#ue4-general

1 messages · Page 725 of 1

plush yew
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if i apply a force, and i want it to be fps independent, how should i use the deltatime? i multiply by it, then multiply by my avarage fps, but obviously the force will get very big with low fps this way

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its probably obvious but i'm not sure what to do

sly coyote
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@plush yew totally see your frustrations... and your not alone people seem to be complaining about the lack of docs and guides for it for almost a year and a half now....

plush yew
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There is not a signle line written about how it works

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They just drop you in and expect you to be smart enough to reverse engenner the whole thing in like 2 minutes and be ready to go

sly coyote
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Apparently thats what everyone does is struggle thier ass off...learn it and say "screw everyone else....let then suffer too"

plush yew
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lol

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yup

sly coyote
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Some guy on artstation was even so good as to write like a 7-page review talking about how he struggled through it

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But just complaining about the lack of documentation in that 7 pages

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Not bothering to write another word about how he figured it out

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.... Worst thing ever is when someone's like hey how do you do this....then you scroll down and they're like got to figure it out thanks guys

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Like dude what did you do

plush yew
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Yup some mexican guy made a scene and posted how he did it in polycoutn

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but he had broken english

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and i couldnt understand

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The only tutorial video is one guy changing the fuckign beafaurt scale whcih is just one varianle

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variable*

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Yeah i know, mind blowing

plush yew
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I got it working is just that i dont know how to use the shoreline capture on my custom map

sly coyote
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But its some guy going through it for 24 mins without talking

kindred viper
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waveworks docs should be done at the Nvidia side shouldn't it?

sly coyote
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Yeah invidia did not put out any documentation

plush yew
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wait a fucking second

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i think he makes a custom shoreline

sly coyote
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Yeah the guy literally goes from start to finish

plush yew
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If he does then jacpot

sly coyote
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But he doesn't speak a single word through the whole video so you better not blink

plush yew
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but i cant really understand why there is no documentation on waveworks but there is a shit ton of it about physx, flex flow and blast. Like waveworks is the most complicated one of all of them and there is no documentation on how to use it

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I'll make sure to watch it 5 times and not miss a single frame

sly coyote
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It's probably cuz the others are more widely used

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Or people just fake the ocean to save performance

plush yew
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Title could be better though. Ue4 nvidia waveworks 60 fps doesnt really show you that it is a tutorial. Along with that thumbnail you think its just a demonstration

sly coyote
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It's because I don't think it's supposed to be a tutorial

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It's just this guy messing with it for 24 minutes straight

plush yew
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Just a demonstration of how smart he is to be able to figure this shit out without documentation

sly coyote
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Well I hope you can find something in there to help you out man

plush yew
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yeah thats not impressive, i was messing with it for 7 hours straight yesterday and all i could do is waves coming from the shore xD

sly coyote
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At some point he's got a fudge around with that shoreline so

plush yew
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Yeah i saw

sly coyote
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When it gets to the part about the shoreline just copy every single thing he has on his settings

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Lol

plush yew
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lmao

sly coyote
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But make sure not to write any guides about how you figured it out... You can be part of the wave club

plush yew
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he seems to be so fuckign confused

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he moves his mouse so slowly that shows that he doesnt knwo what to do xD

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no i will write documentation about it

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im not that kidn of asshole

sly coyote
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LOL can you blame him?!

plush yew
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yes

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learn to talk bitch

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xD

honest mango
plush yew
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LMAO he captures scene and it produces a blank texture

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i can almost smell the wtf face

sly coyote
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@honest mango increase the mass to a more believable mass on the car under physics

plush yew
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Yeah umm he doesnt figure out how to make the shoreline

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he just gives p and ends the video

sly coyote
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I'm tempted to take a stab at it later

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It looks amazing but is it worth the headaches?

honest mango
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thnaks but i dont understand i didnt changed the mass and yestarday i could just stand up on it

plush yew
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You mean about waveworks zethfox?

zenith dust
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does anybody know of a tutorial on how to make player control similar to UT editor?

plush yew
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Definately worth the headache once you get it working on your map

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Im waiting for the public release of waveworks 2 on ue4 tho. hope it fixes this problem

sly coyote
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Does it have support for underwater... Or is it just the top layer?

plush yew
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Yes it has

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it has built in underwater post processing and shit

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and you can even put a physics volume and make it swimmable

sly coyote
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Ill definitely check it out to then... Then we can both be pissed off together lol

plush yew
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xD

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You mean bu lookign at the top of the ocena from under it?

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Like some materials are just transparent from beneath right?

sly coyote
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I meant diving in

plush yew
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Yeah not with waveworks. It looks fucking great

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yeah

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It supports it

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Also dont build the official one

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as it is only for 4.19

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I have a custom branch with all the gameworks in it cor 4.21

sly coyote
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Shoot...ild want it in 4.24 minimum

plush yew
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bruh

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That aint happening soon.

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Here's the thing

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Use visual studio 2017

quiet rampart
kindred viper
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what did you export it out from?

quiet rampart
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Maya

kindred viper
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ahh Im not familiar with it. sorry. Someone else will know

quiet rampart
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im pretty familiar with maya... I dont believe you need to know maya to answer this problem... Basicaly, im tryin to export a skeletal mesh with LOD and animation... its something quite simple, a light switch... no matter which softwares you are using, if you know unreal you should know how importing animations, and how LODs works...

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i already did export a drawer with a bone and a join, no problem with that...

But with LODs i get this error

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LODs are working with the static mesh... but not with the Skeletal mesh

frozen pond
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so my struct died, and now i'm trying to recreate it but i'm getting that error, problem is that this variable don't exist anywhere in my blueprint

quiet rampart
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so my struct died, and now i'm trying to recreate it but i'm getting that error, problem is that this variable don't exist anywhere in my blueprint
@frozen pond

Try to see if something cast to it or try to use it ?

frozen pond
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unreal fixed itself, i tryied to play and got "struct domki something something would you like to delete?" and its fine now

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however idk why second time my project crash due structure damage

vale silo
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where is 4.25 release ? :/

austere scroll
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IS IT possible to mention a Matinee in a blueprint thats NOT the level blueprint ?

honest mango
plush yew
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@sly coyote you done something yet?

sly coyote
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I'm trapped at work for the next 6 hours

plush yew
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damn rip

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I would say start compiling cause its gonna take for fucking ever

proper stump
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I have a Structre object with some data, BP structure, no C++. How can I access that object from the event graph? cant find any load structure function

frozen pond
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you need to add it as variable

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add variable -> set variable type to move button inamge

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then you drag that struct and type break

proper stump
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thanks

frozen pond
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note from me: if you edit something in structure, you editing data only in that blueprint

simple torrent
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Does anyone know how to only use the reflections from an hdri without using the background? I’ve been struggling finding info about it online :(

I dont want to see the hdri as the background, only get the lighting that it creates!

If someone knows it would be highly appreciated!

scarlet birch
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Does GameState persist between levels?

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I haven't messed with this stuff in a while, and I think it does but I'm not finding it clearly stated.

quiet token
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a line trace with 1000 distance vs 1,000,000 no negilable impact on performance ?

scarlet birch
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Probably not for a single trace. Traces are fairly cheap unless you get crazy with them.

dense hatch
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@scarlet birch GameState is for a certain level and is related to the GameMode

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If you want to persist between levels then you should use GameInstance

scarlet birch
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Thanks. I found what I was looking for. I'm setting up a loading system and needed to figure out where to tie everything together.

dense hatch
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@honest mango have you played with the "Set View Target with Blend" node?

charred stirrup
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Does anybody here use Quixel for creating material maps?

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I can't figure out how can Quixel draw on top of the ambient occlusion?

dense hatch
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anyone knows if it's possible to change these in a packaged build?

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it says "default classes" so I guessed we should also be able to change them

limber mesa
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trying to make a c++ project anyone knows what this means ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.

scarlet birch
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You need to install the .Net with VS installer.@limber mesa

limber mesa
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im installing the community 2019

scarlet birch
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.NET

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It should include 4.6.2 or something by defualt

thick herald
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There should be an option for game engines or something

limber mesa
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what about the one next to it

scarlet birch
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Yeah going to need that too. There's a doc that lists all this.

limber mesa
scarlet birch
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Probably.

thick herald
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and you want the Unreal Engine Installer

scarlet birch
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Why?

thick herald
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Honestly? I have no clue, but the docs I read said to tick that box 😄

scarlet birch
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I don't think you need it if you've already installed the engine. I've never added it.

limber mesa
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ima see what happens

kindred viper
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Ive never used the unreal engine installer myself. Is the launcher or just some arbitrary app?

scarlet birch
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No idea. Probably just something that downloads the launcher.

pulsar fractal
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Hi guys, my project is 60gb, full of meshes to use in my level design in the future, when I’d then delete anything unused. Is it common to hoard content to have many options? Any insight could be helpful, thank you

whole quarry
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You have developer folders to throw that shit in

pulsar fractal
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😮

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I’ll have to set that up thank you

lime girder
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Happy Friday 🙂

hoary inlet
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Quick Question: When I'm working on the blueprint of an AI controller and I want to get the world location of of the bad guy who's using it, what do I specify as my target?

