#ue4-general

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mystic holly
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?

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wdym

quasi scaffold
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@storm terrace 1 unreal unit is a cm

storm terrace
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so here does that mean I have 121meters by 121meters ??

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so 12100 cm by 12100 cm?

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is that correct? based on the screenshot

quasi scaffold
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unreal unit, not vertices, the snap is in unreal units, if you set it to 100 and move items around, you'll move them meter by meter

barren flume
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is there a way i can have it so certain players will have a certain pawn from platform username or something like that

scarlet birch
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Your screenshot doesn't convey that information.

abstract relic
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If I recall. Default landscape is scaled 100x

lament basin
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Hi, i group a bunch of objects but how do i select the individual piece besides ungrouping?

abstract relic
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Going off of that. It would be (overall resolution -1) * 100 = Xcm

uncut vigil
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@lament basin ctrl-shift-g to toggle individual selection?

lament basin
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@uncut vigil ahh thanks!

barren flume
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i've tried searching online but can't find anything

static raft
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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?

scarlet birch
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@barren flume There's events you can override or you can just spawn a placeholder pawn and then pick a new spawnpoint.

barren flume
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not sure how

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or which

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should i put in level blueprint

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for when the player joins

scarlet birch
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Read through the network compendium. There's a find spawn or something that's overridable.

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FindPlayerStart it's in the gamemode

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It's worth looking through all those and seeing what's all called and when.

barren flume
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oh wait wrong one

scarlet birch
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You can use a tag on the playerStart and then override FindPlayerStart to find the right one.

barren flume
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what kind of tag

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I see player start tag

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oh i know

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i think

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do I put the other player start there

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or I could have a pawn in the game already

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and when the certain player joins it can possess it

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okay i got the possess to work

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i just need to figure out how to get the username

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i know about that get platform user

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but that's it

sour sequoia
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Anyone know the realease date of 4.25?

pure stratus
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I'm using 4.25 for weeks. Mind you missed something?

mint umbra
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Is it possible to select all the foliage in my level and paste it into another level?

sour sequoia
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@pure stratus thats just a preview, theres the full release coming up

scarlet birch
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Probably in the next two weeks but no gaurantees.

night drift
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Anyone seen a ragdoll/IK setup that gets anywhere close to this in Unreal? https://www.youtube.com/watch?v=Ylwa5lOnLKA Check out the rest of his videos too...the finger physics based grip alone is super cool

Tundra Fight School
In this weekly update video, I discuss the player character (& Bob's) anatomy, IK, and chat some about grappling/throws/takedowns/etc.

Reddit threads (additional comments):
https://www.reddit.com/r/virtualreality/comments/ganf9z/working_on_a_physics_martia...

โ–ถ Play video
unique kraken
stark pebble
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Heyo, when is the 4.25 release coming out of preview?

frail sail
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did i well right? why didnt get reply back?
i sent the minimal sample project for 32bit dll bug.
should i upload google drive or they have special upload site for test projects?

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my first bug submission so

brittle gulch
whole quarry
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@frail sail just upload it to google drive or something and send them the link

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I did the same thing when I had unexplained collision issues

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They couldnt figure it out either but made me realize they offer super relaxed support

frail sail
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mkay uploading then

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thanks

whole quarry
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Np

thin tendon
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Is there a correct method for getting the edges of the viewport for a widget? So I can lock it inside the viewport.

whole quarry
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Widgets are generally already using the viewport resolution

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Its the components you want to lock inside the viewport I guess

thin tendon
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I'm creating a system to simulate a mouse. Using a widget and a gamepad. I have everything working I can move and click on buttons. But I'm having trouble telling it that it can't exist outside the screen

whole quarry
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Why simulate a mouse when you can use the real thing

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Oh gamepad

thin tendon
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Its to add gamepad support without using the focus system

whole quarry
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I need to read better

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@thin tendon lemme boot up ue4, hold on

honest vale
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FXAA does smooth edges of objects so that might look blurry to you

thin tendon
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There is a node for "Is in viewport" but it does nothing

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Its all good I figured it out. lol It was my fault I had a single node out of place

thick herald
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Anyone else finding 4.25p7 hard locks, so even task manager can't kill it?

honest vale
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task manager should definitely kill it as long as you use the detailed process view and not the task view

thick herald
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Annoyingly no, access denied apparently

rancid lynx
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if both of these are running every single frame. with 100 actors each. (For example), does anyone know which one uses more or less CPU ?

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if they both run the "math" 1 time each frame, are they equal in cpu ? or is the timeline cheaper perhaps ?

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ive read that timelines eat a little extra ram, so eventually that would add up. so im trying to understand best cheapest practice.

