#ue4-general

1 messages · Page 720 of 1

topaz brook
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^

midnight gate
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yea i kinda do most of the saving in the player bp

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cuz it has most data to save

abstract relic
midnight gate
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hm thanky you this might just work

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finaly i figured out how to go around this stupid issue

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still never gonna learn how to cast that damn bp :3

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but fuck that

grim ore
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one you learn what casting actually is and how it works then you will understand your problem

abstract relic
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If that player is destroyed, so will all that data

topaz brook
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It sounds to me like your biggest hurdle is understanding casting which is preventing you from getting the data you need @midnight gate

midnight gate
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i tried understanding casting many times my brain does not want to collabarate

topaz brook
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Gotta figure it out eventually lol.

midnight gate
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i would love to figure it out but it seems to be the most complex thing in the whole engine

kindred viper
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its one of those things that clicks and you will realise its one of the easiest :p

grim ore
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I can say that in the UE4 save and load game course that will eventually show up on the learning web page if it ever gets finished the places that will be shown to save from will be the game mode, game state, a seperate blueprint actor, and if I have my way will not be in the player lol

topaz brook
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One if the biggest tips I cab give you is take your time learning any game engine and prigramming in general. You have to have a solid foundation of how things work to really mold things to your liking

grim ore
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Creating our Save Game Object in the Game Instance so we can keep it between levels as needed - Creating our Save Game Object and keeping it inside of our Game Mode so we can add/remove items from it between saves and loads - Creating an actor manager for loading and saving these objects - Archiving and Serializing data using C++ 😉

kindred viper
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I hope you jacked the Replay code in some way.

grim ore
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for the love of god never try and do it in the level blueprint.... I need to mention that i just noticed. in bold. italics. caps.. blinking.

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I did not, this is a "intro" course on the basics

abstract relic
kindred viper
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ah. I've always wanted to dig into that and see what I can do with it

abstract relic
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Don’t have anything blinking though

inner vine
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Which coordinate system do the SteamVR motion controllers use in Unreal? Is +X the forward direction?

azure shore
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guys I have a problem thats driving me insane, so when using a mixamo skeleton, getting some animations from the site that look fine in blender and on the site, when I open them in ue4 the root bone is just frozen in place, and the rest of the body moves without it Ive tried everything with enable root motion and all that but nothing works

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does anyone know about this mixamo stuff

kindred viper
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have you exported it from Blender with the Mixamo to UE4 plugin?

tight shell
azure shore
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I havent used a ue4 plugin actually

kindred viper
azure shore
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thanks

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itll be a miracle ifI can successfully add this to blender though

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Im gonna lose my mind

abstract relic
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If I could post a discord link to Blender. I would. The folks there can help you on that front

normal burrow
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OpenVFX?

kindred viper
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@abstract relic luckily its just the usual link with Blender on the end. So without saying that it is, its that :p

azure shore
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wdym

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oh the link

abstract relic
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cough hackle weez

normal burrow
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sneezing

kind zephyr
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Hi. probleme there at day-2... Can we Cull an animated character?

kindred viper
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cull how? You mean rendering wise?

static sparrow
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Question: I have a class BP_Influencer and a class BP_Yarn, which inherits from BP_Influencer. BP_Influencer has a public member variable size. Why can't I access BP_Influencer::size from BP_Yarn?

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I have compiled and saved everything, just FYI

kind zephyr
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@kindred viper Thank you Marc, I'd like to remove visibility of my animated characters. They are too much and my system slow down.

azure shore
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alright I cant get any help with this bloody addon Im gonna tear my hair out

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I dont see why itd need an addon anyway

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why cant ue4 just process the stupid animation without messing it up

kindred viper
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@kind zephyr being that it's animated, there may be a caveat with this, but the engine knows to cull objects that have their origin point outside of the FOV of the camera automatically. Being that it's animated and needs to remember where it is in the animation, there might be a specific rule for this with anim graph stuff

azure shore
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most frustrating part is I cant find anything online about anyone else having this problem

kindred viper
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that addon might be a little old now. I think I used it with blender 2.79

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@kind zephyr Another option with animation is anim sharing. That can help a lot with optimisation

azure shore
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yes Im on 2.79

kind zephyr
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@kindred viper They are animated but they are not moving. They are static animated... but all diseaper but they not...

grim ore
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@static sparrow click the eyeball drop down at the top of my blueprint and tell it to show inherited variables

static sparrow
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YAY!!! Thanks @grim ore . Why oh why is that not checked by default

kindred viper
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inheritance tax

grim ore
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because its an inherited variable, you can still get/set it in the child from the blueprint no need to show it in the left

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just like in normal code when you inherit you dont see the variable definitions in the header of the child

static sparrow
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ah. makes sense

grim ore
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doesnt mean it's not annoying tho 😉

static sparrow
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Okay, one more question: I have two materials, one made from a 64x64 texture, the other from a 16x16 texture. In two different blueprints, I simply have a plane, that's it. I have set the material for the plane to be one material, the other material for the other blueprint's plane. Yet when I add each BP to my level, the one with the material made from the smaller texture is showing up HUGE. The scales are set to be exactly the same values. What's going on?

kindred viper
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its not size, its resolution

static sparrow
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@kindred viper on the material?

valid lichen
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Hi all! I haven't turn UE on for about a year. There were scores of updated assets in my library, so queued them all. From the way it looked, it was going to take days to update them all (vault on slow HDD drive). Then I noticed the launcher itself needed an update, so I decided to run that first. Now, the launcher is updated, but forgot about all the queued assets. And they have lost their "need update" marker, so idk how to for them to update. Any idea?

kindred viper
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@static sparrow sorry I might have misunderstood there. What do you mean one is huge? They should both be the same size of the plane. Although at different resolutions

static sparrow
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they should be the size of the plane... Ooooohhhhh okay, I think you nailed it there. Since the planes are the same size, it blows up the smaller texture to fit, and makes it appear way bigger

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That sound right?

kindred viper
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yeah

static sparrow
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kk cool, thanks. Is there any way to force the plane to be the size of its material's texture by default?

mental grove
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i have imported a project but its split into 180 different things, how can i combine stuff?

kindred viper
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@static sparrow probably but without opening UE4 I couldn't say for sure without a guess like, perhaps have a function that gets the dimensions of the texture and scales the plane accordingly.

static sparrow
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okay. Probably in the construction script, eh?

frozen pond
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is there any plugin that let me export (in game time) actor, and import it on another pc ?

kindred viper
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it doesn't have to be. That would be for editor only stuff in my personal opinion. I don't like to take it to runtime if I can help it

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@frozen pond Datasmith I guess

frozen pond
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datasmith isn't game dev stuff? i want to make system that let you share your in-game designs to other players

kindred viper
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then thats something you will need to make for your game. You can do it but if it's been made already I haven't heard about it

little epoch
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need help

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how do i stop z fighting on my gun models

frozen pond
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can ue4 generate text files/save it and decode it latter doing some import scheme ?

kindred viper
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@little epoch dont have materials on the same z-depth

little epoch
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ok thanks

kindred viper
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even a fraction of a unit distance between faces on a model can make the difference though

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@frozen pond Yes but you would be better off using a data format for UE. That would save reconstruction of assets. Or you can make a custom asset to deal with it.

frozen pond
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k ty

mental grove
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can someone help me? when i import a project its all gray eventhough i have the texture UV as the same name, i imported fbx, did i miss any boxes to check?

static sparrow
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@mental grove what's all gray... a texture, a material, everything?

mental grove
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the whole fbx file i imported is gray

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seems like theres nothing assigned to it

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sorry if this seems like a dummy beginner question i literally just opened unreal for the first time 10min ago

static sparrow
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... sorry, I don't know much about fbx files. I was just trying to clarify your question

frozen pond
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its gray cuz its compiling shaders

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do screen shot and show

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@mental grove

mental grove
frozen pond
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theres no material on it

mental grove
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do i have to check some box to import it with a material already assigned or do i apply a material afterwards?

abstract relic
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You need to make the material

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Materials can’t get imported. Different render engine and all that

frozen pond
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question from me: how to dected hover over actor? i want to get position in relative where my mouse is

severe ibex
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would anybody have any insight into exporting an FBX animation from Max that involves the blend modifier?