digital anchor
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AController::GetPawn is the one using it

kind dew
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Okay im going crazy why cant i find the FOV setting for my camera? It's totally gone for me

digital anchor
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fov on orthographic? x)

abstract relic
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In short, orthographic can never have fov

plush yew
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when i use Tessellation on terrain in ue4, it bumps the terrain way higher than the actual terrain mesh and if i place foliage or any other objects, they go underneath the Tessellated material and go on the original terrain mesh, is there something im missing or is it because i havent set up my hieght map correctly in SD?

normal burrow
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yep, you just define a width green, then the height is determined by ratio. fov is zero because there is no angle of view

lime girder
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huh thats a clever image

plush yew
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are waves like this possible in UE4, like in real-time in a game scenario? Perhaps without killing the computer?

kindred viper
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sure if you put the effort in. But most people settle for performant shaders that aren't quite as good.

plush yew
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could you help point me in a direction? I am lost but determined to make a wave like this

kindred viper
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well you will need to learn about shaders first. I couldn't give you any specifics but I would also check out things like RealFlow and Blender's methods

abstract relic
plush yew
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tanks

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Ill have it finished in about a year

kindred viper
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its a science unto itself

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goddamn my brain

normal burrow
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Needs more sparkles

kindred viper
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Ubisoft has some of the best water in games Ive ever seen

scarlet birch
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There's a few ocean water projects that are really far along and not too hard to use.

plush yew
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I just always thought that some games need some better looking oceans

sand holly
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Hey guys, (hopefully) quick question:

On the Oculus branch of 4.24.3, recently I've been running into an issue where every time I open a material editor window, it recompiles the shaders for that material. Not only that, but if I close the window and reopen it, it adds to the number of shaders needed to recompile:

kind dew
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@plush yew okay then how do i "zoom out" on orthographic?

plush yew
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you dont

kind dew
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okay well

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i have the camera 10000 units in the air and its only seeing like 1 cm of the floor

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whatever i need to change to make the camera see more of the world lol

frozen pond
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any good tutorial on how to set exposure?

sand holly
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This is what the log looks like

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I've cleared my DDC and re-filled it to no avail.

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Is this a known issue with 4.24?

scarlet birch
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@kind dew With orthographic you define the width and aspect ratio and that's it. Everything is laid flat on a single plane with no perspective or scaling by distance.

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Your aspect ratio is set to 0.5

kind dew
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okay what is the aspecvt ratio for a portait mobile game? .562 is what it was for perspective

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yea 9/16 is .5 so can you just not have that aspect ratio on orthographic?

scarlet birch
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It's fine but your width is also 512. Figure out what you want and set it. That's it.

storm terrace
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How do I make it so there is smoke all the way to the cannon-ball?

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any of you know?

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can you see the space between the cannon-ball smoke and the trail?

midnight root
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wth is going on now ;),,,shadows have been following my character as he goes fwd, I was told disable shadows on directional light which was working, but now using sun & sky with expo heightfog, which one of those if not directional light maybe causing that ? 4.24.3

tacit onyx
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Anyone have any idea why launching in Standalone would cause one specific Userwidget to stop calling events? They work in PIE, but in standalone launch, every other widget seems to work fine, but I have one widget with three buttons and a checkbox. Can click on them, change the checked status of the checkbox and yet no events ever run.

kindred viper
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maybe attach a debugger and see if there is anything failing and causing a silent error

tacit onyx
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By debugger, do you mean print string or something else?

plush yew
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@plush yew heard of waveworks?

kindred viper
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no its a visual studio thing for debugging standalones

normal burrow
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Is there a way to author a redirector?

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Like if i wanted to hardcode a reference to a redirector instead of an actual asset

brittle adder
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is "porting" to stadia a thing? or is just "simple" with UE? build for linux/vulkan, read the API, setup the joystick etc..

summer zealot
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Has anyone have used destructible mesh in sequence? In game (play bode) it appears, but when I record sequence video, its not there. For some reason it ignore it.

fiery mortar
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guys how can I turn material instance to normal mateiral so I can see the every nodes?

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I am trying to use the material instance for landspace painting

flat idol
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look for the base material in the details panel of mi at the bottom

grave nebula
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@plush yew Simulated? No. Prebaked? Yes.

chrome axle
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Hello, can you add a nav modifier to a mesh? or only to a collision volume?

flat idol
fossil basin
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Anyone know how to split a CSV file and bind text to values in the file

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this dont work

proper stump
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Hey, i want to setup a colision box that only triggers for my character, i know it's possible to overlap all and cast for the character bp, is that the best way?

quiet rampart
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Hi!... Im quite confused with my problem right now, and i seem to be unable to find any solution over the internet. So im asking here...

I made a light switch in maya. With three LOD group (LOD0 - LOD1 - LOD2)... I did and animation on the switch for the ON/OFF action. When i import the fbx, it give me this error:

Root bone in LOD is 'LOD_1' instead of 'LOD_0'. Import failed.

What i tried:

  • Using bones instead
  • Making the animation on the mesh directly
  • Attaching constraint to ever mesh LODs that are animated

Im pretty sure something's missing, but i can't manage to find it... Thanks!

rancid lynx
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when i goto Front view of a blueprint, and add +10 to Y. the mesh moves left. is that correct? or did i mess something up ?

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@proper stump you can edit the actors collision details, set ALL to block or ignore, and only overlap PAWN, pawn is the default character collision. that way, only pawn types will even bother. or you can create a custom collision type, name what ever you want, in the editor settings, project settings.

proper stump
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thanks

barren flume
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How can I change the length of animation

woven cliff
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hello, any idea why none of the motion controller inputs work on gear vr? on 4.24 ? they worked fine on 4.18
i tried all related remote /motioncontroller nothing is working

limber mesa
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trying to run my project in visual studio code but its not letting me, anyone know why

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im using code runner

dawn gull
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Hey sorry to interrupt but how can I make a widget that changes the speed of the plane in the flying template?

limber mesa
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@dawn gull like a widget that has a button?

dawn gull
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@limber mesa A slider

limber mesa
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idk im sorry

dawn gull
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Ok

rancid lynx
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@woven cliff i think, in 4.24, they changed button mappings. so you no longer use the generic "Oculus Touch X" event node. you are supposed to go into the project setting and add buttons there, giving them unique names, name it anything you like, then call those unique names inside the blueprints, for example. i had to rebind all my controls for oculus rift also.

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project settings, input, add

woven cliff
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what do u have inside them ? Iam using gear vr and no input works but the back button is the only one working :/

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"from oculus go back "

rancid lynx
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this was instant in 4.22. i could press it as often as i like, and it would be an instant load on my tiny map. now when i use this node, there is a hard system lockup for 8-12 seconds. no matter of the map size. did this change for everyone else ? this alone makes me regret upgradding.

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well mine are simple oculus touch options, because i use rift, so im not sure about mixed options.

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but id imagine they are more compatable than ever. not less.

limber mesa
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can anyone help me with compiling my c++ visual studio code

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i used code runner

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already tried cl cmd and it didnt work

dawn gull
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How do I change the range for a Slider in a widget?

plush yew
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i made a simplpe vehicle based on raycasts for suspension and a bunch of forces, but i notice it turns slightly faster when i run it at 30fps, however everything should be fps independent, is there any way to solve this?

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everything should already be fps independent afaik

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i suppose i could lock the physics at 30fps but that's a bad solution and will cause it to run in slowmotion if people would have even lower fps

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meaning lower then 30

silk lintel
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I'm not sure if you can tell from the picture, but my mesh is (at least looks) lower quality in level editor/game than in static mesh editor.

plush yew
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@silk lintel might not be showing LOD0 in game for some reason

proper stump
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any recommendation on where to find someone to model an rig my main character?

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at a reasonable price...

plush yew
silk lintel
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@plush yew Oh I forgot to mention I only have 1 LOD (that is, base mesh and no additional LOD meshes)

winged crypt
silk lintel
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@winged crypt it's in the particle demo

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I can find a link for it if u want

winged crypt
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sure, please -- I'll try to find it as well

silk lintel
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found it

winged crypt
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legend

silk lintel
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Launcher->Unreal Engine->Learn->Particle Effects

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about half way down the page

plush yew
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@silk lintel weird it just looks like it lost some triangles for some reason

silk lintel
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yeah idk

winged crypt
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thanks! Do you know if there's a free commercial license on it like with everything else Epic releases?

silk lintel
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@winged crypt i believe it's a royalty system, so you can never be charged any more than you make. That's only with games you publish, though. All Epic Games content is royalty free for use within unreal engine.

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@plush yew my first thought was something with the material, but that wouldn't make any sense since the material is also on the mesh in the static mesh editor...

winged crypt
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yeah, I've published a few, just wasn't sure about this demo content

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thanks!

silk lintel
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@plush yew Like everything I think it could be also applies to the static mesh editor

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@winged crypt np! gl

plush yew
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@silk lintel probably not the material, all i see is that the edges are less rounded, as if it is an LOD, no clue what this is, did you try building it to see if it happens then too? in case its something fancy the editor does or whatever, other then the LOD guess i have no clue what it could be

silk lintel
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@plush yew I'm using noise with a world position offset, only reason I considered it. I'm pretty sure I tried building, but I'll do it again.