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i could do 10 times a second inside a timeline, or a event tick, timelines require more ram, so if they are not cheaper on the CPU, we may as well use optimized ticks. i assume. ive only been learning google search trash for 1 year.

dark rune
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does anyone know how to do RVO avoidance in AI? there is fuck all in documentation about it.

plush thicket
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why does it output
FALSE FALSE TRUE

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instead of just TRUE

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it works

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but the console output on the left says otherwise

thin mantle
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Hi,What could be a setting in blueprint details that make an Actor undestroyable when Destroy() is called on it??

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All pieces inherit from a single class named APiece, the child classes have a description of how the piece should behave(for example move);All the pieces behave correctly, except for the knight, that won't destroy when Destory is called on it...Anyone knows what could be the cause?

tacit onyx
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There shouldn't be a setting for that. Not that I've ever been aware of anyway. The only way destroy should 'fail' is if the actor is already pending a destroy. Is the knight's destroy functionality in any way different? How are you calling it?

thin mantle
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I'm getting it's reference before start,and as for all the other pieces, when I need I call Destroy() on it, the code is the same for all of them

unreal sonnet
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@rancid lynx Anecdotally, I've heard that Timelines are a bad practice to use in bulk, and that you should try to avoid them whenever you can.

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Doing a line trace hundreds of times every frame is also bad, though, so if I were in your shoes I'd try to come up with some out of the box solution that won't be as accurate or good but will avoid all of that processing stuff.

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I can't think of a scenario where you'd would need to do it that way, so hopefully if you brainstorm a bit you can find an alternative solution!

thick herald
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Line traces are fine to use in bulk.

unreal sonnet
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Yeah, don't take what I say as gospel. I could be wrong!

thin mantle
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Solved my issue by deleting the knight blueprints and redoing them,now,idk why,knights work correctly

thick herald
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@plush thicket you don't have a branch checking for the false print string, it will always say false.

plush thicket
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Can you give me a mini example of what I should do to fix that?

fallen elbow
thick herald
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I'm not sure what you're trying to do, but if you're needing to do something if 'is sensor hit' is false, just add a branch and check, just like you did with the true branch.

fallen elbow
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so it would be enabled?

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anyone knows?

harsh tiger
unreal sonnet
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I would make a "Math Expr" node and in there I would type X % 2 == 0. It will give you a red boolean pin to say (true=even, false=odd)

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And then you plug your thing into the X pin

harsh tiger
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perfect. just eating my dinner atm. will give it a go shortly

frozen mural
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how do i capture the part? i rotate it but seems it doesnt fix my problem

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i moved my ads cam too btw

kindred viper
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Is there a way to force Tessellation Displacement on a material to adhere to the normal / height maps so it doesn't just utterly wreck the geometry in non-spherical objects?

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also it has tiling issues with mat instances at the edges as they are obviously displaced too

rancid lynx
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why does this -20 z make the line trace go UP ? from the hand.

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if the END location is Targets world loc -20. shouldnt it go down ?

midnight gate
harsh tiger
unreal sonnet
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I think you weren't using the Math Expr node correctly -- instead of typing "X % 2 == 0", you appear to have just typed "Is Even"

harsh tiger
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ahhhh, i've never used meth expr before. i think i know what you mean now

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that's super cool! i never knew about math expressions before

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whats the difference between that and

unreal sonnet
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There you go! ๐Ÿ’

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The difference is convenience. I don't know if there's a performance improvement

harsh tiger
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ah okay, it is a lot cleaner than my original method. i guess if the maths was more complex it would be a lot cleaner than having multiple nodes everywhere

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.

Found a way around this issue above. Not sure if its a known problem in the engine. FIX: go to each light source and uncheck "affect world" and hit the the "build" button. Only way to get lighting to update in the room. After that, I rechecked "affect world" with the new lighting numbers and hit "build" again.

unreal sonnet
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I think there is a built-in engine limit to how many lights can affect a certain place at the same time

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Try deleting one or two of the lights or moving it someplace else, then rebuild and see if that helps @brisk urchin

sturdy star
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maybe a simple/stupid question, i'm trying to create a method for rotating an object based on camera position/rotation, where you can only rotate around the cameras Up Vector and the Right Vector - eg: can spin a cube left and right, and "forward" and "backward". but the two shouldn't interfere with each other, the rotations happen independently of each other. for the life of me i can't get it to work as expected, i can get either one of the rotatiosn to work but not both at the same time without things going screwy - this is in bluepritns btw

frozen pond
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can static mesh instance be added in world space ?

brisk urchin
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@unreal sonnet I see, I didn't try moving the lights. I did change the attenuation, which didn't do anything with the issue. It's just weird because that room is almost identical to another room near but the other room has no issues with updating its light settings even they they both have the same number of lights.

unreal sonnet
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I know that the lightmap has a "resolution size", so instead of X number of lights affecting the same spot it's X number of lights in the same 100x100 square area... maybe your lights are overlapping too much in that 100x100 or whatever square area. ๐Ÿคท Just pitching ideas

rich reef
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Whats the equallent of a map range unclamped in materials?