I have a nice looping cloth animation in max using said blend modifier and animated blends, it comes into UE4 with the blends but no actual mesh changing.

kindred viper
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what I like to do with entire levels worth of mesh, is load it up into whatever DCC, then bake out an entire material for the whole thing. As high res as I can. Then use that instead. Often you get low res (depending on scale) but its a starting point for remaking the materials

mental grove
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@abstract relic thanks i imported the UV and just drag and dropped it, didnt think it was this easy!

kindred viper
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@severe ibex modifiers dont work in UE. You need to collapse the stack first

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its probably not gonna work even then. Have you tried redoing the cloth directly in UE4?

severe ibex
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@kindred viper I've seen that the blend modifier can carry over in FBX exports, unless I need to export said blend frame for each of the relative blends and re link in UE4

kindred viper
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maybe it can no I dunno honestly

severe ibex
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nah the whole idea here was to use some nice simulated stuff from Marvelous Designer

mental grove
kindred viper
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My general rule has always been flatten stack, reset transforms then export

mental grove
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any idea why theres no alpha applied + everything is blurry?

severe ibex
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@kindred viper that'd be fine but then all the animation from the blend modifier would be lost.

kindred viper
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yeah. Is there a Marv Des plugin?

severe ibex
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there's a beta pointcache/alembic import option

soft narwhal
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Hello. I am trying to open up VS 2019 form UE 4 but I am unable to open solution.

severe ibex
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Evidently I am retarded and didn't click the "import morph targets" when importing in UE4 @kindred viper

kindred viper
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heh simple mistake but a lucky mistake as its solved now 🙂

static sparrow
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Okay, @kindred viper I have found another clue here... the BP I was having the scaling problem with was a child of another BP class. When I made another BP class with the same plane+material that didn't inherit from another class, the scale of the plane+material showed up as I expected, very small, i.e. the size of the original texture. What is it about being an inherited class that changes this?

kindred viper
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No idea without seeing the classes

static sparrow
severe ibex
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or it's just opened up a new can of worms haha!

static sparrow
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I just can't figure out why inheriting from another class makes their child plane component render so differently

kindred viper
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is it scaled in the original?

static sparrow
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I do notice this... when I zoom out on the inherited one:

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have anything to do with that floor?

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they both have the same scale value of 0.25 across the board

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the original texture is just 16x16 pixels

little epoch
static sparrow
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Okay, I have changed directions here, I'll worry about that later. So, in my game, which is to be a mobile game, you're gonna drop little balls of yarn on the level in order to lure cats toward the litter box. The proper place for the logic controlling the dropping of the yarnballs would be the level blueprint, right?

kind zephyr
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@kind zephyr Isn't LOD min draw distance, a way to Cull animated character?

weak atlas
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I think you just ignored a mod application

static sparrow
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from the tutorial vids I have watched, LOD is used on materials to swap between various versions of itself depending on how far away the camera is from the mesh with that material

weak atlas
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Whos that

static sparrow
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but that may not be the whole scope of their use

little epoch
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i didnt get banned?

weak atlas
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F

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Sadly

storm terrace
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Can any of you give me two examples of

  1. Decent project
  2. Dev Count = 1-3
  3. Used Paid Assets
    That in one case did well and in the other case did poorly, examples that I can learn from.
kind zephyr
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i was hoping to not display that LOD can help me to not display if there is no Low version mesh...

swift spindle
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this might help you

remote mason
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why by default, the normal map doesn't seem to affect the surface much at all?

swift spindle
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it really depends on your surface / lighting

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you can also increase the height of your normal

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which will make it pop more

abstract relic
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And do note that the normals do not affect geometry. It gives the illusion of geometry. Which is the point of normals

remote mason
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the height? can you send me a link about it?

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yea I think I need to adjust the displacement map somehow too I was using Materialize before import

remote mason
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thanks

plush yew
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hi

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good morning

kind zephyr
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@swift spindle I'm using Cull Distance at first... But this is not working on Moveable Actor. Only Static. Or I don't understand how. This is why i'm asking here. And this is why i'm searching a solution with LOD.. or anything that will stop displaying my actors.

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I can diseaper my dancers, but not their Haicut (that need to be Moveable)

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Why Cull status does not propagate to child...?

desert tartan
inner cloak
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Anyone from Epic Games around ?

barren flume
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What happened to this?

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I thought I used to see that

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in the older versions of ue4

inner cloak
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I'm unable to build 4.24 .. is that your problem too ?

barren flume
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No

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it works fine for me

inner cloak
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i took the latest 4.24 from the zip file on Github

barren flume
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oh I didn't get it from github

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so I don't know

kindred viper
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@inner cloak what was the error?

inner cloak
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where did you get it from ?

barren flume
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epic games launcher

inner cloak
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oh .. you take prebuilt version, right ?

barren flume
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yeah

inner cloak
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ok, i am going for testing a few changes i need to engine for my project

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but i still did not change anything and cant build it full

ancient lotus
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mine built

inner cloak
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oh .. when did you build it ?

grim ore
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"i cant build" doesnt help anyone help you fix it lol

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My game doesnt work! help!!

kindred viper
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did you install the prerequisites? Did you install visual studio? Did you get the .NET and Win SDK stuff?

barren flume
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oh yeah and I don't see the html5 option

inner cloak
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hmm .. so .. could be that i'm missing the Win SDK ..

barren flume
kindred viper
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steps to build

  1. Download zip
  2. put it somewhere and click the setup batch file.
  3. Generate visual studio files
  4. Compile.
barren flume
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now it just shows this

kindred viper
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@barren flume HTML5 is now a plugin seperate from the engine

grim ore
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HTML5 is gone, read the release notes

inner cloak
barren flume
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what about uwp

grim ore
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UWP was never part of the main source build

barren flume
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isn't it the one on github

grim ore
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with that error @inner cloak did you install any of the windows 10/8 SDK's ?

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there is a NON epic UWP source on github, it is NOT an epic source version

inner cloak
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that's what i'm trying to figure out ... current step is getting UWP

barren flume
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oh okay

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darn it stops at 4.19

grim ore
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@inner cloak UWP is not part of the ue4 release branch, are you trying to use UWP on it?

barren flume
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oh wait

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I found one for 4.24

inner cloak
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i never had that kind of issues in the past .. so i am not sure what is going on ... i tried downloading UWP but have not found the proper link

kindred viper
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what is the UWP version for? Just for games on Windows Store?

barren flume
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yeah

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and xbox

grim ore
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did you install the proper requirements like it was mentioned earlier? like it says in the docs "To install the correct components for UE4 development, check the "Game Development with C++" workload, and the "Unreal Engine Installer" and "Nuget Package Manager" optional components."

inner cloak
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yes, i believe i did .. i can go and double check

grim ore
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so to be clear you are downloading the 4.24 release branch from github and trying to compile it? which version of VS did you install 2017 or 2019?

inner cloak
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I used 2017

grim ore
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that might be an issue as well as 2019 support has been primary for the last few versions. Perhaps uninstall 2017, remove the stuff you downloaded. Install VS2019 with the proper components

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then redownload from the 4.24.3 tree, run setup.bat and let it get the extra files, run generateprojectfiles.bat to create the .sln file, then open it and build the UE4 project

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about all I can see going wrong is the generateprojectfiles part will fail with a missing SDK which you can download from the installer if so

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Epic has to keep changing supported VS versions and SDK versions and toolchains as it goes along so what might have worked for 4.22.1 might not work in 4.23.2 for example 😦 it sucks but software dev sucks

inner cloak
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Hmm .. my system is acting weird .. i cant even take screenshots

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actually . can't take screenshots when i open visual studio installer 😦

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this is what i have active

grim ore
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under individual components what does it show for the windows 8 and 10 sdk's

inner cloak
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Maybe i target the wrong packs ?

grim ore
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well that error indicates it can't find the windows.winmd file which should be part of the windows 10 sdk's but in vs2017 it might be part of the windows 8 SDK is an issue

inner cloak
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adding other SDK targets

grim ore
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for example mine is found here "C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.18362.0" while yours might be in another folder or it might be missing completely as some windows 10 SDK's seem to not have it

inner cloak
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That's what i am trying to find out

grim ore
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well you can look for it, go to the Windows Kits folders and start looking under 8\UnionMetadata or 10\UnionMetadata

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but I know the .24 tags do compile using the latest 2019 with the latest 10 SDK

inner cloak
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i might try that later, thanks for the help ... i will try a few thing before coming back here

snow reef
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Is there a node to switch cameras?

inner cloak
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How would i go about excluding HOLOLENS stuff from my build ?

