#ue4-general

1 messages ยท Page 722 of 1

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

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and then remove the plugins modules or change them to false

winter fable
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ok hold on

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i set them to false

plush yew
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@lilac wedge i need event tick anyway but its solved

winter fable
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its just loading

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it didnt work

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still this

grim ore
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ok so that is an engine module, if it is failing try to repair your engine

winter fable
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ok

grim ore
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alternately start up the editor like normal, no project, and make an new project to see if it loads. If it loads then something else in your project is bad not the engine

winter fable
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ok

plush yew
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Marketplace down?

winter fable
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i think its because the project is corrupt for mine

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what happens if i delete my plugins folder

thick herald
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MP is fine here

winter fable
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what would happen if i delted my plugins folder

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in my project

plush yew
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you would delete your plugins folder

astral spindle
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hi
I wonder how to make a material emisive channel "breath"

winter fable
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would my project work

kindred viper
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@astral spindle you can add material parameters to control the input value externally, then use a timeline or timer to interpolate the value

astral spindle
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my material so far

abstract relic
grim ore
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@astral spindle If you look at the SIN node in UE4 it basically goes from -1 to 1 over time so you can use that and multiply it against your emissive channel so the color of your emissive is basically black or nothing and fades to white or full color then back to nothing. you might have to look into clamping it tho as I dont know what -1 to an emissive does

abstract relic
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Yes

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You can also look into event dispatcher

opaque vector
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Is there a plugin that can replace all static mesh actors within a level with a blueprint, that is essentially the same mesh wrapped in a BP?

bitter iris
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how can i invert the scroll box so you get info from bottom to top instead of top to bottom?

kindred viper
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@grim ore -1 shouldn't do anything to an emission. I believe its a positive only effect in this term

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@opaque vector yuou dont need one. You should be able to select them all from the world outliner and do it there. Im pretty sure I've seen this but if I am mistake, then perhaps I should make the plugin as an apology :p

grim ore
shy jetty
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has anyone gone through this tutorial? it does not say any time throughout the video what to do with the folders that are in the links provided or where to install them, it just jumps straight into the video

timber birch
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Ive got a question. Is it possible to check if a rock mesh collides with a river mesh and then apply a wetness to the rock where it intersects?

pale forge
plush yew
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that's a scalar product

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*dot product

grim ore
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@shy jetty that is a standard unreal engine project. If you are going to follow along you would download the project, uncompress it to somewhere on your drive, then open up the .uproject file from the editor window or from you file browser. the 2nds file, non project materials, are just extra files for later

plush yew
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hello everybody, i came here to ask a question about physics, do you know if there's a way to prioritize one actor when a collision occurs between two physics actors ? i want two actors to collide but need one actor to be unmoved

shy jetty
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@grim ore I see so i dont need to add it to a project or anyhting? I just open the file?

winter fable
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does anyone know how to fix the thing where it says

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it doesnt reconize the extension uasset

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anyone

plush yew
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drop it into the folder from the explorer

winter fable
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still says it

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ive tried

frozen pond
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got question about saving actors changes, if i'm right if i will save game object as actor reference it wont load my changes to it ?

grim ore
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@shy jetty correct if you uncompress it the project is there completely, just open the .uproject like normal. I will mention to them that this might be something that could be explained better or mentioned somewhere

bitter iris
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Wondering how I'd go abouts logging chat messages, print string works but what if i ship, id like to have the server create a log for chat also

grim ore
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you would have to do something in C++ to log to disk as a text file or get a plugin that lets you write to disk

frozen pond
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how to move actors beetwen levels? i mean i change something in actor on one level,and i want to see it on another one?

scarlet birch
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You'd have to use a persistent level and level streaming. Otherwise save and load.

frozen pond
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if i want to use it after game restart i need to save it anyway ?

scarlet birch
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That's the usual way of it.

frozen pond
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as i have multiple actors that player can change, i probably would save it ? but can i just save whole actor as it is or i need to make some trick to save all changes and then reconstruct it on other level ?

scarlet birch
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That's a broad topic. You're going to have to read up on it.

frozen pond
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can't find anything usefull about saving whole actors :/

scarlet birch
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Start with saving and loading, look into serialization, read the docs

grim ore
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if just BP you need a plugin for entire actor serialization pretty much. C++ can do it with a little work. BP out of the box saves/restores what you tell it and it saves values

scarlet birch
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I know there's a couple of plugins than can handle it. I think Rama had one and I know I've seen one or two on the marketplace.

grim ore
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Might be smarter to see if you actually need the entire actor saved rather than just a few variables that change

frozen pond
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i consider doing loop that saves all instance static mesh parameters like transform etc. problem is is there way to create variables dynamicly in save game ?

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its the sims like build editor, i got special map with special rules etc where you design house, and then i want to have in on main level

scarlet birch
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A lot of time I just use a struct that has everything that needs to be saved/loaded for an actor.

grim ore
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^^

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would be nice if you could serialize json out of the box but it's not really supported

bitter iris
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@grim ore I solved it by rotating the angle by 180 lol, easy fix without c++

frozen pond
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is my idea of doing loop for each component and saving it to struct array then reloading it is fine ?

grim ore
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well you cant save an actual actor to a file so that will be an issue

scarlet birch
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I gave up on getting source code to open from editor with a installer build. I know somewhere it's getting the wrong directory but everything I called or found had the right path for the source.

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It's driving me nuts not solving it but I've got to move on.

astral spindle
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@astral spindle If you look at the SIN node in UE4 it basically goes from -1 to 1 over time so you can use that and multiply it against your emissive channel so the color of your emissive is basically black or nothing and fades to white or full color then back to nothing. you might have to look into clamping it tho as I dont know what -1 to an emissive does
@grim ore thanks

plush yew
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any idea what is causing this?

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foliage goes super dark when looking in the same direction as the light source

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been stuck on it and cant figure out what im doing wrong

swift spindle
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black subsurface ?

frozen pond
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@scarlet birch can i make multiple save files and load multiple actors from multiple saves ? (like 5 building from 5 diffrent save files) ?

scarlet birch
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Only on Tuesdays

plush yew
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black subsurface ๐Ÿค” where would i find subsurface stuff, in my material?

scarlet birch
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Yes.

plush yew
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holy crap that fixed it

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Thank you!

scarlet birch
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It's not uncommon to use multiple save files for some things.

plush yew
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didnt have anything set in the subsurface input and the material file wasn't even set to subsurface

frozen pond
scarlet birch
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Don't do that.

frozen pond
wispy wagon
scarlet birch
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You'll need something unique to add unless there's only ever one instance of that class. I'd look at some examples and read up on it a bit, maybe just test some stuff out too.

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I wouldn't do it that way, but no idea if it's ok. Probably is.

frozen pond
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i got like pre made 10 slots of my building, so player can edit 1 of 10

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by slot i mean same child actor with diffrent name

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like house_1 house_2 house_3 etc.

scarlet birch
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Saving and loading is something that really should get a lot of thought put into how it's going to be structured.

honest mango
warped tangle
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drag off the blue "as" node, and "get boxcollision"

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Then you're going to have to bind the beginoverlap to an event, and you'll want to be doing that on beginplay or whenever that actor is spawned

honest mango
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but didnt have to put box collision in "overlapped component" ?

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i'll see thanks

warped tangle
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wait what

honest mango
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hmm

warped tangle
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ohhh, you're trying to trigger that timeline only if the box collision overlaps the inspectableobject?

honest mango
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so the inspectableobject is what i want to overlap for my door

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yes !

