#ue4-general

1 messages Β· Page 721 of 1

granite heron
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4

fierce tulip
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I am not talking about how many material slots.

granite heron
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It has 4x uv sets from maya

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2x 2k 2x 512

fierce tulip
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have you used the texture coordinate node inside the material to assign the textures to the right uv-channel?

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no

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thats texture sets

frank oar
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I seem to Have a player collision issue, is anyone able to give me some pointers please

fierce tulip
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uv's do not have a size

granite heron
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Thats the texture res I'm working with,

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yeah sorry

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dont know why I mentioned it

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alright, I figured it out

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thanks

fierce tulip
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yay

dire coral
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so im making a game and i really like the inventory system are there any tutorials on how to make it

thick herald
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yup, load in youtube. Ryan Laley has one, amongst others.

dire coral
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i had a problem with that one

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but il try it agein

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names

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found a free inventory system

zealous cloak
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i have a question involving level streaming

can i have an complete empty persistent level? that

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then load in a Hub level selection level and unload the hub and load in a level map?

dire coral
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when you equip a weapon or pickaxe is the animation split into an unequip animation and an equip animation

pseudo scroll
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Hey guys/girls, can anyone help me with Bridge and UE4? It was working fine for a while but now when i hit export in Bridge (My UE4 project open the same time) Bridge says exporting and then export successful but then UE4 is not importing or doing anything?

normal burrow
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Version of ue4?

worldly axle
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Hello , why does the Begin Play Event is called in the viewport version but not in the standalone version ?

whole quarry
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Its being called when the actor begins to play

vital lagoon
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Hey guys! I really hope someone here knows what's going on. I started getting this on everything-UnrealEngine, a few days ago. In the editor, in our own game on Steam, even Sniper Elite. Nothing else crashes, just UE4 stuffs.

What I've done so far:

  • First updated all my drivers
  • Then fully removed and reinstalled drivers
  • Fully reinstalled Windows

Seems like a drivers/cache issue, but what's boggling me is it happening after a full windows reinstall.

heavy flicker
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This might sound like a daft question but does RTX work if you dont have a directional sunlight? Specifically reflections, if I am trying to make a night time scenario.

worldly axle
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@whole quarry i know, but it fires in viewport version but not in standalone version

whole quarry
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when you hit play, either in viewport or launches PIE, when an actor begines play, the event is being triggered

worldly axle
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hum

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so it might be because my actor is not playing

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in the standalone version

serene birch
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you can use RTX with a skylight only fine

astral phoenix
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how do i call a specific point in my level sequencer?

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@ebon linden im pretty sure u do that from the animation

lusty rampart
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I want to make a more detailed path for my AIs to follow.. but nav mesh volumes seem to be a very broad brush stroke. I was learning about making spline-based roads, but can't figure out any way to associate a nav mesh with that. Am I thinking about this in anywhere near the right way?

astral phoenix
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@ebon linden in the AnimGraph

whole quarry
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Make a boolean isJumping set it to true when jumping, check that boolean when Attack?

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Ez

astral phoenix
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yeah in the animgraph right?

long thicket
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Hey guys, Im facing an issue where when i try to export animation frames it just crashes the engine

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any ideas?

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ive used this feature before so im not sure why this is happening

dim arch
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@fierce forge there is a set cursor node

fleet inlet
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Did anyone get an automated message saying that they got an account created for them on epic’s learning platform? Seems kinda shady

long thicket
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no tidii

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its just camera movement

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ah alright

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thats fine

dusty quartz
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which version of linux is new user friendly?

misty owl
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Ubuntu or Mint?

leaden bear
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Happy Monday everyone! Can anyone tell me how to beginplay from a sub level whilst using world composition?

dusty quartz
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I have no idea which one will not give me great pain

kindred viper
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@leaden bear There are caveats to level design in World Comp. That is one. It's the persistent level that will run begin play. You should be using checks to see if the level has loaded first then running functions/events in it. The reason being that levels can be loaded at any time (except the persistent that needs a level change to do so).

leaden bear
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Gotcha,I think I have an idea, but could you do a mach example in a screenshot?

astral phoenix
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Hello idk where to put this
But how do i call a specific point in my level sequencer? πŸ™‚

merry gazelle
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is it possible to cast to the active level blueprint from a player character? I want to fire an event inside the level bp

tulip helm
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anyone else get an email about an "epic games training platform account" getting created for them?

manic pawn
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nope

green sky
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Has anyone had any luck fixing the physx vehicle in unreal, i mean that bug where the vehicle spazes out when it crash with another vehicle

grim ore
kindred viper
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@green sky that wouldn't necessarily be a bug. It could be the nature of physics in a time-stepped framebased environment. Sometimes ObjectA enters ObjectB at the time a physics calc should happen, but the objects shouldn't be intersecting. So the physics is kind of skewed. The trick is to always have calculations at frame intervals and remember that collisions break physics if not figured out at the exact point of contact.

grim ore
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@merry gazelle no it's not, that is the problem with using the level blueprint to do anything. Try and avoid it if you can because of this and other reasons

green sky
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What mainly interest me is that when a vehicle crashes with another, that it wont stop dead on its tracks, it should hit the vehicle back as it would in a real world situation

kindred viper
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then it would need tweaking as such to allow for opposing forces through physics assets I guess

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plus what I said before.

green sky
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I have and no matter what i do no effect on vehicle

merry gazelle
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@grim ore cool thanks, I just read about using gamestate instead

green sky
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I have made a raycast vehicle but i would rather use the default for ease of use

plush yew
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can I asked here about help with solve some bug?

green sky
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at least my raycast car does what it should

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So its not physics related

kindred viper
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yep often the work involved in getting accurate vehicle physics with the VMC is exponentially more than faking it with some other method

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input vector is a direction. velocity is also a direction, but it doesn't come from the Input, it gets translated from the input

stuck prawn
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how do I import a blueprint project to github

kindred viper
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you create a repository, then mark files for add so they are uploaded to the repo.

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i dont know what you mean by that

stuck prawn
kindred viper
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you add the readme to setup the repo

stuck prawn
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what about the gitgnore

kindred viper
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ignore the gitignore for now

green sky
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One question, if i convert blueprint to c++ class can i make another blueprint from that new class and will that class have all the blueprint stuff included?

kindred viper
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@light lintel left means nothing in 3d space. You need to translate to an input style vector

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@green sky yes

stuck prawn
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should I add an MIT License

kindred viper
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@light lintel well you would need to keep track of the character forward vector compered to the world direction normal and offset it

green sky
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So let's see if i got this straight, i have a blueprint with some logic, And i goto ( File> Developer > Generate Native code ) that will make a c++ class of the blueprint and all of its logic right?

kindred viper
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no it will nativise it. That isn't what you want to be working with. Its better to manually redo it in C++.

green sky
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I know the code looks funky but say this blueprint isnt going to modified it's completed, no bugs and just works, if i do as mentioned will it work, i just want to make that blueprint c++, i dont plan on working on its original code

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I only need its functinality

grim ore
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did you try to see what that does when you do it?

green sky
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I havent yet just afraid it might mess up my project that why im asking before i try

grim ore
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well it wont, but it also wont do what you are asking it to do

green sky
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so converting to natived class wont work? than whats that for?

grim ore
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it wont give you what you want no, it might give you something that might work correctly without any changes or modification but then again it might not as nativization is not a guarantee it will work when it converts it to c++

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try it, it doesnt make a file in your projects source folder but in the intermediate so you can see what it does

restive arrow
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Hey, I have an integer with a range of 0 to 100, but I have an item, that when I pick it up, it adds 50 to that integer. The integer is random and when it is above 50, it goes over 100 instead of clamping to 100.

grim ore
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how does your integer have a range of 0 to 100?

restive arrow
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In the details panel for an integer

abstract relic
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That’s not how you clamp

stuck prawn
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I can rename repositories, right?

green sky
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ok cool, Ive been try to get the whole c++ learning thing but it's way to hard for me 😦

restive arrow
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Huh, that's what it says when you hover over it

kindred viper
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@stuck prawn yes

stuck prawn
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ok

grim ore
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those details are just for show and tell in the editor, they are not stopping the variable from being changed internally thru code

soft panther
abstract relic
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It’s a slider that clamp. Code wise, no

green sky
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I mean if could atleast learn how to make c++ functions but cant find a way to convert from BP to c++

kindred viper
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@stuck prawn you might want to goto #source-control to get more help if you get into it

soft panther
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and back to his original location in the thirst frame ?

grim ore
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@green sky There is no magic way to convert from BP to C++. you will do it by hand by learning C++ or looking at the included code with the engine

restive arrow
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There's a slide range and a value range. So both of those don't do anything?

grim ore
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those details are just for show and tell in the editor, they are not stopping the variable from being changed internally thru code
@grim ore

green sky
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How can i find included code in engine?

