#ue4-general

1 messages ยท Page 718 of 1

grim ore
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its not easy so dont get discouraged, I am horrible at math the only reason I know that one is repetition and doing it wrong too many times

rancid lynx
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i like the deep thinking. i just dont understand exactly what a vector does

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i assumed it was "a location" and a direction

grim ore
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oooh

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look at the content examples, math hall

rancid lynx
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but when i turn the mesh, it doesnt follow the updated forward vector

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oh. thank you. thats a wonderful tip.

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math hall.

grim ore
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its a neato little map. all of the stuff in content examples is worth a run thru

storm terrace
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any ideas?

rancid lynx
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what content example do i need to look for. i cant reemember where i found that little old space ship

storm terrace
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to keeping sockets together

grim ore
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the Math Hall is the one with math

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the space ship is in the blueprint input map

rancid lynx
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i forget how to get to those content examples

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from the market place?

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learning area maybe

hollow ridge
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If I spawn a bullet then I change the bullet speed should the bullet change its speed? If not how can I make it?

rancid lynx
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yea, i just found a content examples section.

cosmic veldt
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Guys is there a way to bulk edit screen sizes for imported LODs? I have 100 models that i need to set the lod1 to 0.1 but as default ue importing it as 0.75

grim ore
rancid lynx
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even better ! thanks !

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i might level up like 5 times !

grim ore
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@hollow ridge you would have to give more info on how you do this in the first place, we dont know how you are setting speed in the first place, changing it, or how it is moving.

rancid lynx
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Matheew, if you had to define Vector , inside UE4, how would you define it ?

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just a location with a direction element ?

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i just want to make sure i understand the point of a vector. or maybe it was location plus velocity. i read the ue4 wiki page, but the definition was just a copy paste description

grim ore
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well its 3 floats

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i mean honestly a vector itself is just that

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its when you use it to represent something that it can be something else lol

rancid lynx
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oh, hense the multiply

grim ore
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or using the forward vector node

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and uh I am bad at math but basically

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a vector itself is just 3 floats, so for example if getting the players location in the world its a vector representing in the world the players location on the X, Y, and Z axis from a given center point

rancid lynx
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yea. that i can understand. from blueprint interactions.

grim ore
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so a vector of (100,100,100) puts them that distance from the center, thats the common thought of vector as a variable to store stuff

rancid lynx
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i accidently associated vector with a direction also.

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glad i asked. i forgot it was that simple.

grim ore
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now getting the forward vector is the same concept, you get 3 float values that represent something. In this case it's a normalized (0-1) value representing forward (X in UE4) for the item you are getting it from

storm terrace
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can anyone see my text?

rancid lynx
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i see it. ill read your last mesesage vanture

storm terrace
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was scanning for @storm terrace

grim ore
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I saw it, just not good at art and that to help ๐Ÿ˜ฆ

rancid lynx
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if the tracks are a child of a scene, moving the child wont force the parent to follow. that might help. idk.

storm terrace
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so that is why they breakoff the sockets?

rancid lynx
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not sure. but thats how it works when you move a subcomponent inside a blueprint.

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apply the movement to the actor scene instead? idk

grim ore
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so for the forward vector you are trying to find out which way is forward on the object (the local X on the object) in the world. So if you are asking a mesh who is currently facing X positive your "get forward vector" will probably be like (1,0,0) or "hey I am facing a ton in the X direction right now in the world and none in the Y or Z"

storm terrace
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so in the video tutorial, he has the tracks tell the parent (tank body) to apply the force and then the tracks as a byproduct follow.

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that is very different that the tracks carrying the tank body

grim ore
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if the mesh was to rotate say to face up and you asked it, you would get something like (0,0,1) which is saying "hey i am facing like really far up on the Z and almost none on the X or Y"

rancid lynx
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ok sorry. i dont know. i jus tmake bad tiny blueprints and manually move stuff ^ ^

grim ore
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so no matter where you face you will get something in the 0-1 range for your X Y and Z

rancid lynx
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hmm

storm terrace
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thanks for trying ๐Ÿ™‚

grim ore
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with that small value (its known as being normalized)

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now you can multiply it and multiplying a normalized vector basically makes it keep going in that direction

rancid lynx
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ah. because 1.0 = 1mm directional offset.

grim ore
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there are some neato videos that explain this better and I think even some from zak lol

rancid lynx
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that helps. i didnt know that

grim ore
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well 1 unit direction yeah

rancid lynx
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yea

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u

grim ore
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but all that forward vector * a distance gives you is a really long ass location in that direction but its relative to 0

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so when you add it to the current location of the object its now starting at that location then going really far in that direction you want

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lots of pictures makes it easier to understand ๐Ÿ™‚

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its why I do videos and not written tutorials lol

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plus you know, spelling grammar and all that sucky stuff

rancid lynx
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that was also my guess, starting from the 0. i know how to limit the length of the trace.

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i just need to figure out how to update the rotation. anyways, sorry spam.

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finished installing Content examples. ill check out the math section and vector stuffs

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trace stuff, i mean

grim ore
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yep I dont know how you are doing your code and such which is why I suggested the scene component. It's just a location in world space basically that would be at the tip of the object or wherever rotated so X+ is forward in the direction you want to line trace from and it just makes it a super easy way to cheat and get something that is somewhere to start from that is rotated the direction you want always

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think of it like a camera attached to your head, its always going to be pointing forward no matter what you head does which is what you want ๐Ÿ™‚ like a camera in real life, a go pro lol

rancid lynx
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the trace always points east. when i rotate the wand, it doesnt follow the mesh or scene rotation

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oh. ill just move the wand tip scene 20 feet ahead of the wand. lolol brilliant

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lmfao. i feel like i cheated and leveled Down. but the simplest solution may be the best. less math = more cpu

grim ore
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multiply by a float, not a vector

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but uh.. honestly lol if its a fixed position not far away like that then screw it and that would work

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its the same end result you are tracing from one point to another lol the other one in this case is just an invisible point

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i didnt think of the fact you arent trying to trace far away and its a fixed point you want

plush yew
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If i'm trying to make a camera that smoothly rotates based on the players left and right movement with limits, how would i do that? my cam just keeps spinning.

grim ore
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is the camera fixed behind the player or does the mouse control it? have you look at using the built in camera lag in the spring arm?

plush yew
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The camera would rotate right while the player is in the left side.

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No it's fixed.

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no, it's different than lag.

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Like this.

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Is my node set up right?

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if i set my multiplier to 1 it loses it's mind.

upbeat lake
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Anyone know if it's possible to use any type of wildcards in your search filters for the content browser? The wildcards I expected to work like "*", and "??", don't seem to work. Is there another syntax for wildcards with these filters?

grim ore
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I dont see wildcards but it should work on partial matches out of the box

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so third will return the same result as *third* basically

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gr....

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oh but.. there are unary modifiers

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so uh third... might be what you expect for a third* type search

worn granite
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@upbeat lake Does that help?