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(Please ping on reply โค๏ธ )

sturdy star
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@rich reef epic provide remap value range function - that doens't get clamped - is that helpful?

frozen pond
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how to fire construct script in game?

whole quarry
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Its fired whenever an actor is spawned

thick herald
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it fires automatically on creation

frozen pond
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yeah i know that, but how to fire it again in game?

thick herald
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you don't. Create a function that does it ๐Ÿ™‚

frozen pond
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so just ctrl + c ctrl + v in function

worn granite
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or move the stuff from the construction script into the function. Call the function from the construction script

regal zephyr
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Hello everyone. I have working on a group project and we have different level scenarios for each area we are working on. My problem is that i cant bake any STATIC light into the scene. Stationary and movable works obviously fine but static seems to not show up. can anyone help me?

tiny sonnet
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how do u move the camera when playing a specific animation

agile notch
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does anyone know how to permanently change the editor's max FPS from 120 to anything else? only thing i've had work successfully is to manually type eg t.MaxFps=75 on the console every time after the editor starts up... it's really annoying, but putting it in eg ConsoleVariables.ini doesn't seem to work ๐Ÿ˜ฆ
(i also tried to make an editor startup blueprint but i couldn't seem to get it to run?)
... i've spent like the last 2 hours at least just trying to set this basic setting

plush yew
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hi just wanted to know if i make a game in ue4 creator's license and wanted to piblish is later on would i be able to migrate that game to ue4 publisher license ?

abstract relic
agile notch
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ahhhh i finallly figured out the solution to the editor maxfps... i had to put [/Script/UnrealEd.EditorEngine] section in my project DefaultEngine.ini, and set the SmoothedFrameRateRange value, or edit the same thing in BaseEngine.ini

plush yew
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How can I check my game performance in the editor?for example to know if I'm doing too many calculations per second or if I can push more istructions to be executed in one frame?

honest vale
frozen pond
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on asset i see export (and i got .copy) file but i dont see import in diffrent project?

tiny sonnet
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since root motion isnt suitable for replication, how can i make an animation not snap back to its original position after playing.

normal burrow
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blending

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theres no real better answer i could give you that would be generic enough to fit each situation, but blending/transitioning tuning would be the approach when making or timing properly animated changes aren't an option

coarse furnace
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hi!

whole quarry
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Hello

coarse furnace
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where do i go with questions about older versions of the unreal engine? specifically modding

whole quarry
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Versions doesnt really matter but there is no specific channel for modding

coarse furnace
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thanks ๐Ÿ™‚

whole quarry
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Np

barren flume
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all my unreal engine projects keep saying video driver crashed

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until i change the name of the project

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then after awhile it does it again

brisk urchin
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I feel like an idiot. ๐Ÿ˜‘ I believe I know figured why my spotlights weren't updating after building. My six spotlights all had an 89 outer cone, 800 radius and 50 candelas. I would tweak those stats and nothing would happen and rebuild.

I then noticed that all those lights had an inner cone of 0. Once I raised the inner cone value the lighting was finally changing after build but not before then. This is probably why right??

topaz marten
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hey i dont know if this is right channel as im still new round here but uh i used one of the like things that gives you a thing to start with and i wanna know how to implement a new thing, but im unsure how im supposed to go about it?

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objects and feature to be exact if that helps navigate me to correct channel

noble pollen
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hi all

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i just finished compiling UE4 on a kubuntu 20 machine...the editor starts fine but...everything is too tiny, like if it was running at the wrong resolution...is there a switch that i can add to ./ue4editor to "force" the resolution or scaling?

plush yew
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Is there a way to let him random choose

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between both of them

whole quarry
topaz marten
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oki will do ty ill say anything if i struggle to figure out anything

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should i make a new "save" for it?

whole quarry
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a new project?

topaz marten
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or can i continue off the one i had?

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yea

whole quarry
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you could learn the engine in one project, using different levels or something

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or make new projects and delete unused ones

topaz marten
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huh?

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idk how to even make a new level

whole quarry
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check that playlist

topaz marten
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all ive done was retexture things

whole quarry
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you got to start somewhere

topaz marten
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as you can see

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i send images and msgs seprately usually cuz it struggles to send other wise for me

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and it failed to send the image

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oh well

barren flume
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Is there a way I can do something like this

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have the player name float above their head

whole quarry
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Sure, you can use a Text Render or create a widget

sinful pier
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@noble pollen still having issues with UI scaling?

noble pollen
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@sinful pier sadly yes, i'm waiting for a hint ๐Ÿ™‚

sinful pier
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if you go to window->developer tools->Widget Reflector

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there is a "Application Scale" slider in that window

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but there could be other side effects, I am unsure

noble pollen
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ok i am trying now. Is this setting going to stay? like.. is applicationwide and is it going to stay there for every project?

sinful pier
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I think it resets every time you start the engine / project

noble pollen
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tbh it is slower than its windows counterpart ๐Ÿ˜›

sinful pier
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I don't know about linux / kubuntu? scaling, but the engine scales fine with my 4k screen

frozen pond
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idk why but theres no deufalt inputs in my blueprint