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the inspectableobject is my key

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i would like if my key get in overlap so it play timeline

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๐Ÿ˜›

warped tangle
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If you want it to work for ANY instance of the inspectableobject class, you'll want to drag off overlapped component, get class, and do a == check against "inspectableobject", then execute if true

honest mango
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get class you mean cast to ?

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or there is a node called get class ?

warped tangle
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get class

honest mango
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i dont see get class when i get the node from overlap

warped tangle
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basically you want to check to see if the overlapped actor is a specific class, if true, execute logic

honest mango
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yep that it

warped tangle
honest mango
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is it get all actor of class ?

warped tangle
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no

honest mango
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ohh

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thanks ill try that

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like that ?

warped tangle
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no, but if you want to cast, just plug it in directly, ignore my get class thing

honest mango
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hm so what should i put in return value ?

warped tangle
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just remove the get class, and plug other actor into the cast

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if it's false, it's a different class, if the cast is true, execute

honest mango
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i have to pick the blue inspectableobject not the purple one so ?

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because when i plug to other actor it put get class

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oh

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it works like i show you in my screen

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thanks you !

bitter iris
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Does anyone here use "LoadingScreen" Plugin?

scarlet birch
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The one that was free? I've looked at it.

bitter iris
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yeh

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kinda annoying to work with

scarlet birch
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It uses streaming levels I think.

bitter iris
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For some reason it like to load at start of the game, when im loading the map and does last long enough loading level streams

scarlet birch
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You mean it dumps you into the level but not everything's loaded?

bitter iris
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yeah

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the plugins meant to prevent it

scarlet birch
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Because the level is loaded. You'll have to manage that with the level itself.

tame rose
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I need help how do i erase foliage???

bitter iris
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create a non weight blend paint

tame rose
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in the foliage editor?

bitter iris
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hang on we talkin landscape grass types of the foliage painter

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the above is for "materials"

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@scarlet birch so like in the persistant level?

tame rose
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but this is what i did

bitter iris
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yeh so use the lasso tool

tame rose
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i used the foliage editor thingy

bitter iris
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screenshot above

tame rose
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UM

scarlet birch
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Maybe. Whatever you need to be loaded, pause the game and put something on the screen until it's loaded.

tame rose
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oh whoops caps

bitter iris
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pause the game for mp tho isnt ideal

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unless theres client side pause

frozen pond
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@scarlet birch so my loop concept works, but where is save file now? lol

tame rose
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ok you have to select the type of foliage to delete it what if i dont remember the type

bitter iris
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yup @tame rose

tame rose
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wym yup

scarlet birch
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idk, there's a lot of ways to handle it. I've not really worked a lot with asset management yet and what I have done I'd have to look up again. You can disable the pawn and put something on the screen.

bitter iris
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ill show you a gif

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ahh np mike

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whatever you want to remove make sure you have it ticked

scarlet birch
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IF you're starting to get into that stuff it might be a good time to look into asset management and loading though.

tame rose
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but i used an example map with grass already there

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i cant delete the grass because its not there as a foliage type

bitter iris
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then its there as a grass type

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click the landscape

tame rose
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ok

bitter iris
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look for "Landscape Material" in details panel

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Click the magnify glass

tame rose
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its not that

bitter iris
tame rose
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its a foliage

bitter iris
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i know if its not done with foliage painter its done with a grass type

scarlet birch
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Try looking in the landscape material.

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Grass can be added in the material itself.

tame rose
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I already did that

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its not there

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I told you its a foliage

honest mango
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hey guys, quick question, do we have to replicate footsteps sounds ?

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or its already 3D ?

scarlet birch
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If it's one of the types in the screenshot you posted you should be able to just remove it from the brush, iirc. I'm not 100% I only really use the procedural foliage.

bitter iris
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i think sounds dont need replicating atleast i havent

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an other players can hear them

honest mango
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ok thanks i trough cause when i walk on client i dont really hear it like 2d*

bitter iris
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should be fine, as i said i have footsteps, jump an gun sounds, all players can hear them aslong as theyre in radius

scarlet birch
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I would think it depends on how and where the sound is being played.

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What do you mean by replicate, and 3D , 2D?

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You mean as in playing for all connected players and falloff ?

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How are you playing the sound?

honest mango
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sound is already 3D but i dont think that i can hear the other person footstep, i cant tell because when i have 2 window i cant reduce sound of one

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sound is in animBP

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๐Ÿ˜„

empty isle
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Anyone know what collision filter settings would allow a ray/spherecast to detect the body parts in a physics skeleton?

scarlet birch
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Should be fine if it's in animBP

honest mango
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its playsoundatlocation

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then its a cue

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hm okay thanks you !

tame rose
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ope

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fixed it

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ok @scarlet birch it is landscape but how do i remove the grass?

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@bitter iris

bitter iris
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heh?

tame rose
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so the grass was on the landscape

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but how do i remove it

bitter iris
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its in one of these

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look through them

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so like i said before its in the grass types

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looks like you have a few of them

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also you're worring me with those rocks

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please put them in the foliage painter

tame rose
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I found it but it wont let me drag and drop it in

bitter iris
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drag what

tame rose
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the LGT spring one

bitter iris
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you dont need to drag nothing

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double click into it

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then use the drop downs you can control the density etc

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if the landscape material doesnt have the foliage removal layer then youll have to look into it very simple to do

green sky
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Hi im trying to add an offset but the offset isnt consistent, it changes can someone please help.

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I want that if i offest to the left of the spline, it stay's to the left

scarlet birch
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You need it to be relative to the spline point. So you'd need to use whatever function gives you a way to do that. I'd have to look to know what that is. Probably something like tangent, or point forward or something.

green sky
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Ive tried but nothing

scarlet birch
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I mean there's literally a node "get Tangent at spline point"

green sky
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ok but how can i add the tangent to the location at distance along spline?

scarlet birch
green sky
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Because i need the vector from Get location at distance along spline in order for it to work

scarlet birch
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Take the location and add an offset multiplied by a normalized vector for the direction the offset should be in.

green sky
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??

abstract relic
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Tldr: you have the offset amount, now you need to get the direction in which to offset. Therefore, use the splineโ€™s tangent

green sky
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Can you please show a snippet, i dont seem to understand

scarlet birch
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Take the tangent and rotate the vector by (I'm guessing +/- 90ยฐ) or use the right vector and rotate it. Multiple that vector by the offset amount and add it to the location.

green sky
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Im sorry i dont get it

scarlet birch
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You could probably just use the right vector.

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It's relative. You want a point B that's relative to point A. Point A is the location along the spline. Point B is a point that is relative to that point by some amount left or right.

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So the offset is the float value for how far from point A you want to be. You need to know what direction to go though. You find that by getting a vector for that direction that represents 1 unit in that direction.

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You then multiply your offset by that vector and add the result to the location.

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So Offset*RightVector + location = new location.

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or -(rightVector)

abstract relic
polar hawk
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binormal crosstangent

abstract relic
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Flip that

polar hawk
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who am I Missy Elliot?

green sky
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it seems that the spline point are being created at world location when i get its point the right vector even if i get it locally it reads world

scarlet birch
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Sure pull out the calculus and obliterate my remedial math explanation. ๐Ÿคฃ

abstract relic
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Donโ€™t worry. Everyone ignore anything math related ๐Ÿ˜œ

green sky
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Dude when i saw the math i my brain took an internal shit

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i guess im too stupid to understand

scarlet birch
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It's a skill like anything else. It takes practice and time.

