_1 or DX12
just here to say thank you @grim ore
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
@barren flume I meant feature level of GPU
The current renderer feature level of this world
Hello, I have some troubles with lightning
Who can explain why this happening?
@cerulean forum lightmaps
It returns Shader Model and I'd like to know which version of DX GPU supports
@barren flume the error log is cut off and doesnt make mu
@whole quarry Should I remake uv's or change resolution?
both most likely
how do i turn off auto save
@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
you can't have anything overlapping in a lightmap UV
And that ^
@barren flume perhaps more usefull to find out the cause instead of killing of the symptom
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
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
when i try and open my ChaosDestructionDemo, it does not run
there it crashed again
hm
when i close the level sequencer then save
it doesn't crash
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 build from ue4 source
HOW MY! @grim ore is WTF is ? owner channel whoua! I didn't notice that when you helped me thanks bro for your work ๐
what do you mean by that?
or change the environment
@plush yew get source from github, and build the ue4 with that
and where do i find the source
on epic's github
GIYF
Steps for connecting to the source code repository and downloading the latest build of Unreal Engine.
it's a different thing
you have binary distro
it can't build projects with custom environments, like chaos as example
what does that even mean lol
well, you have a project that is not ment to work on default ue4 distribution, how did you even get one?
what library?
what is github? i really do not understand it
Source control Provider
well, in your case it's better to forget about Chaos
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
then use google and learn what is VCS, github, how to compile and build ue4
do i clone a url?
@plush yew https://www.youtube.com/watch?v=MRJUWC90aJM
Previous videos:
How to install Unreal Engine: https://youtu.be/NKt03BhcKDQ
How to setup Visual Studio with Unreal Engine: https://youtu.be/89_f7Ss3ye8
In this video, we go over how to build Unreal Engine from its source code on Epic Games' github. We go over everything from ...
Google it or watch the video
@plush yew i think you've skipped part of the video
specifically part of connected accounts
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?
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'
It's preview
Actually from the other side of walls the same thing happening
Quality doesn't seem to work
does anyone know how to create a character menu like this
Anyone here based in Essex UK?
does that mean you know how to
@paper tundra the menu is done well i personally have it, adjusted a lot of things to my own taste
@paper tundra it just utilizes a main menu level
Sorry I dont accept random friend requests
so i got the weirdest case ever, a compare node that apparently doesnt compare
this is the BP
this is the log that gets thrown
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
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?
Hello I didnt used that yet @muted quartz
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?
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?
Place the sound in the level instead of the main menu widget
Or have an persistent invisible widget and place the sound in there
Might also be worth making a parent "container" widget for all the menus, and handle sound there instead of in each screen's widget.
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?
I thought it was set itโs mass stupidity high
set its gravity super high
@plush yew
๐คฆโโ๏ธ why you troll here
it's not about how hard to move
Gravity would hold it down but thatโd only be down, not nesw
If thatโs the case azarus then none of it makes sense
I can't get where is the problem-hmmm
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
Itโs not magic azarus
Obs then
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)
not sure who is lifting 400kg desks at epic
but apparently the default character movement supports that
(CMC is not simulated on the broad phase)
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
(CMC is not simulated on the broad phase)
is HighTide a bot?
No theyโre being very helpful
Oh ok, how does that help me?
i am very confused on that solution?
That your movement is not physical
I know that the character movement component is a custom thing
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
So youโve got to push it yourself. Apply forces when you run into things.
It does but it is not simulated
I didn't claim that anything was simulated
Are you trying to push things so they do not rotate?
i am trying to push things a bit more realistic fashion
currently the player character tries to walk under every object it hits ๐ค
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 ๐ฆ
Whatโs worse is that frame rate adjusts these things too
You keep treating cmc as a physic object. Itโs not nor ever can be. Best you can do is fudge it to look like itโs interacting
Is there anyway to control what particle is placed in from BP?
I need to switch the trial some times
trail*
You basically have to just play with settings until your happy with it. Avoiding cmc is not real ideal.
You keep treating cmc as a physic object. Itโs not nor ever can be. Best you can do is fudge it to look like itโs interacting
@abstract relic
WHERE?


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
Itโs normal to take time on it
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
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 canโt override component types in bp (as in what character uses)
Hey, sorry to interrupt, but is it possible to add a blueprint receiver to a brush?