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might be able to do (StartsWith... && ...EndsWith)

plush yew
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Is it possible to have an emissive material with bloom maintain it's color regardless of what's behind it? This is an exaggerated example, but still very annoying - it seems that both the color and intensity are being affected negatively by the bright background.

thin tendon
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Does anyone know the correct command for No verify GC? The one from the documentation does this. Cmd: -NoVerifyGC
Command not recognized: -NoVerifyGC

normal burrow
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likely just start editor up with this command

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path to your uproject -NoVerifyGC

thin tendon
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Would that make the changes though so that players would get the fix as well?

normal burrow
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Do your players play in editor?

thin tendon
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I want to say no. I package and cook the game. But it uses the Unreal Icon in its windows window

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Thats why I was thinking more along the lines of a command to run at runtime

normal burrow
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That command just gets editor time behave how packaged games do afaik @thin tendon

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If you stop the garbage collector you can run out of memory

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And if you want to stop the collector, just hold onto the references of things so they cannot collect (example: put them in an array as uproperty somewhere)

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Ideally you donโ€™t generate the garbage of course

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What makes you think itโ€™s the collections taking time?

upbeat lake
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@worn granite Thanks it does help actually teh "&&" is doing mostly what i need. Still wish there were wildcards.

worn granite
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Cool! Yeah, same

thorny stirrup
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how would i make a portal or a one way door or at least a door through which you cant see?

normal burrow
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Is teleportation an option?

leaden bear
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Hey everyone ๐Ÿ‘‹ Can anyone tell me how to fix this issue when trying to package?
"UATHelper: Packaging (Windows (64-bit)): WARNING: Couldn't parse 'UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb")' in UnrealBuildTool.ConfigFileSection of C:\Program Files\Epic Games\UE_4.23\Engine\Config\BaseEngine.ini"

barren flume
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Any idea on how to setup RGBA, RG_M, and RG textures in material?

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I have everything else setup

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I just don't know where to connect those

normal burrow
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RG is probably short for roughness

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M metal

barren flume
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that's what i was thinking

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this is rg_m

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and this is rgba

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and I already have metallic setup

normal burrow
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Yeah you could show me any grayscale and idk say ok for roughness the M seems to maybe pack a copy of roughness in red but idk

barren flume
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I have these setup

normal burrow
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Ask author if you can

barren flume
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I can't

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there is no messaging feature

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i'll figure it out

normal burrow
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Is it something thatโ€™d be subsurface?

barren flume
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I'm not sure

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the rgba one I thought i'd drag from rgba

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Tried looking up online but not able to find

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Where I would attach that too

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yeah it's not subsurface

normal burrow
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Am guessing you have dupes in channels

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The pink looks to contain roughness and green ao

barren flume
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i just got rid of those 2 textures

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they're for unity

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character was used for that

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when i looked at the model page

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so i'm not using those 2 textures

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every other one is fine

storm terrace
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btw, I solved my issue from earlier

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if any of you want to know the answer who was helping me out

thorny stirrup
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@normal burrow yes teleportation is an option

normal burrow
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Thatโ€™d be easiest, you just have an entrance volume and some sort of exit transform

storm terrace
normal burrow
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Thatโ€™s a strange looking tree

storm terrace
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it was a mistake, hence why I must delete it

normal burrow
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Are you in play mode?

storm terrace
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all tracks must be deleted

swift spindle
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you can reparent it

storm terrace
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I can't do shit with it

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whole thing is screwed up, and I'm not in play mode

normal burrow
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Rename

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Might be that you e got dupes

storm terrace
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can't delete either dup or any dup for that matter

normal burrow
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You can rename?

swift spindle
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REBOOT

storm terrace
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no

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reboot, I'll try that

swift spindle
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you most likely have a second copy of unreal running or something stupid hiding in the background

storm terrace
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a reboot should fix that

thorny stirrup
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i have a camera error where i cant move in viewport while editing terrain, i tried restarting but im rebooting now

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ok it works now

normal burrow
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Damn thatโ€™s a double fix altermind potentially

storm terrace
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still can't delete

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just deleted it

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!!!

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Here is the trick

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highlight all the components with the purple circle. then delete and they will all go away

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yay!

normal burrow
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nice

storm terrace
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why is unity 2x as more popular than unreal even though unreal has way better graphics. I can't imagine that it is just because unity is C# which to me doesn't make that much of a difference. Sure if I was building console apps it would, but for game dev? I don't think so.

swift spindle
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unity has traditionally been more approachable then unreal

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and still is...

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it's far more forgiving of mistakes

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you can pretty much always compile

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well.. "it was"

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now with the added complexity they are pushing.. it's actually a bigger mind ****

storm terrace
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seems like they are swapping then, unreal buffing blueprints and unity adding complexity

swift spindle
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some of unitys stuff is pretty damn cool

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iterative light baker

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more approachable vfx editor over niagra

storm terrace
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I don't know about those. However, if I was in the mindset of making 2d games, I would defiantly chose unity.

fresh mica
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multiply by a float, not a vector
@grim ore Pom pom pom, tomatoes?๐Ÿ‘ ๐Ÿ˜‚

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Hi, guys, im new here, How can i get Intellisense and autocomplete when working with TargetFiles and Build.cs files... also how can i navigate to the TargetRules class to see what i can override?

storm terrace
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username ubuntu, guess you are not using windows

fresh mica
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username ubuntu, guess you are not using windows
@storm terrace Ironically i am, on windows

dire coral
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Can i get in trublle if i remake fortnite sosone 1 or 2 in ue4 for a school project or just as a game so me and my friend can play offcourse if im going to sell or make it public i will make my own models soununds

storm terrace
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The way I would see this is that if you are not wealthy and you are not making money (that would otherwise be theirs) then there is no reason they would waste their money to go after you.

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don't hold me to that statement though

thorny stirrup
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+itโ€™s not a one to one recreation

brittle gulch
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Hi guys, is it really impossible to compile a project for mac osx from windows?

dire coral
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@thorny stirrup it will have the standard ue4 manaquen and starter content and will be only accesaul throug a USB Drive for the install

orchid seal
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Is there any way to group the Vault items?

unique kraken
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just curios, any updates on anisotrophic?

plush yew
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Hey guys I need some help
I wanna paint my terrain using different textures but I am not sure how
I know I can paint meshes like grass but I want to paint actual textures
For example, I wanna paint a patch of the land dirt, then fill around it with rock

pearl sonnet
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can anyone recommend a book that will address the use of game modes and all the the lesser obvious components

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none of that "lets learn to make a game, place an object and hit play" stuff

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but actually digging in

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yea... not a fan of the docs, the left-side menu and navigation is weird, there's no real flow to it

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i'll continue googling

dim arch
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fuck gradle

pearl sonnet
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yes, it should remain in java and kotlin land

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so nobody who wants to shamelessly recommend his/her book and no fans either, too bad

daring tundra
pearl sonnet
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thank you @daring tundra
the link you gave appears to be spot on the topic

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you'd expect to find that first before getting offered topics such as analytics and AI under the main branch "gameplay guide" lol

daring tundra
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@pearl sonnet That's true but glad I could help. Keep rockin' ^^

pearl sonnet
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๐Ÿ˜„ ๐Ÿ‘

rustic swan
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Hey guys

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Can someone help me get this open?

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Like I want this project to run on my unreal

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Installiation

Clone or download this repository then load the data into a new Unreal Project with Starter Content enabled.

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I have downloaded it but am still facing trouble can some one help??

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@frank escarp

dim arch
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use 4.17

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I mean, thats the safest way

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theres probably a bunch of BP nodes which have changed since then

rustic swan
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I used a new version is that why it didnโ€™t work?

dim arch
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yes

rustic swan
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Ohh so will it work straight form the box?

dim arch
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theres no guarantee it will work with a newer version

rustic swan
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But the file is very small tho

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How does it have the required assets?

dim arch
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yeah, but the blueprint files reference nodes which dont exist or were changed in newer engine versions

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`Clone or download this repository then load the data into a new Unreal Project with Starter Content enabled.