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Nope.

plush yew
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@silk lintel jsut a shot in the dark the build suggestion

silk lintel
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The only place the problem could really be is the static mesh actor itself that's in the level editor, right?

rancid lynx
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i can press F2 and rename the variables, and nodes in the BP window. but i can not rename any of the components like scene, or collision spheres or meshes. anyone know why I can not rename these? Its not a parent child class. i made a new actor myself. i restarted the engine, and it allowed me to rename the second scene actor, but not the rename ability, F2 or right click rename, neither work inside the component box, but continue to work normally in the BP window or variable details. any clues why ?

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well, the name box in the details window allows me to rename it X_X. at least the 4th option worked.

silk lintel
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@plush yew Like maybe something in the rendering settings

plush yew
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@silk lintel well to me it just looks like an LOD, as in it has less triangles then the first screenshot, it looks as if it has a blender decimate modifier applied, but no clue why if its not an LOD, you sure it did not generate LODs at one point?

silk lintel
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I'll check the import settings.

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It can't be a problem on blender's end, though, because it looks fine in the static mesh editor.

plush yew
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@silk lintel i'm not saying that, i'm just using that to describe how it looks to me

silk lintel
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ah ok

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So the import mesh LODs setting was unchecked. There are a lot of settings here that I'm not familiar with, tbh.

fossil basin
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anyone know how to transform a string or interger to a name?

silk lintel
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YAY!

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@plush yew I disabled 'Remove Degenerates' and it looks amazing now!

rancid lynx
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a name is usually a string. when you say name, what is it your naming ? a variable name ? like, changing variable names at runtime? i dont know how to do that. ill look

plush yew
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@silk lintel nice

silk lintel
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disregard utorrent, i would never use that in my life

rancid lynx
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i only use utorrent to download utorrent. but i turn it off as soon as its finished updating utorrents torrent.

silk lintel
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lol

plush yew
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@silk lintel plenty of legitimate use for torrents (however utorrent is complete junk these days)

rancid lynx
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what do you recommend onemoreed? i was always too lazy to upgrade. i was kinda feeling the same way

silk lintel
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Ok anyone know if there is a/how to set the frame rate cap in ue4? Always feels like its at 60 but i cant find any setting that proves it.

rancid lynx
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the brave browser or duckduckgo browser, i forget, got my insain download speeds last week. but i couldnt limit which files download : ( so its sorta useless

plush yew
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been ages since i used torrents, i don't remember what i used after utorrent

rancid lynx
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there is shogu. ive tested it in vr also

silk lintel
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@rancid lynx u know what its called?

rancid lynx
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looking now

plush yew
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@silk lintel t.maxfps 30 for 30 fps

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0 sets it back to unlimited

silk lintel
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its unlimited by default?

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how many settings am i missing out on that are only console-accessible

rancid lynx
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prob unlimited default.

silk lintel
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huh

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it feels so choppy compared to 240

rancid lynx
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fixed fframerate gi guess, beena while since i tested it

plush yew
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well you want the most frames per second as you can get right, that is the default

rancid lynx
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are you using VR ? make sure that autosyncrounous crap is off X_x

silk lintel
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i fuckin wish... nah i got a pc

rancid lynx
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id rather not run my cards at 100% full power all the time.

plush yew
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my 240 Hz monitor broke 😦

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stuck at 75 again

silk lintel
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no, im not saying it doesnt make sense, im saying it doesnt even feel like 120 fps 😄

rancid lynx
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but runnin 90 fps in vr usually does anyways X_x

plush yew
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still have to send it in, but somehow i have to pay for the postage fees even if EU law says i don't

silk lintel
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and i can run almost anything at ~200-300 fps

plush yew
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pf if my gpu dies from using it it sucks anyway

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i made this vehicle that hovers on raycasts and uses forces on locations to behave like a car, i noticed it seems to turn a little faster when i run it at 30fps, yet everything should be framerate independent in my blueprint, any way to fix this?

silk lintel
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i think you fix this by using delta time

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ive heard of this issue coming up in movement

plush yew
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all the physics stuff does this automatically, and the rest uses deltatime

silk lintel
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im not an expert, though, and ive never had to deal with it

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ah

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idk then

plush yew
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i don't wanna invest more time in my project because of this 😦

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makes it unusable

#

you could just run it at 30 fps to turn faster.... kindof dumb

silk lintel
#

i know that feeling well

#

having an amazing idea and wanting to build a game around it, but then not being able to complete the idea

plush yew
#

i think it may be the engine itself since everything is fps independent already :-s

#

might have to try unity again, but i moved away from that since they kept depricating the crap they pushed everyone to use time after time

#

they are experts at wasting resources

silk lintel
#

you could help me with my project...?

#

If you want to. Idk, might be fun to team up, u know. I've barely started, but I have some good ideas.

plush yew
#

nah no time, try the forums maybe

#

also i would not be much help anyway tbh

silk lintel
#

I'm not rly looking for help, i was just offering

#

i dont mind 😄 just for fun

#

ur choice tho

thin tendon
#

So I have an idea I want to try. And was wondering if you guys could point me in the right direction for information to reference. I want to make a virtual cursor that uses a widget but doesn't use mouse position. So I can move it with a gamepad. I know there is a plugin for this by rama. But it has limitations and I don't want to use a plugin. And I'm not keen on the focus system for widgets as a form of gamepad support.

silk lintel
#

I mean... you could just store mouse location in a variable? Unless you need access to both at once.

thin tendon
#

Nah I don't want to use the mouse. And just store the widgets position. So I can use it with devices like xbox that have no mouse

silk lintel
#

I meant mouse cursor location. I probably should've just said cursor location.

fossil basin
#

anyone know how to check to see if a string is in an array?

plush yew
#

@fossil basin with find or a foreach

#

find will return the index of the first one it finds, with a foreach you can find multiple

#

well time for me to move on and start over using something else, being able to cheat by lowering fps on something that is supposed to be fully fps independent is not exactly what i had in mind, thanks a bunch for the help i got here over the past weeks

fossil basin
#

@plush yew

#

let me show you my code

plush yew
#

@fossil basin no clue if that does not work, you could try printing out the string or make it a public var so you can see it while you run it in the editor

#

gonna head out, good luck

fossil basin
#

ok

#

thanks i guess

silk lintel
#

umm... my editor crashes whenever I set my static mesh to no collision?

thin tendon
#

How are you setting it and are you sure that its that particular thing doing it?

silk lintel
#

in the static mesh editor, yes

#

sry i have to type with one finger cause im eating piuzza'

#

lol

reef lava
#

It says it's compatible upon rebuild, but it give me errors when I do. Doesn't let me rather. A single message failure to clarify.

brave lark
#

visual studio is hanging and won't open while epic games launcher keeps trying to launch but crashes. Oh boy, what do I do now?

#

@reef lava I wouldn't bother. I are you just trying to get object placement correct?

thin tendon
#

Is there a way I can get gamepad? Like is gamepad plugged in?

plush yew
#

@sly coyote you done something?

sly coyote
#

nah, i was hoping it would be atleast 4.22 min but i would have to download a costom engine build from some random github....just not worth the effort for something i dont have immedate plans to use man

#

sorry

#

and i literally lose all my other assets dropping to 4.19

#

since i didnt start purchasing stuff until 4.22

#

i wonder tho, if invidia dropped it becuase of issues, or becuase theyre stupid

plush yew
#

They didn't drop it and its 4.21

#

The 0lento guy is not random, i think he either works for epic or is a verified content creator

#

i believe most of your assets are compatible with 4.21.2 and you can make a new project in that version, downlaod them there and migrate to the custom build

#

@sly coyote

#

But yeah, i just ran into another issue

reef lava
#

@reef lava I wouldn't bother. I are you just trying to get object placement correct?
@brave lark that plugin does a lot more than just object placement

#

plus it's an easier conversion method for existing assets imo

#

So I'd prefer to get it working again, but I guess I'll just do that conversion my self until I can compile it's source without an error.

brave lark
#

what error are you getting

reef lava
#

pretty simple. It's a rebuild failure. Not much said besides that, it can't rebuild the plugin from it's source, otherwise I haven't done a lot of log checking besides that.

#

I can enable it perfectly fine, but upon restart of course, the rebuild fails.

scarlet birch
#

I'm trying to trudge through this and I can't figure out what to put into .PieceImage to get the image to work. I know the file is loading as I've tested it in another brush SNew(SThrobber).Visibility(this,&SScionateLoadingScreen::GetLoadIndicatorVisibility) .PieceImage(newFSlateDynamicImageBrush(ThrobberImage,FVector2D(75,75))) .NumPieces(24)

plush yew
#

not working

#

tried different pc's phones..

#

reaally needed to refresh a course i done one month ago..