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but Vector math is your friend or your hell in gamedev.

green sky
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i got the object following fine just fine i just cant seem to get something so simple as an offset from the spline

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All i really need as an offset i swear ive been screwing with this since yesterday, i mean i do know what a right and forward vector is but when it comes to damn splines it just isnt working for me

scarlet birch
green sky
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This is the function i have and like i said it does what it should i just cant seem to be able to add an offset to it

polar hawk
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a single value can not tell you direction

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except if you're on a number line

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you need to calculate an offset vector

abstract relic
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tangent normals

polar hawk
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distance signed vector projection

green sky
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Ok ill give it a try

polar hawk
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khan academy has a great series on vectors

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and its free

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now most of this is done for you with the nodes @scarlet birch posted

green sky
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I have no problems with vectors i have a custom navigation A* system which uses vectors extensively, its just something with splines that screwing me over but ill check everything you guys said

polar hawk
abstract relic
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everything is math

green sky
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Ok i added a draw debug to the spline creation and the points seem to be rotated all retarded could that have anything to do

abstract relic
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to work with it, you must understand it

polar hawk
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that doesn't sound like you tried the vector math suggestions

scarlet birch
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This is how I math.

green sky
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lol

abstract relic
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likewise ๐Ÿ˜›

lucid egret
scarlet birch
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Normally you'd use an axis and make it negative for the reverse input key.

lucid egret
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Oh I see, thank you

green sky
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Thanks for your help guys i got it working i had to rotate vector, it now works, thanks again

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By any chance anyone here live in Vegas area?

terse pawn
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Anyone have any solutions to a ERROR: Targets cannot be built in the Debug configuration with this engine distribution.? MacOS 10.14, Unreal 4.24.3, VSCode 1.44

plush yew
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I have a decorator on my task. The decorator is checking to see if a variable is set. The variable is not set. The condition has a red line on it and the task isn't firing. That's how its supposed to work, right?

digital anchor
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right

kindred viper
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binormal crosstangent sounds like a label Twitter users display to define themselves in profile. ๐Ÿ˜›

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oh that was from ages ago my bad.

scarlet birch
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isServer returns true if it's a non multiplayer game. Is there a simple method to determine if a game is single player or if the client is a listen server?

vapid venture
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Where can I find settings for the grid? Im used to progrids in unity, and want to be able to move the grid or make it always visible

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rn i have a landscape centered on it and things like grass make it impossible to see ect

scarlet birch
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snapping, it's under project settings I think or maybe editor preferences but you can change the grid sizes etc...

limber mesa
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i just want the light to turn on and off based on the suns value

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70 means beginning of night and 120 means end of night

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nvm i fixed it, now to test further

merry sapphire
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Are we allowed to ask any questions in here regarding UE4?

ruby folio
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I have a slight issue trying to move a level and its sublevels within a project.
I get this error
'Can't save PROJECT PATH/Maps/Yesk/Ex/Ex_x22_y05.umap: Graph is linked to private object(s) in an external package.
External Object(s):
Texture2D_0_BaseColor
Texture2D_1_BaseColor
Texture2D_2_BaseColor
Texture2D_3_BaseColor

Try to find the chain of references to that object (may take some time)?'

What the jazz is going on?

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@merry sapphire afaik, if it fits nowhere else then here is the place to ask

merry sapphire
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It's pretty general

rain saddle
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Hello Everyine

merry sapphire
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My character keeps sliding down angles higher than about 40 degrees. I have stairs that are equal in length and height making the hitbox ramp's angle exactly 45 degrees.

I can't find any settings to change this like the friction and walkable floor angle.

Been Googling for a good minute.

rain saddle
#

I just started UE4

Hello Everyine
@rain saddle

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Any tips or tricks

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I was gonna make something like ARMA 3

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later on

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Any help would be greatly Appreciated

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Actually

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Could anyone help me to insert

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the

swift spindle
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make something smaller first ๐Ÿ˜›

livid walrus
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If I send you guys a 360 panoramic photo, do you think you could convert it to a skybox for me and send it back?

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I'll pay someone $5 to do it

rain saddle
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make something smaller first ๐Ÿ˜›
@swift spindle i know

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I cant figure out how to insert the MEgascans Forest Path into my project

limber mesa
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what would be a good way to make all lights turn on at the same of different times without writing all the code?

ruby folio
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@merry sapphire Open your pawn BP, click on the movement component in the components panel. Then in the details panel you will see loads of stuff related to max walk angle and such

rain saddle
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I cant figure out how to insert the MEgascans Forest Path into my project
@rain saddle It is really bugging me

merry sapphire
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@ruby folio Yeah I tried those things already

ruby folio
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@rain saddle There are loads of videos on how to use Unreal + Megascans with the livelink plugin online

rain saddle
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ok

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Thanks

ruby folio
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@limber mesa A miracle....

tame rose
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anyone know how to change a character mesh?

misty owl
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Swap it out in the character blueprint?

limber mesa
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lol @ruby folio i have this code but when i want to drag in another instance of the light the code doesnt work for the instance. is there a way that i could refer to a certain amount of lights?

lucid egret
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@merry sapphire Make a Physics Material and apply to the stairs. You can change the friction that way.

ruby folio
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@limber mesa You want to affect multiple lights?

limber mesa
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yes, but this is only set up for one, im in the level blueprint

terse pawn
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Seems things are a bit more active now than earlier; don't want to spam the thread so I'm only gonna repost this here once, at least for a while. Would love to get some insight, even just a thing to google, on this error: ERROR: Targets cannot be built in the Debug configuration with this engine distribution.

ruby folio
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For starters. Create an actor BP

limber mesa
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i did

ruby folio
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You just said you are using a level BP.

limber mesa
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i made a time variable in the level bp and idk if i can refer to it through an actor bp

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i get what you are saying, i put all of this code in the actor

tame rose
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i need help changing character can someone dm me the steps i dont wanna redo annims

limber mesa
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but then i cant refrence the time

ruby folio
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@limber mesa You should do this in an actor blueprint. Not the level blueprint

tame rose
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mordynak can you dm me?

limber mesa
ruby folio
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@tame rose No. You need to google animation retargetting

limber mesa
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but how can i refrence my time variable in the level bp to the actor, i dont think you can do that unless.......

ruby folio
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@limber mesa I see what you are doing.

limber mesa
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i make it a separate actor then reference it to the level bp.

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will that work?

ruby folio
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You cant reference a level BP afaik

limber mesa
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ik

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@ruby folio if i make my time included in a blank actor then refrence it to the level bp will it work?

plush yew
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Is the blackboard/behavior tree system known to have some pretty egregious bugs in 2.24? Because I've been using it for a while outside of 2.24 and now I've got all kinds of messed up stuff happening. Like a service that has abolutely nothing to do with boolean X influencing what boolean X is set to. Made fresh keys just to test this

ruby folio
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@limber mesa Yes. Always. If you can avoid using a level BP then avoid it.
Create a variable in your actor BP of directional light and another for a BP actor. Set them to be references

limber mesa
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smart

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thanks ill try that

plush yew
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Like, I've had some late nights working on AI but its now the middle of the day, and I am fully lucid. I have a simple one-task behavior tree that works just fine monitoring boolean X. But when I add a service that ONLY deals with boolean Y all of a sudden the entire tree starts freaking out

ruby folio
#

Sorry. Not sure how to help. I hate behaviour trees

limber mesa
#

@ruby folio how can i open up the light source without making a blueprint?

plush yew
#

Yeah, me too. I thought I'd just figured them out but after switching to 4.24 I want to throw my computer out the window

#

ill go to ai

limber mesa
#

because i thought lightsource already has a bp

ruby folio
#

@limber mesa I have no idea what you mean.

limber mesa
#

the directional light

#

aka light source

#

i need to make a variable in it

#

idk how though

ruby folio
#

Create an actor. Create a variable of type directional light reference.
Place the new actor into your world, select it, and with a directional light also in the world. Set it as the actor to use in the details panel

limber mesa
#

ok i got it thanks

limber mesa
#

got it thanks

ruby folio
#

Make sure your light variable is set to Instance Editable

#

That being said. You could alternatively just add a directional light component to your Blueprint, instead of referencing the one in the level

#

I prefer this as its a simple drag and drop to add a day and night cycle to the level

livid walrus
#

?

ruby folio
#

Wrong channel

livid walrus
#

If I send you guys a 360 panoramic photo, do you think you could convert it to a skybox for me and send it back?
I'll pay someone $5 to do it

#

oh

limber mesa
#

@ruby folio im stuck lol

ruby folio
#

@livid walrus That would take 2 seconds in blender

livid walrus
#

Wanna do it for me?