`

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you need to make a new project, with starter content enabled

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then copy that repo into the project

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and probably do it in a 4.17 version of the engine to be safe

rustic swan
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But if I make a new project then how do I add the repo?

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Safe?

dim arch
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just download it as a zip, and extract it into your project folder

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and overwrite any existing files

rustic swan
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Extract into?

dim arch
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?

rustic swan
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Would 4.17.2 work?

dim arch
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you need to 4.17.2 , make an empty project, extract the files into the project and then launch it using 4.17

rustic swan
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Ohh damnn

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But damnnnnn itโ€™s 17 gb wtf

dim arch
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I mean, you can try it with the version of the engine you have now, but it may not work

runic fern
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Goodmorning
Guys how can i get a method better than this ??
i need to check every 1500 points the player will get a level

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but for 100 level its alot of nodes ๐Ÿ˜„

honest vale
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Divide by 1500?

runic fern
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not dividing i want to check everytime player reach certain points

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every 1500 points he will reach a new level

dim arch
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you can use modulo operator I guess

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%1500

runic fern
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with current Points

dim arch
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yeah, current points % 1500 if it returns 0 it means its a factor of 1500

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and then increment the level

runic fern
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like this O.o

dim arch
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check if the int it returns is ==0

runic fern
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you mean like this

dim arch
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yeah

runic fern
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so when the current points reachs this numbers 1500,3000,4500,6000,7500 etc will level it up ?

dim arch
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I think so

runic fern
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because i never used % i will try it now

pearl sonnet
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x%y == 0
is a way to determine whether or not x is devisable by y without a fraction == 0

runic fern
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@dim arch Yes thanks work fine

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oh

dim arch
runic fern
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thats good info thanks ๐Ÿ˜„

proper stump
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In blender this idle animation looks fine, the spider legs stay in place and the body moves up and down. in UE, the legs move, like wings........ why is that?

pearl sonnet
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the problem is that it cannot tell you what level you are if you had 4500 points

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so why not x/1500

runic fern
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and i've tried to add 500 points each time its not leveling up just when im adding 100

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if he got more than 4500 like 4560 it will not check that

pearl sonnet
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right, because cannot divide 4560 by 1500 without fraction

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so modulo will not be 0

runic fern
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yes the way should be work even if player got 5999 will still can level

honest vale
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you need to check the points every time you modify the amount of points

runic fern
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yes that what im doing already

honest vale
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if you do a division you'll get the number of levels the player would get with that amount of points

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you could do the division before and after adding points and checking if the level number increased

pearl sonnet
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it depends on your implementation and what you want
if you want the current level you would do (int)(points/1500)
if you just want a mathematical way to determine whether a player is leveling, you could use modulo to determine that your current points can possibly divide by 1500 but it will not tell you what level

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you would check that for every increase/decrease

runic fern
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so as jonimake said i need to check before increasing and after that

pearl sonnet
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after

runic fern
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right?

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after increasing

pearl sonnet
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yea

runic fern
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So divide the current point with 1500 and check it == 0?

pearl sonnet
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if you have 1450 points, you call your function it will not be 0
if you increase by 100 you'd have 1550 points, modulus will not be 0 either

runic fern
pearl sonnet
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that will give you the current level for amount of points

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but you dont compare it

lyric tusk
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Can I free up the derived data cache folder somehow?

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It's taking a lot of space on my harddrive

narrow glen
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btw has anybody gotten the include too working ?

pearl sonnet
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YAO most commonly your EXP table is some exponent usually
then you know per level how much exp is needed and it increases over time
then from total experience you can derive current level and percentage done logically pretty easy

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in your case you require the same amount of points for each level, which is even easier
you just divide the total amount of exp (points) by the constant amount of exp you need per level
and that will tell you exactly what level you are and what fraction you have/miss from the remainder

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by simple division

runic fern
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Yes im trying to doing that with simple way

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i will try this method and check

pearl sonnet
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the problem you probably run into (when you feed your increment into the modulus check) is when your points are 1450
and you increase them by 100 to 1550, and pass 1550 to your modulus
1550%1500 is not 0

runic fern
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the division gives me the current level now yes

pearl sonnet
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so you will have to loop with increments of 1, animate your little EXP bar, when your modulus returns 0,
you'll show your little level up animation, increment current level, and so on

rustic swan
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@dim arch I am downloading it fam

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Itโ€™s gonna take an hour and half

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Will you please help me when it is done?

runic fern
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Yes Stealthy now the amount im getting after division the correct level so when the player reach 150.000 he will be level 100

pearl sonnet
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smartest is just points/1500 after increasing them
it will give you the whole number, which is the level
and the fraction will be how much % is done out of 1500

runic fern
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and i've tried to increase it 100 each time and 500 each time its works fine

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Do i need to use the modulo

pearl sonnet
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not in that case

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here's the math
points = 1600
1600 / 1500 = 1.0666...
that means your level is 1 and you have 6~7% completed until next levelup (for your experience bar)

runic fern
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i will try it now its cool

pearl sonnet
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points = 3200
3200 / 1500 = 2.1333
level 2, 13~14% completed

runic fern
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mate thanks for the help

pearl sonnet
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np

runic fern
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for progress bar im using Map Range Unclamped

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between max and current

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its showing the right amount

pearl sonnet
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cool

runic fern
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like this way working

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thanks

pearl sonnet
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๐Ÿ‘

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speaking of clamp you can also clamp the 1+(points/1500) between 1-100

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instead of doing
if (currentlevel < maxlevel)
...

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but whatever

runic fern
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clamp the new number you mean ?

pearl sonnet
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yea just clamp the result

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and pass that on to your set player level

runic fern
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ok i will try it now

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like this

pearl sonnet
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sure

runic fern
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so no need to branch ๐Ÿ˜„

pearl sonnet
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yep

runic fern
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but i like them

pearl sonnet
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is just if(condition) {} else {}

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but no need if you clamp

runic fern
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yes

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cool i got good information today

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thanks Stealthy

pearl sonnet
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np

honest mango
pearl sonnet
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some material properties?

runic fern
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Emissive

honest mango
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hmmm i think i found

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it was bloom in proiject settings

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i believe

pearl sonnet
#

ah

hollow ridge
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I recently participated in Ludum dare and The game launches fine for me but when other people try to play it it says โ€œFailed to open discriptorfileโ€

honest mango
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but thanks guys

frozen mural
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anyone have clue about scene flickering when having a long run?

pearl sonnet
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vram corruption/full lol but i guess it would be managed good

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use profilegpu

runic fern
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Stealthy

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last question

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im using R button for test purpose now when im adding points its going for all players

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i've tried to make it run on server and run on client same

pearl sonnet
#

yea understanding the roles and replication rules between the relevant classes is a headtrip to get started on

runic fern
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and as i know functions like this must be in Gamemode

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and run on server

pearl sonnet
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i am reading through the same

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quick reference and overview, on to 'game mode and game state' give a general idea

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of the separation of roles

runic fern
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cool

frozen mural
#

how do i add 2 socket attached to my weapon? my left hand and right hand not uniform when crouching while using a gun

pearl sonnet
#

not sure what you mean
you add sockets to the gun in the same way you added socket to hand(s) lol

frozen mural
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yes is that possible to add 2 socket? when i crouch my weapon move their position tho

bitter iris
#

does anyone here use the "Loading Screen" Plugin from Nick?

pearl sonnet
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i don't see why not CKW

bitter iris
#

I'm trying to see if I can extend the loading screen time as it removes the screen too soon

frozen mural
#

@pearl sonnet do you know how to apply 2 socket? i have no idea about that cuz i only added 1 socket in skeletal mesh

pearl sonnet
#

you cannot right click and add new socket again on one bone?

frozen mural
#

no need to click preview asset after i add socket?