#

you can type as many emails you want = 0

#

who is in charge of the website?

obtuse swift
#

ok so does anyone know why all of my enemies take different amounts of damage? I have a set place for my ai to spawn in, andthe first one takes damage flawlessly, but the ones after that do not take damage correctly at all.

#

i can send a screenshot of the code

scarlet birch
#

Found the solution to my problem with a slate brush after going through some old posts.

obtuse swift
#

here it is if anyone wants to help

brisk urchin
#

Hi guys, does using the "Merge Actors Tool" on many grouped individual static meshes help with performance? Here's a pic for reference in one of my many areas in the map.

tame salmon
#

@plush yew just came here to post same issue

jaunty dagger
#

I'm working on array-based spawner but I'm having a problem removing Items from the array what I want to do exactly is to spawn 3 ai's when one of them is dead I want the spawner to spawn another one but for some reason when the pawn is destroyed the array fails to remove the item (I'm using Event End Play)

#

How can I fix this

royal crest
#

how can i make ue4 faster? it compiles, builds things when i change anything and takes a lot of time. material editor is unusable, preview is toooo slow. what can i do?

exotic cave
#

@brisk urchin : Aha, finally I see why you get a lot of slowdown

#

It can

#

Those shelving units and boxes likely need to be instanced

#

It uses a single draw call for all the instances, can be much faster for scenes like that. However, I only know how to do it with foliage which is a bit different 😦

#

To be honest though, I think stuff like that may be instanced by default.

#

One thing I think could be affecting your performance is that fencing up there. You have a lot of large, opacity masked cards that those mesh fencing are on.

#

The shadowcasts on anything with even opacity masked transparency are brutal. (Actual partial transparency - percentage alpha values per pixel - is even worse.)

brisk urchin
#

@exotic cave That's why I was thinking of possibly merging those static meshes together. On that pic, I manually placed the rack and each box individually on it. I take it the engine is calling for each one separately.

exotic cave
#

I usually keep a copy of the original scene, then make a version that has the merge instead for workflow like this

#

A single static mesh for that shelving might also help a system whereby you can turn off warehouse internals while outside, which would also be a huge boost

brisk urchin
#

So if I merge each rack with all the boxes within it then would help since its calling it as one static mesh instead of many right??

exotic cave
#

I mean, I'm not going to bet my entire career on it improving your FPS 😉

#

It's worth trying. It may not prove significant.

#

It also depends on your eventual needs. If those boxes are going to ever be physics-capable, you shouldn't merge.

brisk urchin
#

Yea, I should create a new scene that can have all the new merges. That's a good idea. What would you recommended with the fencing up there? as far as settings tweaks to them?

#

As of now, all the items will be static for this fps shooter map.

exotic cave
#

I actually recommend turning it off for just one profiling, just to see if it's significant

#

I don't have a good answer as far as optimizing it. I am having to literally rework an entire pack of foliage to use individual leaves instead of branch cards. Huge opacity masked or partially transparent tris chug UE down much much faster than anything else I know.

brisk urchin
#

@exotic cave dang sounds like a lot!

exotic cave
#

Honestly, bizarre as it seems, a solid mesh fence modeled out of lots of tiny tris might actually run even faster than what you have. Fillrate stuff like that can be very counterintuitive.

brisk urchin
#

Btw, if you don't mind me asking. You work for like a studio?

exotic cave
#

It is turning out that drawing lots of transparent pixels really sucks.

#

I wish 😄

marsh garnet
#

Hey does anyone know any good Unreal C++ scripting tutorials? I've been having trouble learning which functions do what. (I know about Blueprints though.)

brisk urchin
#

Oh, you just seemed very knowledgeable.

#

👍

plush yew
#

@tame salmon it sucks a lot! 😅 so frustating..

exotic cave
#

I have zero time to waste in terms of learning UE, is all

plush yew
#

the official website not working.. a bit shameful

exotic cave
#

Your prototype is cool man, I wish you the best with getting it to alpha/beta and #work-in-progress 😄

marsh garnet
#

Do any of you guys use ReSharper? I don't think the VS Intellisense is all that good.

sullen sonnet
#

Anyone know why arrays reset themselves for no reason?
when nothing is clearing them

plush yew
fossil basin
plush yew
#

print string

fossil basin
#

i want it to do something if its in the array

plush yew
#

It's a mess
Go to the example content and grab examples of many types from there

fossil basin
#

nani?

fallen marten
#

Guys - in my log I have a duplicate slot warning that comes up a fair bit, but for me to chase down whichever one it is will be a nightmare cos I have a bagillion states with a heap of shit going on in most of them - is it safe to leave a yellow warning in compiled games?

plush yew
#

Yes

fallen marten
#

Cool - thanks ... Btw, what the hell emoji/reaction is that?!

plush yew
#

Not me

gloomy crystal
#

I tried asking the blueprint people for a bit now and i dont think they know much about this kind of thing xD

#

but i figured out how to summon a pawn in command console using "Summon Classname" and then I did "Avatar Classname" to possess the pawn right

#

but when i possessed the pawn i cant move the camera, cant move the pawn around or anything

#

when i did "ShowDebug" to compare between original default pawn and the new spawned pawn i noticed the anchor was set on none for the new pawn, anyone know a console command that might fix that? or if thats even the reason why its not moving

fallen marten
#

The controller you are using may not reference it if not set for that actor class

gloomy crystal
#

so originally this new pawn i summoned is orignally a playable character

#

hmmm is there a way to set the controller to the new pawn? xD

#

the game was sonic souls (its pretty old) but the way it works is youre in the main menu and you pick what character you want to play as. While youre in game you can add a player 2 but player 2 will always be the same character that player 1 is

#

so I tried to use a workaround so that as player 1 in game i can just unposses the default pawn spawn a new pawn and then possess it

fallen marten
#

If player 2's character class inherits from player 1's character class then the controller should work I guess

gloomy crystal
#

Sec I'll get screenshots xD

#

The issue wasn't about player 1 or player 2 my main question is 1) am I even spawning/ possessing the correct way?
2) is there a console command that would allow me to set the anchor on the new pawn

#

I'm thinking it has to do with the command "Set [Classname] [ Property Name] [Value] but I'm not sure

lucid egret
barren flume
#

having issues for some reason

#

i keep getting this message

#

it was working perfectly fine a couple minutes ago no changes made

#

and now this just shows up

delicate coral
#

Okay I don't know if this is going around but it seems that the website to teach unreal is down and that's a little unfortunate

barren flume
#

barely 1gb of vram is being used

limber mesa
#

oof

barren flume
#

the video card also isn't crashing at all

#

unreal engine is taking 0.1%

#

browser is taking up 12.7

#

hm

#

i opened up a different project that has way more assets

#

and it doesn't give me that message

#

it's fine now

#

good thing i had a backup

regal shard
#

Is it better for items to be represented as actors or structs?

barren flume
#

is there any sort of way or plugin that can connect to gamejolt and get the username that will show in game or an achievement system thing

regal shard
#

Would having an inventory system consisting of an array of itemID integers be impractical? On mouse drag over, I would then have to lookup each item description and picture in a datatable, but idk how efficient ue4 datatable lookups are.

half turtle
#

is there any particular reason using setactor location would be detrimental instead of using add actor offset?

narrow meteor
#

Does anyone know a good way to have a feature where one person can host a game and then they give other people like a code or Ip and they can join that game.

abstract relic
#

Client side hosting

normal burrow
#

There’s match making too. But the costs of that would be large. Client side listen server would be the better option

narrow meteor
#

How I do that

thin tendon
#

I'm working on creating my own virtual cursor using a widget. What approach should I be using to get the buttons underneath the orange dot. So I can trigger event hovered and event clicked

raw whale
#

How do I make animations in 2d unity with an already loaded asset. I have a series of images that I would like to turn into a coin animation

half turtle
#

make a material that goes through each texture

raw whale
#

I have an asset pack downloaded and I just need to know how to select them all

scarlet birch
#

I'm not understanding something or doing something wrong. I've taken the loading screen setup from the RPG sample project and recreated the module in another project. Everything is working fine except I can't get the movie player to stop by calling the stop function when setting PlayUntil Stopped. Does anyone have any knowledge here as to what I might need to do in order for this to work? It calls "GetMoviePlayer()->StopMovie();" to stop it.

raw whale
barren flume
#

alright now unreal engine isn't even starting

gloomy crystal
#

I still don't see how I can give my pawn an anchor using command console

#

Here's the default pawn he has anchor sgdkplayerstart_47

#

Here's the pawn I summoned (the one in red) when I possess him using Avatar Red guy he has an anchor of none

scarlet birch
#

I think I understand the issue. I'm going to work around it for now by loading a Widget when the level first starts to replace the loading screen movie and let the movie finish when the level is first loaded.

velvet shell
#

showing compiling error
compiling error

i couldnt find GetActorTransform
i couldnt find GetActorTransform node...in place of getactortransform node its showing get actor array average location

scarlet birch
#

Because you can't get the transform of an array. You need to first get one of the objects in the array.