#

I'll pay you

ruby folio
#

@limber mesa Whats up?

livid walrus
#

lol

limber mesa
#

then set it

#

but i cant find it

#

i tried to drag down from directional light as well

#

@livid walrus why cant you convert it to a sky box? im sure epic has some tutorials on it

livid walrus
#

Because I have serious work I need to get done

#

while I also have a science project due tomorrow

#

which involves unreal engine

ruby folio
#

There are skyboxes in UE that you can apply a texture to that are already mapped for what you need

livid walrus
#

and I have to finish spanish, english and math

#

I simply don't have the time too

limber mesa
#

you in college?

livid walrus
#

Nope, 11th grade.

limber mesa
#

im in 10th lol

livid walrus
#

Oh nice.'

#

Teachers give more work now that we're on zoom

#

sucks.

limber mesa
#

ikr

livid walrus
#

But yeah, know it's an easy job I just really need a skybox photo converted.

ruby folio
#

@livid walrus Open up unreal editor. Find this mesh... Engine/Content/EditorMeshes/AssetViewer/Sphere_inversenormals.uasset

#

Create material. Add texture. Copy that mesh, apply material...

#

Done

livid walrus
#

All right thank you

limber mesa
#

@ruby folio i cant get what you did in the last picture

#

in the details panel

#

it wont let me open up that panel

ruby folio
#

@limber mesa You dont want to get all actors of class

limber mesa
#

nvm had to drag it in level

ruby folio
#

Yeah

#

Then you can see settings in the details panel

#

Other than this. It will be set up the exact same way as in the level BP

limber mesa
#

i cant get the light ref

ruby folio
#

Do you have a light in your level?

limber mesa
#

nvm

ruby folio
#

...

#

You got it?

abstract relic
#

<@&213101288538374145>

fallen marten
#

Hacking group? Lol

limber mesa
#

no i cant find it

#

i see that

#

no default

weary basalt
#

@plush yew Read the #old-rules thanks, we do not allow Discord Server links.

limber mesa
#

oof

#

what if he will hack you for that @weary basalt

weary basalt
#

Why bother, please dont @ me when i just posted above you...

limber mesa
#

my fault, i thought you wouldnt get this

#

but @ruby folio i dont know why i cant see the default tab

ruby folio
#

what default tab?

#

In the blueprint editor?

limber mesa
#

in the details panel for the actor

#

the picture that you posted

ruby folio
#

On the variable in your blueprint for the directional light. Click the eye. Then compile and check again

limber mesa
#

ok got it

#

then what would i do the ref it, just drag from the directional light ?

quick kelp
#

I want to make a single object be โ€œunlitโ€ anyone know how to do that ?

ruby folio
#

@quick kelp Change it in the material properties

#

@limber mesa With both your BP and the directional light in the editor, select the BP. then find the details panel. You will find an option to pick from a dropdown menu any directional lights within the scene

limber mesa
#

but im just trying to make it be referred to the timeline

#

i got an idea

ruby folio
limber mesa
#

ohh

ruby folio
#

Like I said. Its the exact same setup you created in the level BP

#

The only difference is where you are getting references n whatnot

limber mesa
#

cant get it

#

ima take a few min break for my brain

#

then ill come back

sage coral
#

Not entirely sure where to ask about this currently trying to get a inventory system to work with multiplayer main thing is each player not having their own inventory so when one player picks up anything its replicated to everyone itself of each player having an individual inventory like I need

ruby folio
#

Do you have an inventory system that you have started creating?

sage coral
#

Yes

ruby folio
#

C++ or BP?

sage coral
#

I'm following the slot based BP

ruby folio
sage coral
#

Thank you

ruby folio
#

@limber mesa Likely not gonna be here for long so also continue in #blueprint

limber mesa
#

Ok thanks @ruby folio for all of the help

plush yew
#

Someone said my game looks awful

#

๐Ÿ˜”

vapid venture
#

sorry i asked something similar to this earlier, but have been messing with grid settings, is there a way to make it visible above other objects? has anyone tried that?

ruby folio
#

People are dicks @plush yew

normal burrow
#

#work-in-progress

vapid venture
#

like in unity my grid shows through everything so it can always be aligned ect

opal hornet
#

does anyone know if there is a relatively simple way to retrieve "light level" data in UE4? For example, in games like Lightmatter or Stealth genre games where mechanics rely on being in light or darkness. I could essentially use seemingly infinite collisions, but seems like a janky way of doing it.

plush yew
#

does anyone know if there is a relatively simple way to retrieve "light level" data in UE4? For example, in games like Lightmatter or Stealth genre games where mechanics rely on being in light or darkness. I could essentially use seemingly infinite collisions, but seems like a janky way of doing it.
@opal hornet
All Lights have radius and direction

Point light is essentialy a line trace
Spot lights are cone traces.
Simply check if the player is colliding using a trace.

Directional light is tricky but you could use a line trace there too. Just offset the trace compared to the player's position to the light source

#

You don't wanna check shadows. You wanna check lights. That's easier ;)
I would create custom light blueprints that have collision meshes attached to them and listen to overlap events

opal hornet
#

i was moreso hoping there would be an easier method when it comes to dynamic situations, like changes in movement, intensity, size, etc

plush yew
#

It's a collision mesh... use physics

opal hornet
#

how would that translate for things like light intensity?

#

fall off i could just do distance checks, but dynamic intensity itself may cause problems no

plush yew
#

Indirect lighting is unlikely to work (but u can fake it)

#

What do u want with lighting intensity? is it to turn on / off? Or?

#

And you can get that information once you have the collision even no?

opal hornet
#

well, if its dynamic, it wouldnt really be binary

plush yew
#

What is the behavior you want to achieve?

opal hornet
#

originally, a visibility percentage, like stealth in TES games. but now im leaning towards binary detection. Either you're visible or invisible.

abstract relic
plain bluff
#

Anyone knows how to import a texture that is not square but a rectangle to UE4?
Whenever I import a rectangle texture It gets tretched

abstract relic
#

Going to heavily advise against that. Texture should always follow the power of two rule. Otherwise youโ€™re just grossly throwing away memory

snow reef
#

Does anyone know why the node called "Remove All Widgets" doesn't actually remove them. Or atleast not for me.

plain bluff
#

@abstract relic so,i can't use for example 512x256 texture ?

scarlet birch
#

You can. It's not a good practice.

plush yew
#

@abstract relic i can't find any light sensing there and it's only used for AI no?