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yaw input etc.

plush yew
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hi

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soo how do i load starter mannequin to my empty project

noble pollen
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@sinful pier is there a way to launch the editor with that scaling? Like a --scale switch?

whole quarry
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hi

sinful pier
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I don't know

noble pollen
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ok thanks ๐Ÿ™‚

whole quarry
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create a project using a template like FPS or third person @plush yew, then just migrate the needed assets to your empty project

plush yew
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aight

noble pollen
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thanks everybody, thanks Markus!

barren flume
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@whole quarry Yeah I have a text render but just not sure how to get the text to change to the player's name

honest vale
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@light lintel a reference to some actor that is actually a character under the hood

barren flume
whole quarry
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@barren flume well, you store the name somewhere in a var, so use that var to set the text of the Text Render?

barren flume
quick kelp
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If I have two array variables of the same type, can I drag get array1 and connect it to set array2 and it will copy all the variables over to array 2?

whole quarry
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Iirc, yes. Just try it ๐Ÿ™‚

sacred sluice
grim ore
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yes it is possible. the head can be a socket or bone for where you want the hand to match up with. Then you can play the animation of the grab and move the character as needed. Chances are for something like this it could even be scripted using sequencer

unreal sonnet
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Wasn't that game made with the Unreal Engine? If so, then yes by definition it can be done in the Unreal Engine.

sacred sluice
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@light lintel which one socket?

barren flume
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I can get it to show date and time but that's it

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nevermind I think I got it to work

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since it's showing my pc name

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yeah

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it's working

brisk urchin
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Quick question, I have a 2 floor building and my 1st floor ceiling is coming out darker than the ceiling in the 2nd floor. Both static meshes have the same settings and material used.

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2nd floor is the way it should look. second pic.

barren flume
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yeah I get this message

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if I reopen the project

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when i click the play button

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and the only way to fix it is to rename the project

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that i know

topaz marten
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hey uh is it possible to change the texture of a thing when it gets close to another thing?

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im still learning and wanna try something involving that idea but idk how it would be done

abstract relic
topaz marten
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if thats responce to what i said, the image isnt showing quite what i mean, at least i dont think it is

barren flume
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it works perfectly fine

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fps is above 100

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16gb ram

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every other project is fine

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this one crashes until i change the name

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then once i close it again

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after i rename it

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it crashes again

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i think i know

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i put that there to set settings automatically

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for other people

plush yew
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Starting to learn unreal. It's strange compared to unity due to how much it relies on node graphs

thick herald
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Only if you use them, you could do most of it in cpp, but BPs are faster to get working.

barren flume
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yeah

hybrid scroll
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How likely is it that packaging can get stuck without throwing an error?
I'm over 8h in, packaging something big and I'm on the second to last package (out of almost 6000)... but it hasn't updated in 30 min and is using only 5% of my CPU.. so it looks like nothing is happening. But the editor is not frozen, so it didn't crash completely.

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(I know there is a #packaging channel, but nobody is there :P)

manic pawn
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just close it and start it again

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if it took 8 hours I assume you had no previous ddc for some reason

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so it should go way faster this time

hybrid scroll
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I know it won't start over from 0, but still, I didn't want to risk it

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yeah, packaging a big project for the first time, on a new engine version, so it was starting from nothing.

manic pawn
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still a bit uh

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slow

hybrid scroll
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project is 24GB, but I do have a decent PC so yeah, it was going slower than I expected.

lapis bronze
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woah 8 hours
what kinda WoW killer are you packaging? haha

hybrid scroll
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yeah, I imagine something is wrong ๐Ÿ˜› good thing I was AFK for most of that time

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hmm... counting system is broken ๐Ÿ™‚ I restarted and now I have 2x total packages, but I started at the same number I canceled at

manic pawn
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don't worry, the package counters never made any sense

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the total keeps going up and down while it packages

heady moon
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Is there a difference between AController and APlayerController? C++

abstract relic
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Deleting /intermediate in the packaging file usually fixes such freezes @hybrid scroll

heady moon
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I want to create an object to get the player's viewpoint.