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I mean i rather learn

kindred viper
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@green sky if you want to learn how to do this, the best way is doing it. Workarounds waste time and effort and usually dont teach you more than how to avoid the issue. Just get stuck in with making your blueprint in C++ and you will learn a lot of good lessons

grim ore
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@green sky look at the nodes C++ code on the github, every blueprint node has C++ behind it.

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@restive arrow if you want to clamp a variable you can use the clamp node after you change it.

abstract relic
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This channel feels like a mess today 😜

kindred viper
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Sorry but I can't help thinking of this when you say clamp

restive arrow
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Thanks @grim ore

plush yew
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Quuickk question, can you run a game and MySQL server on the same computer for that game simultaneously?

bitter iris
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Does UE4 4.24 Source just not have multi user editing/

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?

kindred viper
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@plush yew yes but why would you?

stuck prawn
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@kindred viper ok

plush yew
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@kindred viper to test

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And thanks

kindred viper
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@plush yew then sure. even better is using sql-lite or some other flatpack db

plush yew
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Answers the question lol

soft panther
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Does UE4 4.24 Source just not have multi user editing/
@bitter iris i dont beliveve u

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thats my dream

bitter iris
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huh

kindred viper
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@bitter iris pretty sure the editor does or is that a 4.25 thing?

bitter iris
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ue4 4.24 normal has it

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but source no?

grim ore
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@light lintel Ctrl-S like you show it works for me in the editor in a third person project. If you are using the same key, perhaps S for something else, make sure that input event does not haver Consume Input checked

kindred viper
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the thing is, the source editing is multi-user via source control

soft panther
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yea they said about a big a update in 4.25

kindred viper
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you need to lock files for editing etc

misty owl
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@grim ore Hey, small world. I just found your YouTube channel this morning. your videos are great!

soft panther
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omg lol its u

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i also watched ur vids OMG

grim ore
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weiiird but yeah no issues with action mapping here with ctrl-key, both controls work

kindred viper
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last time someone said that to me, I had to get all my adult videos removed from pronhub :p

grim ore
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so like your dodge isnt co operating with dodgeforward?

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might be something else, works fine here. I duplicated your stuff. Left CTRL = Dodge , S + Ctrl = DodgeForward

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perhaps you have something stuck in your input .ini, it happens sometimes. an invisible entry

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yarp its something odd on your side 😦 darn but hey it works is what counts πŸ™‚

kindred viper
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base it on the world direction.

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if I could remember the exact node for it, I'd say but im having a brainfart day of anger and stress

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in fact. I should probably take the day off social media as it exacerbates it

grim ore
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is this in a behaviour tree?

misty owl
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@light lintel could use a boolean for the button press, then just check the boolean status

uncut heron
normal burrow
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give it a shot

misty owl
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Looks like a comprehensive course, though I'd probably start with some free resources, just to be sure Unreal development is something you're certain you want to invest money into

normal burrow
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check out the care package in the pins too golaaaaan

wispy sonnet
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@uncut heron Go to Youtube first. There are plenty of free unreal courses, even for C++ What I do reccomend Udemy for is the "Perceptive AI" course as AI is something that is slim on youtube.

uncut heron
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Looks like a comprehensive course, though I'd probably start with some free resources, just to be sure Unreal development is something you're certain you want to invest money into
@misty owl its only 10$ for 55hours

wispy sonnet
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Also. Udemy has sales every once in a while, if you're patient you can get courses for $40-50 instead of $200+

uncut heron
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They have sales every week lol

thick herald
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Every day more like lol

wispy sonnet
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I was talking The Unreal courses specifically. They had one that just ended.

uncut heron
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@misty owl un real development?

misty owl
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Developing a game in the Unreal Engine

raw rock
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hello one questions if I update the ue4 version of a project can it get corrupt or is it safe and straight foward

grim ore
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yes it can stop working or you can lose a feature. When you try and open a project in a new version it will ask to make a copy for you. If you use source control you are safer as well.

static sparrow
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@uncut heron I think it depends on how new you are to programming and computer science in general. Do you know any C++ at all? You may want to learn C++ independently and use blueprints within Unreal instead of trying to learn C++ while you use it in Unreal. Blueprints is programming, just a graphical version of it, and without the absolute 100% control over every aspect of development that C++ would give you.

raw rock
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@grim ore so if i make a copy of the project before hand and any error occurs i can just replace it and it will have the previous version?

keen moss
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is there a tool or solution available for unreal to batch rename assets?

uncut heron
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@static sparrow I have experience with node.js and c#

static sparrow
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I have been writing C++ for 10+ years and am well-versed in it, but I'm still using blueprints for my first Unreal project for two reasons: 1. cuz it's pretty cool and I want to be able to use it to teach my young nephews to code. 2. Because blueprints provide less options to the developer, they are probably able to be a bit more portable and less likely to become confusing to anyone else that wishes to work with me on it. (i.e. they don't have to adapt to my specific coding style, etc. cuz any arbitrary blueprint will be more alike to any other arbitrary blueprint than any arbitrary piece of C++ code will be to another.)

celest creek
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Any news on when 4.25 would be released? I was totally expecting today, for no actual reason at all

static sparrow
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@uncut heron You may want to try Unity if you have experience with C#

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Cuz that's the language Unity uses

uncut heron
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I tried

static sparrow
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But if you're determined to use Unreal (or C++... and I do have an affinity for C++ personally, I like it way more than C#), then just consider trying blueprints for your first project, is all I'm sayin

uncut heron
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I want to learn a lang with Memory management options thats why im going to cpp

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more control you know

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some pointers

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lol

grim ore
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@raw rock yes the project itself should be self contained in it's own folder as well as the engines are seperate. Making a copy or backup of your project would let you go back to it later or just keep them side by side, one on each version

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@celest creek if it's this week I would expect it tomorrow, tuesday seems to be the normal release day

static sparrow
uncut heron
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In the university i have a course that based on C lang but it will be in 8 months

celest creek
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@grim ore Thanks!

uncut heron
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@static sparrow Do you know a cpp book?

static sparrow
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@uncut heron That sounds like you should start with C. IMO, every C++ developer should start in C, and then once they've built something of decent complexity with C, then move on to C++

uncut heron
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Oh really

static sparrow
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Use the link I posted a few lines up. That basically is the best C++ book on the internet. Just not quite in book form. I used that FAQ (back when it was Marshall Cline's C++ FAQ) fuckin... extensively, when I was working on my first company's product right after college. I mean, every day, all day, I had it open and was referencing it.

uncut heron
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Maybe some arduino and embedded projects

static sparrow
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I recommend starting in C because C forces you to learn memory management. In modern C++, it's not really (as) necessary to know how all that works, but it is a huge help. Just my opinion.

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Our product was a networked system of graphics renderers (IoT) that I initially built in C because I wanted direct control over every pixel that got painted to the screen. I converted it to C++ when it started to become unwieldy to manage. It was the right choice, but starting in C forced me to become familiar with exactly how a lot of the C++ libraries I would eventually use (especially the OpenGL ones) worked under the hood.

uncut heron
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And c book?

static sparrow
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So, my path isn't and shouldn't be followed by everyone. It just worked well for me and I like the perspective that learning C gave me on my work in C++

uncut heron
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B.W. Kernighan & D.M. Richie, The C Programming Language (‏Prentice Hall, 1988β€Ž)‏ I heard a lot on this book

static sparrow
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Um... nothing particular comes to mind for learning C. There are quite a few excellent C books, since the language is so old.

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I've probably read that one lol. I'm sure it's fine. Keep in mind, though, that C is not an easy language. In some respects, it's harder than C++, and that's saying a lot, cuz C++ is already a hard language to learn.

uncut heron
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Pointers😦

static sparrow
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Pointers! πŸ˜„

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so powerful, yet so misused

uncut heron
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LOL thank you so much

static sparrow
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np

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good luck

uncut heron
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btw did you have experience with embedded projects?

static sparrow
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you could even check this out

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there is a link looks tailored just for you

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embedded projects? not... really. But C is the language you'd want to learn to do that kind of stuff

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almost all device drivers are written in C, afaik

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not since college, anyway

frozen mural
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why when my stamina is going down my hud widget dont have any changes but when my stamina goes to 0 the hudwidget will completely become 0 ?

clever niche
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how are you calculating how filled it is

sudden agate
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you probably use integer division

clever niche
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that's my guess but i was going to see how he was doing it

misty owl
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What is the licensing situation for assets purchased on the Marketplace? Are they all royalty-free? Just purchase them, and I can use them in my game without having to pay anything on the backend?