#

You can. It's not a good practice.
@scarlet birch
Why? It's power of 2

scarlet birch
#

It doesn't have it. Also AI perception is likely a better choice over pawn sensing.

plain bluff
plush yew
#

Wheres my message lol

plain bluff
scarlet birch
#

It's fine. I'm only half paying attention.

plush yew
#

@plain bluff it's UVs and texture size

#

originally, a visibility percentage, like stealth in TES games. but now im leaning towards binary detection. Either you're visible or invisible.
@opal hornet there are some github repos with examples on light sensing check them out

vocal flume
#

Can anyone explain whatโ€™s the difference between input touch mode and getting the get input touch state from the player controller? Both work the same. I canโ€™t find the answer from searches

opal hornet
#

will do

plain bluff
#

@plush yew hm,ok.I checked this texture on bsp brush and with correct UVs it's workin

honest mango
#

hey can someone help me to cast an actor in my character bp please ?

#

hatlight is an actor variable

#

hatlightref is my object

#

nvm i find out

#

connected to traceline

crimson vector
#

So I have 2 terrains. One of them I can drag actors onto it in the editor and they stick to it. The other one, when I drag actors onto it, they pass right through it. No idea why this is. How do I make the latter one more like the former?

#

They have the same collision

#

Can't figure out how they're different for the life of me

snow reef
#

Does anyone know why the node called "Remove All Widgets" doesn't actually remove them. Or atleast not for me.

misty owl
#

Watching a keynote, and the speaker mentions it's good to avoid too many "hard references" in blueprints, as it can cause the majority of your game to load every time the blueprint loads. I can't find many results for "ue4 blueprint hard reference". I guess my question is: Are there any comprehensive resources that teach how to avoid expensive blueprint mistakes? Things that would bog down performance in the game?

grim ore
#

hard references basically have to load the item into memory in order to use it, so if your player can use say 10 weapons and you hard reference them all in the players blueprint even if the player is only every using one the others are loaded into memory as well.

misty owl
#

@grim ore Awesome, thank you!

honest mango
#

i like waffleee omg

grim ore
#

@plush yew yes that videos shows exactly that

#

that seems fine, watch the talk from borderlands 3 team on using the engine and they have re useable assets they swap in and out for time of day and stuff

bitter iris
#

anyway i can properly export the ue4 skeleton to blender?

storm terrace
#

is there a way so I can render material texture quality further away?

#

there is a very narrow distance where my texture looks good

solemn goblet
#

Guys I have a serious issue any time I edit the land scape in fucking 2.24 the collision on it gets messed up in the editor is shows flat ground but when playing and placed grass/foliage is still in place on the old collision float in air basically

#

how do I fix this?

storm terrace
#

3 questions, no answers yet...help

solemn goblet
#

@storm terrace Yea there is a way I've seen it done I dont know how to do it though but in materials I've bought its had them

storm terrace
#

ue4 is kinda mind blowing, so much to learn to make even a half-ass game

solemn goblet
#

it is a lot for one guy for sure

#

@storm terrace I think thats what you're looking for

storm terrace
#

no tiling issue, here is some samples to show you what I mean...

#

that is too close...

#

good distance

#

far and blurry

solemn goblet
#

Ok what you need to do is go into the the material and put a TexCord node connected to a Multiply node, with a scalar value connected to the UV input of your texture sample

#

then you can scale the texture size

abstract relic
#

You can swap out texture/scale uv using distance field

solemn goblet
#

small or large from there

#

let me take a pic real quick

abstract relic
#

Also remember to set material LOD

#

And texture mip

solemn goblet
#

then you can create a material instance of your landscape material, then put it as your landscape then open the material instance and you can adjust that parameter value till its the right size

storm terrace
#

using a 3rd party material (something I didn't make), but now I see this

#

so that is what I must adjust

solemn goblet
#

yep

pulsar badge
#

Is there a way to tell Epic games that i have UE4 installed already

#

I reimaged my pc and its asking me to new install

#

fresh copy

storm terrace
#

never emailed them

#

thanks @solemn goblet, I applied it, I'm curious to see the effects after modification

jaunty dagger
#

Hi. I'm working on melee attack for AI character I used Interface to play the montage of the attack animation the problem as i think it is the interface doesn't work proprley or I messed something else I'm not sure I'll send some screenshots

#

I used this in player character

grim ore
#

Is your animation blueprint set up to play montages on it?

jaunty dagger
#

yes

grim ore
#

and your montage has a starting section called mAYA

jaunty dagger
#

yes

storm terrace
#

@solemn goblet Thanks m8, that works a lot better ๐Ÿ‘

jaunty dagger
#

I'm confused I don't see anything wrong

grim ore
#

well first are you asure it's calling that event in the AI?

jaunty dagger
#

No

grim ore
#

hook up a print string right after the Event Melee Attack and see if it prints out

jaunty dagger
#

ok one sec

#

It's not working

grim ore
#

well you should be able to breakpoint in the event execute AI or try another print string in it. Perhaps that is not being called in your BT

#

so this is less of a montage issue and more of an AI one

jaunty dagger
#

and I made sure that the interface is already added to the class in the character

#

well you should be able to breakpoint in the event execute AI or try another print string in it. Perhaps that is not being called in your BT
@grim ore It's working fint in the BT i checked that actually

grim ore
#

so when you breakpoint it, its going to the true and then calling the melee attack?

#

wait

#

are you calling that on the controller and not the pawn?

#

the Melee Event Attack

jaunty dagger
#

I called it in the pawn not the controller

#

so when you breakpoint it, its going to the true and then calling the melee attack?
@grim ore and yes

grim ore
#

so you are calling the event on the controller not the pawn

#

unless the event is on the controller?

jaunty dagger
#

oh sorry i thought you were talking about something else .. yes It's connected to the controller

#

what shall I change?

grim ore
#

well... is the Melee Attack event on the AI character/pawn or is it on the Controller? Where is that blueprint interface at.

jaunty dagger
#

character

grim ore
#

so then why are you calling the interface event on the controller in that BP?

#

I would assume you meant to hook that up to the Controlled Pawn

jaunty dagger
#

yes exactly

#

is there any better way to do it ?

grim ore
#

If you want it hooked up to the pawn then why is it hooked up to the controller?

jaunty dagger
#

I had a problem when i connected it to the pawn so assumed this is the way to do it

#

ok I'll try this

grim ore
#

well what was the problem and why would you assume that?

jaunty dagger
#

Yes finally it worked thank you

#

well what was the problem and why would you assume that?
@grim ore I was confused it wasn't working so I thought maybe I can fix it like this but I bet it was a bad decision

plush yew
#

https://www.youtube.com/watch?v=GATLQUn3810

I'm totally expecting to be called a dummy for misunderstanding something totally basic about behavior trees but I put together this video that showcases what I think is a bug with unreal's AI system? You could probably get through it on 1.75x speed

I've been having some pretty wacky issues with behavior trees in my projects so I decided to make a totally fresh project to see if the issue was replicatable, and it was.

โ–ถ Play video
storm terrace
#

This really frustrates me, I will have this...

#

and then after I compile my c++ code I get...

#

how do I prevent my C++ code from removing all my component configurations?

golden condor
#

Hi guys

#

My player is spawning inside the floor

#

When I break the link on sequence 3 the player starts normal

#

Any idea?

tardy hamlet
#

Hey guys, so Iโ€™m gonna be making a game, letโ€™s say I wanna test with 6 other people in the middle of development, how would I do that?

plush yew
#

if I understand correctly the player spawns with the capsule at the center of a vector3. So is it possible that "player location" is set to the floor whereas it should be set to be a halfheight above the floor?