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i got a working build by commenting the content of hololens automation cs file .. now gotta see if i broke something

honest otter
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Damn, checking out what people are creating and posting here clearly didn't make me feel anxious about my own works haa

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didn't expect that for sure :D

static sparrow
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yeah @honest otter I can speak for myself when I say I really suck. Getting better every day, but still a major beginner

honest otter
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I mostly struggle with being clueless

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4 years of having fun as a "level designer"

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or well, putting something nice looking out of assets I somehow managed to grab for free

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:D

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I saw a link on subreddit that was 2 years old, so I assumed its a link to a smaller group that is dying or something, so that I can look for some feedback and most importantly help with things I am struggling (mainly asset creation and implementation right now), as thats what people recommended me to do, but that big discord is something I didn't expect at all

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and will now feel anxious of posting my weak assed asset maps o.0

harsh tiger
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i'm looking to make a challenge system like in fortnite. but it will be things like collect 10 coins etc. what would be the best way to approach this?

plush yew
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When exporting an fbx from zbrush to unreal engine it has these weird rips / disruptions, what causes this?

alpine imp
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Has anyone here used SpatialOS?

static sparrow
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I am getting frustrated with this... It looks to me like there is no way (in blueprints) to create a public static class variable?? I have class Foo with public static float Bar, so I should be able to access this class variable via Foo::Bar (in regular code). How the hell do I do this with blueprints? Don't tell me they made it so that this isn't possible...

swift spindle
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click the eye next to it

static sparrow
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@swift spindle that just makes the variable public. I need it to be public static

swift spindle
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maybe I'm missing something...

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just don't set it ?

static sparrow
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i.e. I don't have access to (nor should I need one) an instance of that class.

swift spindle
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🤷

winter valley
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preface: new to unreal and interest is limited to archviz ... how do i stop sunsky lighting from glowing up my interiors

swift spindle
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@winter valley make sure your walls have thickness

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I'll assume your talking about light leaking

winter valley
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can i post pictures here?

static sparrow
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of course red13

swift spindle
static sparrow
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depends on what the picture is about. If it's not graphics-related, but rather a picture of an event trigger in a blueprint or something, this channel is fine

swift spindle
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that's true

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this is kinda generic area... but specific areas have a different crowd of ppl that might have the answer

static sparrow
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this channel appears to be just a kind of catch-all for technical questions that don't seem to fit in any of the more specific channels

winter valley
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ah, okay

swift spindle
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it also collects trolls

static sparrow
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^ that too

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don't feed them

winter valley
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that's fine, i'm only here for insight

swift spindle
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one request tho.. no phone screenshots!

winter valley
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how is it a community of computer users isn't familiar with either the screenshot or the snip tool..

swift spindle
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this is super common...

winter valley
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anyways yeah i'll pop on down to graphics, seems lively enough that'll i'll get questions answered prompt-like

zenith flower
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Get Class Defaults is how you get to variables of blueprint classes without instancing the blueprint itself, for those who didn't know

snow reef
narrow meteor
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how do i change the players resolution

scarlet birch
#

Make a convincing argument.

storm terrace
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I need help. How do I (in blueprint) say if the return value is none, return this, else return that?

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and when I say none I mean none type

zenith flower
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afaik bp's do not have null/none types

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What is the variable type?

storm terrace
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says here I must handle a none type

zenith flower
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no

storm terrace
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I think the type returns null until my UI is created

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the game works fine

zenith flower
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its says your reference is invalid

snow reef
#

How do I switch from a static camera to follow camera?

zenith flower
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BP Aiming Comp reference is null

storm terrace
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did the blueprint initialize before the player starts?
blueprint is in C++

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udemy tank game course

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from gamedev.tx

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It has been added, do you know what else I am doing wrong?

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I just tried changing it in the class and it didn't work. You are right, it defiantly does not have a reference to the class instance.

snow reef
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Im trying to make the camera switch to the third person follow camera when you overlap a box. I cant connect the follow camera to the target.

plush yew
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😃

burnt heath
#

hey all im running into an issue which i think MAY be to do with the engine? im trying to change an enum value i have on a item and when i use the drop down menu to change it, it ust doesn't....

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any help would be much appreciated ;_;

marsh swallow
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@burnt heath Are you overriding that in Event Construction/Construct?

burnt heath
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nope welp i fixed it anyway i just had to go back and remove the struct that contained the enum and readded it and reconnected all the previous stuff...seems to have sorted itsself out now 😛

thin tendon
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I'm trying to use quixel bridge with 4.24 but every single asset fails to import

swift spindle
#

reinstall plugin

soft panther
#

Hellp guys
so im 15 and im a programmer and i rly want to make my first game amazing as i can
I hope there is some people here who want to develop a game and if they do so contact me PLS !!
Nice To meet ya all fellas

swift spindle
#

make something small.... follow a tutorial.. then make it your own

thin tendon
#

@soft panther Listen to @swift spindle Start small. You say your a programmer but your 15 you have no experience. You have a lot to learn. Start small and work your way up in scope.

soft panther
#

@soft panther Listen to @swift spindle Start small. You say your a programmer but your 15 you have no experience. You have a lot to learn. Start small and work your way up in scope.
@thin tendon
make something small.... follow a tutorial.. then make it your own
@swift spindle will do guys Thx

thin tendon
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@soft panther Best advice I got start with something simple like a 3 match free to play facebook game

soft panther
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Oh and Btw im 1 year at programming
how much time do u think i will need to be a professional ?

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its my dream to become a pro game developer

thin tendon
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Alot bro. I have 5 years of programming behind me. And I'm still not what you would call a professional. But it also depends if your goal is to work for someone else or be successful by yourself

soft panther
#

my goal is to work for my self
u know how it is
that u want to meet a crew who is about game develop and then u make ur game with them

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thats what i wanna do but it will be hard ha ?

thin tendon
#

You might get lucky your might not. I have been solo on my project for a year and a half and am still not able to afford to bring other people in

soft panther
#

how old r u ?

thin tendon
#

31

soft panther
#

Lol u way older than me

thin tendon
#

Best advice I got if you can't do this job for free. Then don't do it

soft panther
#

i should listen

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Best advice I got if you can't do this job for free. Then don't do it
@thin tendon good advice

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sry for the bad word but school fuckks me up and i cannt program quietly cause of this

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so how do i manage my time right ?

thin tendon
#

Time is crazy. I can't speak for others. But my two biggest issues are always motivation and time management.

swift spindle
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I've got 20 years.. and I'm not professional

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shifty eyes

thin tendon
#

lmao

swift spindle
#

the reality is.. you'll never "know enuf"

soft panther
#

a long journey ahead of me

swift spindle
#

you just need to be good enuf that people pay you to do it 😉

thin tendon
#

Ohh for sure something new everyday in this area

abstract relic
#

An endless journey. You should never stop growing

swift spindle
#

the reality is... if the job is worth doing.. ppl will pay you (if they know you exist)

soft panther
#

but i rly afraid i dont meet and 3d designer cause i hate it

#

the reality is... if the job is worth doing.. ppl will pay you (if they know you exist)
@swift spindle U right

swift spindle
#

if you really wanna get into this... I'd focus in 1 of 2 areas.... Pipeline / production tools (python) or go full engioneering and learn to work in all areas of engine dev (c++)

soft panther
#

kk thx bro

swift spindle
#

but for now.. enjoy blueprints 🙂

soft panther
#

will do

swift spindle
#

but don't try to learn everything

#

for that is impossible

#

instead... build off what you can do and make it better 😛

#

(there is no spoon)

thin tendon
#

I reckon if you like code. Jump into C++. And focus on one area. For example AI. And then try to be the best in your one area

soft panther
#

yea i joined a coure of ue4 and i learn there animations

#

course *

#

well i must say thank u so much for all ur advices guys
when i release my projects i will tell ya about that
nice to meet ya

swift spindle
#

post ya stuff as you go in #work-in-progress don't wait till release

#

you'll never get there otherwise 😉

thin tendon
swift spindle
#

that's a massive banana!

#

you could kill someone with that

knotty rampart
paper tundra
#

does anyone know were to get free magic spells for unreal engine i need some but i dont feel like paying

soft panther
#

maybe check in epic games free store of unreal engine

#

if u looking for some p_system u could write VFX in search and take the free items

sweet saddle
#

hey guys i just started using unreal engine lately and i was wondering whether we could make the animations and maps in blender/photoshop and then putting them in the engine somehow instead of using the 32x bit method because i don't personally plan on making a 32x bit game ( 2d sidescrolling to be specific) so is it possible??

frozen mural
#

Guys after i add transform bone my character anim bp chain is not working??

neon bough
#

is there any way to disable the status popups when deleting items for example?