Itโs also very intense invocation that would hurt performance likely to enter bp land
Minimum value axies "180-"
put it 0
As you do that let me know
@ebon linden
Ok now go to the Player BP
Hello, i'm trying to make a mesh highlight when looking at it but it doesnt work ... if anyone can help thanks /// in character bp : https://gyazo.com/ed2df9b7912fc4d3c5766224dd3eb45b /// in my object blueprint https://gyazo.com/f57708017f47711f2d4fa8dd61b05e8c https://gyazo.com/6b19f68ce9183f1953811d12c3e36a06
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 ๐
I know
But reality is, gotta lift the lid sometimes
yeah, would love to, but it's a heavy lid of 12k lines of code?
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
So again, like HighTide suggested you really want to try everything you can
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. ๐ค
Already told you
Dont do it here
Sprinting do it in BP
that's it
had to check cpp for that ๐ฆ
help me
anyone know how to add outline to object when looking at it ? mine doesnt work ..
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 ?
nvm i did it
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
check task manager for open unreal instances
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
is there anything simmilar but working on line trace ? like from A to B get all actors ?
@frozen pond https://docs.unrealengine.com/en-US/Engine/Physics/Tracing/HowTo/MultiLineTraceByChannel/index.html
This how-to shows using a Multi Line Trace by Channel Blueprint node to return a the all Actors that respond on the Visilibity channel, and prints their names.
https://gyazo.com/89f73cb3490971515bc3c3124693de86 do you guys know what do add so it dont blur between like 40 and 60
please
like focal distance between 40 and 60
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
has anyone worked with pixel streaming ? what are the servers being use for it ? amazon ?
any server would work as long as you have the bandwidth and cpu support
im your fan dude ๐
yea but im trying to find if it is something that could be used commercially
not really the best place to research legality of stuff
what is the use case mortiest?
yes it can be used commercially
how does rev share work with it?
archviz for a client specifically want sellers to use tablets to show new buildings and projects
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
yea i was thinking in virtualization too
since its a service that could benefit from on demand resources i was thinking on amazon
er i mean, quadro, not cuda
the default pixel streaming setup has support for EC2 but its nothing really special it just auto grabs the ip
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
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.
@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
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.
is it still tricky though?
Last time I looked you have to have something basically finished to show them
thanks @normal burrow @grim ore
yeah its not the most friendly process
any tutorials on how to get in and drive a car in UE4?
Look into pawn possession
who?
can anyone tell me why this montage doesnt work/actually play on my AI?
and i know its not connected
but even if it is, it doesnt play...
not connected but also no asset selected ?
pawn possession is when you take control of stuff galatasarayj
@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
and your anim bp is set up to use montages?
Do you have montage slot set up, section, did you cache your state machines
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"
Does anybody knows how can I use Github plugin in Unreal ?
what should i put in it
Does anybody knows how can I use Github plugin in Unreal ?
@twin raft ?
so just a notify & that name?
Yup
@grim ore Am trying to change The "First Socket Name" from bp
Is that possible?
it still doesnt work
the ''Play montage'' never work for me
and i dont know why
Again. Did you cache your state machine
yes
have you tried printing a string at the start of that event?
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
qbersp how are you trying to do this? I don't think it can be done
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
Is there a line of sight option for AI perception? My AI sees the player but also shoots through walls
notifies are not real reliable and or modifiable
i wil ltake a better video sec
Humm i dk am trying to find a way so i can control them
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
If we only can find a way am ganna make something epic for real
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
it sounds like you want to spawn a particle? it looks like you are using the particle spawner notify
wants to be able to change the sockets it uses
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
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
they're cursed
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
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
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?
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
source build or launcher build?
if launcher install the editor symbols here from the options
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
henlo good ppl
why sometimes use -> to call an object's method and sometimes use . to do it?
i am confusion
-> is a pointer
https://gyazo.com/56a289699c1d09c13debb8a4e441e596 how to put focal distance between two numbers ? like 40 and 60 please
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?
have a timeline go from 1 to 0 and multiply with your initial value
i can't build my lighting, this keeps coming up
thanks @manic pawn
@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
You would hace to dereference it
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
Lol no idea m8. My C++ isn't that great
method1ptr = object->method1;
//wanna call method1 using method1ptr
i started reading up on this
discovered i'm fundamentally wrong
can anyone help me fix my problem with montages not working in my NPC blueprint?
the ''Play Montage''
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?