#

after i add the socket my gun dissapeared

pearl sonnet
#

a socket has not much to do with assets, i don't know what you mean
you just add sockets/slots to a bone,
each socket has their own relative position/rotation

#

and then you attach something to them as usual

solid cradle
#

@frozen mural you are trying to get your left hand to attach to the front handguard of the weapon, right?
So that when the weapon moves relative to the parent bone, in this case the right hand, your left hand would follow and be locked to the position of the weapon?

frozen mural
pearl sonnet
#

ah

frozen mural
#

i added preview assets to right hand will appear 1 more gun and i tried with idle aim its uniform but when go to crouch ๐Ÿ˜‚

pearl sonnet
#

@junior shard might know
i don't animate at all
i just know that it's freakin timeconsuming and an art to have them blend and match up

frozen mural
#

@solid cradle i did that alr but when it does other animation the gun moves

pearl sonnet
#

to me it looks like they are conflicting
and whichever is applied last takes the crown

frozen mural
#

Im considering to change their skeletal position but idk if that will affect my whole project

pearl sonnet
#

would be nice if you could attach handle and nozzle and weapon would fluidly rotate in between accordingly

solid cradle
#

Yeah, the only fix that I've found for the hand, is using a FABRIC node in the animation, witch "corrects" the hand position relative to the right hand movements. It's not pretty but its that or creating more precise animations :S
Having kind of the same problem my self ๐Ÿ˜„

pearl sonnet
#

can't imagine how that would work without some forms of constraints
will the weapon stretch or bend in odd cases lol

little epoch
#

Hey

#

Need help

#

So Iโ€™m using a MacBook Pro 2013 Touchbar, and my unreal is really laggy

#

So

pearl sonnet
#

1050ti is alright

frozen mural
#

@solid cradle ohhh do you found any video link ?

little epoch
#

I know nothing about specs

frozen mural
#

For solution

pearl sonnet
#

cpu gpu and ram are alright

frozen mural
#

Mine 1660ti sometimes went out of video memory card and forced to exit when using ue4?? Is that my graphic card problem or ue4 problem?

solid cradle
#

@frozen mural there are some out there, just search for something like "unreal gun left hand fabrik"
Here is one for example:
https://www.youtube.com/watch?v=49MJWjlSHcw

In this video i add a rifle and a FABRIK node to fixate the left hand on the barrel. I also add a "hand"-camera.

I forgot to show how it looks when you shoot and hold the right mouse button. That creates a nice steady aim effect.

โ–ถ Play video
pearl sonnet
#

i use a 1060 3gb and i don't run out of memory or randomly exit

frozen mural
#

@solid cradleoh ok thanks

pearl sonnet
#

but my scenes are mostly empty ;d

#

what is expected behaviour though
just start overwriting old textures and meshes? lol

#

that may or may not be relevant in that same scene

#

can't really blame UE4 that's design

runic fern
#

Stealthy

#

i moved the addpoints event to game state

#

and still also give a points for all controllers xD

#

do i need to loop the controllers and set points inside the PC ?

pearl sonnet
#

yea if you have one variable to hold the level and replicate that to all clients and they apply it as if it's their value

runic fern
#

So better to do it in player controller the level variable and points variable

#

and loop controllers

little epoch
#

๐Ÿฅบ

runic fern
pearl sonnet
#

playerstate is what you want

little epoch
#

๐Ÿ˜

runic fern
#

Ok so i will set it in player state

#

i hate RPC ๐Ÿ˜ฆ

pearl sonnet
#

every participant have their personal playerstate
which is replicated to eachother but represents only 1 participant

runic fern
#

so its safe to set variables like this in playerstate right ?

pearl sonnet
#

yes

runic fern
#

kills , deaths, kds , scores , credits etc

pearl sonnet
#

so long as you execute the changes as server rpc and make sure conditions are correct

runic fern
#

you know if im working on singleplayer game i will never learn these things ๐Ÿ˜„

#

i will move all player stuff into player state

lyric tusk
#

any idea how can i get a 21:9 aspect ratio on the cine camera?

pearl sonnet
#

quote:
Game State is not the best place to keep track of player-specific things like how many points one specific player has scored for the team in a Capture The Flag match because that can be handled more cleanly by Player State. In general, the GameState should track properties that change during gameplay and are relevant and visible to everyone. While the Game mode exists only on the server, the Game State exists on the server and is replicated to all clients, keeping all connected machines up to date as the game progresses.

runic fern
#

Cool so the Gamestate handles just the counter of game how many players connected and what will happen inside the mode for all players

pearl sonnet
#

that's according to the documentation

runic fern
#

yes

pearl sonnet
#

doesn't really clarify where the actual RPC goes or where it's triggers should live

runic fern
#

i have almost everything setted into gamemode im not using gamestate

#

even i have fps drop when i look to the whole gamemode graph ๐Ÿ˜„

austere jay
#

Hello does anyone know how to make the glass transparent. It goes opaque when i turn on ray tracing

pearl sonnet
#

gamemode i think is OK
at least in some of the screenshots, at least for respawns, they call it on game mode

#

@austere jay send me your 2080ti i'll play with it

#

and figure it out

#

๐Ÿ˜› ๐Ÿ‘

austere jay
#

๐Ÿ˜‚

normal cradle
#

Idk where to ask since I dont even know of this is made with Niagara or not, but :

#

What are those lightning effects ?

#

They are shaped like a 3D Model, someone got a keyword or smth that I can look for ?

pearl sonnet
#

i mean, i've seen some pretty cool stuff in hlsl taking interesting shapes

#

shaders

#

the background are clearly mathematical in nature

obtuse egret
#

This event was amazing cool vfx stuff

normal cradle
#

I still cant rly describe what i saw in those 10 minutes

pearl sonnet
#

and other effects you can probably graph together

normal cradle
#

i dont feel like this is even unreal engine lol

obtuse egret
#

xD

pearl sonnet
#

hehe

obtuse egret
#

How did they blend between different levels seamlessly

normal cradle
#

its like they Took the entire map, scraped it, and yolo

#

Yeah thats what suprised me too

#

I doesnt look like a ServerTravel

#

because there is literally no loading time

obtuse egret
#

Yeah

pearl sonnet
#

where at in the video

normal cradle
#

7:34

pearl sonnet
#

think its the same scene

#

just cant see getting moved around

obtuse egret
#

U can watch the event live in 30 min

pearl sonnet
#

if i can download fortnite that fast

#

lol

obtuse egret
#

Oh ok xD

#

We want behind the scenes video of the event

pearl sonnet
#

in 5 years when they push us the past newtech

#

xD

obtuse egret
#

Lol

pearl sonnet
#

after significantly dumbing it down into components for us sillies

obtuse egret
#

๐Ÿ˜ฆ

pearl sonnet
#

drag and drop instant awesome

normal cradle
#

Normal People: OMG Sick Event
Developer: How does this work

pearl sonnet
#

hahah

obtuse egret
#

Exactly haha

#

Come on epic tell us everything

pearl sonnet
#

they're teasers lol

#

even their "live training" videos are teasers at best

#

XD

#

showing a ton of variables names, either exposed to blueprint or not
never the golden apples, the actual implementations