#

deleting >100 assets is blocking my whole workplace because every few seconds a new popup gets window focus -.-

midnight gate
#

im not sure why?

neon bough
#

because you dont pass an teleport target

midnight gate
#

but it focuses the actor

neon bough
#

but you iterate over an array of saved locations, so it will teleport to every location of that array and end up on the last location

soft panther
#

Guys after i add transform bone my character anim bp chain is not working??
@frozen mural bro i have no answer to u but u can download the app "lightshot" at ur computer and film what is on ur screen with ur pc and not with ur phone

midnight gate
#

hm

#

that makes sense

#

@neon bough how do i fix that

neon bough
#

show your BP of where you spawn them

midnight gate
#

that is the bp where i spawn them

#

i just teleport them

#

but all of them should teleport to the right place

#

instead they all teleport to 1 loc

neon bough
#

why dont you save their location on the Character instead of having one array for all of them?

midnight gate
#

because i cant cast things from the character

#

is that a big problem? cant i just use the array from the save game?

neon bough
#

sure you can use it

#

but its an ugly hack

#

1.) dont iterate over it
2.) pick the last array item to teleport your character, then delete the last array element

#

that way the next character gets another element as last entry and they wont use the same

midnight gate
#

how do i do that with nodes?

#

its my first time working with arrays

neon bough
#

look at the array methods, its pretty much self explaining

#

you can resize the array to array length - 1 to shrink it

midnight gate
#

hm

#

so i turn array into array lenght and then what?

#

@neon bough help

dire coral
#

Need help turotial or forum on how to set up a dedicated server on my own pc

whole quarry
#

how did you make your server?

#

(i'll ignore the dedicated part since you want it on your own pc)

dire coral
#

@whole quarry i didnt make it im asking on how to make it on my own pc

whole quarry
#

you choose a language you want to write it in, hook the client up and start?

dire coral
#

Any forums or tutorial on how to do that im kinda new in all that multiplayer server stuff

#

I can make it in the ue4 engine to replicate and all bu i need a server to connect to

whole quarry
#

There arent "follow this tutorial for your specific" needs with that

dire coral
#

And i dont wana pay for it

#

Just as a refrence

whole quarry
#

you'll have to choose a language, search how to make sockets with that and create a client-server flow

dire coral
#

Ok thx

whole quarry
#

if you're going to make a custom server, I don't think the networking that comes out of the box with ue4 will be working for you

sweet saddle
#

anyone?

whole quarry
#

?

sweet saddle
#

is it possible to make a game using already made animations from photoshop/blender instead of combining different sprites together to animate the avatar??

whole quarry
#

are you talking 3d or 2d?

sweet saddle
#

2d sidescrolling

whole quarry
#

you can, just change the sprite sheet or create it from scratch

sweet saddle
#

ya but do i have to animate stuff inside the engine itself? or can i just animate them using blender ?

#

in other words do i always need sprites ?

whole quarry
#

if you're going 2d, yes, you need sprites

#

else you would be 3d

sweet saddle
#

i see...makes sense

whole quarry
#

animating stuff, rendering to sprites is done in external tools

#

you could make the sprites in the engine but will be more work than needed

#

tho, usually people just draw their sprites

sweet saddle
#

is there a site where we can download sprites for maps and backgrounds?

#

the ones i found are all in 32 bit

whole quarry
#

instead of making a 3d model, animate it and render it to images..

sweet saddle
#

and i want to stay away from 32bit games

whole quarry
#

thats just... silly..

sweet saddle
#

xD

#

i mean i just started lately and i'm really clueless i just don't want to go for the old megaman games looks

whole quarry
#

the art style is totally on you, you can make spirtes with 16x16 textures, or go 1024x1024 or higher

sweet saddle
#

i get it but isn't there a site to download sprites from?? or do you mostly do them on your own from scratch?

whole quarry
#

you can just google for sprites, i prefer to make my stuff myself

sweet saddle
#

i see thanks a lot

paper tundra
#

i created a start menu for my game but when i click start the map loads but its stuck i cant play

dire coral
#

@whole quarry how will it not work

whole quarry
#

squares dont fit in circles

paper tundra
#

@whole quarry

whole quarry
#

totally not weird...

paper tundra
#

can u help me out

whole quarry
#

@dire coral its made for online subsystems, if you're going to make your own server, the client side must be working with it. So you will have to make the client side as well. I recommend the Net Shield plugin (can be found on the marketplace)

drifting geode
#

can somebody point me into a direction of how menu widgets generally need to be setup for VR? (my current setup works for non VR devices, but inside the quest i have no menu...)

dire coral
#

@whole quarry i kinda dont want to spend any money on this project

whole quarry
#

you could ofcourse make the sockets yourself on the client side with C++

dire coral
#

ok jsut need a refrence

whole quarry
plush yew
#

im a bit confused how can i make a varaible universal and can be used on ery blueprint

whole quarry
#

Why do you want an universial variable?

plush yew
#

im just testing and i have my actors putting up a varaible and down a varaible when the spawn/die and i want that on a gui

whole quarry
#

You can cast to the widget to add/remove it from that actor

plush yew
#

thanks

whole quarry
#

Get Widgets from Class or something can be used to get the widget object reference so you can cast to it

midnight gate
#

theres no way to move the mesh inside the editor right?

#

i wanna change the pivot

frozen mural
#

My retargeting aint working, no image in display i alr did the tpose for character but why?

glacial pecan
#

is it possible to search the unreal engine github source files for stuff online? ie, without downloading everything?

gilded flame
azure shore
#

does anyone know how to stop mixamo animations messing up so much

#

driving me mental

acoustic patrol
azure shore
#

ugh this channel is never good for help kappa

midnight gate
#

ive did it in a third party program rip

charred stirrup
#

Hello. Maybe you know how you can set rotation limits on pitch and yaw for a character?
I made such rotation limits on the camera (see screenshot), but I would like to know how to set the same limits, but only on the character.
I need this for a lying position in which an armed character could not direct his hands through the floor and bend like a snake.
In my example, this works, but I wanted to know another option.

obsidian wasp
#

How would I go about passing a byte array from blueprints to a function in my c++ function library?

#

'byte' is unrecognized and detected as such right away. 'BYTE' gives me the same error when I try to build. And it won't let me use uint8 * or uint [] as a parameter...

honest mango
#

hey do you guys know< how to add speed when "detachtocomponent" please ?

plush yew
#

is there anyway to do a thing if two spisific actors are touching

maiden sundial
#

Anyone know where i can get sounds for free which i can use for a game which i possible sell later on ?
Like sword swing sounds and such

frozen pond
#

how to make my canvas panel cover 90% of screen ?

keen ether
#

I'm searching for help!
I need a willing person who would help me embrace the preforce of eu4. I have problems placing the server. Installation I did connect it with eu4 just a problem that someone found the server and joined.
Anyone know what I can do?

midnight gate
#

help

dusty quartz
#

Does anyone understand savegames pretty good?

#

I need help fixing my current one

hoary locust
#

save games are very straightforward, aren't they?

dusty quartz
#

I have a issue with loading

#

all of a sudden and I wished to find a person who knows his way around the language of blueprints

#

I did some debug and the load save wasn't even loading

restive eagle
#

thats not how you should ask for help....

#

just state your problem and provide an example if you can

gilded eagle
#

hello I have a question

#

when i set the game mode, where does it gets thatlist?

restive eagle
#

inside that game mode bp

gilded eagle
#

the newblueprint is something i did

#

mmm

restive eagle
#

open up and under defaults you will find it

gilded eagle
#

i dont have it

#

i mean, i created a newBlueprint gamemode

#

and that appears in that list

#

or i don't know where to look for

restive eagle
#

and you want pawn/hud etc to be set?

gilded eagle
#

i just want to understand how this thing works, im completely new

restive eagle
#

is this what you are asking for?

gilded eagle
#

i didnt created those game modes, so i'm wondering where does it picks it up

#

no

restive eagle
#

oh click the magnifying glass

#

and it will take you there

gilded eagle
#

i'm not clear with my question

#

wait

obsidian wasp
#

How do I make my c++ Ufunction either return a byte array to blueprint or accept a byte array from blueprints by ref?

gilded eagle
#

THIS list

#

what are those

restive eagle
#

these are default classes provided by the engine

gilded eagle
#

ok, cool

#

thanks 🙂

restive eagle
#

you cant edit them in the editor as far as im aware

#

so you would need to make your own, as you did

cold thunder
#

Chicken nugget?

gilded eagle
#

i've noticed that i dont need to create the character i'm playing in the level

#

when the level starts it create the char

restive eagle
#

it spawn the default pawn class

#

from the list

gilded eagle
#

yes, i've changed it

#

so it always spawn?

cold thunder
#

Yeah

restive eagle
#

you can set it to none if you dont want to

#

or make a dummy pawn class

gilded eagle
#

let me try

#

ok if i set it to none... nothing happens and i dont even know where am i

restive eagle
#

im not sure what you are trying to do here

gilded eagle
#

can i create the char in the level, and when the game starts i use it? i believe possess is the word?

restive eagle
#

yeah you can spawn the character and posses it

gilded eagle
#

trying to understand how it works, see different ways of doing one thing

#

all characters are spawned?