#

@golden condor

#

Have you made projects before with unreal @tardy hamlet

tardy hamlet
#

Never

#

Do I put the game in alpha or something because I have no clue @plush yew

plush yew
#

Alright well it's a pretty nice system but its definitely gonna take a while to get used to it. Most tutorials on multiplayer are going to assume you're somewhat familiar with game dev. So I would follow some tutorials in order to create what you want to be able to do in multiplayer, in a singleplayer scenario

grim ore
#

@golden condor sounds like your loading up 0,0,0 as the location and not a real saved location

plush yew
#

if youre testing with friends you can straight up get them to connect with IP directly relatively quickly

tardy hamlet
#

How would I do that? @plush yew

plush yew
#

Load up some beginner tutorials and start watching. If you need a video on specific functionality of a node, check out MathewW's videos.

tardy hamlet
#

Oh, alright, whatโ€™s your yt @grim ore

abstract relic
#

Google it

tardy hamlet
#

Is it same as his discord?

plush yew
#

mathew wadstein. But his videos are typically for specific nodes

tardy hamlet
#

Oh ok

plush yew
#

so if you don't know what you're doing with the nodes

#

they wont help much

golden condor
#

How do I fix that?

abstract relic
#

Or look at his profile

plush yew
tardy hamlet
#

Ok, thank you guys, is it ok if I come back to you if I donโ€™t find anything?

plush yew
#

I mean this video is pretty fantastic but you should still have some familiarity with the engine first

#

I mean sure but try to come with specific questions. Stuff like "how do I do multiplayer" is gonna get shot down pretty fast lol

golden condor
#

I am not sure if I am doing that tbh

abstract relic
#

Look at pinned messages for further resources ๐Ÿ˜œ

tardy hamlet
#

Ok

plush yew
#

Did anyone happen to take a look at my video? Am I jsut totally not getting it or is there actualyl something wrong there

golden condor
#

I am so confused, I have no idea why my character would start the level somewhere they shouldn't

plush yew
#

print where that start location is

#

it might confirm Mathew's suspicions that you're spawning at 0,0,0

#

@golden condor I hear its bad practice to debug with print strings but its the first thing I do if I have a value popping up that looks different to what I'd intended

golden condor
#

Not quite 0,0,0 but not where I want the player to spawn

plush yew
#

huh, would you be able to record what that value is when you store it? Or post the BP section where you set that variable maybe something small is being overlooked

golden condor
#

I can stream if for you

#

If you want to see

plush yew
#

sure

golden condor
#

I am in the general voice chat channel

plush yew
#

If anyone was curious, the issue was definitely my fault. I was not assigning keys in my services or tasks so it was defaulting to the first variable of its type

vocal flume
#

Is there a way to reorder output pins on nodes?

merry sapphire
#

Is there another Discord like this but for Blender?

fluid stone
#

there is

merry sapphire
#

Thank you

fluid stone
#

there's one more but not as many people

dim arch
#

man I wish the bug report form was simpler

#

I know it means qa can do their job easier, but I need to fill in like 10 different fields just to report some basic bug

floral quarry
#

Trying to apply cloth physics to my character from blender. Any idea why the simulation normals are so far above the model?

regal mulch
#

@fluid stone While I would have allowed it, please read the #old-rules .
Discord Invite Links are only allowed if previously discussed with a mod. (Unless you did that, which I can't know :D )

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?

fluid stone
#

oh damn. Sorry about that, @regal mulch. I'll remember next time ๐Ÿ˜…

urban dirge
#

Hello everybody. Faced such a question. There is a menu level, in it a menu widget. in this widget is a play button. Background music plays in the menu. I would like the music to continue playing from the same place where it ended on the new lvl. I suppose i need to use a game instance. I donโ€™t quite understand how to transfer music to the menu and to the level. Could you help me with this?

tardy sandal
#

Unreal 4.24.3 is crashing a Lot in each 5-7 minutes of interval
Can anyone help to solve this?
I have updated the Geforce Nvidia Drivers
But did not work out

rustic imp
#

is there way to easily copy editor layout and keybindings if I switch engine versions?

mossy cloud
#

you should be able to use the same game if its relatively small with the new engine version

rustic imp
#

the game works fine, I'm talking editor settings

rich reef
#

Can I create a cubemap from the capture the "Sky light" actor creates to use as exponential height fog inscattering texture?

(Please ping on reply โค๏ธ )

mossy cloud
#

ah

#

For some reason, the events i place in a level sequence wont execute whenever I open and close the project and not at all when i package it, anybody knows why?

soft panther
#

How Do I Add An Collison To A Part Of My Mesh ?

mossy cloud
#

open the mesh and you can add collision there

soft panther
#

where ?

mossy cloud
#

here

#

ah skeletal mesh

#

you use the physics asset

soft panther
#

so how do i add the collison to the skeletal mesh ?

mossy cloud
#

open up the physics asset (or press hte physics icon at ttop right)

soft panther
#

I press

#

and after it ?

#

U meant this ?

mossy cloud
#

right click on the joint where you want the collision, and then select which collision box you want

soft panther
#

Thx very much but

#

how do i stop the purple shit

#

like how to turn it off Xd

mossy cloud
#

that's all collision boxes

#

you can either remove them if you want to make your own by just deleting them

soft panther
#

oh ok cool

mossy cloud
soft panther
#

thx bro

mossy cloud
#

nwnw

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?

#

Is this redundant? Or is it good practice to end loose ends with return nodes in functions

soft panther
#

Guys Can Someone Help me with something who is rly simple

#

and i will glad if he can call me on dis to help me

#

im stuck for 3 hours and thx for the someone who will help me

heady quartz
rustic shell
#

This is the question about russian online school for programmers. For russian users only. ะšั‚ะพ ะฝะธะฑัƒะดัŒ ะฟั€ะพะฑะพะฒะฐะป ะบัƒั€ัั‹ Skillbox "ะ ะฐะทั€ะฐะฑะพั‚ั‡ะธะบ ะฝะฐ ะก++ ั ะฝัƒะปั", ั‚ะฐะผ ะฟั€ะพัั‚ะพ ัะบะธะดrะฐ ะธ ั ะดัƒะผะฐัŽ ะฑั€ะฐั‚ัŒ ะธะปะธ ะฝะตั‚? ะŸะพััะบะฐะถะธั‚ะต ะผะพะถะตั‚ ะบั‚ะพ ะฟั€ะพะฑะพะฒะฐะป?

#

@everyone

dim arch
#

ะ‘ะ›ะฏะ”ะฌ

rustic shell
#

ะปะพะป

soft panther
#

Does someone knows how to fix this ?

#

This shitt is freaking me out

mellow hill
#

ะ ะพััะธั

#

ะฃั€ะฐ

hot haven
#

So I just noticed you can add multiple event graphs to one BP. Is there any reason not to do this? I want to use it for organization. Have movement in one, abilities and stuff in another and so on.

#

Just haven't run into anything that uses more than one so is it a bad practice and are there any issues. Do the different graphs behave like self contained units (think classes) or can they freely interact with functionality in another?

rustic imp
#

you can have multiple event graphs on the same blueprint? what? how?

hot haven
#

The plus button next to Graphs tab

rustic imp
#

oh damn, learn something new everyday, I don't use blueprint implementations that often though

hot haven
#

XD I just discovered it myself

#

Though I'm pretty new to Unreal

tacit onyx
#

@hot haven I've never had a graph big enough to test, but some people report that it helps with performance while designing. So if your editor is running a little slow in a large graph you could try splitting it up. The implementation is still the exact same, there's no difference with coding practice. It's just for organization and supposedly performance while editing.

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?

prime tulip
#

I have a problem. I wanted to export a merged mesh i made in engine, i didnt save the mesh yet and during export i alt tabbed away to free up space somewhere. But when I came back to the editor i see the export loading bar thingy, but I can't get to the actual folder select which is opened by the export anymore. I don't want to force shut down the editor or I will lose my merged mesh ๐Ÿ˜ฆ Help how can I fix this?