#

You also cannot use a node with execution pins without putting it into the execution flow.

restive yarrow
#

If I merge actors in my level will it reduce draw calls?

thin tendon
#

I'm trying to get the screen location of a button. But it keeps printing 0,0

restive yarrow
#

@thin tendon maybe thats because its in the center?

thin tendon
#

Thats not it. And its definitely valid

velvet shell
#

@scarlet birch how to find getactor transform node?

green sky
#

can someone tell me how to get front back left right of other actor with dot product or at least the correct way?

plush yew
#

🧠 🧠 🧠 🧠 🧠 🧠

unique kraken
#

okey sry really stoopid beginner question.
(iv done this befor but i retrain it rn basically)
i want my camera to rotate around my 3d person char (i have my notes and they are correct)
i assume there is some option somewhere i forgot to turn on

#

bcs my mouse wont move my camera at all

#

might be something mouse specific bcs my controller setup works

frozen mural
#

anyone know how to make aim down sight at middle?

#

i added second camera and it doesnt work for me the aimdownsight is not in alignment position

unique kraken
#

NEVER MIIIIND multiplied my mouse axis with 0

#

lol

normal burrow
#

<@&213101288538374145>

unique kraken
#

who thinks that something like that would work

mint umbra
#

Hey guys, what tools do you recommend for saving references? I saw some programs that could save a bunch of images on a tab for referencing stuff, but I can't remember it's name.

unique kraken
#

just use gimp or photoshop?

mint umbra
#

Yeah that's a possibility, but I remember a tool that simplified stuff by just letting you drag them in, order them and so on; if anyone knows the name of that tool I'd love to know, if not I'll just go for gimp 🙂

unique kraken
#

well...

#

if u have photoshop, it lets you do that

#

i think gimp might let u do it too

regal mulch
#

Photoshop is a bit overkill :D

unique kraken
#

i mean if u already have it, i dont think it is

#

use folders for different kinds of refrences and stuff

regal mulch
#

There are programs for just the image references

#

Like pureRef or so

regal mulch
#

Still overkill for just references

teal tulip
#

or like mine

#

🤖

unique kraken
#

not sure what overkill means in that context, u put ur refrences in and orginize them, might even do drawings on them or notes

teal tulip
#

@normal burrow I will call the mods if you don't go to rest 😛

mint umbra
#

@regal mulch Thanks, PureRef was what I was looking for, remember using it in the past 🙂

thin tendon
#

When it comes to widgets. I know there is the get all children node. But is there one that can get children of children. Like grandchildren

regal mulch
#

@unique kraken "Overkill" means you are using a super complex and feature rich software to solve a very simple problem.

#

Some people don't want and need all the features that Gimp or PS have to just put some refs on the screen.
They don't want to learn the software, fight the software or even use it. So it's totally valid to search for an alternative that just does what they want, and not more.

#

@thin tendon Not really. Loop over the Children and call GetChildren on them

thin tendon
#

It won't let me loop over them a second time

hot haven
#

Is there a way to implement state machines for game play logic (like character actions and stuff). I know the animation bp uses them but I'd like to not have my game logic tied to the animation bp?

#

Or do I have to write my own?

unique kraken
#

well yes, but i was sayin if you already own ps

plush yew
#

hello guys I have a question, does ue 4 is good for mmo rpg game?

thin tendon
#

Is there a way to call onlick or hovered on a widget from a BP and not the mouse?

ornate hamlet
#

say, how does one add a custom image to the editor splash screen. The one that appears when launching the editor through the .uproject file? Getting tired of looking at grey 😄

#

Cant find anything online

thin tendon
#

Its in your project settings

ornate hamlet
#

You mean the project thumbnail?

thin tendon
#

ohh that too lol

ornate hamlet
#

What is it called? I can only find the Project Thumbnail, and that doesnt change anything related to the actual editor load screen

thin tendon
#

I was talking about the splash screen

ornate hamlet
#

ahhh

thin tendon
#

Thats exactly what I was talking about

ornate hamlet
#

Ohh...its literally called SplashScreen

#

thank you HAH

thin tendon
#

Go to project settings. Platforms. Windows

ornate hamlet
#

yeah I found it

thin tendon
#

awesome

rain forum
next badger
#

Greetings. Question. Is there a way to edit/replace Movement Component in Inherited from Character class? Or i have to rewrite character completely?

thin tendon
#

@ebon linden Looks like a material issue to me. Its shadowing on all sides

lime girder
#

Odd question for anyone inhere

I have a lot of asset "props", trash basically, that Im rearranging into different combinations (stacking, scaling, rotating) to make trashy homes.

I've been making each complete home as a BP. Is this the recommended way? Is there another way to rearrange your static meshes into one combination that is more acceptable?

frozen pond
#

any idea why i crash? yesterday got same error, fixed it and today i got same problem :/

thin tendon
#

Your searching for an array index that doesn't exist

frozen pond
#

funny

#

i dont do anything expect opening level

#

yesterday i left it fully working

austere scroll
#

how do u make a custom event , in Docs it says its in the right-click menu , but i cant find it in my menu

frozen pond
#

try unchecking context sensetive

austere scroll
#

ok it kinda worked but how do you refrence a matinee in a seperate blueprint , neither Docs or Forums know how

#

otherwise how are you supposed to make animations ?

frozen pond
#

you can add input into custom event

austere scroll
#

do you have a Docs link or something i dont wanna ask too many questions , but i dont understand what you mean

frozen pond
#

i think you loking for this but not sure

honest ermine
#

Not sure what channel to post this so here we go:

I have UE4 Version 4.24.3, the required version for an assignment. My version of Visual Studio 2017 is 15.9.22.

I am trying to open the base code for an assignment written in version 4.24 of UE4, but to no avail. When opening the project, I am greeted with the prompt "The following modules are missing or built with a different engine version: FIT3094_A1_Code. Would you like to rebuild them now?"

Upon selecting "Yes", the engine starts a build, but soon results in the error: "FIT3094_A1_Code could not be compiled. Try rebuilding from the source manually."

When I try to generate Visual Studio files, the project comes up with this:

"Running C:/Program Files/Epic Games/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/dbper/Documents/Unreal Projects/FIT3094_A1_Code/FIT3094_A1_Code.uproject" -game -rocket -progress -log="C:\Users\dbper\Documents\Unreal Projects\FIT3094_A1_Code/Saved/Logs/UnrealVersionSelector-2020.05.02-20.03.35.log"
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher."

frozen pond
#

any good tutorial on procedural mesh ?

marsh swallow
#

@honest ermine its telling u what to do at the bottom.

#

did u install the Unreal VS files from the VS Installer?

honest ermine
#

I have not yet tried that. Where can I find the correct "VS Installer"?

austere scroll
#

i cant get a refrence

midnight root
#

Does adding a 'tightly bound' LPV really cut down light build times,,HM , and why am I getting that message, just because I NEED one given size of my world comp project ????

#

sigh, also getting error about a few static meshes having wrapping UVs ?

#

clicking on error, doesn't bring up url for reference ..4.24.3

plush yew
#

Hi guys, I wanted to add my own OnlineIdentity to my project but when I make the class and try to include OnlineIdentityInterface.h(found the include in facebooksubsystem in the engine source) it doesn't find it. Is there a dependency I should add? The docs are pretty sceptical about how to do it

frozen pond
#

Assertion failed: (Index >= 0) & (Index < ArrayNum) any possbile fix?

normal burrow
#

Keep index in range

frozen pond
#

problem is i left my project yesterday working fine, also i'm using blueprints (bp + c++ project version)

normal burrow
#

Look at callstack

#

Get it to crash in vs

noble wedge
lilac wedge
#

is there a way of making particles further away larger? and closer to you smaller? i cant see the particles further away as they are too small and dont render, and i don't want to all the particles bigger as they look really bad when the player is close to them

noble wedge
#

It's a case issue the image url points to .PNG instead of .png

#

I could do a pull request if the docs are on github

#

Finally something I could fix

abstract relic
#

Did you read the doc page?

silk lintel
#

@lilac wedge You could probably do that in the material with like (1)/(camera position - particle position) or something like that (just psuedocode, I'm not an expert with particle systems)

#

@lilac wedge If you want to do it in cascade/niagra, I can't help you 😕

lilac wedge
#

ahhh, changing the emissive strength depending on camera position could work

silk lintel
#

@lilac wedge I would use a sphere mask for the opacity, then you could control the size based on distance

lilac wedge
#

ill give it a try thank you 🙂

silk lintel
#

@lilac wedge Just a sec I'll send a screenshot

lilac wedge
#

that would be very helpful, dont really know how it works haha

silk lintel
#

@lilac wedge Again, I don't have much experience with particles in ue4, so it's just an idea:

#

Hey, anyone know if I can add a post process volume (not a post process component) to an actor? Not sure if it's possible in blueprints, but I don't mind using c++.
(Reason why is the post process components act as an unbound volume even when I have unbound unchecked and I adjust the radius)

noble wedge
#

The best place to check is searching the UE4 engine source. It's the only way to find some of that code

#

If there's a volume editor that will have the code you are looking for

silk lintel
#

I'm used to python, not c++ 😄 . When I add an APostProcessVolume component, it acts as an object reference variable. How would I/is it possible to add an actor to an actor?