#

can't they preexist?

restive eagle
#

if you place them in the level yourself, sure

gilded eagle
#

ok so i can place them and possess them later

restive eagle
#

yeah, but you will have to get the refference

gilded eagle
#

and why spawining is preferrend? for performance?

restive eagle
#

depends totally on your system on how you want it to be

gilded eagle
#

i know that usually in games all the characters are created at the beginning , and not created runtime, i think is for performance..

restive eagle
#

you can automatically posses by setting default pawn class or spawn it yourself and then posses it

gilded eagle
#

ok, i'll see later how to possess

restive eagle
#

it wont have any performance issue

#

its the same thing, one is being handled by default

gilded eagle
#

oh yeah, sorry i was thinking in a more general case, like if i have enemies

#

i would spawn them ?

restive eagle
#

depends on your game

gilded eagle
#

ok

#

for the future then

restive eagle
#

you can place them or spawn at run-time

gilded eagle
#

ok very good

restive eagle
#

if its a big world and has a lot of enemies then sure you will have to make somekind of spawn manager

#

which loads/unloads enemies

gilded eagle
#

ok

#

thankyou

#

when i create a blueprint to set the game mode

#

what can i do with the graph?

restive eagle
#

what ever you want? 😄

gilded eagle
#

what is it used for i mean

restive eagle
#

to store some game logic, maybe scores or other game related info

gilded eagle
#

oh ok

restive eagle
#

or if its mp, its used for joining

#

you can do your posses logic there too if you want

gilded eagle
#

ok

#

makes sense

#

so for example i have some chars on the screen and i want to click on one or the other and control them

#

i can do it here

restive eagle
#

@gilded eagle its better if you made that logic inside the actor you are selecting or inside your player controller

gilded eagle
#

ok

#

if i have a chess game for example... would i have characters? i would move stuff around but... mmm would i posses it?

restive eagle
#

and your characters should be actors, unless you need them to be chars for your game logic

#

and only when you click you spawn in a character

#

for chess you wouldnt use characters, its enough to have player controller

#

character is something you take control of

#

which has movement component

gilded eagle
#

can't i use a movement component on something that isnot a character?

#

like if i want to drag the chess pieces around with themouse... i'm controlling them

restive eagle
#

pawn default class has movement component too, if you want to add it to an actor it wont have the same movement component

#

for chess you dont need movement component

gilded eagle
#

ok

#

cool thanks for the help!

restive eagle
#

np

frank oar
#

when you migrate assests, do you lose them at the pace they started ?

#

before you migrated them

#

or does it migrate a copy ?

restive eagle
#

its like copy paste

#

to put it in simple terms

azure shore
#

does anyone know if theres any meshes that fit the ue4 mannequin skeleton but with like normal hands

abstract relic
#

Makes a copy

restive eagle
#

@azure shore all of the stuff in unreal marketplace is scaled to epic skeleton

azure shore
#

I need it in blender, is that possible

restive eagle
#

you can buy it from the marketplace, export them and import to blender

#

i dont think that outside the marketplace you will find anything that uses the same skeleton

#

you would need to rig it yourself

azure shore
#

ok thanks, idk how to export from ue4 though

restive eagle
abstract relic
#

Select asset >> asset action >> export

azure shore
#

oh thanks I probably should have looked for myself

#

man I just want some normal hands, this is hell just to get them

plush yew
#

I forgot what class a bp that i made is, and i want to recreate it. I dont remember what i chose in the blueprint class chose menu is there a way to see what class it was created with?

restive eagle
#

top right corner

#

inside your bp

zenith flower
#

please stop opening visual studio when I miss click an input box. How about ctrl+double click? eh?

idle needle
#

Hi guys! New to the community. I’m trying to find the best place to put my managers update function.

I was thinking maybe in the persistent world BP variables adding an instance of my manager there but I feel maybe the game instance? Or what have you guys found to be the best place

proper stump
#

Hey, i've created a character based BP, add a box colision to detect overlap with other pawns.. Event ActorBeginOverlap is not being called with the settings shown in image, why?

restive eagle
#

scroll down

#

and you will find events onbeginoverlap

#

click + then

charred stirrup
#

Does anyone know how I can make a cigarette smoke effect? Are there any tutorials? Thank!

midnight gate
#

im working on a save system that if the object is destroyed it will be destroyed when you load the game
my concept for it is have an array for all objects in game and an array for destroyed objects
so on load i can destroy all the actors in the destroyed array variable
but how do i make those destroyed objects go into the array of the destroyed objects? how do i get their id or index?

flat gorge
midnight gate
#

i think your static mesh is not existant?

#

null means something like 0 etc

#

i think its set to null?

#

now can somebody help me pls

abstract relic
flat gorge
#

@midnight gate thanks for explaining

midnight gate
#

hm yes that makes more sense

#

@abstract relic can you help me with advanced array stuff?

junior shard
#

this is when i move the table 🔝

#

does anyone know why and if there is a fix for this?

whole quarry
#

What is your lightmap res?

scarlet birch
#

anyone using any of the plugins for the editor that are supposed to make BP faster. Like some of the ones that let you add nodes with keyboard shortcuts and such with out needing to use the mouse as much? Everyone I've tried has had a bug or something that was a deal breaker.

pearl sonnet
#

it's to do with the scaled 'floor mesh'

junior shard
#

@whole quarry No clue but iv'e noticed that when i scale the floor thank the shadow gets funkier

inner cloak
#

I was wondering something about Instanced Static Meshes .. like for foliage: the default mentality about destructable objects (like cutting a tree) seems to be to delete the instance. Isnt it more profitable to simply move the instance like under the map ?

junior shard
#

if you have to use it again yes otherwise no

raw rock
#

hello, i need help. Basically i have a shooter which when I press R it plays the reload animation and is all cool but if i press R while moving the legs stay idle so it looks like its floating. Anyway to merge two animations to have upper body reload anim and below body the run animation?

junior shard
#

around min 15

#

in any cause u need to use the node layered blend pose

#

and feed it to final animation pose

raw rock
#

alright

#

thanks

junior shard
#

u welcome

dire coral
#

does any one know the fortnite wall floor unreal units lenght and the x and y

midnight gate
#

im working on a save system that if the object is destroyed it will be destroyed when you load the game
my concept for it is have an array for all objects in game and an array for destroyed objects
so on load i can destroy all the actors in the destroyed array variable
but how do i make those destroyed objects go into the array of the destroyed objects? how do i get their id or index?

whole quarry
#

@midnight gate I would make a structure that can contain the object and a isDestroyed boolean, then you can make a var of that structure. Make it an array and then you have only 1 array to work with instead of 2

midnight gate
#

hm is theres a way to do it without structures?

#

i think the main issue im having is i dont think if i put it as an array it will keep the index WILL IT KEEP THE ID OF THE OBJECT? if i add it inside the array

whole quarry
#

If you use the normal Add the new index will be equal to the length and remains the same unless you remove it from the array

#

Can be done without structure, but it would make it easier

midnight gate
#

hmmmmm

#

so it will keep the index?

whole quarry
#

Yes

midnight gate
#

if i for example remove an object 2 in the level will it add as object 2? or will it count from 0 so it will be object 0?

whole quarry
#

If you have an array with 5 items in it and you remove index 2.. 3, 4 and 5 will be moved up with 1

#

So 3 becomes 2, 4 becomes 3, etc

#

If you do it with a structure array with the boolean, you could just update the array and set the boolean to true so you know its destroyed and you wont have that index problen, as the array remains intact

dire coral
#

how can i make a grid that i can place in the world and place a lets say a wall in the grid something like fortnite

whole quarry
#

Building grids usuallt only exist in code so that objects can only be placed on locations like x100,y100,z0

midnight gate
#

so how do i set up a stuck array thingy?