#

here you can see the issue

#

i need to somehow manage to cancel the export

#

but there seems to be no way to do that

fiery mortar
#

hey lads, is it possible to move the camera that's attached to head with animation? For example I got a swimming animation and I want camera to stay at head part but instead the swimming animation happens at the top of it if that's clear

ruby folio
#

Have an issue with a CTD when moving across a landscape in a level with world composition made up of landscape tiles using world origin rebasing.

'Assertion failed: BufferLayout.GetHash() == Shader->ShaderResourceTable.ResourceTableLayoutHashes[BufferIndex] [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Commands.cpp] [Line: 1533] Uniform buffer bound to slot 4 is not what the shader expected: Bound: Uniform Buffer[FDrawRectangleParameters] with Hash[3145728] Expected: Uniform Buffer[LandscapeParameters] with Hash[100467976]

UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_Renderer
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll'

hot haven
#

@tacit onyx Alright cool. Thanks. I'm not dealing with a super large graph or performance issues. I just wanted to use it for organization ๐Ÿ˜„

burnt ether
#

Hey there. I wondered if theres some kind of "Button" to find or remove all the unused Assets in my Content Browser. I'm afraid of deleting used stuff

rocky radish
#

Hey there. I wondered if theres some kind of "Button" to find or remove all the unused Assets in my Content Browser. I'm afraid of deleting used stuff
@burnt ether but i'm pretty sure the editor will warn you if you're deleting something that is being used, as far as i'm aware there is no clean up button in ue4 (I could be wrong though)

burnt ether
#

Yea but it's pretty exhausting to check every single item

rocky radish
#

i know, but i'm not sure if that button exists,

barren flume
#

is there a way I can get the AI to follow the player through the behavior tree

hasty osprey
#

whenever i import my mesh from 3ds max to UE4 the materials come with the diffuse and normal textures already hooked up, but i always have to do hook up the ORM texture myself. Is there a workaround for this?

forest phoenix
#

My character appears to be snapping from 10 to 0 in velocity when starting and stopping. It makes my animation choppy looking. Does anyone know what could be causing this?

brittle gulch
#

What's the command for tracing in insights?

tacit onyx
#

Tracing in insights?

brittle gulch
#

in unreal insights.

sacred sluice
#

Good afternoon, gentlemen.

Does anybody know what the proportions are in Resident evil 2, 3, the evil within 2 and others. I see that there are more rooms than there are in life, and the doors are very large. I would like to read something about it or watch some video, but I can't find it on the Internet, because I can't do a good English search. Can someone help me with advice on what to look for or just share knowledge whith me?

pulsar badge
#

How do you make a road thatโ€™s painted on the ground and going the right direction

#

Without using splines if possible

honest vale
#

render said splines to a runtime virtual texture and use that

steady tree
#

@fiery mortar either Transform camera or Set View target blend with a different camera

glacial pecan
#

(yes, complete newbie here... had this handed to me on a platter before)

#

I know it's a plugin that's not essential that it works... but it seems I'm locked out of the entire project!

hoary pilot
#

You can do two things.

  1. Compile from source code (visual studio) and there you can see the problem
  2. Go to your project folder and open Saved/Logs there is a file with information about the project so maybe there is more info about the error
glacial pecan
#

@hoary pilot 3. delete the plugin folder it seems ๐Ÿ˜„

#

Thanks, I tried opening the visual studio solutions file, but couldn't even find a compile button... ๐Ÿ˜…

hoary pilot
#

ctr+shift+b

#

is the command to compile or F5 to enter debug mode

glacial pecan
#

hmm... either remote desktop doesn't forward that particular keyboard shortcut, or that didn't do anything...

hoary pilot
#

Otherwise you can disable the plugin in the .uproject (open with the notepad)

glacial pecan
#

damn.. I've opened a .cs file... apparently I need to open a .sln file

#

hmm... that plugin doesn't have a .sln file it seems...

hoary pilot
#

if you didn't use C++ in the project you have to generate it (right click in the .uproject file and generate project)

glacial pecan
#

@hoary pilot I didn't use C++ and Unreal tells me it can't generate project files unless I add C++ files either (apparently, it doesn't count the plugin)

#

but thanks for the help, I bet it needs to be updated anyway (it's from 4.21)... I'll try to open the project without the plugin

limber mesa
#

is there any way i can promote a float var to a local var

#

nvm i think i got it'

vestal stone
#

Maybe someone can help me - i got this problem, then im running game and starting to shoot animation is playing but gun aint shooting.

The error pointing me to the Client Shooting, but this is server thing.

limber mesa
#

trying to refrence time to other bp

#

apparently is it something wrong with me setting the time, idk why

paper tundra
#

is it possible to open the folder of the assets you download on epic games marketplace for unreal

limber mesa
#

yes @paper tundra, go to the epic games launcher and hit library

#

then scroll down

paper tundra
#

i know that i wanna open it in a explorer window with all the files

#

but i dont know how

sly coyote
#

You need a isvalid? Before assigning 0

#

In the very front

limber mesa
#

hey @ruby folio i tried to make a different approach by getting the time from a actor then saving it as a variable

#

but it wont work

sly coyote
#

Get actors of class, isvalid, assign

limber mesa
#

really?

paper tundra
#

when you download assets in library how do you open them in windows explorer

limber mesa
#

so make a isvalid

sly coyote
#

Yes the one that has the ? In the list of options

limber mesa
#

so drag off of get actors

#

then type in isvalid?

sly coyote
#

You only want to assign element 0 if 0 is valid

limber mesa
#

ok

sly coyote
#

Right

limber mesa
#

thanks let me try it

sly coyote
#

Then plug in that get 0 array as the thing youre checking

paper tundra
#

@limber mesa in library it says add to project under the assets but i want to find the directory of the assets in file explorer

sly coyote
#

If its valid...set time

limber mesa
#

ok

#

i honestly dont know @paper tundra

#

try looking up a video on it

sly coyote
#

What are you trying to do here billiams

#

It looks like you're trying to get the current time and set it to a variable

abstract relic
#

Is Valid is also going to boost your performance. Itโ€™s a node youโ€™ll love

sly coyote
#

I use isvalid on everything cause it helps avoid headaches

#

Nothing worse than crashing the engine when you know your ass did not save nothing since the last auto save

quick kelp
#

whats a good place to get fonts for unreal engine?

abstract relic
#

Google fonts. The site, not the search engine. Adobe fonts too

limber mesa
sly coyote
#

If you're trying to get the time in the world...you dont cast to actors...you just "getworld---getime"

#

But no, thats not the correct isvalid

limber mesa
#

i made it in a timeline

#

for the sun cycle

sly coyote
#

When you type isValid...one of them will have a icon of "?" Next to it

#

Thats the one you want

limber mesa
#

i dont see it

paper tundra
#

also on my game when i walk on my map the character walkes in air when i go down stairs how do i fix

limber mesa
#

im dragging off of the get actor

sly coyote
#

Uncheck context sensitive

#

Scroll to the very bottom of the list

limber mesa
#

what do i put in for the input

#

the time actor

sly coyote
#

The get array element you had in the first screenshot

limber mesa
sly coyote
#

Yup

limber mesa
#

now i need to make it a var, thanks

sly coyote
#

But i also notice your time line is not connected

#

Nothing is starting that timeline innthat second screenshot

limber mesa
#

its looping

sly coyote
#

Need to hook code to play or playfromstart or any entry to get this code to do printscreens

limber mesa
#

and auto plays

sly coyote
#

Without anything going into one of the left side pips of that timeline

vestal stone
#

So no one can help me

sly coyote
#

Nothing will ever use that code

vestal stone
#

Nice thanks

limber mesa
#

so what should i do, add a event begin play?

sly coyote
#

@vestal stone what is that node even part of?