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royalty-free. sweet.

ruby folio
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I can use "r.ForceLOD" in the editor to force LOD level. Anyone know a command to set it back to auto?

rough hound
plush yew
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Is a game that updates/syncs to the server every 2000-3000ms more hackable than one that syncs every 100ms? If they are practically the same, is there any extra measure I might take anyway?

midnight bolt
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out of curiosity; have someone imported old UT99 levels into UE4?

dire coral
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i need an aim space for a pistol just left right up down ect. but for free

gilded eagle
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hello

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actor pawn and characters, can i create with blueprints a pawn starting from an actor?

brisk urchin
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How high can I make lightmap resolutions?? My gates shadows are coming out bad.

limber mesa
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can someone help me with a problem that im having

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i want my character to increase agility when overlapping something but i want the agility to stop at a certain limit. it goes over that limit, anyone know why

abstract relic
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Use a clamp node

limber mesa
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Would I place it after the lerp

normal burrow
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depends on if you wanted to clamp the max or the thing interpolating

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if you clamp alpha, you wont be able to exceed B

limber mesa
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Hmm

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I got

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Thanks @normal burrow

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The cube is what implements the change when you overlap it @light lintel

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Thanks for the help though

abstract relic
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Stealin my glory pat 😜

hearty walrus
gilded eagle
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what happens if i add more than one camera to a character? can i choose which one to use?

normal burrow
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ye lol πŸ˜„

gilded eagle
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how=

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PlayerCameraManager ?

normal burrow
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it will use one of them menoz, likely the first one on the list

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You can maybe deactivate the one you don't want to use

grim ore
hearty walrus
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wow, suprised that exists. thanks!

grim ore
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did an entire game jam entry out of just that one material for the levels once I adjusted it a bit πŸ™‚

static sparrow
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Anyone out there able to help me with a confounding little problem I am having?

digital anchor
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Hey @grim ore, i saw you posted about a month ago about Move to not being able to be aborted, have you ever found a solution to that?

timid carbon
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Somehow i changed World grid material while playing around with assets. and now my other copies of my project don't work. how to i reverted back to original material ?

digital anchor
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having the same problem, inside a simple parallel with immediate abort, it waits for the MoveTo to finish before getting out of it

timid carbon
plush yew
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Anyone know how to change the size of a photoshop selection exactly to the dimensions you want it to be.
Ue4 cant properly export 16 bit normal maps for some reason so the next best thing i can do is try and extract it from preview
And then use AI Upscaling to make it fit the desired resolution

heady saddle
lusty rampart
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Can anyone give me a pointer on making paths for AI to follow? I have a basic setup with a basically flat world and a single nav mesh bounds volume .. and that works. But now I want to give them a more restricted set of paths and nav meshes seem a poor fit for more detailed pathing. Am I misunderstanding nav mesh volumes or can someone point me at something better suited for marking out paths that aren't as specific as a single spline, but also shouldn't cover the whole level?

honest vale
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@heady saddle nothing specific

lusty rampart
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(can you make a nav mesh that follows a spline? I didn't see how)

plush yew
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Was looking into cutting my enemies arm and head etc...

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Is that some how by detaching the bone ?

heady saddle
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@honest vale but the editor has prefixed my variables with PPO. do you know why? I can't access the regular variable names

hearty walrus
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How do I import a *.uasset file?

latent flume
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Quick question, I currently have a level that some blueprints meant to load a world and it's assets according, and landscape via stream. I also want to play a media file using a widget. Technically it works but because of the extensive level load and landscape stream. The video is not play smoothly.

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What could be some options? Off the top of the head, maybe async playing the video?

plush yew
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@hearty walrus you drag it in the project files using the file explorer

brisk urchin
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Where do I find the settings for Lightmap Resolution for the entire map?

hearty walrus
plush yew
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Not like that

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from the windows file explorer not the in engine import button

hearty walrus
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I did

plush yew
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No

hearty walrus
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I just dragged from the windows file explorer into the outliner

plush yew
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Not into the outliner

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close your project

hearty walrus
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ohhhh wait ncm

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nvm*

plush yew
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Drag the uasset files into your content folder form the windows file explorer

hearty walrus
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i'm a dumbass, just remembered! My bad. πŸ˜…

plush yew
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yeah np

merry gazelle
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why is escobar teaching unreal engine?

plush yew
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i got bored from selling crack

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imma get back to it when i finish my game

merry gazelle
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yeah typical for a game dev

normal burrow
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lol

brisk urchin
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What does detail mode do? It's defaulted at low

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Will it make my shadows look better? They look like blobs at times.

abstract relic
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Seems to be quite an increase of people taking a picture of their monitor lately. Like the early 2000s all over again.

swift spindle
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tis lazyness... ppl keep discord open on their phones or they think they have to save a screenshot instead of just pasting in the clipboard heh

plush yew
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anyone know how to fix this?

normal burrow
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Yeah no kidding

swift spindle
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use a handheld scanner to make it extra retro

abstract relic
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there's even a single key on the keyboard dedicated to taking a screenshot πŸ˜›

plush yew
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anyone know how to fix that error?

hearty walrus
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whenever I load this in, it goes into a checker pattern

swift spindle
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(I had one of these)

hearty walrus
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w h a t .

brisk urchin
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Careful @hearty walrus they might make fun of your pic if it's not ultra 4k resolution. Even though yours is perfect readable. ☹️

fierce tulip
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@hearty walrus means something broke in the master material (generally)

hearty walrus
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cool, 2 pings in the shape of 5 seconds! great co-operation, guys!

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(not that it matters, lol.)

fierce tulip
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and in most cases that happens when you dont migrate/move files around properly, or delete redirectors without cleaning them up first

hearty walrus
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(just found it funny)

#

Any way to fix it?

normal burrow
#

you must be new here hawkdesign, 2 pings in 5 seconds is low

fierce tulip
#

manually fix the materials

hearty walrus
#

@normal burrow ?

#

oh wait sorry

#

how do I manually fix the materials?

fierce tulip
#

see where the node says "error" and find out why its doing that.

normal burrow
#

looks like you've not got a texture parameter hooked into it

hearty walrus
#

how do I fix that

#

I'm a complete noob to unreal's shader engine

abstract relic
#

select the node, give it a texture

hearty walrus
#

how, and what texture do I use

pliant stirrup
#

And then guys how are you? I have a problem with a master material using function materials. I need to create a blend of 4 MF in this master material, but I don't know what else to do from this stage, does anyone have any ideas? Thanks !!

worldly axle
abstract relic
hearty walrus
#

?

abstract relic
#

watch and learn

hearty walrus
#

nvm

#

thanks

sturdy apex
#

Does anyone have any links or information on how to achieve an orthographic view of an individual item, while everything else has normal field of view?

#

I'm not making much progress so far

normal burrow
#

What are you trying to do?

sturdy apex
#

I would like a 3d menu that is orthographic

#

Reason being so it can be hit by dynamic lighting of nearby lights if the player pauses the game

normal burrow
#

Why not just use flat triangles?

#

Modifying projection matrix is gonna give you strange shadow data

lusty rampart
#

you'd want to do a separate projection, right?

#

have the user pull out an "ipad" and then have the content of that be from a separate ortho rendering pass

#

I'm a noob, I'm probably wrong

sturdy apex
#

I wanted the shape to be a certain way, and if a button is pressed it will look like its being pressed. A 2d menu just does not seem like it will get the dynamic lighting look that I want. I didnt want it to be projected either, here is where I am at so far. The edges you can see are bein obscured because of FOV. I bought the weaponFOV plugin to see if it would help but even the creator said I will not get perfect ortho:

brisk urchin
#

If I change the lighting quality settings from "Preview " to like "Production", will it improve the accuracy detail of my shadows from looking like blobs?

lusty rampart
#

@brisk urchin try it?

brisk urchin
#

Gotta wait about 30 min if I it try since that's the average time it takes to build and update lighting.

sturdy apex
#

As you can see from that image, I can get close. I am thinking of maybe taking the faces that are on the outside and stretching them out a bit to fake the look of that its orthographic, but I don't think it is going to look right in the end. Is my only option going to be to have a projection of the menu? I really wanted dynamic lighting on these panels and buttons

lusty rampart
#

can you calculate something based on "reverse projecting" the screen space?