#

that adds all the class objects?

dire coral
#

i got a system but its a bit buggy i want to try it a bit diffrent make a grid for example one squesr will be 200x200x200 and just make a area where the grid is and its expandable so if I put the size 600x600x200 it will make a grid of 3x3x1 to place a wall floor exe in it

#

just trying to figure out how fortnite made it

#

work

worldly axle
#

Hello, is there an equivalent to photon unity networking but for unreal ?

abstract relic
kindred viper
#

whoa thats massive

frozen pond
#

hi, question, if i got struct of structs and i modifiy mother structure adding new stuffs, will child structure reset ?

mental oyster
#

How does this sound for organizing ammo during development:
Ammo_(ammo name)_B/C (Bullet/Case)

#

For example: an unfired 9mm round would be Ammo_9mmPara

#

A spent .45 case would be Ammo_.45ACP_C

#

It’s how I’m naming the models in Blender, but idk if I should use the same system for when they’re in UE4

inner vine
#

It shouldn't matter that much which naming scheme you use as long as you're consistent.

obsidian wasp
#

So I have a c++ function in a c++ blueprint function library, like so:
UFUNCTION(BlueprintCallable, Category = "TextureRenderTarget2DConversion") TArray<uint8> ConvertTextureRenderTarget2DToPNGByteArray(UTextureRenderTarget2D * renderTarget);;

But in my blueprint, the node takes 2 parameters - "Target", and "Render Target". Where does the "Target" come from, and what do I plug into it/how do I get rid of it? 'Target' says it's supposed to be a reference to my function library.

inner vine
#

"Target" is the object calling the function. You can just ignore it if you don't use it.

obsidian wasp
#

I'm unable to compile the blueprint though. This blueprint (self) is not a *function library name*, therefore 'Target' must have a connection

inner vine
#

Try plugging a reference to self into it, does it compile then?

obsidian wasp
#

It says "Self Object Reference" isn't compatible

mint umbra
obsidian wasp
#

Oh

#

My bad. I hadn't set the function to be static

inner vine
#

How is your class structured?

obsidian wasp
#

It's a function library, so yeah

inner vine
#

oh yeah then the error makes sense.

obsidian wasp
#

I guess all functions will be static

inner vine
#

Library functions should be static indeed, libraries aren't supposed to be instanced.

#

My editor crashed while editing a physics asset and it seemed to have corrupted something. Every asset which contains a reference to that physics asset now crashes the editor when opened. Is there a way to repair it?

azure shore
#

hey, what do I do about the Cannot import this mesh, the bounding box of this mesh is smaller then the supported threshold error when importing a mesh?

#

Im pretty sure the mesh I imported uses the mannequin skeleton

#

hahah why does it say "then" not than

inner vine
#

Are you scaling your mesh correctly?

azure shore
#

Im not entirely sure

#

I dont think Ive ever seen this problem before

inner vine
#

Have you imported other meshes with the same settings?

azure shore
#

no this is the first try importing something using the mannequin skeleton

bitter iris
#

Is it just me or does multi user editing have no ui in 4.24?

azure shore
#

I feel like I may have messed up some settings when importing an animation, I had to use different settings for that

inner vine
#

How big is the mesh in your editor?

azure shore
#

I havent touched the skeleton just weighted the mesh to it

inner vine
#

On the right panel, open the scene properties and check the units.

azure shore
#

which should it be?

inner vine
#

System: Metric

#

Unit scale: 0.01

proper stump
#

Hey, using the 3rd person template, i need to make the character to do a 180 spin on click, suggestions on how to implement that?

frozen pond
#

how to disable auto play in umg ?

azure shore
#

OH hang on

inner vine
#

Don't set "import uniform scale" to 0

azure shore
#

HAHAH its 0 🤦‍♂️

inner vine
#

Set it to 1 if you set up your Blender units correctly

#

Or 100 if you use Blender's default units

azure shore
#

dammit I must have accidentally set to 0 at some point, should be fine now

#

DAMMIT now its giving my failed to merge bones, I knew this would happen even though Im literally using the ue4 skeleton

inner vine
#

Did you perhaps enable leaf bones in the Blender to FBX exporter?

azure shore
#

no its disabled

inner vine
#

or "only deform bones" or something like that? You can also just let UE import the skeleton and see if there are clear differences.

gray plover
#

hey, does anybody know why material built from substance maps jitter a little bit and is it fixable? everything else is fine more or less except this one model

raw rock
#

@junior shard hey man i finally managed to get it done, thanks again

obsidian wasp
#

So I've created a function in a c++ blueprint function library to try out FCrc. However, I get a EXCEPTION_ACCESS_VIOLATION writing address error (and an engine crash) whenever the blueprint node is reached.

The function looks like so:
GenerateChunkCRC(TArray<uint8> pngChunk, int32 length) { int64 startCRC = 0xffffffff; uint8* chunkPtr = pngChunk.GetData(); FCrc crcCalculator; crcCalculator.Init(); int64 result = crcCalculator.MemCrc32(chunkPtr, length, startCRC); return result; }

I suspect that the issue is that my variable chunkPtr points at an address that's created in blueprints or something, but I really have no idea. How would I even go about logging from c++? Could I call UKismetSystemLibrary::PrintString? And if so, where can I find the file that it logs to?

inner vine
#

There's a macro for logging

solid beacon
#

im new to ue4 i want to make a sound cue play when i press e on a plane how can i achieve this

inner vine
#

UE_LOG(LogTemp, Warning, TEXT("YOUR LOG MESSAGE HERE") );

azure shore
#

quack I would either make a line trace from the camera straight forward (I can tell you how if you want) and when it hits the plane (has to be an actor I believe) then it would play the sound OR the simpler way is when the player overlaps this plane (or any shape in the actor) enable input on it, and have the E script in the plane actor

#

and disable input when end overlap of course

#

but Im not sure thats the best way

junior shard
#

@raw rock u welcome 👍

severe ibex
#

I doubt anyone knows if you can have 3 of the same asset animated with blend/morpher so there's no skeleton animations, and blend between those in UE4 for animation changes?

So for instance I have a looping idle, walk and run of an asset but animated with morphers in 3ds max, export those 3 versions into UE4 and be able to set up a blendspace1d to blend between them for animation blueprints?

radiant haven
#

How can I set an Interger to the UI as a text(the interger)

#

smth like this

#

but it doesnt work

heady harbor
#

@radiant haven are you trying to get the number of missiles?

brisk urchin
#

Hi guys, I'm on the final steps of my project and I'm currently working on the lighting portion. I'm having trouble with shadows quality. Before I build them they look decent and after I rebuild the lighting the shadows look like blobs. Any tips?

#

Size of my level just for reference with how much lighting I'ma be working on.

barren flume
#

What are some good hard drives for game development\

#

I obviously need more

#

500gb isn't enough

abstract relic
fallen marten
#

Your animation needs to have the root animated from memory 🤔

serene birch
#

I used that tutorial for root motion the first time

#

try to see if you missed some steps I guess

abstract relic
#

if it doesn't work, then it doesn't have an animated root bone to work with

#

I see obs killed my recording

hoary elm
#

anyone here have experience with gravity in unreal like for a small planetary gravity ?

normal burrow
#

turn off gravity in the engine, then just call add force to everything every frame
use some fictional center of mass for the direction of gravity

snow reef
#

@brisk urchin what are you working on? it looks really nice

hoary elm
#

Sigh i wish i was not so new to unreal and all of this. i am more a Houdini background, finally got my licence to be able to plug my work into unreal but most of my work will be done on a planetary mass and need to figure this out but everything feels like well appropriately a new language to learn. So am trying my best but most of that kind of made sense but also get lost in how to implement such a thing. been working on this now on and off about a week and have had answers and such that range from c++ is only way to simple reply like your own. Honestly trying not to be difficult but now i know how my 10 year old son feels when i try to explain him things 😛

abstract relic
#

You survived Houdini

#

You can literally conquer anything

hoary elm
#

lol

#

i wouldent say survived lol

#

more like made due enough to now want to hook it up to unreal and actually make something haha

abstract relic
#

*touched houdini for more than 3 days

#

better? 😛

hoary elm
#

im just throwing some humor into this

#

because i know i was insain diving into that first

#

but i had to with what i wish to accomplish haha

abstract relic
#

heh so am I 😉

hoary elm
#

and honestly i still cant vex in houdini as well as i wish. would be magical if that could also click but i take it day by day

abstract relic
#

Honestly. Do something small. Messing with the physic engine for any game engine is an epic task

hoary elm
#

have this wonderfull scaffolding for a planet i wish to built a game on 😛

worldly axle
#

Hello, i have a widget and when i hit play in viewport, it gets displayed but when i hit play in standalone it is just a black screen . Any ideas ?****

brisk urchin
#

@snow reef it's a multi-player level map for a boots on ground fps. Sorta like old modern warfare. I'm going for being a Level Designer. Just need need on lighting and shadows.

swift spindle
normal burrow
#

biggest frustration with houdini is crashing, for me

hoary elm
#

i find that can be fixed with cashing files and substepping more

normal burrow
#

nah substepping sucks

hoary elm
#

like. the way houdini works is that it will process alot of information than in cashing a file it just saves the final attributes not the process. so if you substep you can make amazing things doing one small thing at a time limiting the renders for each step

normal burrow
#

if your using substepping, your likely not applying forces properly. impulses are nonsense

fading river
#

houdini is sooo much easier

#

that black line is UE4 compared to other engines, though

obsidian wasp
#

This might really be more about c++ than unreal engine, but I hope it's alright to ask anyway...
If I have a "pointer array" or whatever, and "get" a value from it using square bracket, and assign another variable to that, does the new variable point at the pointer or is it dereferenced?