Use Booleans and set it to public
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?
@abstract relic can u elaborate a little, there are multiple types of booleans
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. Youโll need to do it for each component if youโre going for this bruteforce method
I'm having a bit of a problem with the aspect ratio of my player and perspective
yeppers chris
the original resolution of the scene I am recreating is 1600*720px, giving it an aspect ratio of 2.22
seen in the camera view
@normal burrow i see the check box on the details panel but when i check or uncheck it nothing happens
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?
have you worked with the consturct and pre-construct parts of umg chris?
i am not sure what that is, so Ill say no :/
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
What is UMG (Unreal Motion Graphics) in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
do you have one on construction matheww? lol
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
The client for this wants a simple way to toggle the lamps on my bridge and off, and they want the checkbox
so all of the lamps at once?
difference between preconstruct and construct would be a good thing to understand better personally
yes
I think I have something on preconstruct and construct somewhere in regards to UMG but who knows
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?
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 ๐
Construct is when it is constructed, Pre Construct is for before it's constructed and for use in editor only
@grim ore that works, thank you!
ah okay, i'm confused when construction happens though. is it before parenting?
Isnโt that the point of construct? ๐
Ye but construction script is mind boggling so I assume theres more to it lol
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
Ahh weโre talking umg
its just some numbnuts idea of being a numbnut and not naming it consistently
Thought they were just using a random actor
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 ๐
constructed house?
nah have to find a new place to live ๐ฆ
Premade house
word, staying in the state?
and actually damnit
Construct is not even akin to begin play since it gets called more than once
anyone else know how to mass move objects from one level to another without it failing and just deleting them ?
see matheww and hightide
idk wtf is going on in construct
i think it runs after parenting or screensize change or many other things
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
Just put Is Valid everywhere pat and hope your project doesnโt get destroyed ๐
its what i do ๐จ
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
Plus a couple dozen branch and a random Do Once for shits and giggles
good ol' Don
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
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
or two teams working separately and... magic
can i used a similar method to toggle the lamp material on and off?
you can
any tips? the method im doing isnt working
well i dont know what you mean by toggle the lamp material on and off so lets start with that
a last umg question, do spawn variables not work? Every time i've tried passing them to umg create widget, nope
You can make a dynamic material and control your mat parms in real-time from there
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?
umg spawn variables work just fine yes
okay good to know, dunno why they seemed ignored in the past. Like create objectnew node or whatever
@keen moss what @abstract relic said, we dont know what you arte trying but the way he says is the way to do it
Why is my model smooth shaded when I import it? Is there a way to disable it?
what do u mean by a dynamic material?
Hierarchical material relationships that allow modification of properties to alter behavior and appearance of child materials without shader recompilation.
I re used the same variable as before but
a uh collection of parameters could work too, material collection of parameters that is
material parameter collection is a better idea but that's super advanced and icky
shhh....
parmeter collections are the besssstiiisst
Listen to the guy in a hat
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...
Go look in the sonar mat pat
that cool hat reminds you of trucking?
it's kinda awsome
man I wish I was a trucker
Yeah that is what i was referring to when i said looks pretty nice ๐
missed life opertunity @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
<-- can't even drive
Cultured trucker
๐โฌ ๏ธ ๐ฅ๐ท๐๐ง
ill keep working on it, thanks @grim ore
I learned some stuff too, thanks @grim ore and @abstract relic
@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
So it runs construct before assignment from spawn?
I know a lot of people who don't drive...
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
sheesh
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
that must have been where i went wrong
Does unreal support above 100 percent screen resolution?
On Initialize is like the real begin play for umg?
yeah if you had to do a comparision that would be the closest but not identical
aye.
because for a BP the construct is called before begin play...
random bonus question, does BeginPlay run before create actor returns?
but for UMG the initialized is called before pre construct and construct lol
and... all on initializes will be called for children before constructs as well lol
sweet. can now avoid not using these because of uncertainty
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
question though
Damn it come on
this is all good tho btw, great stuff for the video lol
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
Anyone have a proper break down on how to load level instance, or if its feasible to utilize/see them in the editor?