#

to figure out where something would have to be to appear at a certain spot on the screen? (I'm kinda making shit up though at this point)

#

calculate where something should be at a certain depth, I mean

sturdy apex
#

due to my limited mental capacity I will need to think about this for a bit

lusty rampart
#

there should be math to say "in order for something to show up at pixel X, Y, a 3d object at depth Z would have to be in world coordinates X', Y'"

#

not sure if that's useful for not.

grim ore
#

look at the project and deproject nodes for world and screen space

lusty rampart
#

I think that's what I was trying to say, but way more confident πŸ™‚

sturdy apex
#

Thank you for the direction, I'm looking into it now

lucid magnet
grim ore
#

I dont think you can for what you want but you can use the layer blend by int node

hollow pollen
#

Help please.... I'm using the conanexiles devkit. But dont open anymore... :(((
I reinstalled the program, and i ran the error log. I have already installed Visual studio 2015, 2017 and 2019. But the error persists... follows the log.

Log file open, 04/27/20 18:11:21
LogInit:Display: Running engine for game: ConanSandbox
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 6 named threads and 11 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.698130
Running C:/ConanExilesDevKit/Engine/Binaries/DotNET/UnrealBuildTool.exe ConanSandbox Development Win64 -project="C:/ConanExilesDevKit/Games/ConanSandbox/ConanSandbox.uproject" -editorrecompile -progress -NoHotReloadFromIDE
No Visual C++ installation was found. Please download and install Visual Studio 2015 with C++ components.
Could not read build.version
Creating makefile for ConanSandbox (no existing makefile)
ERROR: System.NullReferenceException: Refer?ncia de objeto n?o definida para uma inst?ncia de um objeto.

grim ore
static sparrow
#

I am getting correct results OnPress, but OnRelease is giving me Location and Impact Point of zero. Anyone know why?

#

I am using mouse to simulate touch events

normal burrow
#

prolly cuz under finger is a weird way to say mouse up

#

I'm guessing there is a Is finger down or whatnot. also i'm betting that bool is false

static sparrow
#

what bool

normal burrow
#

Return Value

static sparrow
#

oh. okay, well when I use the Pressed pin, it gives me where I clicked. I need to do something different (at the location where they took their finger off) than when it gets pressed. How do I get that location data?

normal burrow
#

do you want fingers or cursor?

static sparrow
#

it doesn't really matter for the sake of this question, but I am making a mobile game, so... fingers

#

you can see I'm using a touch input

normal burrow
#

don't use the mouse input action then

static sparrow
#

and simulating the input with the mouse

normal burrow
#

Yeah, I would think in that case you want to go full finger

#

where its likely being simulated by the mouse

static sparrow
#

Full finger? I thought that's what I'm doing

static sparrow
#

InputAction Finger1... GetHitResultUnderFinger...

lament star
#

Is it possible to safely turn off ray tracing in a project that had it enabled by default? Or will it break my project?

#

Asking in case anyone has experience with this :)

orchid marsh
#

will have to recompile all the shaders after restarting

lament star
#

If that's all then I'm good, as long as it works

#

thanks

frozen pond
#

how i can save my actor after moding it in game ?

#

so i can use it on other level etc. ?

whole quarry
#

define modding?

frozen pond
#

let say i got wall and i spawned second one on one map, and i want to move it from level1 to level2

whole quarry
#

the only way I could think of is doing it via a savegame

#

well, could store that information also in a gameinstance but when restarting the game, it would be gone

#

but if it should be placed there forever, spawning it that way isnt the way

frozen pond
#

its more like change actor in one map, then go back to mother map and see it moded

whole quarry
#

is that your game mechanics?

frozen pond
#

so route would be like that:
go to special map -> edit actor by casting (add static mesh components) -> ??? -> go back to main map -> wow its edited cool

#

my problem is "???"

#

idk what to do to save it

whole quarry
#

but why would you go that length? is it part of the game? or a weird way of game development?

frozen pond
#

lets say its part of "game"

whole quarry
#

then just save it in a savegame

barren flume
#

How can I take snapshots through the camera?

#

I'm not sure how to do that

limber mesa
#

i have a question, whenever my character jumps off a ledge he flies , anyone know why

frozen pond
#

@whole quarry i have 0 idea how to save that, any video you can recommend to me ?

limber mesa
#

fixed it

whole quarry
#

Subscribe to that channel and watch more videos, they will blow your mind πŸ˜‰

frozen pond
#

subed already, like 65% of my knowlege is from that guy

#

ty for link πŸ™‚

brisk urchin
#

I changed the lighting quality settings from "Preview " to "High" and clicked build. 1 hour 15min later and My shadows still come out at blobs. Fudge! 😩

#

Help from a UE4 Lighting Artist would be appreciated.

plush yew
#

My engine is updating but I can't find patch notes on the subreddit or this server, could someone point me towards them?

ivory cliff
#

I'm playing around with a 2km x 2km landscape. I've set up an ocean where player / AI can move around on. I represent my ocean with a simple plane. I want to generate a nav mesh that includes my plane, but excludes everywhere where there is landscape. I tried disabling navigation on my landscape, but this makes it that Unreal ignores the landscape for nav mesh generation, meaning that it generated a nav mesh over the whole plane.

How do I tell Unreal to exclude a landscape when generating a nav mesh, but not ignore it?

My screenshot shows the plane in red, I want a nav mesh to be generated only where it's red basically.

#

@plush yew For which version are you trying to find the patchnotes?

plush yew
#

I've definitely heard of people using multiple nav meshes, maybe searching that might help?

#

@ivory cliff I'm not sure, I'm on 4.24.2 and its updating right now. Isn't there a place where notes are just posted as they come out?

ivory cliff
#

Usually on the forums

plush yew
#

Cool I'll check there

ivory cliff
#

I'm not looking into using multiple nav meshes, I'm fine with one big nav mesh for now, but I don't want a nav mesh to be generated on my landscape...

plush yew
#

yeah if you can do multiple nav mesh channels or whatever then you could designate the red as channel 2 and everything else as channel 1 and then dynamically update what channels the AI have access to

#

oh

#

yeah then I've got no idea sorry

#

Tried to turn down the settings to speed up ue4 a bit

#

But it froze :(

eager sparrow
#

Hi everyone. I created a new Character blueprint, and added a skeletal mesh. I noticed something that I have never seen before, and something that is not visible in another identical character blueprint just with a different mesh - a yellow sphere:

#

Any idea what this is?

#

It is there even in play mode.

snow reef
#

Is there any way to work with other members on UE4, like a team edit?

lusty rampart
#

isn't there a multiplayer UE4 plugin?

whole quarry
#

usually via source control

brisk urchin
#

For my Sky Light and Directional Light, should I be using Static, Stationary or Movable? My map is pretty large.

ruby folio
#

@brisk urchin #graphics
It depends on your target platform. But I think its safe to assume with a large map, you want to use moveable.

brisk urchin
#

@ruby folio It's main purpose is for to be a portfolio piece. For Windows PC if I had to choose a platform.

plush yew
#

all of my animated characters cause a string of errors when the game launches, is there a way I can prevent that?

#

I think its because I'm setting a variable. I guess I could just start out with a boolean

open hill
#

your owner ref isn't being set yet

#

check if it's valid first?

plush yew
#

yeah, I can just set up a branch

abstract relic
#

Use is valid node instead

open hill
#

are you setting the owner ref in a component?

#

I've had a lot of issues with that due to the order in which UE initializes everything

plush yew
open hill
#

there's an Is Valid function node so you don't have to use a branch

#

it should be right next to the pure function version

plush yew
open hill
#

yeah that's the one

#

I set my owner ref in the Initialize event

plush yew
#

oh yeah, that'd be what I'd want to do

open hill
#

but I still do a IsValid check just to make sure

plush yew
#

wow, no more errors thanks @open hill I've had this problem in every project I've ever done with animation and I just let it slide

open hill
#

no problem!

#

Yeah I dont think Begin Play works in the Anim BP event graph or it works differently it seems, I looked at a Paragon asset and saw they were setting their ref on Initialize so I started it too

brisk urchin
#

@ruby folio I forgot to ask. If I move my Skylight and Directional Light to moveable should I also do the same with my point lights and spot lights? πŸ€”

lament star
#

They're updating the roadmap right now

#

Ray tracing is now "ready for production"

storm terrace
#

Do any of you know of a way to clear the log entries when I click play in the UE4E?

#

It's annoying to constantly do it manually

lament star
#

pretty sure there was a command for that but I don't remember what it was

honest mango
#

hey anyone know why i cant measure in viewport ?