I have a FColor pointer, FColor* pixels. A few lines down, I do FColor pixel = pixels[n] in a for loop, and then grab the R, G, B and A values from pixel and store them someplace else. Should I delete [] pixels after the for loop is done? Or will the values I grabbed from pixels and stored elsewhere point at something crazy then?

Full code:
`TArray<uint8> UThuleImageLibrary::GetPixels(UTextureRenderTarget2D * renderTarget)
{
UTexture2D* tex = renderTarget->ConstructTexture2D(NULL, "TemporaryTexture", RF_NoFlags);
int32 width = tex->GetSizeX();
int32 height = tex->GetSizeY();

const FColor* pixels = static_cast<const FColor*> (tex->PlatformData->Mips[0].BulkData.LockReadOnly());

TArray<uint8> byteArray = TArray<uint8>();
for (int32 y = 0; y < height; y++) {
    for (int32 x = 0; x < width; x++) {
        FColor pixel = pixels[y*width + x];
        byteArray.Add(pixel.R);
        byteArray.Add(pixel.G);
        byteArray.Add(pixel.B);
        byteArray.Add(pixel.A);
    }
}

return byteArray;

}`

normal burrow
#

@obsidian wasp no delete, but usually wheny ou have a lock in there, your expected to unlock it when your done reading

#

I've got no familiarity of that API

#

Do a search over the engine for LockReadOnly() I'm guessing you have to unlock somewhere

fading river
obsidian wasp
#

Thanks @normal burrow. Yeah, you're right haha. Got sidetracked halfway through reading a webpage going over grabbing the pixels and completely forgot about unlocking.

normal burrow
#

you should put tbe hyte array above pixles btw

#

and reserve ((width*height)<<2)

#

before locking i mean

#

you want to treat locks as something your in and out of, so that your not blocking any queue to write

obsidian wasp
#

Do I need to reserve memory for TArray? Or for the FColor pointer?

normal burrow
#

tarray

obsidian wasp
#

Ah, thanks

normal burrow
#

color pointer is just some address in memory, theres no smarts to it other than that lock call keeps it from being moved

obsidian wasp
#

Really great tip about the left shift. Never would've thought about that myself.

normal burrow
#

er could do a *4 too

#

the compiler most likely would turn a *4 into a <<2 anyways

burnt ether
#

btw is there a way to find unused assets and delete them to clean up some memory ?

calm sphinx
#

I think we will get a "Preview 10" build this time for real, lol

#

4.24 had 8 previews, and afaik it took 3 months for full release.

normal burrow
#

are we at 8 yet?

calm sphinx
#

We're at 7 😄

#

but situation doesn't look good from what I see in forum. They will probably need more preview builds to settle things up.

grave nebula
#

bugged. Hear me? 4.25 is bugged!

#

Like one and a half bug, but still bugged!

calm sphinx
#

4.25 fixes lots of stuff

#

but at the same time, breaks lots of stuff

#

lol

worldly axle
forest tree
#

but at the same time, breaks lots of stuff

What has been will be

grave nebula
#

@obsidian wasp You should probably work with raw data there and just memcpy the thing instead of iterating over each pixel. It is too slow.

#

Also, mind, that this is not usable for runtime purposes.

mental oyster
#

Any tips for creating a project with both C++ and blueprints?

normal burrow
#

yeah but i think the order there isn't the same death

#

it'd be faster to memcpy though yeah, you just would have to reconsider your indices

wide talon
#

looks interesting

abstract relic
#

Brutal 😜

normal burrow
#

Phy is a part of that I believe

abstract relic
#

Extra brutal

manic pawn
#

I like how the user counter on that is incredibly misleading

#

if you just opened the site, you'd think they have 4000 players online, but this is actually a counter on how often the server has been joined in total

wide talon
#

people might gain an interest in creating games in core then bring that over to unreal once they become more serious. anything that lets those get what is in their head into a game is a good thing.

desert tartan
abstract relic
#

scale the texture coord

desert tartan
#

thanks

ebon marlin
plush yew
#

When you can't kill the engine

#

And it's freezing your PC

#

🤦

manic pawn
#

maybe you should try to Provide feedback instead

#

and politely ask the engine to please unfreeze

sonic pagoda
#

@grim ore Good night good sir, could you ever make a tutorial on using the tutorial actor?

#

a tutorial on tutorial

normal burrow
#

Analyze wait chain is another way to just crash things

plush yew
#

Anyone know why unreal crashes when I plug anything into to an output node of a macro????

normal burrow
#

Let’s see the macro

hollow ridge
#

anyone know why when I copy content files from one project to another all of the uasset files vanish

#

the files are in the folders but then in the project they dont show up

swift spindle
#

use migrate assets instead

normal burrow
#

If your not using migrate assets your doing it wrong yeah

plush yew
#

I cant add a parameter to the output or unreal crashes. i've tried a few times now. It doesnt need to be a macro, but I'm just wondering why this is happening

normal burrow
#

Are you dragging an exec right to the output node?

plush yew
#

I've done that and I've also tried clicking the plus. Either way it crashes for me

#

I'm on 4.24

normal burrow
#

The plus makes the output but doesn’t let you connect?

plush yew
#

The plus crashes unreal right away, same with me dragging to the output node

normal burrow
#

Hm

#

Try making a new macro

winter mist
#

hi all,

im wrestling with a render/packaging issue, perhaps someone here could shed some light? (pardon the pun)

ive got a landscape scene with 1 character (a dragon) flying around in it, and im making it for VR. using the forward shader/msaa i get a solid 90fps in my editor but on a ship package i get 45. using the deferred shader/fxaa i get a solid 90fps in both the editor and my package.

in my map all i have are movable directional light and skylight, no other lights, no emissives, etc. all my engine scalability settings are low except for effects which is medium and in my preload map (logo) i set these with game user settings just to be sure. i also set r.SceneRenderTargetResizeMethod=2 and r.SceneRenderTargetResizeMethodForceOverride=True. in render settings im using instanced stereo, no motion blur, no lens flare and i turned off frame smoothing and no fixed frame. my post-processing volume auto-exposures min/max both are set to 1. i have a lightmass importance volume. my draw distances are set, map has no tick (nothing is happening anyway, its a totally simple map with 1 character), and all other things being equal i'm kind of stumped...am i missing something simple i should be setting for forward shading?

any/all suggestions welcome! thx much in advance!
-s

plush yew
#

Ok, well now it seems to be working again in all macros. That was strange

#

Thanks for the help

normal burrow
#

Question @plush yew is this the event graph of animbp?

plush yew
#

It was in the event graph, but everything is working now. Not sure why is was crashing the five times I tried before

normal burrow
#

But animation blueprint event graph?

plush yew
#

oh, no not in the anim bp

normal burrow
#

Ah ok

marsh swallow
#

Any ideas? The Widget is spawning but nothing ever appears.

normal burrow
#

Set content not add child?

marsh swallow
#

Same result

#

i can however drag the widget into the slot and it works as it should

normal burrow
#

Could it be possible the content is so small it’s hard to see?

marsh swallow
#

When i drag the widget class into the slot in Editor thats how it appears

#

so i would assume it should be the same?

normal burrow
#

With set content yea

#

But

#

If it doesn’t have size restrictions anywhere the viewport of the editor might be the only thing keeping it visible there

#

Are you using any size panels or whatever?

marsh swallow
#

i have a few in the images yeah

#

and one clear at the top saying Min Width is 600

normal burrow
#

Aye hm

#

Idk I’ve been experimenting with UMG lately and have ran into similar things too. Sometimes my variables got wrong when using the replace with X stuff

misty owl
#

Are there any online tools specifically designed around planning game development?

#

I seem to remember coming across one last week, but I can't remember the name.