noble wedge
#

Python for UE4?

silk lintel
#

nah

#

just for programming in general

noble wedge
#

I only use Python for my RPI cameras

#

and electronics

silk lintel
#

I like genetic algorithms and neural networks and stuff

#

But also game dev

noble wedge
#

Cool like TensorFlow?

silk lintel
#

No, I like building things from scratch.

noble wedge
lilac wedge
#

@silk lintel Thank you 🙂

silk lintel
#

Np! Did it work?

lilac wedge
#

trying it now

#

will let u know

silk lintel
#

@ebon linden Maybe use a DepthFade?

lilac wedge
#

@ebon linden change anti-aliasing in project settings

silk lintel
#

@noble wedge Cutting off your own finger for a tech demo? That's programming dedication right there.

lilac wedge
silk lintel
#

@ebon linden Oh, in that case, I'd recommend using ForwardShading and switching to MSAA. It looks the best IMO.

noble wedge
#

You gotta show your commitment to the project. Just like John Wick.

silk lintel
#

lol

#

MSAA looks the best but you can only use it with forward shading

#

FXAA is 2nd best, doesnt require forward shading

lilac wedge
#

Im using temporoalAA tbh not sure what the differences are just chose it by eye

silk lintel
#

with forward shading you have to opt-in for high quality reflections and stuff

#

TAA looks meh and the jitter is the worst

#

and none should only be for letting the user set it manually if you're making a competitive game or something

#

@noble wedge I have this lens distortion pp material in a ppv and I want to put the volumes in the blueprint. How would u recommend doing this? I couldn't rly find much documentation on post process components. They have a radius and blend weight just like regular ppv's, but they act as global volumes even when unbound is unchecked.

noble wedge
#

So the type there is PostProcessingVolume

silk lintel
#

@ebon linden Theoretically, no. The ideal LOD setup should be unnoticeable and only affect performance (positively)

#

@noble wedge yup

noble wedge
#

PostProcessVolume

silk lintel
#

thats the one

noble wedge
#

Looks like it's an Actor

silk lintel
#

yeah, it is

noble wedge
#

It has FPostProcessSettings

lilac wedge
#

@silk lintel What did u set as the radius and hardness?

silk lintel
#

@lilac wedge I didn't get a chance to play around with it, sry. I'd set radius to 20 and hardness to 0.65 and play around with it. Radius values might not be intuitive since they're being multiplied by the distance bit.

#

@noble wedge I'm wondering if it's possible to just add the entire actor to another actor... if that makes sense

noble wedge
#

In BPs you should be able to access any of the properties on the volume actor

#

If you made a custom actor, it could have an actor property on it

silk lintel
#

Yeah, they're accessible. They just don't do anything.

#

actor property?

#

wait... could I just add a post process volume to the actor through a child actor component?

#

I mean I can, but would it work?

#

No, it would not work 😕

noble wedge
silk lintel
#

I just want to add a blendable post process to an actor.

#

I'll send screenshots

noble wedge
#

SceneView->OverridePostProcessSettings(*VolumeProperties.Settings, LocalWeight);

#

Looks like you can pass your own custom settings to the SceneView

odd wyvern
#

Hey maybe someone can help, how would I go about calculating wave peaks from my gerstner waves. I heave a vector3 output as my displacment

silk lintel
#

See, even when I uncheck 'unbound' it acts as a global volume. Blend weight works, but radius doesn't.

noble wedge
#

idk I'd probably use a particle system for this if you want that effect on individual actors in the scene

silk lintel
#

The effect I want is lens distortion. Idk how I'd do that with a particle system...

noble wedge
#

Just take like 10 alpha textures and randomly blend to achieve that effect

silk lintel
#

I changed the white balance just to make it more clear

#

That's not actually the effect I want

noble wedge
#

Yeah lens distortion sounds cooler

#

Like in a FPS scope or something

silk lintel
#

confused

noble wedge
#

You know when you play PUBG and have a sniper rifle looking down the barrel, if you could control the lens distortion there when looking in a scope.

silk lintel
#

a static mesh component creates an instance of a static mesh, why doesnt a post process component create an instance of a post process volume?

#

I made the lens distortion post process material and thats all fine

lilac wedge
#

@silk lintel its not working

silk lintel
#

Its just that i want it on all of these actors, not have to manually add a ppv on each instance of the actor

noble wedge
#

That'd be global ppv right?

silk lintel
#

no, i want it to blend within a radius

noble wedge
#

Unless you can do a frustum around a group of actors and do ppv on just a set of actors that are close together

silk lintel
#

like in the first pictures

noble wedge
#

Gotcha with a radius

silk lintel
#

like a regular ppv

noble wedge
#

Seems like it should be it's own custom actor with ppv

silk lintel
#

yeah...

#

thats what im trying to do

#

wait, you mean inheriting from ppv?

noble wedge
#

No just an actor with a ppv component so you can place the transform at the center of the radius

silk lintel
#

Im telling you that the radius isn't working. No matter what I set it to, it acts as a global volume.

frozen pond
#

is there any project repair tool? my project just died, i can't open it in any way

silk lintel
#

@frozen pond Copy all your project files to a new project

noble wedge
#

Does the transform have a world or local toggle?

silk lintel
#

yeah

noble wedge
#

Could be that all your radius are at the origin of the world or something

frozen pond
#

@silk lintel you mean with start file ?

silk lintel
#

and its centered...

#

@frozen pond just create a new project, close it, then copy all your files to the new project except saves and the .uproject file

#

thats basically it

frozen pond
#

k will try

silk lintel
#

@noble wedge ok ill check that but i dont think so

#

nope

silk lintel
#

unless its not using unreal units but idfk

noble wedge
#

ViewLocation would be where it is, and DistanceToPoint could be the radius

silk lintel
#

view location sounds like it would be camera position

#

Is radius supposed to work? If so, why isn't it? If not, why tf is it there?

noble wedge
#

BlendRadius is part of the process volume properties

#

EncompassesPoint no comments here on what it even does. Some kind of bool check.

silk lintel
#

@noble wedge Make a new actor and add a post process component. Add a noticeable effect, like changing the white balance, and you'll see what I mean.

barren flume
#

How can I rebuild a plugin

silk lintel
#

*Uncheck 'unbound' and adjusting the radius still does nothing. Changing the weight works, but it's useless without the radius.

barren flume
#

I have the source

noble wedge
#

Yeah changing white balance changes the whole scene

normal burrow
#

delete intermediates and binaries folder @barren flume

#

assuming you have vs installed

barren flume
#

i do

#

in what folder

normal burrow
#

then it'll force a rebuild on them

barren flume
#

project?

silk lintel
#

the plugin folder

barren flume
#

okay

normal burrow
#

inside each plugin mistermouse

#

\Plugins\Voxel\Binaries
\Plugins\Voxel\Intermediates

silk lintel
#

@noble wedge do u see what i mean? Radius does nothing. It couldn't even be the units, because radius 0 is the same.

#

its just broken

barren flume
#

oh the plugin was made for 4.24

#

i only added the plugin

#

there was no intermediate

#

hold on

noble wedge
#

Radius isn't changing anything

wanton lotus
#

Hey all, is there any way to remove the default UMG/Widget navigation? The gamepad is able to move between visible items that it shouldn't be able to.

barren flume
#

all i added was the uplugin

noble wedge
#

It's just not used, there's a ton of properties, might not even be on

normal burrow
#

and how did you add the pluigin?

silk lintel
#

@noble wedge u mean in the source code?

#

its one of two properties I need 😑

barren flume
#

made a new folder and added the uplugin

noble wedge
#

I just mean in the UE4 editor when I was playing with the scene

normal burrow
#

what is the path to the uplugin from your project folder?

barren flume
#

okayt now it works fine

silk lintel
#

Is it supposed to work? I mean, I don't see why it shouldn't function like the ppv, right?

noble wedge
#

I usually do things the other way around. I see it work in the editor, and then I'll script it in code.

#

I've never seen it work, so I don't know how it should work.

#

I'd have to ask in the graphics channel.

silk lintel
#

well im seeing a lack of work

noble wedge
#

And then I'd have to ask on twitter

silk lintel
#

Well id rly appreciate that. I am but a smol noob boy.

noble wedge
#

I'd watch some of those UE4 training videos about volumetics, where it has their name on the video. Find them on linked in and send a message.