#

๐Ÿ˜ฉ ๐Ÿ˜†

obtuse egret
#

๐Ÿ˜„

frozen mural
#

@pearl sonnet do you know how to fix when running my scene flickering? i cant send video here because im not nitro user discord

pearl sonnet
#

stop running

#

lol could be anything

#

30MB/s and i don't make it in 30 minutes

#

fornite huge

normal cradle
#

its tomorrow again

#

The Astronomical 'tour dates' are as follows (all times are UK times):

Friday 24 April - 1am
Friday 24 April - 4pm
Saturday 25 April - 6am
Saturday 25 April - 5pm
Sunday 26 April - 12am

pearl sonnet
#

oh cool

frozen mural
glad karma
#

Somebody can recommend tutorial with very good setting movement character? With sprinting, jumping walking etc.

frozen mural
#

Eh wrong

pearl sonnet
#

is that network "rubberbanding" or are you local

frozen mural
#

What do you mean network rubberbanding?

pearl sonnet
#

what i mean is that you can have that effect if you're goofing around with position replication between clients/server

clever niche
pearl sonnet
#

if that's local it could be cpu

clever niche
#

are they in the engine content somewhere?

pearl sonnet
#

i've seen that scene used in different "demos"

frozen mural
#

How do i fix that?

pearl sonnet
#

i guess you can find the scene alone

clever niche
#

i'm just not sure where

obtuse egret
pearl sonnet
obtuse egret
#

I want to record the event

#

and analyze it xD

pearl sonnet
#

aw 85%

frail sail
#

guess these effects maded with niagara

#

to testing in fortnite

#

because so syncronized

pearl sonnet
#

for sure particle effects

#

could be hlsl but why do it tedious if they have niagara

#

xD

#

im too sleepy, damn staying at home messes with day/night cycles

frail sail
#

i just woke up now wdym

pearl sonnet
#

97% but having never played fortnite and having to figure out how to get to that event will probably mean that i wont make it anyway

grim ore
#

@clever niche those rooms are in the Content Examples learn project

spare sun
#

damn. blueprints actually breaking whenever you use hotreload to add static mesh components from cpp

glad karma
#

Somebody can recommend good yt tutorial with full movement for sprinting jumping etc? Or person who creating good stuff?

obtuse egret
#

@pearl sonnet I can stream for u if u want

pearl sonnet
#

launching

obtuse egret
#

noice

pearl sonnet
#

thanks for the option, if all else fails

obtuse egret
#

๐Ÿ™‚

pearl sonnet
#

anticheat doesnt like my proxy software running lol

#

you shall only use your computer for fortnite!

#

haha

fringe totem
#

I need some help

#

Every time I add a file from turbo squid into my game there is nothing in it

frozen mural
grim ore
#

What animation are you using for walking/running? is it using root motion

#

@fringe totem that is too generic of a problem to really get help. Do you have an example file, what is "nothing in it"?

proper stump
#

I want to create an Enemy BP, which base class should I use? Actor/Pawn/Character ?

plush yew
#

@here somebody know how enable Set command in single player game based on UE3? How i can change current object's mesh by Set, i only know that Set command change all values of given class

rain glen
#

when trying to launch my project I get this Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 266] Adapter->GetDXGIFactory2()->CreateSwapChain(pCommandQueue, &SwapChainDesc, SwapChain.GetInitReference()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Viewport.cpp:200 with error E_INVALIDARG

frozen mural
#

@grim ore how do i check it?

grim ore
#

@frozen mural look wherever you got ther animation from. Open the animation up in the editor in UE4 and hit play, see if they move when they animate or stand in one place

#

@proper stump whatever works for what you need, look at the description of each one

frozen mural
#

Animated but not in one place

grim ore
pearl sonnet
#

not my type of music but that's eyecandy

#

techcandy?

obtuse egret
#

xD

frozen mural
#

@grim ore is my animation problem??

topaz brook
#

@frozen mural do you have root motion extraction turned on in your BP? These are indeed root motion animations correct? Can't just use in place animations and set them as root motion either

#

Each animation must also have Root Motion enabled as well

patent wigeon
#

Is there a danger of your blueprints getting corrupted if you build from VS Code? I don't know if that's the cause, but my blueprints have started to not being able to be saved recently

topaz brook
#

What do you mean by building from VS code? You mean you are using cpp and bps together? Or are you compiling the engine from code?

#

@patent wigeon

patent wigeon
#

Closing the engine and running a build task from VS Code

topaz brook
#

Not sure tbh... I use cpp and very few bps. I always compile with the compile button in ue4 editor and don't have issues... :/ You're probably talking about something completely different.. Maybe your bps aren't all compiled?

obsidian ivy
#

hey can someone help me with a plugin?

tame rose
#

does anyone know a way to add particles to a canvas?

light thunder
#

@tame rose You should be able to use a 2D render target, obviously you'll only get one perspective and it won't be very efficient performance wise, compared to actual 2D

#

There is probably a better way to do it but that's one hacky way I could think of

tame rose
#

im kind of new to this could you explain it to me?

#

like a youtube video or something

light thunder
grand scarab
#

Performance question - if you have an array of clickable 'buttons', is there a noticeable difference between manually assigning each one an event, and programmatically assigning them an event? They all call the same event regardless.

#

It would seem to me that you end up with X bindings either way

#

I'm not able to detect a difference when I test, so I thought I'd ask in case anyone knows

thorny stirrup
#

idk man

grand scarab
#

(this would be programmatically on startup, not like... onclick or something stupid)

thorny stirrup
#

how would i make a simple texture i forgot after many years, ive got the starter material io just want to be able to paint lol

patent wigeon
#

I'm not an expert, but I'd imagine manually assigning them in blueprints would be more performant, but I don't think it would be big enough of a difference to even notice @grand scarab

grand scarab
#

@thorny stirrup You can just make the texture in the paint program of your choice, and then drag/drop or import

#

it will automatically become a texture if the file is a supported type

thorny stirrup
#

sorry material*

grand scarab
#

So take the texture, right click, create material

#

it will create a very simple material for you and you can build off it

runic fern
#

@pearl sonnet Are you on mate

grand scarab
#

Thanks @patent wigeon that's what I'm guessing too. Like programmatically it might add a couple ms on game load, but no significant difference

thorny stirrup
#

and i beive ill use cordiantes eh?

grand scarab
#

Coords for what?

#

you mean to handle how the material covers an object?

thorny stirrup
#

landscape cordiantes?

grand scarab
#

Oh a LANDSCAPE material

thorny stirrup
#

yes

grand scarab
#

ok, so easiest way is to use the landscape painter

#

That's a much more involved process, let me get you some good links

thorny stirrup
#

oh btw speaking of normal mats, i coudnt find to plug in the displacment node?

grand scarab
#

On a standard material, normal is about halfway down

gilded flame
#

I see its not only me who is using the Corona times to learn ๐Ÿ˜„

thorny stirrup
#

so their was a normal which worked and the "World displacment"

#

and how would i import files fro . quixel into UE4 is it the same as blender

grand scarab
#

Oh quixel. Sorry, can't help there, I can't even get the dang thing to run

thorny stirrup
#

lol

#

ive used it for blender for a while, ik where to fing the dowload files so how do i import

#

drag and drop aswell?

tame rose
#

how do i get music to play on my canvas

thorny stirrup
#

wdym want music?

tame rose
#

like i habe the wav

#

have

#

I want to cue it to my canvas main meny

#

manyu

#

manu*

#

menu

thorny stirrup
#

ahh

ebon marlin
#

anyone got an idea how I can see the callstack on UE4 crashes?

thorny stirrup
#

idk

#

ik just music

#

no lol i just relog

tame rose
#

so no help?

thorny stirrup
#

not from me sorry

#

maybe google it

#

idk sorry man

tame rose
#

It sucks i have to use this account

#

my main got banned for no reason

#

just on this discord

frozen mural
#

@topaz brook sry im new and i dont know how to check root motion

thorny stirrup
#

oof

drowsy bloom
honest mango
#

how can i make and objet that when i duplicate it i can change the mesh of it but it dont change the bp inside?

runic fern
#

You mean Create a Child ?