#

Something that helps with tracking tasks, and setting milestones. General planning. like Trello, but designed for game devs.

marsh swallow
#

Yeah its really weird

#

@normal burrow I changed it to an overlay and just "AddChildToOverlay" and its working

#

IDK

normal burrow
#

👍

hollow ridge
#

@normal burrow @swift spindle you said to use migrate, but I can't get it to go between projects. How do I do that?

normal burrow
#

@hollow ridge use migrate

hollow ridge
#

yes

normal burrow
#

You open the project that has the stuff

hollow ridge
#

but I can't do it to a different project

normal burrow
#

In editor

#

Then migrate stuff to the other projects content folder

hollow ridge
#

I do migrate and it only shows locations in the same project

normal burrow
#

Nah, it should let you go to any folder

#

Outside of your project

hollow ridge
#

oh wait im dumb

#

I have to pick the files first

#

oof

sturdy apex
#

Is it yet possible to change the pivot point of a static mesh and have it carry over when added as a component? I saw a few tutorials on how to do it like in this first image, but as you can see in the second image once I try to bring it in as a component on my ThirdPersonCharacter it still shows the original position of the pivot point:

#

I used Alt+middle click to move the pivot point initially

hollow ridge
#

wait @normal burrow the migrate worked but still none of the uasset files were there

dim arch
#

pivot offset is used just for quick editor changes @sturdy apex

#

you cant save a new pivot position for the mesh after it has been imported

#

and yes, its dumb as fuck

#

possiblt the mesh editing tools let you save a new pivot position now, not sure

sturdy apex
#

@dim arch thanks, I'll check there and if nothing I will just export it to blender. (was hoping I could save myself the effort for testing purposes)

hollow ridge
#

oh @normal burrow jjust relised im in 2 different versions would they make it not work?

normal burrow
#

You’ll have better luck with old->new

hollow ridge
#

?

#

@normal burrow do you mean going from an old version to a new verision

#

oh

#

should I just update the project to a newer version?

dim arch
#

they really need to add a function in the static mesh editor which lets you adjust the pivot position

hollow ridge
#

it is just a template

normal burrow
#

Migrating to older engine project?

rancid lynx
#

@sturdy apex yea, you can export a shape and change its pivot with blender, im pretttyy sure. with ither the 3d cursor or the 0 0 0 location. im not sure. but im pretty sure i did it before, for things like swords and hammers

misty owl
#

This software is amazing. I'm loving this.

#

Makes it so much easier to bring ideas to life!

plush yew
#

I'm not sure why my normal map is not being applied, does this look right?

abstract relic
#

it's being applied

plush yew
#

What would cause the model to still be low res then?

abstract relic
#

Normals doesn't magically create extra geometry. Merely provides the illusion of detail by messing with lighting data.

honest mango
#

hey guys ! in a box collision, how to enable ONLY trace by channel collision please ?

#

i think i got it "visibility"

snow reef
#

Is there anyway to make a slow animation transision in blendspaces

#

?

chilly gale
#

Importing a landscape for World Composition, is there a way to set the Z value for the location, my water level is at 0.0.0 and the landscape imports way to low, the mountains are barely above water. Or can I change that after import? please

misty owl
chilly gale
#

For world Composition It's not the same place is it? I know that for a standard single tile, just not sure thats for multiple tiles

misty owl
#

oh, no, sorry. That's for height maps. I haven't worked with world comp, yet.

chilly gale
#

Thanks for trying tho

hollow pollen
#

Hi , someone can help me please

#

When i try to open devkit he's got me an error...

ConanSandBox could not be compiled. Try rebuilding from source manually

and a Fatal error come after this .... I'm already reinstalled the Devkit, but dont work...

Thanks

plush yew
#

Is there such thing as a hybrid NoSQL/MySQL game? Say I want battles and regular game function using NoSQL, but have items and stats handled by a dedicated db?

normal burrow
#

Abstraction layers exist for that sort of thing

plush yew
#

Come to think of it, it's kind of the same thing because all the game uses vs what it needs to sync is the same as what you require your db to know.

#

At normal function of joining an instance or going through the map isn't really that intense.

#

It would be worth it for like 2k players per server or something Id gather.

paper tundra
#

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

gilded plinth
#

Hey all, is it possible to export a curve from a particle module or anywhere into a curve asset? In this case there is a niagara color curve and i wanna copy it to another place but there seems to be no way

mortal quarry
#

Kinda new to Unreal - I have a sequence that has an animated camera - I've just added a second camera and added a camera cut to swap to it - how do I view the playback of the camera cut in my viewport? Till now, I've had my view set to the first camera, but now I want to see the full playback.

desert tartan
alpine imp
#

So im trying to launch this project in new editor window after its finished compiling the shades all I get is a black screen

languid topaz
#

Hi all! I've seen that variables inside a blueprint can be sorted in folders. How can I do that? thx all!

#

Wow, very nice, So much thanks @plush yew

#

And just writing a name creates a new one category

severe ibex
#

Would anybody have any input on using static meshes with blend information? essentially I have meshes with animations stored in blend information and not skeleton animation.

#

yeah I've been trying something that I think won't actually work

#

I've got some looping cloth animations I made in Marvelous Designer and 3ds Max, so they come in to UE4 just dandy but I can't blend between them with the normal "Blend 1D" stuff. I'm just curious to know if it's even possible.

desert tartan
#

how do i create my own game and level inside a marketplace project?

midnight gate
#

my objects

proper stump
#

Hey, on the 3rd person template, on the default level the 'Player Start' creates the character, why isnt that happening on different levels i create?

midnight gate
#

dont delete properly

#

maybe you need to chose a game mode i believe 🤔

#

pick wich player you want to create

#

or i prefer to add a character mesh that is automaticly being possesed at begin paly

#

or just add both

flat gorge
#

question is there a way to make a puzzle in ue4, I mean 2 pictures one word type of thing?

honest otter
#

what would be like reasonable amount of polygons/tris for lod0 for tree?

serene birch
#

I get weird stuff in the material preview window 😮

midnight gate
#

@flat gorge ofc there is its just very complex

serene birch
#

ah wait, it's SSR

flat gorge
#

@midnight gate how complex we talking about, kind of need a quick way to make some puzzle involving crossword or word scramble

midnight gate
#

enums structures complex umg stuff lots of data etc

plush yew
midnight gate
#

the whole system for interaction

flat gorge
#

damn it...well ig that's out of the question okay thanks..I'll see what I can do

midnight gate
#

if you wanna do something easy i recomend making the templates into a game

#

for example a trd person or first person and turn that into a survival or shooter or smth intresting

flat gorge
#

yh...thing is I have an assignment which ask me to make a game that has a crossword format, and me and my team thought of something like inside a castle..and basically the character has to solve puzzles, but they are pictures on the walls and eventually if ya put them two pictures together they make up a word

#

I already have a first template made, I can use doors and swithc the camera between first and third person

#

sprint

#

all the basic mechanics I have done, I just need the puzzle

#

on top of that the game has to teach the kids spelling for some reason

midnight gate
#

try researching how to do a puzzle game and understnad the concepts from the tutorials

#

if youll have any questions i recomend the unreal forums alot

#

the replies are very good and explain how to do it

flat gorge
#

@midnight gate Thanks

harsh tendon
#

Anyone know why I can only get the full details panel when I press play?

#

The mesh is something I create in C++ and set as a UPROPERTY(EditAnywhere, BlueprintReadWrite)

#

When I go into the blueprints I only get partial details panel that has less options for physics

long comet
#

cause tu want the details of an instance that dont exist until hit play?

harsh tendon
#

Right

#

Actually, that makes sense

plush yew
#

im a completely new beginner in unreal engine looking to make a simple fighting game, where do i go?

#

for help/tutorials

fierce tulip
#

i'd start with some getting started guides and tutorials, and take it small steps from there.

harsh tendon
#

@plush yew I wanna make a fighting game too. Can I hear what you have in mind because I don't know where to start.

#

I think there aren't a lot of fighting game tutorials online because of the relatively low popularity of the genre.

granite heron
#

Anyone have experience with setting up models with with multiple UV sets in unreal? Whenever the a material is applied it comes out as a flat color even though the UV maps are present

fierce tulip
#

its more that fighting games are incredibly complex to make.

normal burrow
#

Frames have a lot of meaning in fighters ye

fierce tulip
#

@granite heron you might need to adress the correct uv-channel in the materials.

granite heron
#

Is that done in the details tab or under the material itself? I'm more of a 3d guy 😛

fierce tulip
granite heron
#

Not exactly sure what I'm supposed to be looking for :/

fierce tulip
#

how many uv-channels does your mesh have?