#

i have top view with wireframe

#

i press middlemouse but dont work

desert tartan
#

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

grim ore
#

you would create it just like it was any other project?

marsh swallow
#

Can you play audio for testing purposes while outside of Play

abstract relic
#

yes

#

in setting

marsh swallow
#

which settings? πŸ˜‚

#

BP, Component, Editor, Project,

#

i keep asking google questions and clearly not phrasing it correctly. lol

abstract relic
#

the big setting button

grim ore
#

playing like just a sound wave file in the editor?

marsh swallow
#

no, like actually in the world

#

to test attenuation from camera, etc

#

mixing with other sounds

abstract relic
grim ore
#

oh uh I assume it would play in simulate mode?

marsh swallow
#

OMG THANK YOU

grim ore
#

plus that^

#

I assumed you had that on lol

marsh swallow
#

I must have turned that off eons ago

grim ore
#

nah It's off by default

marsh swallow
#

i like music and silence while development

grim ore
#

some time ago they disabled that and editor play sounds by default in the engine

abstract relic
#

Honestly, the big icons are worthless (not being sarcastic)

normal burrow
#

Agreed, little icons better

manic pawn
#

the big icons looks better br_smile_tiny

brisk urchin
#

@ruby folio it worked! Changing it to Movable made a big improvement. πŸ€—

honest mango
barren flume
#

How can I take screenshots with camera?

grim juniper
normal burrow
#

use the high res screenshot feature probably mistermouse

barren flume
#

How

#

I opened cmd in unreal engine

#

and typed highresshot

normal burrow
honest mango
#

thanks i will do that

barren flume
#

but it did nothing

#

how do I select the camera

normal burrow
#

it uses the viewport

barren flume
#

it has background blur on it

#

for the camera

normal burrow
#

so have the viewport possess the camera

barren flume
#

oh I got it

#

thank you\

#

the resolution is weird

marsh swallow
#

btw i do feel the need to admit that i have been playing in editor and running around to figure out sounds for almost 9 months

grim beacon
normal burrow
#

its in editor settings i think mono

#

press F11 to full screen the viewport @barren flume

barren flume
#

i did that

#

it's still wonky

#

but it's fine

#

i was able to downscale it to the resolution i wanted

hollow ridge
#

@normal burrow yesterday you said to use migrate, but what should I do if I can't open the project?

normal burrow
#

your basically out of luck

hollow ridge
#

oh

#

do you know how to fix the error Unable to compile project try to compile manually? It is a project I downloaded

#

from a forum

normal burrow
#

sounds like you need visual studio installed?

hollow ridge
#

I have it installed

#

2017 and 19

normal burrow
#

right click the project file and generate visual studio project files

#

then open the sln up, press f5

grim rover
#

hi everyone. does anyone know how to bulk edit the material on a bunch of static meshes. When I bulk edit it does not show the material instance even when I search for it in the search details?

normal burrow
#

if the old material that your replacing exists still, you can delete it with replace if your lucky

ruby folio
#

@brisk urchin Glad I could help!

hollow ridge
#

Thanks @normal burrow I finished a game for a game jam with a team in about 2 days when it was a 9 day jam and we were like why not so now I am learning networking in a week πŸ™‚ (Im using a BP plugin to make it easier)

pulsar badge
#

Why is my landscape doing that?

marsh swallow
#

Is there a way to set a view distance override on a specific object

#

Our water actor requires that View Distance is set to Epic for the post process to work

plush yew
#

Anyone have trouble with the unreal to substance painter livelink crashing the project?

scarlet birch
#

Does anyone else experience the editor locking up permanently anytime the windows audio device changes with 4.24?

modern sinew
#

Can someone help me make sure some of my plugins are installed correctly? Previously the plugin worked when it was installed in the Engine, but it caused errors on build, so I did some research and found out I'm supposed to put it in my Project folder instead. But now, while I'm not getting any errors, it's just not working either, and I'm thinking it's most likely that I messed something up when moving it

storm terrace
#

just realized that psycho from borderlands 2, has stock UE4 projectiles that come out of his back. That is what those white round balls come from. Now it makes sense after learning this dev.

slim horizon
#

not sure how to word it for a google search but what node can i use in the blueprint editor to "select next in a sequence"? hopefully this diagram kinda makes sense?

#

currently have it where 1,2,3,4 select cameras but want to simplify that to one key that cycles between them

modern sinew
#

There's probably a simpler way to do that, but the way I would do that is have an int, and then an event bound to the C key that would check if that int is 3, and if it is, set it to 1, and if it isn't, add 1 to it. Then I would have that continue into a switch on int for that int, and have each node bound to a different camera

#

actually that might be the easiest way, it's pretty simple

slim horizon
#

simple for someone who know's what they're doing LUL i'll look into it cheers

modern sinew
#

I can make it in BluePrints and copy it into a Blueprint Pastebin

#

And trust me, I'm pretty much a beginner

slim horizon
#

i'm getting there with blueprints slowly but always learn faster looking at how other people do things so if you don't mind peepoHappy

#

it's so much nicer than doing stuff with C# for unity

modern sinew
slim horizon
modern sinew
#

That looks right, but the only way to know is to test it

#

also, make sure you have set up the CamIter variable and set it's default value to 0

scarlet birch
#

Do I need to tell the editor where to find the source code? I get this error when double clicking any node.

#

I know I've fixed this before , but I'm not finding the solution.

slim horizon
#

yeah camiter setup and default value 0 but not working apparently

modern sinew
#

hmm. I would set up some prints. Have it print out the CamIter variable when you hit C, what happens? (Also if you want we can take this into DMs)

#

Wait, I think I see it

#

@slim horizon You don't have the CamIter variable hooked up to your Switch on Int

#

put in a Get CamIter block and hook it up to that green dot that says "Selection"

slim horizon
#

i must have disconnected the set node going into the switch on int also

modern sinew
#

Make sure everything is connected and then test it again

barren flume
#

Anyone know which this is?

#

It just looks like a period

#

nevermind

#

found it

modern sinew
#

@barren flume That means you're turning one thing into another thing

#

I believe an Int to a Float

lucid egret
#

ugh why is it so hard to get PS4 controller to work with UE4?

#

I am using the RawInput plugin. The axis bindings work, but action keys do nothing.

scarlet birch
#

DS4windows

lucid egret
#

ok I'll try that

scarlet birch
modern sinew
#

@slim horizon did you get it working?

slim horizon
#

Sorry my dogs were causing chaos and distracted me, back now to try what you mentioned πŸ˜„

modern sinew
#

Just make sure everything's hooked up right

slim horizon
#

no doesn't seem to be

modern sinew
#

that looks like it should work, yea

#

ok, hook up a Print block to C-Pressed and drag CamIter into it so that we can see if that's changing

barren flume
#

I'm having issues renaming a variable

#

it won't change the name

slim horizon
#

the camiter into string?

barren flume
#

oh nevermind

#

another nevermind

#

still isn't working

slim horizon
modern sinew
#

hmm

#

Oh wait

#

I know what it is

#

I forgot the bit that increases it. On the False branch of the node, before you get to Switch on Int, Set CamIter to CamIter+1

#

@slim horizon

slim horizon
#

so duplicate the set node already there and set it to 1?

modern sinew
#

uhh, not exactly?

barren flume
#

fixed it

modern sinew
slim horizon
#

sorry that's what i meant yeah πŸ˜„

pulsar badge
#

Is there away I can change the location when i paste a object

#

so i dont need to drag it

modern sinew
#

Can someone help me fix my plugin installation?

#

I'm pretty sure I broke something when I moved it from the Engine folder to the Project folder, because that's when it stopped working

storm terrace
#

that seems kinda dumb

#
#ifdef IMPLEMENT_ASSIGNMENT_OPERATOR_MANUALLY
    /**
    * Copy another FVector into this one
    *
    * @param Other The other vector.
    * @return Reference to vector after copy.
    */
    FORCEINLINE FVector& operator=(const FVector& Other);
#endif
#

I wonder why Epic decided on that?

#

so we have
void FVector::Set(float InX, float InY, float InZ)
but no overloaded method that takes another FVector (why?)

#

it looks like it may have existed (view line 90)

#

I guess what I could do is something like
auto vec_cpy = old_vec + FVector();

#

a lot of un-needed extra overhead. let me know if any of you see a better solution.

#

stupid that set(const FVector&) and operator= doesn't exist

#

wow, just realized
auto vec_cpy = old_vec + FVector(); doesn't work, that still requires operator=, this is so bad

#

so I had to make this

void CopyFVectors(FVector& newVec, const FVector& oldVec)
{
    newVec.X = oldVec.X;
    newVec.Y = oldVec.Y;
    newVec.Z = oldVec.Z;
}
silver crown
#

wtf are you saying

storm terrace
#

Any way I don't need that function above?

desert tartan
#

hey can someone help me in my dm?

silver crown
#

ofc the operator = exists on fvectors

storm terrace
#

did you see my code right before it.

#

it is removed 😦

#
#ifdef IMPLEMENT_ASSIGNMENT_OPERATOR_MANUALLY
    /**
    * Copy another FVector into this one
    *
    * @param Other The other vector.
    * @return Reference to vector after copy.
    */
    FORCEINLINE FVector& operator=(const FVector& Other);
#endif
silver crown
#

It's implicitly defined

storm terrace
#

shallow copy, not deep copy

#

not rule-of-five copy

silver crown
#

And FVector() will return garbage

#

wtf

#

This is C++

storm terrace
#

so because operator= is out, is there another way of doing it without making a custom function?