#

Parent the bp you want

tame rose
#

uh oh

#

so how you create a child is...

#

nevermind

#

look this up

runic fern
tame rose
#

make sure to type in ue4

runic fern
#

right click on the bp and you can create child

honest mango
#

yes YAO

#

like duplicate the object and just change the mesh of that duplicated object

runic fern
#

Yupe just create a child

#

right click on the main bp and create child

#

its will be parented the main parent will feed it with the changes and functions

honest mango
#

oh thanks you man !

#

its awesome we can do that

runic fern
#

Yupe you can

#

Welcome

honest mango
#

๐Ÿ˜„

#

anoyther questionn, can whe change the axis of a mesh ?

#

like but it in middle instead of bottom ?

runic fern
#

you mean the pivot ?

#

if i got what you mean correct

honest mango
#

i will see if its that ^^

#

hmm it change the direction but i would like to put it for example in middle of the lamp

runic fern
#

you can do something like this

#

the marked white ball can you see it ?

honest mango
#

yes ?

runic fern
#

Hold your mouse middle button and drag it

#

hold the scroll button and drag it left or right to set it

honest mango
#

it movees the objectt with it ^^

#

hmmm

runic fern
#

it works with the scene but not inside the bp viewport

#

so just change your rotation of your object

#

from the transformation

honest mango
#

hm ok thanks you man !

runic fern
#

welcome

rain glen
#

when trying to launch my project I get this Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 266] Adapter->GetDXGIFactory2()->CreateSwapChain(pCommandQueue, &SwapChainDesc, SwapChain.GetInitReference()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Viewport.cpp:200 with error E_INVALIDARG Can anyone help? It's my first project and didn't do anything in it yet

plush yew
#

i wanna cry ๐Ÿ˜ข

knotty rampart
#

How does open world works in UE4? The maximum size of a secene seems rather small for your typical open world, so I imagine that this is handled in some particular way?

runic fern
#

Random Guy Do you have DX installed ?

#

@plush yew i never worked with cloth simulation before but looks like the Collision is not working fine

#

you can check the collision

plush yew
#

collision doesnt work at all

#

this is the 10th time

runic fern
#

ok what is your cloth collision settings ?

rain glen
#

Directx 12 is installed

runic fern
#

its shows that you have error with D3D12

#

@knotty rampart you can use World Composition

rain glen
#

I got that far... I just don't know how to fix it

knotty rampart
#

@runic fern World composition? I didn't know that term. Thank you.

runic fern
#

try to re install DX again maybe broken for somehow

#

Yes you can put many levels in one folder and make presistant level enable world composition and arrange the landscapes how you want @knotty rampart

#

Welcome

#

also check youtube for tutorial

thorny stirrup
#

has this turned into a blender server?

plush yew
#

standard setting's @runic fern

#

it's not the first time i have used physics cloth

runic fern
#

yes but maybe your character collision need to set

honest mango
#

sorry i have another question, how can i get a variable of another BP inside my character ?

plush yew
#

@runic fern watcha mean?

runic fern
#

@honest mango you can use a node call " Get Actor Of Class "

#

@plush yew

honest mango
#

thank you, but i cant see my variable ๐Ÿ˜ฆ

plush yew
#

yep all set

honest mango
#

i can "set" but not "get"

runic fern
#

@honest mango you can do both but first you need to cast

honest mango
#

cast before get all actor of class ?

runic fern
#

@plush yew Weird but as i told you i never workd with simulation

#

@honest mango are you using get All Actors of class ?

honest mango
#

yes ^^

runic fern
#

do something like this

honest mango
#

thanks i try

#

i cannt pick the "get" out of branch : s

#

condition

runic fern
#

which variable you wanna call from inspectable object ?

honest mango
#

"canpickobject"

runic fern
#

ok look

honest mango
#

i would like to activate or disacttivate the possibility of picking objects that are child

#

thanks youuu

runic fern
#

like this

#

First you need to get the variable first and connect it with branch

rain glen
#

YAO I reinstalled dx12 and it still isn't working. I did see something interesting in the error tho. It directs to a path from a D disk But I only have a C and F disk

honest mango
#

ohh thanks you it works !! you rock

runic fern
#

@honest mango Welcome

#

@rain glen ok you need to check the enviorment path

#

maybe its wrong

normal cradle
#

@obtuse egret @pearl sonnet (About our Fortnite Event discussion, might have found something interesting) https://www.youtube.com/watch?v=RWl3ySXTY2c&t=4s

Whoops! I keep calling it "niagra" rather than "niagara" - as lots of you know, I'm severely dyslexic and I genuinely never saw that extra A the whole time until someone's pointed it out to me! LMAO

Setting up a system that spawns particles on a mesh surface using Niagara!

(...

โ–ถ Play video
runic fern
#

you know how to check the system variables ? @rain glen

#

im not sure but at least check maybe its wrong

#

@rain glen

rain glen
#

directx doesnt show up there

honest vale
#

sweet

runic fern
#

@rain glen well something wrong is happening xD

runic fern
#

you can add it manually

#

just get the directory of your dx

normal cradle
#

@rain glen is dxdiag working ?

rain glen
#

how do I get that?

#

yes left

normal cradle
#

I mean i dont have DirectX in my environment variables either and it's working

runic fern
#

In your System Variable @normal cradle not exist?

icy narwhal
#

I had a few retargeted animations and I deleted the source animations from which I did the retargetting, now everytime I load the project, the engine tried to load those source animations and gives a "Failed to load asset" error saying the retargetting animations are referencing the source animations but the source ones can't be found anymore.

normal cradle
#

no

icy narwhal
#

What's the fix to this? I don't like being greeted with errors by my project, it works fine and nothing is breaking, I just want to stop seeing that happen.

runic fern
#

Well then its weird

normal cradle
runic fern
#

@normal cradle

normal cradle
runic fern
#
[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 266] Adapter->GetDXGIFactory2()->CreateSwapChain(pCommandQueue, &SwapChainDesc, SwapChain.GetInitReference()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Viewport.cpp:200 with error E_INVALIDARG Can anyone help? It's my first project and didn't do anything in it yet

his error

rain glen
#

I have to eat now maybe you can help me later?

normal cradle
#

@rain glen Maybe try reinstalling your graphics driver helps idk ๐Ÿ˜„

#

just guessing here at the moment

runic fern
#

@rain glen When you come try to check this
C:/ProgramFiles(x86)/Microsoft DirectX SDK/

normal cradle
#

Bro wait I rememebr something i had DirectX issues aswell, but not in UE i had them in LeagueOfLegends

#

The problem got solved as soon I installed steam since it shipped with it

#

Still cant really tell why I had issues tho, but maybe that helps you ๐Ÿคทโ€โ™‚๏ธ , I would try Re-Installing graphics card and maybe this random steam solution also helps you, when those things are not helping idk

tame rose
#

how do i make a blueprint that says show "in my case main menu"

rain glen
honest mango
unborn kettle
#

It seems as though itโ€™s invalid. You could print the class of the object to the screen on not valid, might help you get a better idea.