#

There's also the GameTV guys that do the udemy UE4 training. That Michael guy is a graphics guy that makes UE4 tutorials.

silk lintel
#

Maybe no one even noticed it cause no one uses post process components, idk

noble wedge
#

Did you check the UE4 marketplace?

silk lintel
#

?

noble wedge
#

Is there any plugins that deal with post processing? You could look at that source.

silk lintel
#

idk. I havent looked, but why would I need to buy a plugin to do what the engine is supposed to 😫

noble wedge
#

In the UE4 launcher, the UE4 section, marketplace where you get free and paid content.

silk lintel
#

ik and i know the names of all free content 😄

#

by heart

#

ive never seen anything related to post process

#

Ive heard of chamelon for post processing, but im pretty sure thats paid. Plus, i dont think it has anything to do with components, just volumes.

noble wedge
silk lintel
#

thats a struct

#

Okay, i gotta go do life stuff. Cya. Thx for trying to help, and i'd rly appreciate if you'd ask around. Seems like I might've discovered an engine bug.

noble wedge
#

Every time I think I've found an engine bug, eventually there's a different way to do it.

silk lintel
#

I was just about to say, "But I never rule out the possibility that I'm just dumb"

brittle gulch
#

The simulate memory leak has ben fixed in 4.25?

noble wedge
#

Have they sent out the monster change log yet? I just saw the 4/30 video.

tiny sonnet
#

Can anyone give me some pointers to start making animations for ue4. What software should I use? Any tips to improve fluidity? I'm trying to make a fast paced sword combat system.

honest vale
#

what sort of animation experience do you have?

hot haven
#

Does UE4 have a built in way to set up an FSM for gameplay logic; not the animation blueprints?

unreal sonnet
#

Spawning Actors is expensive (especially in Multiplayer), but in an FPS game we expect for our shots to leave bullet hole decals on the walls! Is there some way to get around having to create so many of these DecalComponent actors all the time? Sure, we can give them a liftime, but we're still spawning Actors anyway... right?

hot haven
#

You can look into object pooling

#

Not sure if there's a UE4 specific feature that can help you out but generally you'd use object pools to avoid constant instantiation of repeated objects.

plush yew
#

How do i change the waveworks horizon color? I've tried everything and looked for documentation and couldnt find any. It's driving me insane. I am trying to make a night scene and that is preventing me from doing it. Any ideas? A guy here asked i see but he doesnt really explain how he did it. Anyone can give me a detailed explanation?

lilac wedge
#

is there an alternative to print string in materials ?

tiny sonnet
#

what sort of animation experience do you have?
@honest vale nvr tried it, it's why I am asking for help

lilac wedge
#

theres constantly a white line at the top of my opacity texture, even when i scale it up or down its still there, how do i fix this?? The white line isnt there in photshop or on the image when i export it

worn granite
#

Spawning Actors is expensive (especially in Multiplayer), but in an FPS game we expect for our shots to leave bullet hole decals on the walls! Is there some way to get around having to create so many of these DecalComponent actors all the time? Sure, we can give them a liftime, but we're still spawning Actors anyway... right?
@unreal sonnet Single actor, that also acts as a component pool. You only pay for the maximum you show at a time.

digital anchor
#

@lilac wedge its interpolating the bottom with the top, set the texture to clamp

#

instead of wrap

lilac wedge
#

@digital anchor how do i clamp it?

digital anchor
#

its a texture option

#

open the texture

lilac wedge
#

Got it thank you 🙂

atomic quest
#

Hello everyone, i m using the advanced session plugin for ue4, i have a question, if i have 2 sessions created and i want to update just one session how i can do it? i can use "update session"? i want to let you know i m using a dedicated server, and the "create session" is in the game state

#

Thank you for any help

vestal stone
#

Hey maybe someone can help with "Accessed None trying to read property" in private.

Dont wanna spam in chat

misty owl
#

Anybody recommend some good gamedev podcasts. Especially one that focuses on UE?

#

Been listening to comedy podcasts forever, but want to saturate my life with game dev rn

last dove
#

the UE4 team actually does some livestreams every now and then

vestal stone
#

Can somebody help with that? Blueprint Runtime Error: "Accessed None trying to read property WeaponBaseRef"

barren flume
#

is there a way i can add a leaderboard?

#

and each time a person does an action the number goes up

#

and their name goes higher on the leaderboard

worn granite
#

If you can dream it, you can make it

barren flume
#

i've tried

#

I just don't know how to program some of it

#

let me open it up

abstract relic
#

That is the first step yes 😜

exotic lion
#

Have a question. I'm running a PC that's dated.
It's got an i7-3770k 3.5
8GB ram.
P8Z77-V PRO mobo
960 2gb card.
And developing in UE4 has become hell with render times and crashes.
So I'm gonna upgrade to a 2070 super and 16gb ram.

Just wondering if I should go AMD Ryzen 5 or a newer i5.

placid lichen
#

The latest generation of Ryzen chips are incredible

exotic lion
#

It's gonna be mostly for gaming and working in UE4

vestal stone
#

Nice fuckin chat

One asking about PC specs

Another asking to make him leaderboard system

#

Unreal Engine chat for real

whole quarry
#

@barren flume there is a UE4 leaderboard plugin, just google it ;)

exotic lion
#

Well no one wants to pay money for specs that don't give you more power for your work lol

placid lichen
#

As a value proposition I'd pick the AMD (that's what I have), pure gaming performance irrelevant of cost, Intel historically performs a bit better

exotic lion
#

That's true. I've always gone intel and it's done me good. But my teams new project is murdering my rig.

placid lichen
#

Plus you might be able to get a Ryzen 7 3rd gen for the cost of an Intel 10th gen i5

exotic lion
#

I was looking at the Ryzen 5 3600. A friend says his workload is real smooth with it

#

And I really hate that opening a fresh UE4 project, takes like 15 minutes now.

placid lichen
#

UE4 can specifically benefit from multicore processes at compile time which could be nice, and AMD handles that particular workload well

exotic lion
#

I just hate upgrade times. And I see a lot of devs using more AMD than ever before now

midnight bolt
#

How can i make simple demonstration level? I want to drop my assets and spread them apart automatically

abstract relic
#

Please move hardware talk to #lounge

vestal stone
#

Yeah lets talk about a fuckin pc specs

#

in Unreal Engine

#

@midnight bolt learn how to GOOGLE

midnight bolt
#

@vestal stone cheers

vestal stone
#

@hot thistle see it was fuckin EZ

midnight bolt
#

Watch your language sir

exotic lion
#

lol

abstract relic
#

Yo @maiden swift another to the list and a grumpy banana 😜

worn granite
#

womp womp

#

someone isn't going to learn how to null check today

#

shoulda googled it before attracting mods :P

maiden swift
#

@vestal stone This is a channel for general discussion about UE4. Asking what specs are good for working in UE4 is well within the topic.

pliant rose
#

CyberSpace, got this error while trying to generate project files,
ERROR: a game project path was not specified which is required when generating project files using installed build or passing game on comand line

generate project files error: unreal build tool was unable to generate project files

maiden swift
#

@abstract relic And yes, I noted the hardware talk. lol I'm sure you're wondering.

worn granite
#

@midnight bolt If the grid snap function isn't really your speed, you could make a lil level script that has an array of your assets to spawn in?

vestal stone
#

@maiden swift yeah its better to talk bout specs than to help with real questions

maiden swift
#

@vestal stone They're equally on topic here.

abstract relic
#

Please no 😜

worn granite
#

Especially because your question is way more on topic in #blueprint

#

General discussion about Unreal Engine that doesn't fit in other channels. 🤔

#

"What hardware do I need to run UE4" is perfect for this channel

#

But it should always be answered with a link to min spec

#

¯_(ツ)_/¯

maiden swift
#

Might add a !specs command to the new bot for a canned response to help spread the word.

#

But anyway, carry on folks.

midnight bolt
#

@worn granite i have +1000 assets, dropping them manually is possible but i would thought there is something built in easily like most store assets cone with demonstration level

abstract relic
#

You can easily make a spawn stagger system

worn granite
#

Well you could use some of the asset tooling in UE4 to automatically discover all the assets of X,Y, and Z type within the directory of your .... pack? ... and then spawn them in along a grid

abstract relic
#

Last vector + offset > spawn > set last vector> repeat

midnight bolt
#

People see me use unreal engine, and they think i know how to use it, i... ;) Wilk look at the link thanks

worn granite
#

you can take that array and loop over it to actually load the stuff.

#

You'd want to cast between StaticMesh, SkeletalMesh, ParticleSystem, maybe even material?

#

That'll be the asset types, and you'd spawn the relevant actor to represent them.

midnight bolt
#

The assets i have are all static meshes, everything with sm_ should be spawned, I'll see what i can do

#

Thanks for your time

worn granite
#

np - it'd be impossible for a beginner to get to that particular node by googling... 😏

sacred sluice
#

Guy's why my rootmotion animation, working like rootmotion off in game? my character comes out of the capsule. but in a clean project, everything works right.

lilac wedge
#

edit -> project settings -> search anti aliasing

abstract relic
#

You’ll find it in Post processing. All cameras have one

proper stump
#

Hey, is there a way to "eject" yourself out of the first/third person camera and look at the enviroment from a different POV? while in play mode?

honest vale
#

I think it's F8 or so

lament oxide
#

could someone help me with working out why this issue is happening? I set the world rotation of the player capsule component to the "find look at rotation" of the target and it causes the camera to go nuts at certain angles and with movement.