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AController or APlayerController?

lapis bronze
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playercontroller

heady moon
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Ok

barren flume
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is there a way I can add like a fake lag

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like high ping

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to test and see what happens to players with high ping

wind gale
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I just set up two PCs in my network as swarm agents. My main PC currently is set up as the coordinator. I see all machines in the coordinator. But when I build, only my coordinator machine bothers to work. I must be missing some step in all this to get swarm to distribute work?

fallen marten
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If you figure this out of love to hear it- I have my main PC and 5 other smaller desktops/laptops I could connect in

wind gale
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I got one machine to behave... looking into the misbehaving one now

wooden belfry
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Does anyone know how to fix an issue I am having? I just tried to open a VR project (Just got Unreal Engine yesterday, im new) but the example map is spazzing out and when I look around half the screen gets covered in a green square and things are flashing everywhere

wind gale
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...the one machine that was misbehaving hadn't been turned on in a while, and just got a huge Windows update... allowing it to restart... see if this will help.

wooden belfry
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I tried restarting, its still glitching like crazy

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Has anyone had this issue?

wind gale
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@wooden belfry sorry, my comment wasn't directed at your issue.

wooden belfry
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oh lol

wind gale
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...and, I wish I could help. I've been meaning to fire Unreal up into a VR project and start tinkering around as a side project distraction.

wooden belfry
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I dont think its related to the VR issue, because this is in the editor

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It's supposed to be like a display level for default VR stuff

wind gale
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well, that looks... odd.

wooden belfry
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indeed

wind gale
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ohhh... you know what?

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are you moving your view around using CTRL+Mouse?

wooden belfry
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im moving with right click and wasd

wind gale
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Like, CTRL+LMB?

warped tundra
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Hey wheres a good channel to ask about landscape help?

wind gale
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hrmm... it looks like what I see when I get into Blender view mode, and I start LMB+dragging with the CTRL key held in... when the camera gets to the origin, it will begin rapidly flipping over the origin like that.

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There's something else, though. Are there any special camera or scene capture actors in your scene?

warped tundra
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Ah alright i was in the right chat then kinda dead in there currently S3KaedeShrug

wind gale
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Yeah, post your question and walk away for a bit. ๐Ÿ˜›

warped tundra
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Yeah had a question in there since 12 this morning oh well i'll wait

wooden belfry
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No my issue is right when I opened the scene

wind gale
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Sign in as another account and post blatantly false advice to yourself. That'll stir people up! (I kid. I kid.)

wooden belfry
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I dont even know how to use unreal

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Its bugging out right away. Could it because im mac?

wind gale
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@wooden belfry I can't say, then. It looks like the camera flipping over the origin, or garbage video data, or like, the buffer just not bothering to refresh frame to frame.

warped tundra
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Oh ah quick question is there any videos i could watch about getting started in making an open world and all that?

wooden belfry
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I dont think its flipping over the origin, because I can see pictures that are supposed to represent objects, and I think the camera is properly moving around them

reef lava
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This is copied and pasted from another dev server I'm active in but here we go: Ok so, tough question, as it's quite generic and could have a lot of contributors, but I'm running 16gb of DDr4 ram with an NB freuqncy of around 3600 each right, and every time I open my main project, I'm getting a little over 80% mem usage with one bp tab open, even with it closed (all tabs besides the viewport and message log), it occurs, so is that normal? I mean the map I have open at start is nothing short of simple. It's dev testing map with nothing but a very crude landscape, and bps that run in real time, not editor code.

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really suspecting a heavy mem leak in this project, but I haven't a clue where to even start anymore...

midnight root
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crude landscape you say, but are you using raytracing and what else is on landscape ?

plush yew
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I have a dumb question for ya: If I make a Third Person project, is it possible to make it a first person only game down the line? Or is it locked to third person for some reason?

midnight root
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no you can do what you wish

hollow ridge
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@plush yew doesnt matter you can move the camera after

plush yew
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ty

hollow ridge
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I have a question. It says I am generating an infinite loop. It shouldn't be infinite tho cuz every time it happens I add one and then I stop it after it gets to 10. Is there a way I can bypass the check? is that a really bad idea?

wind gale
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@hollow ridge Can we see the offending code/nodes?

hollow ridge
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It is very simple I am just spawning an actor that spawns more actors Ill send a screen shot if you want

wind gale
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ayup

hollow ridge
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?

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Im taking screen shots

#

Its 3 pics the spawning the adding and the branch

wind gale
#

Is the Room actor spawning other Room actors?

hollow ridge
#

yes

#

but it is adding in a different actor so they all are adding to the same vlue

#

value

wind gale
#

How do you determine which Room's RoomsCreated property to reference?

hollow ridge
#

no it is in a different actor not one of the rooms

wind gale
#

is your comparison there correct? Do you mean to check greater than or equal?

hollow ridge
#

that is greater than or equal right? also it wouldnt matter cuz if it were the wrong one nothing would every happen because the default value is 0

wind gale
#

can you scrunch all these nodes next to each other, so you can make a screengrab of the whole graph?

hollow ridge
#

um not really cuz there is a lot more than just that

#

I am doing all of that 4 times

wind gale
#

I don't have enough info there... I don't know where these wires go or come from.

hollow ridge
#

well not really

#

There

wind gale
#

If you have an event calling itself in the same execution without some sort of delay or limiter, you'll get an infinite loop.