honest mango
#

hmm what i put it tto valis and its passing, but now i have another problem lol

#

thanks you

#

i dont understand

#

the "canpickobject?" is false but it still goes to the true

#

wtf

rain glen
#

@runic fern apparently it was a problem that only that project had so I deleted it and created a new one

runic fern
#

oh good maybe the engine failed when you was creating the project

#

thats why it was throwing an error

honest mango
pearl sonnet
#

@normal cradle cool stuff

honest mango
#

any help please ?i cant ffind the solution ...

normal cradle
#

@pearl sonnet Only thing left to do is creating a 3D-Model in Maya with about 200 Animations, make it walk across the map, make it flickering, duplicating it and spawning about 2k Particle Systems, nothing special

#

๐Ÿ˜„

unborn kettle
#

@honest mango What you could do is put multiple breakpoints along the path from the time the object is created, to when it is used here. Then you should be able to trace down where it is return that value and how is gets set and all that.

honest mango
#

hmm but all works fine exept that ..

flat trail
#

Construction scripts are so handy when you learn it
This one is making billboards dependent on public variables you can choose how many and place them as you want, perfect if you want to spawn multiple targets on selected or random locations ๐Ÿ˜„

abstract relic
#

Also the best way to crash your project upon launching the editor ๐Ÿ˜œ You better have source control set up and add Is Valid nodes everywhere

honest mango
#

im still stuck ๐Ÿ˜ญ

fresh mica
#

How do i ship a non-monolithic build.
LinkType = TargetLinkType.Modular;
bShouldCompileAsDLL = true;

result in linker errors.... "This is not allowed, Project has build products in common with UE4Game"??

fallen elbow
#

i hope 4.25 gets fixed, impossible to work, crashed so much whenever i work with shaders

pearl wigeon
#

god I tell you what I wish you could do in ue4

#

a custom shading model that doesn't need editing of the source code

fallen elbow
#

i am making simple automaterial for my landscapes. and it keeps crashing

pearl wigeon
#

i wish you could control more elements of how a material works instead of the 17 output pins a surface material has

#

i know it's cuz they're trying to keep things realistic

#

but damn

fallen elbow
#

havent seen release this bad since 4.17

#

and 4.17 was bad

abstract relic
#

Good news then. Because .25 hasn't been released

#

Still in preview

bronze vault
#

@honest mango It looks like something else is setting your variable to false. You could do a search with "Find References" to see what else may be changing it.

hollow ridge
#

On my game when I test it on my pc everything loads find, but then on mobile everything that is purple is just white with black specs anyone know why?

honest mango
#

thanks i try to check

#

@bronze vault there is no reference ๐Ÿ˜ฆ

bronze vault
#

@honest mango There should be a way to search in all blueprints to the right of the search bar.

honest mango
#

no result found huhh xd

normal burrow
#

i'm confused, does this mean its coming out the 30th?

digital anchor
#

probably not, the 2.24 had a features stream like 2 weeks before release

abstract relic
#

Preview 4.25.37 ๐Ÿ˜œ

manic pawn
#

the stream is usually a bit before the release

#

no release without fixing insights first br_omegga

grave nebula
#

no release without fixing separate translucency ๐Ÿ˜ก

manic pawn
#

what's wrong with the translucency?

grave nebula
#

what's wrong with the translucency? It is borked in 4.25

#

part of it is.

snow reef
manic pawn
#

it's not "grouped"

#

you imported it as one mesh

snow reef
#

Oh ok.

#

Thankjs

normal burrow
#

thankjs sounds like a real framework of something web related

plush yew
#

If I clear an array its length is 0, right?

manic pawn
#

yes

plush yew
#

I might be understanding decorators backwards

#

This kept me up until 5am last night and I still can't figure it out. The first task always executes, even though the criteria is that the HasPotentialTarget key is false

#

hello there

hollow ridge
#

In my game when I test it on my pc everything loads find, but then on mobile everything that is purple is just white with black specs anyone know why?

pure stratus
#

Is it possible to supress warning messages from Unreal Engine source files generated by UBT in a file named SharedPCH.Engine.ShadowErrors.cpp?

storm terrace
#

I know i was complaining about this yesterday not being able to delete these tracks which I can now as explained yesterday

#

the issue now is why do I keep loosing those the object that those components are associated with?

#

I now need to delete them again, go back to add component, reconfigure them, etc. It's a pain in the ass unless one of you have a solution.

frozen pond
#

hi, question again, i want to create actor in game and then save it (still in game) for usage, is this possible ?

glacial pecan
digital anchor
#

child actors are all kinds of messed up

#

had the same problem once, dont remember if i found a fix tho

storm terrace
#

let me know if you come across the solution again, Thanks

plush yew
#

https://i.imgur.com/5KDJA9Q.png

I don't think my decorator is working? Has potential target is the criteria, and as you can see it's inverted. So the sequence should end at GetVisibleTarget because when "HasPotentialTarget" is true the inverted decorator won't let the task execute. But it still executes every time even though you can see that the bool is true on the right

peak knot
#

@storm terrace I'm having the same issue

#

If you hit recompile they come back, but they continue to clear all settings for me

#

Which is getting bad because there's about 5 different things I have to set every time I open the project. It's gotten progressively worse to the point now every time I recompile (after setting up the blueprint again), the next time I click Play UE4 hard crashes.

snow reef
peak knot
#

automatic diffuse lighting prob?

snow reef
#

Where would I check?

obtuse egret
#

@normal cradle yeah I watched this video before> @obtuse egret @pearl sonnet (About our Fortnite Event discussion, might have found something interesting) https://www.youtube.com/watch?v=RWl3ySXTY2c&t=4s
@normal cradle

Whoops! I keep calling it "niagra" rather than "niagara" - as lots of you know, I'm severely dyslexic and I genuinely never saw that extra A the whole time until someone's pointed it out to me! LMAO

Setting up a system that spawns particles on a mesh surface using Niagara!

(...

โ–ถ Play video
ashen ermine
#

Dumb question but where was that setting to "suppress screen messages" or something like that? I wanna use stat.unit but it doesn't show - I can't find it anywhere ๐Ÿ˜ญ

abstract relic
#

Got to you level bp >> event begin play>> console command >> DisableAllScreenMessages

ashen ermine
#

@abstract relic Yea thx, not that, the opposite, found it ๐Ÿ˜› thanks anyway ๐Ÿ™‚

abstract relic
#

Youโ€™ll have to put EnableAllScreenMessages for it print on screen again though. Deleting the console command node will not revert it

ashen ermine
#

@abstract relic Yea, it's just the shift+L thingy...I press it w/o realizing it toggles the viewport option's "display stats" ๐Ÿ˜› found it and fixed it xD thx anyway ๐Ÿ˜„

midnight root
#

Hey all, I tried searching for why viewport isn't same as game mode and found nothing atm, so wondering what do I have wrong that its this way,,GameView is ticked as is exposure>game settings, I had this working at one time..o_0

#

4.24.3

#

sunsky, skyatmosphere and atmospherefog

upbeat jackal
#

Quick questions from a newbie. 1. Can I lock a cineCameraActor so that i dont move it by mistake? 2. Is there a hotkey to change the camera speed instead of changing it at the top of the UI?

crisp turtle
#

Hello! Could anyone give me some feedback on how best to handle a event that destroys a support beam breaking apart a logging mode? I need the multiple logs falling down damaging player accordingly?

Also, would swapping meshes from static mesh to physics type mesh help performance any, or does putting them to sleep do as good a job? Thanks!