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
thought so, all these are a very much one direction thing
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
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
add a print string to the construct and you'll see whenever it fires
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
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
I just added it to the canvas panel which didnt require any adjustments so that might be why
sounds like a great video in the works
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
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
yeah was testing it and stopped, bored lol. will do it more later since I am stupid that way lol.
๐ all good
I'm in a rush mode half the time and don't allocate any for this kind of testing but, i should
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
damn interesting
construct is called when the slate widget tree is regenerated
does invalidate cause that to happen?
ooh i didnt try removing from parent to see if it calls the parent construct again. i assume not
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
change desktop scale to 100%
both monitors are set to 100%
do a alt-print screen to do a full screen screenshot of the editor window so we can perhaps compare it
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?
hey @grim ore add me back please
there is a definitely issue
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
hey mathew do you know how to make a 3d character game menu
like showing a character model in a ui display or something else?
example this
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
add me back on discord so i can private message osmething
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?
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
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
huh
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
I would like one tomato too Mathew ๐
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
Drag a character onto the level >> put a camera onto the level >> make a widget >> profit
thatsa what I did basically, auto possess the camera is about the only step missing there and setting up a light
Hey, I am spawning maybe 25 actors all at the exact same time and they arent all spawning for some reason anyone know why?
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.
Their collision may be overlapping with another object. Which should prevent spawning
that or you spawned them at Kill Z limit
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
Go to world settings and confirm
anyone know why my audio reverb dont work ? lol
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
confirm?
Here we go, fancy as all hell https://i.gyazo.com/60dd436aa8ffc7561ad65ed9faa21cee.gif
So fancy
@abstract relic I dont see confirm anywhere
oh it is -1000 and I am spawning them at 0
spawn 1, does it spawn?
Nope
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
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
@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
@grim ore wait could it be lag? cuz when I go onto mobile it spawns less of them
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
sound classes are quite sneaky really
i only have a sound cue, no sound classes is that a problem ?
not at all
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)
does the sound play at all?
it does, it is footsteps cue
but i would like to play reverb when like in a hall or something
And what engine version are you on?
4.23.1
^^
https://gyazo.com/2e0ef4cbf29b9b345944e815b3faf8d2 my sound play with tracebychannel location in animBP, is that a problem ?
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
thanks you !
also
Well first of all. Does the character have animation? I'd suggest play sound through animation notify
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 ^^
what do you mean "rephrase" ? i'm french sorry hah
To say my last statement differently
okay i let you :p
Here. You can play audio directly in animation. I had a sound cue play everytime a foot hit the ground
So kind. Thanks ๐
(this shouldn't solve your reverb problem. Merely showing you an alterative way to play sound cue)
oh yeah i see ๐ but can you change footsteps sound when the ground change ?
yeah thanks you !
Yes. But honestly, I'm not the person to ask.
there is a floor hit variable you can get on the movement component
would recommend using this instead of re casting one crackerjack
yeah, just check if blocked hit is true before using it ๐
i dont know how to do that aha but thanks
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
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
Hey there can I somehow change the install dir for the unreal engine ? or will I have to uninstall and reinstall ?
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
@burnt ether it is not very easy to move it, so yes reinstall is the best
so better just reinstall huh ?
yep
Hey Mathew, do you have a nvidia card? would you be willing to gif your global settings?
from nvidia control panel
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
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
i thought a vector also contained location information. it does not ?
the angle of the trace doesnt follow the wand. any idea why ?
that add that you are doing there
my internet is really bad
but if you want to trace down the wand
the trace always faces world East. not local wand east.
well explain to me what those numbers in the add node are meant to do?
nothing. just random test examples. they could be Zero or 500
ok do this
just tryin to get the trace to follow the wand
off the static mesh there, get the world transform
then take the transform and transform location
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.
whatever vector you transform by that world transform will start in local space
and result in world space
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.
i see isee, thanks
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
yes, world transform
yea. as soon as i typed world trans, i laughed
it makes things into world
tyvm. now i see.
its all good, its not straight foward
thats a years worth of headaches , resolved X_x haha
none of it is, even when it starts to sound so haha
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.
alright, i'll take note of that