#

I noticed set(const FVector&) doesn't exist either

silver crown
#

Yes just use = which is implicitly defined

#

You don't do much C++ do you

storm terrace
#

I need a deep copy, not shallow copy, and I do plenty

silver crown
#

what's the difference here?

storm terrace
#

one gives a reference, the other gives a hard duplicate

#

C# for example gives a reference with the operator= and in fact you can't even overload it in C#

desert tartan
#

hey can someone help me in my dm about my project?

silver crown
#

no theuzzo

desert tartan
#

ok, sorry

silver crown
#

you need to ask your question here

storm terrace
#

usually in C++ it is the opposite

silver crown
#

if you do a = b in C++, assuming no overload, it will return a reference to a

storm terrace
#

right, but good programming in C++ says to use the rule of 5 which says create a manual operator= method

silver crown
#

No?

desert tartan
#

you need to ask your question here
@silver crown i'm new in unreal... so, i get a marketplace project with some animation and run mechanics, when i create a level how do i import characters,blueprints and etc?

storm terrace
#

if you give a custom constructor, then give a custom operator=, else all = default;

silver crown
#

that's bs

#

even if it wasn't, the FVector constructor is default here

#

I'm not arguing the rule of 5 doesn't have its usage

storm terrace
#

I could imagine worse things, still, there should be a way to make a copy of a vector without going out of your way to make something like..

#
{
    newVec.X = oldVec.X;
    newVec.Y = oldVec.Y;
    newVec.Z = oldVec.Z;
}
silver crown
#

god

#

are you a troll

#

what's even the rule of 5

#

@desert tartan did you try the official docs

storm terrace
#

to make the following for all objects

object();
object(object&);
object(object&&);
operator=(object&);
operator=(object&&);

for easy usage

#

here we wouldn't need the two r-value references

silver crown
#

that's a whole lot of boiler plate the compiler can generate for you instead

desert tartan
#

@silver crown what do you mean?

silver crown
#

This can have its usage if say you have some custom allocation stuff

#

But for a FVector? Which is just 3 floats?

#

did you read through that

storm terrace
#

and I got the code open in VS

silver crown
#

A FVector is just that plus a bunch of functions

#

why would it need a custom copy

storm terrace
#

so I could make a fvector duplicate

silver crown
#

But you CAN

#

FVector A = B

#

this WORKS

storm terrace
#

let me copy compiler error, one moment

silver crown
#

in C++, the operator = is implicitly defined unless deleted

#

it's deleted if you have a const member, a virtual function, etc

storm terrace
silver crown
#

you're trying to edit a const vector

#

ofc that won't work

storm terrace
#

oh

#

damn, now I feel like an ass

#

first time I have not seen an object that didn't need operator=

silver crown
#

nearly none of them need one

storm terrace
#

Thanks for helping me out, this really caught me by surprise.
for real though, I have been doing c++ for a long time, first time I have seen this style

silver crown
#

as a rule of thumb, always assume the error is in your code 😬

#

I assume the C++ you did wasn't in a performance critical environment?

storm terrace
#

high-level C++ (Qt / QML style)

silver crown
#

Where your app perf might go down significantly if you add a custom operator=

#

I see πŸ™‚

#

In that case always implementing an operator= makes sense

#

In game dev, perf matter so much you can't afford to call a custom function where an efficient memcpy could be done instead

storm terrace
#

yah, Qt is more about display data, not calling functions every tick

#

and Qt C++ backend can be kinda bloated, but still runs about 2x as fast as .NET

silver crown
#

yeah, it doesn't have to render a complex world in a few ms πŸ˜›

storm terrace
#

not too intensive, usually it is used for displaying front end data with javascript and formatting data on the back-end with c++

#

or using rest-api on the back-end (which isn't too cpu intense either)

silver crown
#

anyways, gtg, have a good one and never blame the engine without very solid proof πŸ˜›

storm terrace
#

yeah, learning that, was dumbfounded today, working my way up

modern sinew
#

Can someone help me get a plugin working? I had to move it from Engine to the Projects folder, and it stopped working, so I feel I must have messed it up

storm terrace
#

Your further ahead than me, wish I could help.

#

When I compile the track cpp class, it gets disconnected, is there an easy way to re-connect/update it? without removing and re-adding it?

pearl sinew
#

hi guys, where is the main function for a specific level?

#

I want to instantiate an object onto the level in c++

#

one can do this just by dragging the class into the viewport, but I want to do this in code

quiet timber
plush yew
#

Hello guys I have little problem, I want to make it when I open my inventory to disable the movement and when I click again I for closing the inventory I want to can move, but idk which node it is

#

I didn't find node for activate the character movement again

regal mulch
#

Anyone ever had the issue that, when dragging a comment box edge to increase the width of the box, you have to move the mouse a couple times further than the actual distance that the comment box gets bigger?

#

Happened recently after getting latest on a project, so I assume it's some weird setting somewhere...

plush yew
#

I fixed it my problem with this node:

#

but when I go in the map and open loot body and the movement is disabled but when I click again W or S the container closes but it shouldn't hmmm

desert tartan
#

where i found some animation pack?

regal mulch
#

Marketplace I guess?

plush yew
#

lol

desert tartan
#

Marketplace I guess?
@regal mulch I didn't find

plush yew
#

@desert tartan

desert tartan
#

this is free package as I know
@plush yew but there are only weapon animations

plush yew
#

a ok

#

what animations you looking for?

#

@desert tartan

desert tartan
#

run, walking, crouch and etc

plush yew
#

hmm no idea

regal mulch
#

Took like 10 sec to find

desert tartan
#

i know but there is "create project"

glad bear
#

Hi guys, I am working on a landscape and every time i try to put import a heat map i get a huge compile of about 59000 shaders, This also happens when i try to add in the first layer as non weighted blend option.

#

can anyone tell me why this is happening .

regal mulch
#

Yeah, it's a complete project. That doesn't mean you can't migrate the stuff over @desert tartan

glad bear
#

And this is after the update to 4.24

desert tartan
#

Yeah, it's a complete project. That doesn't mean you can't migrate the stuff over @desert tartan
@regal mulch can i dm you for explain what i mean?

scarlet birch
#

Whatever it is you need from one project, right click it and select migrate.

desert tartan
#

but what i supposed to do when i create a new level? i'm new in unreal

scarlet birch
desert tartan
#

i mean what i supposed to do with the blueprints and characters of the migrated project

plush yew
regal mulch
#

@desert tartan Not sure why you need to DM for that. And what you are supposed to do with it? Use them.
If you don't know how, then this is probably too early to do. learn the basics first (:

desert tartan
#

hm ok

#

I'm very inspired and dedicated to making a game that I've been planning for weeks

modern sinew
#

Well, no better time to do it than during quarantine, am I right?

desert tartan
#

Well, no better time to do it than during quarantine, am I right?
@modern sinew yeah but i don't know how to do a game

modern sinew
#

@desert tartan Find a tutorial series. There's a lot of good ones for UE4. Find one that seems interesting, finish the tutorial, and then take those skills and make your own

#

I did the FPS tutorial series, and now I am doing the Multiplayer Game tutorial series

desert tartan
#

i only have problems with animations and characters

modern sinew
#

Animations as like, making them? Or getting them to play?

#

Making them, idk what to tell you, that's outside of UE4 and is still something that I need to learn

desert tartan
#

getting them to play

modern sinew
#

but getting them to play, the FPS tutorial does that a few episodes in

desert tartan
#

can you send me the link of the episodes?

modern sinew
#

If you've ever wanted to create a first person shooter game but weren't sure where to start, this is the tutorial series for you. You'll learn everything you need to create an FPS from scratch using Unreal Engine 4.

You'll learn everything ranging from creating characters to ...

β–Ά Play video
desert tartan
#

thanks

scarlet birch
#

Does anyone know how to fix the editor not finding the source files on a binary install with editor symbols and source code installed? Double clicking on any node opens VS but gives a message "could not find file at". Engine source shows up in project.

#

@ me, thanks.

modern sinew
#

Can anyone help me figure out why the Has Online Subsystem node from Advanced Sessions is returning false even though Steam is active? It was working before I moved it from Engine to Project, so maybe it's that?

scarlet birch
#

What are you using for the name?

modern sinew
#

STEAM

#

it worked before Β―_(ツ)_/Β―

scarlet birch
#

Try Steam?