Example gif: https://gyazo.com/4cd0fcc404535febf2bea0cfcf95f169
Gyazo
Gyazo

plush yew
#

If you can go into more detail I will try and help via DM but may not be as useful as you'd like

#

Just use simplified collision for the logd

#

logs

abstract relic
#

Or you can use sequencer

plush yew
#

Maybe you will be of more help but I'm not clear exactly what he wants

south hill
#

I would like to point out that the Workshop PDF instruction are half good and are missing a decent amount of information to make it clear.

proper stump
#

I need to monitor when my character stopped moving, speed == 0, what's the best way to do that? on tick? seems expensive...

lament saddle
#

That's not gonna shred performance on its own if it's just one ticking actor, but if you want, you can change the tick rate. Or use a looping Set Timer By node.

proper stump
#

thanks

normal burrow
#

that sounds like a perfect sequencer use case yeah

proper stump
#

@normal burrow how is that?

normal burrow
#

was referring to website name person

#

what do you mean monitor

proper stump
#

i need to know when the charcter is idle, and do some checks....

normal burrow
#

that'd be how you'd do it. checking velocity for zero. store it off to a boolean once per frame to have it be speedier

#

but it means you also have to update the boolean for it to change

proper stump
#

yeah, i was wondering if there's an event for that or do i have to do it using Tick Event

normal burrow
#

its a good question

#

ideally you update that thing after movement component runs

barren flume
#

Is there a way I can add the controller A button?

normal burrow
#

theres no events that i know of, but where to put that check becomes the question yea

barren flume
#

like the xbox a button

#

instead of just the text a

#

like this

#

or should I just import an image of that

normal burrow
#

could read the documentation for that mistermouse

barren flume
#

thank you

#

i was trying to look that up

#

but all i got was one forum page

#

and nevermind

#

i already got an icon

normal burrow
#

documentation? yeah its bare

#

in unreal 2.5 you used to be able to put things inline with [x] type stuff, i dunno if that was an engine hack for the game i was working inside of though

#

read that

#

Using Decorators

dusk sphinx
#

@crisp turtle put some rounds into supports, and a reaction you decide to go for?

#

maybe caliper having a affect on how much dmg needs to get done

#

btw, first post i saw, just spitting balls

unique timber
#

hi, in the quickstart guide it says the blank project "will automatically open inside both the Unreal Editor and Visual Studio", but it only opens in Unreal Editor

plush yew
#

did you choose C++

#

if not no surprise there

unique timber
#

yes

plush yew
#

even if, you can still open its vs

#

does it have sln in explorer ?

unique timber
#

yes

peak knot
#

You always can open it with File > Open Visual Studio Project

plush yew
#

then open it lol

#

yeah and there is that

peak knot
#

^ that as well

unique timber
#

ok, "automatically" sounds like it should open in both

plush yew
#

does it really matter tho

unique timber
#

i don' tknow ,never used unreal before

#

it could be there's some kind of IPC that needs to happen

worn granite
#

@unique timber yeah... the docs are...

#

.... not really always up to date

unique timber
#

wil they still be able to talk to eachother?

worn granite
#

Oh yes

plush yew
#

yeah

#

you will be happy to know this is the least of your concerns

#

good luck finding stupid bugs and not realizing it

#

lol

#

fun times ๐Ÿ˜„

unique timber
#

so File > Open Visual Studio opens a command prompt only, is that normal?

#

actually it was already opening the command prompt so maybe its working

#

i just expected the IDE to open

peak knot
#

speaking of stupid bugs

#

does anyone else on the latest version (4.24.3) have issues with c++ code compilations resetting their blueprint settings...?

#

things that were blueprint compiled and saved

plush yew
#

dont compile from blueprint

#

its probably

#

structs are being reset

#

am i right ?

peak knot
#

it happens when I just close the editor and reopen after saving the blueprint - no compile

plush yew
#

I always open unreal from this

#

if i have to compile

#

stop

#

redo it

#

dont bother with editor compile

#

even if u dont compile

#

hot-reload is still playing you

peak knot
#

I'll try it out. Thanks!

steady ingot
limber mesa
#

anyone know how to get that cartoon water texture?

#

like from the one in the weekly screenshot

#

on the epic games launcher?

plush yew
#

Why is this happening? Potential target is true but the task still fires despite the decorator only accepting a false value

#

nvm, it's returning a false value if I print it

#

Is storing data in the game mode the typical way to go about keeping data? Like, I have custom player stats that I'm manually entering to set up. I was keeping that data in the game instance but I need this info earlier than launching the game.

rancid lynx
#

can someone please explain why , when i go to "FRONT" view, moving a static mesh -y 10 moves the mesh Right? shouldnt negative move stuff left ? is that something im going to just have to accept and remembe with UE4?

#

am i doing something odd? or does -y 10 always move a static mesh to the right while in FRONT View

paper tundra
#

im building a battle arena game anyone wanna work on it with me

rancid lynx
#

wish i had the time lostMr

plush yew
#

@rancid lynx I work with blender, when I import anything from blender I always make sure to have "force X forward" or whatever its called. that might help

rancid lynx
#

ok tyty

shy jetty
#

Wasnt sure where to ask this. What are some cool world map animations or transitions you guys have seen in games? Like cool zooming features , some type of travel animation or the like?

rancid lynx
#

if I fire a line Trace at an actor with 3 static meshes, how would I "Get material" of the static mesh that was hit? a primitive component variable doesnt include a material, casting to nodes dont work either.

cosmic veldt
frigid matrix
#

Is this the room to ask code questions?

abstract relic
frigid matrix
#

Thank you

rancid lynx
#

how would i "get material" from what ever my trace hits? is it something simple im missing?

abstract relic
#

Hit component >> get material. You may need to get index of array first

worn granite
#

unless you mean Phys Mat

#

Not sure if you get those by default with BP traces, but if you don't get them by default there's likely a project setting for it

normal burrow
#

believe get material is on primitive which should be the min type for hit component

#

i don't think it gives you the slot name though

rancid lynx
#

@normal burrow you mean with this node maybe? just leave Element at zero i guess?

#

ill try that . tyvm

#

damn. get material instance isnt an option.

normal burrow
#

hm?

marsh swallow
#

How might you set the ZOrder of a widget in Cpp

obsidian wasp
#

Does anyone know the format for the byte array that the "Import Buffer as Texture 2D"-node takes? I'm trying to convert a TextureRenderTarget2D into a byte array so that I can easily save it in a struct. The documentation page isn't particularly helpful :/

gray ether
#

Hi there!

I'd like to open a cooked map (.umap) using my packaged unreal game (for mod support).
What happens is that it detects where the file is located (in my Mods folder) but it doesn't open it.

Please help, thanks in advance!

worn granite
#

@normal burrow Unfortunately you don't get the material element index in a hit result as far as I could ever tell

#

you can use hit item for instanced mesh comps

#

that coresponds to the element idx

normal burrow
#

yeah, thats what i meant by slot name. you could get the materials of what you hit but not something triangle accurate

#

given if you hit a capsule collision or whatever, your not gonna have much luck hah

worn granite
#

You'd be able to get the closest poinr

#

gg phone

#

and then maybe you can reverse that to the UV

#

or the material element

fathom glade
#

I'm looking to just move an object along a spline with a simple click and drag

normal burrow
#

that'd work well ye, may need cpu read but idk about that

#

probably better off using phys mat @rancid lynx

#

you can make your own physmat type that specifies a material

#

though it's weird and i cant recall if physmat is blueprintable or not

rancid lynx
#

tyvm. i also read tutorials about physcs mats. thats one great way. but i was able to make get material and cast to MatInstance work also.

marsh swallow