#

You literally blocked out all the rest of the code...

#

How can you expect help?

limber mesa
#

@sly coyote so apparently its invalid lol

#

i got an idea

sly coyote
#

You need to check if the weapon is valid before trying to check code on it...that node you blocked out has nothing to do with the error you blocked out

#

You are trying to run code for a weapon without checking if the weapon exist first

#

Billiam what are you trying to do?

limber mesa
#

the time line goes up to 360 as a value, i want to make a var called time as a float to access the value later. im trying to make lights turn on and off based on the suns position

#

@sly coyote so with that time var i can refer my lights to it

#

im trying not to make it in the level bp because i wont be able to refer it

sly coyote
#

Screenshot your code for me... Your other picture got buried

#

You definitely won't be using casting to actors of a class to get the time variable out of that

#

But I'll show you how you can

limber mesa
#

im just trying to make a ref to the timelines position so i can access it through other bp

#

im doing this through the level bp

sly coyote
#

You do that with keys

#

Not actors

#

Inside the timeline

limber mesa
#

really

abstract relic
#

Your timeline is also unconnected

limber mesa
#

it auto plays

#

its the daytime cycle

normal burrow
#

timelines mystify me

abstract relic
#

Does it now

limber mesa
#

based on a certain time i want to do something

sly coyote
#

Ok

#

Open the timeline

limber mesa
#

ok

sly coyote
#

Click add top left courner...add an event track

#

Call it time based events or something

#

Day...night...whatever

limber mesa
#

Ok

sly coyote
#

Now in the new event track

#

Rightclick and add a key

#

At the time you want whatever to happen

#

Save...close the timeline...youll see a new pip named whatever you called it

#

It will do that code at that exact moment it reachs the key

limber mesa
#

Ok

sly coyote
#

But again I cannot stress enough that none of the code that's coming off of this timeline is ever going to happen unless you have something hooked up to one of the left side pips

#

You have to play the timeline to make it start playing...

limber mesa
#

I have a question, so if I make multiple instances of lights will this work

sly coyote
#

You can have that thing fire off at the brand new "day" pip...and do any code you want, including turning on a bunch of lights

limber mesa
#

i was comparing both

sly coyote
#

That initial plan is exactly what timeline event keys is for

#

Wherever you right click on the event track will make that fire at that exact moment that it hits that little point

#

If Auto plays a thing I never heard of it

#

And I've been fighting around with this engine for about going on two years now

limber mesa
#

I added a float track and it has auto loop

sly coyote
#

Is it a check marked item in details?

#

I swear ive never seen autoplay

limber mesa
#

Itโ€™s in the timeline

sly coyote
#

Add event tracks for the different code you are wanting to run at different times

#

Make sure to give them nice names so to not confuse them

#

Like "new track 0" is a horrible name lol

limber mesa
#

So zethfox. I made two event keys, how can I refer to them through actors?

sly coyote
#

Blueprint interfaces

#

And interface events

limber mesa
#

Iโ€™m not that experienced with bp interfaces

sly coyote
#

Theyre stupid easy

#

Once you get your various Time event set up at least a couple I can help walk you through it real quick only takes a minute

limber mesa
#

I got both set up, at 70 and 120

sly coyote
#

Ok...in content browser right click ...add a new blueprint---blueprint interface

limber mesa
#

One sec

sly coyote
#

Call it "timed events" or something

limber mesa
#

Ok

sly coyote
#

In the blueprint interface make a function called whatever is appropriate or generic enough cause it will be used with multiple... You can make it have multiple functions as well so different actors can have different functions fire off

#

We'll start with just one though

#

In the bp that has the timeline...under the class settings youll see a section for implemented interfaces

limber mesa
#

Iโ€™ll make it called time event

sly coyote
#

Add the newly created interface

limber mesa
#

One sec

#

I put the timeline in the level bp

sly coyote
#

Thats fine

limber mesa
#

Ok

sly coyote
#

Now drag off the 70 event pip

limber mesa
#

There is no 70event pip

sly coyote
#

And type the name of the interface function...you want to "call" it

#

You should have created event tracks for 70 and 120

limber mesa
#

i created them both in the same one

#

is that ok

sly coyote
#

No, not for different time of day events

limber mesa
#

ok

#

im going to change it

#

how can i delete a curve float?

sly coyote
#

You want night to fire off night at the 120 and day events to fire on days in the 70 track

#

You still want that curve

#

Cause thats your timer :)

limber mesa
#

70 is the beginning of the night and 120 is the end

sly coyote
#

So make 2 tracks

#

Event tracks ..day and night

#

Put a key at 70 in day

#

Put a key 120 at night

#

You can have another key on day at 120 if the items youre firing are just toggled

sleek spear
#

can i sample a material layer to spawn grass on it? like we do with landscape layers but when using the new material layer

limber mesa
#

ik i spelled it wrong

#

ill change it later

sly coyote
#

Ok drag off the 70 ..type the name of the bpi function

#

And "call" it

limber mesa
#

ok it casted it

sly coyote
#

You should end up with a blue function node with an envolope or icon in the top right

#

Now in the first item or light you want to effect with this

#

Go to its bp

limber mesa
#

dont see it

sly coyote
#

Go to its bp

limber mesa
fierce forge
#

how i can make ai to stay at a distance of each other ?

sly coyote
#

You want to make a function call

#

Not a cast

limber mesa
#

One sec

sly coyote
#

No problem, go to the light bulb bp

#

And add the bpi to its class settings

limber mesa
#

the directional light?

#

oh nvm the point light

sly coyote
#

Whatever bp you want to effect

limber mesa
#

ok one sec

sly coyote
#

Time event is actually a bad name for that btw... When I said generic I meant in the sense of if it's day related just call it day event... Because you'll be adding a function for the night event too

#

But you can change that after I show you how easy this is

limber mesa
#

yea i just noticed

#

so im in my point light

#

and cant see it

sly coyote
#

Added the bpi to class

#

Class settings...add the bpi

#

Just like we did for level bp

#

Compile and save then it should appear on your component list

limber mesa
#

ok one sec

#

it doesnt pop up

#

nvm i typed it in wrong

sly coyote
#

....click class settings...under implemented interface

limber mesa
#

Ok I got it

sly coyote
#

Now rightclick the graph

#

And type bind time event

limber mesa
#

Itโ€™s not showing up

sly coyote
#

Uncheck context

#

Type bind event time event

limber mesa
sly coyote
#

Likewise I think you can right-click the interface green function button on the components list and click implement function

limber mesa
#

i couldnt find bind event

sly coyote
#

How did you end up with that node?

limber mesa
#

ii just typed it in

#

and called it

sly coyote
#

But thats not what i told you to type lol

#

Not even close

limber mesa
#

oh

sly coyote
#

Type red....ok ...types purple

#

Lol

limber mesa
#

im right clicking and typing it in all actions for this bp and i cant find it

sly coyote
#

Type bind event...and sxreenshot it

limber mesa
#

i added the event

#

if i right click in my light post graph i cant find it

#

which bind event

#

there are multiple

sly coyote
#

Bind event time with the check out of context sensitive

limber mesa
#

Which one

sly coyote
#

Also after you implemented the interface does it appear on your components list

limber mesa
#

it doesnt

sly coyote
#

It will be in the implemented interfaces section you might have to hit the little drop down triangle

limber mesa
sly coyote
#

Check the variable section

#

Where all your functions and stuff are