#

oh, new pic... standby

#

welp... it's a nice arrangement of wires... but without the words on the nodes... can't make heads or tails of it

hollow ridge
#

ok

#

oh also when I remove 1 of the 4 spawns it works

#

Idk y

#

wait nvm 2

wind gale
#

so, it is probably that particular actor being spawned is either not feeding in the value used to limit the loop of the execution, or it is calling the whole event again in the same frame, or it has its own loop of some sort within it that is not being allowed to escape.

hollow ridge
#

oh its cuz I am running it 2 times and choosing a random one of the spawns so there is a chance it will end

#

ok

reef lava
#

crude landscape you say, but are you using raytracing and what else is on landscape ?
@midnight root nope, just your average quality levels, etc.

#

with an rtx 2070 though, (rt not enabled)

#

it's arisen to me that this project has a severe memory handling issue, not sure what, but the next step for me is the profiler

#

if I can even manage to open it,

midnight root
#

WELL depending what else you have open, and which version of ue4 you're using, could be a memory leak I suppose as that sounds way too high for something simple in nature

bitter iris
#

is there a command that can toggle cull distances?

reef lava
#

4.23.1

midnight root
#

what else are you running while this occurs

reef lava
#

and for some reason, speaking of versions, it doesnt allow me to compile from source on 4.24 (which is kind of not part of my whole ordeal since it's not a priority i switch yet), but weird thing is it's not even a code project rn.

#

as in other apps?

midnight root
#

yes

reef lava
#

discord, spotify, thats it

midnight root
#

does this occur on restart ?

reef lava
#

and then in my perf monitor ue4 will skyrocket to 80 on most circumstances via the memory usage, everything else seems quite normal.

#

mhm

midnight root
#

restart/shutdown blah

reef lava
#

is there a command that can toggle cull distances?
@bitter iris what are you trying to cull exactly

#

oh

#

toggling

midnight root
#

ya thats too high for a simple scene dunno

reef lava
#

yea ikr,

#

something isnt right here

#

im about to open up the profiler

midnight root
#

mine is nowhere near that and I have a 4tile highly sculpted terrain with some complexity

#

world comp ^

reef lava
#

my main world (very large miraculously still opens, but it's a very rare occasion it will happen within 5 min at the least)

#

and when it does, the memory usage is quite apparently high for a reason it should not be

#

ive seen multiple forums on this, but oddly enough they date back several years, no one speaks of these issues any more, havent a clue why, but it seems that way.

midnight root
#

ya

#

did you open this in 4.24 other than your coding issues

reef lava
#

cant. doesn't let me switch, because when I do, (and this is the weird part) despite rebuilding in VS and rebuilding the source from the project file, it fails upon doing so, then telling me it failed to compile the source file, when my project contains no C++ in it yet.

midnight root
#

errors ?

reef lava
#

building inside of VS succeeds, but proceeds to fail on opening, resulting in the same failure to rebuild it's source

midnight root
#

one serc

#

sec

reef lava
#

there are none, ( may be in some logs havent checked the most recent ones yet) but it's a source rebuild failure

midnight root
#

no idea on that my strength atm isn't in coding

reef lava
#

its np, I'll get to it eventually it's just to cost me a monitor

midnight root
#

c# yes easy enough c++ UGH

#

ha

reef lava
#

because im about to throw it out the window

midnight root
#

dunno about project, maybe export terrain, run 4.24 and import and start over see if memory improves

#

just odd with 16gb you should be sailing

#

a lot of lighting ?

reef lava
#

nope, simple moveable directional with your standrad fog and skyulight

#

all attached to a stylized sky sphere

midnight root
#

my 4 tile complex sun & sky7 etc. world is only at 3gb so thats very odd

#

as seen

#

just a reference

reef lava
#

yea, thats the thing, its only this project

midnight root
#

I'd start over, keeping what you have, start with just terrain, see where it goes ape on memory,,,4.24

#

something other than 4.23

#

trust me, I get wwwweird behavior in 4.24 myself, but then I'm stressing my 8gb while running edge with many tabs and blender maybe O_0

reef lava
#

I'm going to try adding a C++ class in 4.23 and then rebuilding on 4.24

midnight root
#

STILL, i never , rarely run out of ram , but ya sometimes with all that I get 80 or higher but stable most of the time

#

good

reef lava
#

it's telling me I have no C++ in my project, yet a simple rebuild fails?

#

tf

midnight root
#

heh

#

that says it all

#

I've been there OFTEN trust me

#

lighting is a buggar

reef lava
#

yea

#

aye it is

midnight root
#

๐Ÿ™‚

#

ie yet todo any c++ but I must sooner or later

#

I've

#

its just so non human readable lOL

reef lava
#

im just now delving in it deeper for the frst time

midnight root
#

to me, so far anyway :))

#

sounds good

reef lava
#

however I do have a pretty solid basic understaning of it's layout so, thats good i suppose

midnight root
#

indeed

#

c++ is gold, I just have yet to master it one day...

reef lava
#

mhm, same here haha

midnight root
#

heh

#

Im SO used to the relative ease of c# , but oh well c++ I must try we all prob will need it at some point