#

is steam running?

modern sinew
#

yes

#

ok, Steam didn't work either

scarlet birch
#

What did you move from engine to project?

modern sinew
#

Advanced Sessions and Advanced Steam Sessions because they were causing a crash on package when they were in the Engine

#

wait, I found a seperate DefaultEngine file

#

that's not the one in Engine

#

I might have to copy that across too

scarlet birch
#

idk, I'm trying to think but I've never had any issues with them. I've always installed them at project level though.

#

Yeah, I'd go through the install doc and double check everything it tells you to do.

modern sinew
#

I remember having to do something with the DefaultEngine file, maybe the fact that this one is unedited is the reason. I didn't know there was a seperate one

candid flicker
scarlet birch
#

I love it.

desert knot
#

beautiful

scarlet birch
#

You've achieved greatness.

candid flicker
#

Isn't there a setting to fix this problem?

scarlet birch
#

Somethings adding force or movement. Are you turning off the AI when it dies? or stopping movement input?

candid flicker
#

I'm going to try to stop the movement input

#

my character is still whirling around πŸ˜‚

modern sinew
#

@scarlet birch I rewatched the tutorial, all the install settings are correct

#

still not working tho

rustic imp
#

did they break the darks skin on the docs site?

scarlet birch
#

I just switched to a source build, I'll just use it.

fallen marten
#

@candid flicker set it's collision to overlap or something - your physics asset is colliding with everything instead of just settling down

wet sphinx
#

is there a way how to import data from excel file (or xml, csv, or some other formats) into the data asset file ?

jaunty haven
#

Hey guys, can some one tell me any forum or developers group for Unreal Virtual production.

swift spindle
#

@candid flicker it’s not a bug it’s a feature

candid flicker
#

I'm going to try things

hearty walrus
teal tulip
#

whats that exactly ?

hearty walrus
buoyant robin
#

@everyone hello, does somebody know how to turn on the clouds in the new sun and sky system in 4.24?

teal tulip
#

@hearty walrus the UV probably its wrong you have to redo it πŸ€”

hearty walrus
#

It's the cube material preview mesh

plush yew
#

How can I get an element from an array knowing the index in ue4 blueprints?

hearty walrus
#

It does it with every mesh, too

mossy trail
#

Hi having an issue with world comp stalling the game for a second every time it loads in a new tile. I narrowed it down to the amount of foliage. But it’s not an insane amount were talking 200k grass and around 100 trees at 500 verts each. Any ideas as to how I work around this. I should mention the stall is still present in a packaged build but of shorter duration.

trim dawn
#

has somone managed to get UE to import 24 bit wav files? currently it says only 16 bit is supported wich is kindof sad

robust valley
#

if i found an error i need to upload it here?

midnight gate
#

CAN I DELETE THIS FOLDER?

#

i have an error coming from this folder when packaging

#

Sandbox cleanup took 0.863 seconds for platforms WindowsNoEditor iterative false

#

what does this mean?

plush yew
#

idk this is the right channel or not but someone told me that there is software with which you can start it when you start working and the people use it for the paid positions i Mean the people that work and pay them hourly use them but I don't know the name-someone can tell me or explain me more about it?

twin orchid
#

QUESTION: Is it possible to interrupt importing ? Sometimes you realise it will be too long.

desert tangle
#

Hi everyone this is kind of a basic question, so sorry in advance. But i'm creating some foliage on a landscape, and scattering it around. And i've noticed how my material is 'clipping' under other foliage. I have two sided lighting on. Its just two planes, doesnt have any depth.

proper stump
#

Hey, I wanna have my character drink a potion, so I have the bottle model, what's the best way to 'fill' it with liquid and have the character consume it? im going for a low poly style, so no need to be realistic here...

#

maybe a material based approach?

proper stump
#

is it possible to put a mesh B inside mesh A, and have mesh B fit it's shape into mesh A? something physical like that?

cyan robin
#

do you guys know where the movement component is so i can plug that into target?

#

the rotation worked fine with target of self

#

why no work (β•―Β°β–‘Β°)β•―οΈ΅ ┻━┻

dapper hatch
#

Morning all. Has anyone ever experienced foliage flickering?

barren flume
#

this is weird

#

it only happens when i import some stuff

#

delete something

#

even though unreal engine is only using about 2gb or less vram

#

but that's when it's a lot of stuff

kindred mountain
#

anyone where to start looking to add an editor command, specifically want to add an key-combo + click in the viewport command to issue a command while PIE and unpossessed

barren flume
#

at once

dapper hatch
barren flume
#

what quality are you using

#

i'm not even sure if i'm right

#

but i always thought that had to do with resolution scaling

#

and other quality settings

#

but i don't know

dapper hatch
#

These video is in low res, but actual project is 5120x2160 downrez to 4k and I see same problem there. So cant be resolution.

honest mango
#

hey guys why when i impoort quixel bridge texture to ue4 i dont have the material ? only textures

cyan robin
#

i have a camera pawn, how to convert this to a player controller?

orchid seal
#

is there a replacement for GetTriPositionWS ? It seems it doesn't show up anymore. Might be watching an old tutorial

ruby folio
#

Anyone know the name / location of the material used for painting landscapes? The widget itself. Its a hazey blue colour

raw rock
#

Hello one question

#

how do I make the material not reflect the sun like that?

#

I am very new to textures

ruby folio
#

Adjust its roughness

raw rock
#

do i plug it in to roughness?

abstract relic
#

Make a constant

#

Plug that in

ruby folio
#

You could do that. Or you could use a single constant

#

If you use a texture map you can control which areas are rough and which are not

raw rock
#

lmao what is a constant

#

like this=?

abstract relic
raw rock
#

ok ok i got it now i upped the value and that did it thanks

ruby folio
#

Cheers @abstract relic I was looking for some primers on PBR just now

#

@raw rock Personal preference. But I like to plug in a value of 0.02 or something low into the specular.

raw rock
#

looks better πŸ™‚

cyan robin
#

if the camera is tilted down an x amount like 30 degrees, how would you apply the movement vector to the camera to not be affected by the rotation and just move forward, instead of now where the camera moves into the ground because of the 30 degree angle rotation

lilac wedge
#

ok so the blue line representing the player ( a car) and the red line a hill. I would like the player to fly upwards a little bit before falling after going over a hill instead of falling straight away as seen on top graph thingy

cyan robin
#

do you guys know how to set this up?

#

expected behavior is to move on a forward vector perpendicular to the ground

#

current behavior is moving toward a facing vector, which makes the component go through the ground at an angle when the camera is tilted, since the camera is the movement controller

ancient tangle
#

MOTIVA LAYAMA IN UNREAL ENGINE 4: A convenient and easy to use plugin for 360 virtual tour creation https://youtu.be/I8xi2bIme3Y

Motiva Layama is a convenient and easy to use plugin for 360 virtual tour creation, It's compatible with 3Ds Max, Blender and Unreal Engine at allows you to create web-based virtual tours accessible via browser on any device, without downloading any additional player or app.
...

β–Ά Play video
plush yew
#

i set a value when i press a key, this value is used in my tick chain to do stuff, i need it to be smooth but cannot get finterp to work, what is the recommended way to do this?

#

hm maybe this is more for the BP channel, let me ask there

#

hey im quite new to unreal engine and ive been trying to think of a basic game idea to test my new skills on. Does anyone have an idea of a basic project a beginner like me could try to make?

#

If I try to spawn Actors in game scene from game mode or game state using event begin it won't work,why?

vital cosmos
#

I want to make a character sit on a seat, but the capsule obviously will intersect with the seat, whats the best method to make it sit, turning off collision or using root motion in the sitting animation

lilac wedge
#

@plush yew not 100% sure what u mean but you can use a timeline with a lerp to change values smoothly, i would not recommend using event tick, if u are new event tick is a easy way to get results fast but can really impact the performance of your game

#

@plush yew I would try create an actor you can control and shoot projectiles from depending on the actors forward position. Bullets should despwan when hitting an object. Try do this from blank project not using an ue4 templates..

#

@plush yew This should work, make sure all setting are correct, e.g scale of actor, world position.... Make a simple print string on spawned actors begin play and check if it gets spawned. If not then there is something wrong with the code you are using to spawn the actor

copper flicker
#

how is this set fixed bounds on particles.. supposed to be set correctly?