#

I can rotate the mesh to look at the target instead and it works fine, but changing the mesh rotation has a bunch of side effects I want to avoid

proper stump
#

it's toggleDebugCamera from console

lament oxide
#

press ;

#

for the debug camera

tacit onyx
#

@lament oxide Just looks like your camera is snapping to it's new location. You might be able to fix that with a little bit of camera lag on the spring arm.

plush yew
#

Hello. Where would the log and save files be located for a compiled game? Thank you

lament oxide
#

unfortunately camera lag does not work

tacit onyx
#

If you're not setting the camera directly to it's location, camera lag should work for that. If you set both lag and rotation lag on and set their values lower, it'll lag more. If that doesn't smoothen the camera movement out, that's incredibly odd.

frozen pond
#

how to get box(collision) corners location?

glacial pecan
#

what spawns the player pawn? I've set it to NONE and no auto posses wherever I've found it, but I must have missed one place?

frozen pond
#

player start ?

glacial pecan
#

huh... correct... wtf... that's a weird actor

#

so many hidden rules to that bloody thing

#

guess I'll roll my own

#

(again)

burnt swallow
static raft
#

Hey guys- anyone using the in-engine code editor plugin? How do you feel about it? Is there any way to modify it or customize it?

plush yew
#

Does UE4 let you change the naviation keybinds in the 3D Veiwport?

#

I'm coming over to UE4 from Source Engine and I'm used to using Scroll-click to look around, etc etc

#

This is just really jarring for me, I can't seem to find anything in the keybinds tab

brittle adder
plush yew
#

Not quite, I'm trying to rebind the right-click to look around in the 3D viewport to Scroll-click

proper stump
#

I place the navmesh where the player is standing, but in game it's in an offset, you can see it in front of the platform.... how does that happen?

brittle adder
#

Maybe you can create some binds in the Engine/.ini files

frozen pond
#

idk why but my fps drops when i'm try to use spline mesh fence

#

got 60fps with only that (normal 120)

#

looks like cable component is laging hard

plush yew
#

Hello. Where would the log and save files be located for a compiled game? Thank you

brittle adder
#

if its a Development build, probably in the same folder. Shipped build Users\YOURPCUSERNAME\AppData\Local\GAMENAME

plush yew
#

Functions keep running the whole time or only when first starting the game?

frozen pond
#

again: how to get box corners location ?

sacred sluice
#

why rootmotion doesent work whit one character, but working in other? Both is Unreal Skeleton, both have a defaultSlots, but one character have a rootmotion, and another doesen? Rootmotion check in animation.

plush yew
#

@brittle adder thank you for answering

sage silo
#

someone knows why WasRecentlyRendered sometimes returns true despite fact that I do not look at actor in question?

#

object in question has only some meshes and lights

proper stump
#

Any idea why a NavMeshBounds would be at an offset when the game is running? When I press P on it in the editor, it's marking the correct area...

kindred viper
#

depends on the frame I guess. Unless something is actually in shot. It figured it out from the origin point of the object things that can appear offscreen might not be out of frustum range yet

sage silo
#

marc thats the thing, I look in opposite direction and it still registers. I have to move away. and I don't understand why. Object is ceiling light, it is not large, does not have colissions etc. just model and point light

#

I have to move far away (still having it behind me) for it to stop register

atomic quest
#

Hello everyone, i m using the advanced session plugin for ue4, i have a question, if i have 2 sessions created and i want to update just one session how i can do it? i can use "update session"? i want to let you know i m using a dedicated server, and the "create session" is in the game state
Thank you for any help

kindred viper
#

@sage silo perhaps lights have a different rule and it encompasses the light's boundaries

#

I mean it would look odd if you were too cull a light simply by turning around

sage silo
#

I will have to look into it because I specifically do not want to take lights in account, just mesh

#

my use case is updating params in dynamic material instance (light function) on material

#

and it just happens such update is VERY costly

#

if I have a lot of lights bad things happens to FPS

#

I already optimized it a lot but as I said I still see unneccessary updates because of WasRecentlyRendered returning true unneccessairly

#

(this updating parameter is needed for flashing lights that can behave in various ways and in reaction to certain other things on level so I cannot dump it into material)

kindred viper
#

why not use a material parameter?

sage silo
#

well, I do use it

#

as said above. it kills my FPS if I use it too much.

kindred viper
#

such is light. I mean life. Or did I? 😄 well good luck

sage silo
#

well, thanks anyway. I will check if lights affect WasRecentlyRendered

frozen pond
#

same question again, how to get box corners location? or even plane corners ?

grim ore
#

there are nodes to get bounds of objects

rose slate
#

Hi everyone is there any recourse to learn how fortnight lighting done in detail manner..thanks for your help

sage silo
#

MathewW I thought about bounds of meshes but it doesn't match behaviour of WasRecentlyRendered. I just made simple actor with model and on tick event it prints on screen message if WasRecentlyRendered is true. Maybe there is something I don't know, like for example do actors get their own bounds?

fallen tundra
#

hey guys, I was wondering how to take a 360 video of environment ue4

plush yew
#

Hey everyone, wanted to ask real quick, does anyone know if it's possible to rip player models from Code Vein using UModel Viewer for use in Blender? Thanks in advance

opaque vector
#

Is there a built in system that can control the state of light components based on viewport distance? I.E assign light priority and divide into buckets based off that and the distance to camera.

storm terrace
#

do any of you know why my C++ function "Get Health Percent" is not being called?

#

Is there something else I must do?

#

I put a breakpoint in the "Get Health Percent" function and it never hits

#

I also put logs there to print to console and nothing prints

snow reef
#

Anyone know this area is completely visible even tho there are no sources of lighting?

storm terrace
lime sorrel
#

For some reason lighting takes some time to completely load in after loading a map in the packaged version of my game, is there any setting i can change to fix this?

plush yew
#

I have a megascans Grass type with wind enabled, when i zoom out the WPO offset wind its causing disappears from view, is there a way to increase this view distance? what controls this?

#

I been thinking about Mesh and Collision

#

If mesh already have Collision thing it in why we should make like Box collision around it to interact with other stuff

#

as we can use the miss collision

#

ANy thoughts?

supple totem
#

someone more experienced might have to correct me, but simple shapes like box and sphere might be more performant than mesh shapes

#

but if those meshes are using simple box or spehre collision

#

well

#

maybe there is no difference

sage silo
#

you can check simple box collision first and only if it passes then check complex collision

#

shouuld give more performance

abstract relic
#

You’re mistaking collision for physics and collision for event handling

tardy hamlet
#

Hey y’all, so I’m about to start a project, what other things would you recommend for unreal, like should I use blender to make textures or? Btw I’m a beginner

vale silo
#

I got a skeletal mesh with 2 surfaces (let's say that mesh has 2 cubes, one cube is with material A, another one - with material B). How can I hide/show each of those in-game (basically not render triangles with material A or B) ?

abstract relic
#

What kind of project. What do you need to get done? Are you in a team or working alone? Are you focusing on a particular discipline or full stack @tardy hamlet

regal shard
#

@tardy hamlet I'm also a beginner, and ive been using magicavoxel for models, blender for animation and rigging, and beepbox for music

#

mixamo + magicavoxel is also a really easy combo to get u started if u want voxel art

hollow ridge
#

This is the error I am getting filename is too long (260 >= 260) and im like HUH

mystic holly
#

does anyone know how I can make a game launcher?

regal shard
#

When I spawn an actor from a parent reference, and pass a exposed variable to change, why doesnt the spawned children actor also have its default variable changed?

hollow ridge
#

@mystic holly Don't make your own game launcher unless you work with a big game dev company

regal shard
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Like im passing damage to a spawnactor for a bullet, but the child bullet isnt recieving the passed damage variable

mystic holly
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then where should we post our game? It's multiplayer btw if that makes a difference

hollow ridge
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Steam

mystic holly
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okay

hollow ridge
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Thats pretty much the only place you should do i

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it

mystic holly
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but it costs $100

hollow ridge
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Yes, but if you want anyone to play your game it pretty much needs to be on an already existing game launcher

mystic holly
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ok

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fair enough

hollow ridge
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Also if you sell your game for like 1 buck you will at one point make the money back

mystic holly
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yeah truee

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but what should we do for early access?

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should we still post it on steam

hollow ridge
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Yes you can post it on steam for early acess then only give away keys to testers

mystic holly
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okay

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do you think when we release it should be on sale?

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the game is going to cost maybe 2.00

hollow ridge
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no keep it at a normal price then lower the price later

mystic holly
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ty

hazy swan
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idk this is the right channel to ask this but

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is there a way to stop moving actors that have simulating physics on in c++?

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if I use SetActorLocation on physic simulated actors then it launches away the actor

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I'm new to unreal and I've been finding a way to move actors that have physics on without forces

brisk urchin
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Is there such thing as a lighting render bug? I have 6 spot lights in a decent sized room and when I lower the candelas from 80 to 60 on all them and hit the build button it stays the same brightness after the build is done.

storm terrace
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is there a way to place gridlines over your terrain so I can see how many meters apart something is?

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I have no idea how far anything is in my map

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I just read that each vert is a meter, so I think I can work with that

novel summit
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Just a simple question I gotta ask. 4k 60hz or 1440p 144hz. I'm looking for a new monitor. I mostly work with 4k assets. What should I get?

mystic holly
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@novel summit Doesn't really matter

novel summit
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Sad