#

I know there are others, this looks OK tome

reef lava
#

I love tom, he's a good instructor

midnight root
#

awesome ty

#

I mean good choice

reef lava
#

I believe he's an ex ue engineer, although it was prob some other position, nonetheless, he knows his stuff

midnight root
#

nnnnice

barren flume
#

Anyway to host an online server

midnight root
#

ya I need to delve into code,,my 3rd person char that comes with ue4 has some weird motion on rotating camera in some areas

barren flume
#

or host one over my pc

reef lava
#

I've set up online games across North American servers using steam but that was years ago, but is there a specific service you have in mind to use for server setup?

barren flume
#

What do you mean

#

sorry

reef lava
#

like Steam for example

#

most common one

barren flume
#

I wanted to host using steam

#

but not sure how

#

or if my game needs to be on steam

reef lava
#

is using steam servers to create a functional onlin environment

#

no,

barren flume
#

oh

#

so I can setup steam servers on ue4?

reef lava
#

it doesnt necessarily, it will just be granted the dev ID, which is space war or some crap i think dont remember entirely though, the last time I actually did any network testing through steam was prob a few months ago, when I had it on there privately for testing purposes.

junior solstice
#

help pls

reef lava
#

if you look into pyro dev's tutorials on steam functionality in ue4, they're pretty useful https://www.youtube.com/watch?v=ke3kmK6bvT0 I'd certainly look into them if you're interested in trying that sort of thing ๐Ÿ˜„ @barren flume

barren flume
#

thank you so much

#

i've been trying to fix the game

#

so it's not just lan

ruby folio
#

Dear lord. I just found out I could create simplified Level LOD's in bulk!

#

So I would have to replace all the materials by hand with material instances which have a snow buildup shader graph.

swift spindle
#

yeah... you could write a replacement script however (I need to do the same thing next week)

ruby folio
#

I would need to replace them all with instances though. Instances which have the correct tetxures applied for the landscape coordinates...

swift spindle
#

lots o fun eh

ruby folio
#

over 700 levels

swift spindle
#

ANNNNND no thanks

ruby folio
#

yeah

swift spindle
#

you gota automate that stuff

ruby folio
#

Add it to the list of things I can do "later"

#

Yeah I gotta figure out how I can automate it

#

How would you even come up with something that does that?

frail sun
#

Yo so 4.25 release tomorrow?

wooden belfry
#

When i hover over my VR project, it only shows the windows sign, but for a normal plain game it shows a whole list of operating systems. How do I add more operating systems to my project? I am on a mac, and that VR project is flickering and all over the place and I feel like that might be why.

#

Actually that might not be why, the tutorial shows that too

#

I still dont know why I have this issue though

barren flume
#

@reef lava Thank you so much

reef lava
#

Yea no problem man, I hope leading ya towards pyroโ€™s tutorials on that stuff helped

#

Heโ€™s a real good guy and has been helpful to me when I went into steam networking in unreal for the first time, not to mention itโ€™s very good for getting familiar with it all ๐Ÿ™‚

swift spindle
#

@ruby folio I'm thinking I'll need to add a gametag bassed on existing material.. then sort by those and swap out to a different version of the material

barren flume
#

is there a way I can get commands to work for me in standalone game?

#

the console

lavish garden
#

so i've made a landscape and imported a HeightMap (made in world machine), got my material from the starter content, but i can't find the third person actor to import so i cna run around. where can i find it?

#

well, the auto mover thingie works well enough. i can continue to work with out a character, so work i will! 8D

ruby folio
#

@lavish garden In the content browser click the big green button "Add New"
Then click add feature or content pack

silk ivy
plush yew
#

should i put player controls on the pawn or the controller?

lavish garden
#

thought i tried that, but i'll hammer on it till it works.

#

@ruby folio thank you for the response!

plush yew
#

nvm

#

i think i'll just put controls on the pawn

ruby folio
#

@silk ivy I dunno about simple way. I would create a blueprint, add a light to it, and control its intensity / colour via a timeline.

#

Either that or create a light function material

barren flume
#

it's doing it again

#

i don't know why this keeps happening

#

it stops when i rename it

#

then after awhile it happens again

#

i'm dumb again

#

i remember

abstract relic
#

Memory leaks?

normal burrow
#

Garbage collection hiccup

plush yew
#

to use git

barren flume
#

it's fine

#

i had benchmark thing on in level blueprint

plush yew
#

do i just create a bare repo, and push the project folder into it?

barren flume
#

also i'm having issues opening a level

abstract relic
#

Yes

barren flume
#

when I click the button it doesn't open up the level

#

I added on faliure

#

for print string

#

and the message shows up

#

it was working before

#

but now it just doesn't open the level at all

#

nevermind

#

i figured out why

#

no game instance set

plush yew
#

hey

#

to set up the git

#

what files should include

#

besides the source

#

putting the entire project folder in git doenst seem like a good idea

#

right now my ignore list is
/Binaries/
/Build/
/Saved/
/Intermediate/

regal mulch
barren flume
#

i'm confused about the steam server thing

#

how can i change the name

#

when I launch it and open steam overlay it says spacewar

still moat
#

it jumped to 83K

raw elk
#

Has anyone else experienced a bug when attempting to launch Unreal Engine 4 in Vulkan mode, the engine seems to change something in windows causing the monitor to look weird (oversaturated colors)