#

it seems to be set differently depending on simulation results

#

but I can't pause the sim and chose which frame I want for bounds reference

plush yew
#

@lilac wedge thanks for the idea

hot walrus
tender hedge
#

Animations look BAD , but find something called count move and add that to the walk

dim merlin
#

the progress bar aint work

snow reef
#

restart and check for errors regarding the loading cap, it could be a bug in your ue4 and you might have to reinstall

hot walrus
#

Yeah the animations are a very rough version of what is to come haha

tender hedge
#

What version are you on?

scarlet birch
#

Am I mistaken in thinking that with a binary install that if source code is installed and editor symbols are installed that double clicking a node in BP should go to the code like it does with a source build?

hot walrus
#

The most recent I believe

#

The animations are being made through Blender if that's a problem?

misty owl
#

For those of us learning UE at home by ourselves, are there any resources that can help us learn "industry standards"? Things that will help us integrate into game dev teams in the future. Things like standard colors for folder organization. materials/maps/meshes, etc.

tender hedge
#

yes

#

let me find some

scarlet birch
#

Standard coding practices. Allar's Style Guide is great for an introduction to that as it applies to UE. I think he has something on the market too that helps with that.

kindred viper
#

@scarlet birch It should, but I would check and make sure the right Source Editor is selected first

scarlet birch
#

Yeah, I've tried everything I can think of. I went ahead and gave up and went back to using a source build.

#

and went back to VS 2017.

#

I couldn't get it to be happy with any of the compilers I tried with 2019.

#

I'm guessing there's somewhere to tell it what directory to search and it's looking in a default or a directory that exists at Epic. Now that I think of it I could probably search for the of string the file location it's using and find it.

grim ore
#

That is a good question but I would assume no as the only things in the actual binary build are the .h files, no source

tender hedge
scarlet birch
#

Ah, is that so.

winter fable
#

hello

#

i need some help

kindred viper
#

me too

winter fable
#

how do i fix this error

grim ore
#

I don't, I need more time in the day for work and play!

winter fable
grim ore
#

these wow mounts are not going to grind themselves while I work in UE4 darnit

winter fable
#

do i fix this

tardy hamlet
#

Hey guys I got a question, I’m a beginner with no code experience, is unreal engine easy for beginners?

winter fable
#

no

#

very unforgiving

grim ore
#

yes UE4 is super simple, you can have a full packaged game in like 5 minutes using a template

kindred viper
#

not true. Its very forgiving with blueprints

scarlet birch
#

@grim ore No the cpp files are there if you add source. I had to double check.

winter fable
#

how do i fix the error please

#

im so mad

#

ive been trying to fix for 2 days now

thick herald
#

Plenty of tutorial, templates and projects to learn from

winter fable
#

please

#

Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xab0c8fe8

0x00007ff8e4222acb UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff8e426eca3 UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff8e4070a57 UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff791970134 UE4Editor.exe!UnknownFunction []
0x00007ff79196ffb6 UE4Editor.exe!UnknownFunction []
0x00007ff7919750af UE4Editor.exe!UnknownFunction []
0x00007ff791975b71 UE4Editor.exe!UnknownFunction []
0x00007ff791975bba UE4Editor.exe!UnknownFunction []
0x00007ff791983dac UE4Editor.exe!UnknownFunction []
0x00007ff791985aaa UE4Editor.exe!UnknownFunction []
0x00007ff93bc37974 KERNEL32.DLL!UnknownFunction []
0x00007ff93cc6a261 ntdll.dll!UnknownFunction []

kindred viper
#

@winter fable I believe it might be a failing initialization as they never sent enough children down the Cobalt mines to make Apple phones since they got caught. #politics Seriously though, check your dependencies

tardy hamlet
#

@grim ore What about without a template, is it still easy?

winter fable
#

what does that mean

thick herald
#

What do you mean by easy though?

grim ore
#

@tardy hamlet well at that point no since you need to do it all yourself without any knowledge of the engine or learning. If you have the learning or knowledge then you would know if its easy or not πŸ™‚

kindred viper
#

it means a plugin depends on something else. If its failing to init. its probably due to that. Might be something else but check dependencies. ie. other plugins. Maybe go look at the code for it to see more info

winter fable
#

im very new

#

how do i check dependencies

kindred viper
#

if you are new, I would start at the beginning of plugin development

winter fable
#

just please

tardy hamlet
#

@thick herald easy in meaning, user friendly, easy to learn Unreal

winter fable
#

how do i check my dependencies

kindred viper
#

dude

winter fable
#

i just wanna know this one thing

kindred viper
#

go open the code and look see what it needs

winter fable
#

bruh

#

open the code

#

i cant open shit

#

its not letting me in

kindred viper
#

dont bruh me when im telling you what to do

#

btw

winter fable
#

okkkk

#

im in need of assistance

grim ore
#

@winter fable is this a new project or just trying to open an old project or just trying to launch the engine?

winter fable
#

its a old project

grim ore
#

does it use any CPP?

winter fable
#

pardon

grim ore
#

I will take that as a no, did you add any plugins or do anything weird? that plugin error is a built in engine plugin so it should not be failing like that

thick herald
#

@tardy hamlet I'd start with something basic, ideally find a tutorial series that you like the sound of. Many different tutorials on youtube, but lots of different people. I like some, and not others so it pays to look around until you find one that fits you πŸ™‚

winter fable
#

i mean i only have one plugin

#

its virtual reality pawn and componants

scarlet birch
grim ore
#

@scarlet birch yep I dont know what happened but I removed it then added it back and now I have all of the .cpp files as well.. thats odd but interesting

winter fable
#

is there anything tha t plugin would do to the engine

tardy hamlet
#

@thick herald is a BR good to start with? I have a tutorial series with 62 videos, covering everything on how to make on, from start to finish, or should I go with something basic?

thick herald
#

a BR?

scarlet birch
#

Yeah, I'm going to look at it a bit more to see if I can figure it out. I was trying to switch to using a launcher install to simplify things.

grim ore
#

@winter fable it might be, you can remove the plugin from your .uproject and try to get the project to load without it

tardy hamlet
#

Battle Royale

thick herald
#

too much for someone new to game dev, for sure.

scarlet birch
#

@grim ore Would you mind seeing if double clicking a node in BP opens the source file?

tardy hamlet
#

Alright, what do you suggest?

winter fable
#

i get another error if i dont have the plugin installed

thick herald
#

Start small, single player stuff.Learn about materials, animations, blueprints

tardy hamlet
#

Alright, got it thank you πŸ™

grim ore
#

@scarlet birch it does not, I get the reading C++ symbols popup and thats it

winter fable
#

@grim ore Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xaba08fe8

0x00007ff8d0752acb UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff8d079eca3 UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff8d05a0a57 UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff791970134 UE4Editor.exe!UnknownFunction []
0x00007ff79196ffb6 UE4Editor.exe!UnknownFunction []
0x00007ff7919750af UE4Editor.exe!UnknownFunction []
0x00007ff791975b71 UE4Editor.exe!UnknownFunction []
0x00007ff791975bba UE4Editor.exe!UnknownFunction []
0x00007ff791983dac UE4Editor.exe!UnknownFunction []
0x00007ff791985aaa UE4Editor.exe!UnknownFunction []
0x00007ff93bc37974 KERNEL32.DLL!UnknownFunction []
0x00007ff93cc6a261 ntdll.dll!UnknownFunction []
does this tell you anything

thick herald
#

Some people like Virtus on youtube (I personally don't) there is also Ryan Laley, underscore to mention a few. @tardy hamlet

grim ore
#

@scarlet birch I do get "LogSelectionDetails: Warning: NavigateToFunctionSource: Unable to find symbols for 'UKismetStringLibrary::BuildString_Int' [Element not found.]" in the log

tardy hamlet
#

Ok, I’ll look em up, thank you so much for your help @thick herald @grim ore

grim ore
#

@winter fable we have no idea how to read that error without the debugging symbols. Install them from the launcher

scarlet birch
#

Thanks, on my end it opens VS but then I get an error it can't find the source file at "D:" something ++UE same directory every time and not one I've every used.

thick herald
#

you're welcome. Continue to hunt around, also the UE4 Learning hub will help

winter fable
#

thats 18 gigs

tardy hamlet
#

Alrightunreal

winter fable
#

jesus

grim ore
#

welp check for your full log then and see what it says

winter fable
#

il do it its fine

grim ore
#

the issue is we have no idea what is in your project, what you have changed in the engine and project, or what is causing it because its not our project

thick herald
#

Wha? You're not side kick Mathew? πŸ˜„

grim ore
#

we can suggest disabling the plugin since that dialog says the plugin that is failing, but that error message is generic 😦

thick herald
#

likes deliberate misspellings :D

tardy hamlet
#

Oh and, do you suggest I do blueprints or c++?

grim ore
#

but going back to the previous issue if that dialog is saying a built in plugin is failing that is bad, maybe try repairing your engine

thick herald
#

Blueprints. Much easier to start with.

winter fable
#

this is the only plugins i have

#

e

tardy hamlet
#

Ok

grim ore
#

that is not the same as removing them from your project

winter fable
#

yeah i know but i cant even get into the project