#

If UE4 is closed, the problem goes away. It only seems to occur when launching in Vulkan

barren flume
#

I still see edges

#

I have anti aliasing at highest

#

and that weird fuzz stuff

#

and if i set anti aliasing to low it still looks the same

#

nvidia control panel says application controlled

plush yew
#

well shit

#

epic games temporarily locked my account

#

i hate anti aliasing in my games, it just makes the game blurry ๐Ÿ˜›

distant marsh
#

i hate anti aliasing in my games, it just makes the game blurry ๐Ÿ˜›
@plush yew don't use txaa

quiet oak
#

use TXAA and use this: r.Tonemapper.Sharpen

barren flume
#

alright for me

#

turns out the anti aliasing is finer

#

it's just off in editor

#

until i play

plush yew
#

Is there a node that choose randomly between 5 items?

cyan robin
#

hi i have a simple question

#

i am trying to update the HUD, i created a binding, and i'm unsure how to access this function from another script

#

i am trying to do the first simple approach: Example 1. Function Binding

supple totem
#

I can alt tab in game fine, its just during initial launch this happens

#

where could I get to the bottom of this? thanks

silver crown
#

@supple totem I suppose you don't have custom shader code

#

And that you're not doing custom render stuff

supple totem
#

nope just stock 4.24

silver crown
#

Is it only on your machine

supple totem
#

testers too

silver crown
#

You checked the Unreal bug tracker?

#

4.24 was messy

supple totem
#

just googling, but I;ll search the tracker itself

#

thanks for the tip

silver crown
#

All this is telling you is that unreal did something wrong with the GPU

#

But could also be the GPU being faulty (unlikely if reproducible across different machines)

#

Or the driver being faulty (also unlikely)

#

Not something you can fix on your own besides trying simple stuff like switching to windowed full screen or real full screen

#

Could be worth trying the 4.25 preview as well

#

See if it's fixed in that

supple totem
#

yeah I'm messing w/ windowed and fullscreen now

#

and I agree it looks like a deeper issue than my game code

#

thanks for tips ๐Ÿ‘

thin tendon
#

Is there a blueprint method for determining if a number is a negative or a positive? Just wondering before I create my own way

supple totem
#

sign of float?

teal egret
#

So everytime I reload my project, my Map and PrimaryAssetLabel keep getting duplicated in Project Settings -> Asset Manager. Any ideas why this is happening?

Fixed:
Adding to DefaultGame.ini, a removal of the 'defaults' makes it work just fine now.
-PrimaryAssetTypesToScan < blah blah > for maps and primary.

supple totem
#

works in c++ I bet there is a bp node

calm sphinx
#

I have a feeling that 4.25 will be released today ๐Ÿ‘€

cyan robin
#

how do i call a function from the widget blueprint in another blueprint?

#

i got a reference to the function but i'm not sure how wire up

whole quarry
#

@thin tendon if (x < 0) { lower than 0 } else { higher than 0 }

smoky latch
#

Hi guys, i'll be greatly appreciated if someone could explain the world composition layer's intended usage? I'm interested in - can I stack one level above the other in the wc setup and increase the layer number. F.e. one level holds only geometry, then the other level will be placed above it and will be holding some logic, and the other, placed above - will be holding some effects \ lighting \etc.

thick herald
#

Not as far as I know, it's purely for actual map tiles. You do get some degree of control if you enable landscape layers though.

smoky latch
#

how do i call a function from the widget blueprint in another blueprint?
@cyan robin the best way would be to use blueprint interface i think, check the docs on them

#

Not as far as I know, it's purely for actual map tiles. You do get some degree of control if you enable landscape layers though.
@thick herald but you actually can have one tile above the other (f.e. landscape and underneath - dungeon), for this you'll need to setup layer number appropriately - so you could select in wc preview window correct tile. Then in dungeon wc tile you could simply set the visibility of landscape tile to "hidden in game\no collision" and here you'll have a landscape tile (for example - x0y0) above, and tile with hidden landscape and dungeon geometry but on tile x100y100 below

thick herald
#

Yeah, it's possible to have all the tiles stacked, but for what you were asking ie having each tile contain different parts of a level.. it's not really what it's for.

#

Maybe if you explained why you want to do this?

smoky latch
#

Yeah, it's possible to have all the tiles stacked, but for what you were asking ie having each tile contain different parts of a level.. it's not really what it's for.
@thick herald i want to separate logic and geometry, f.e. i have one big tile with logic, and underneath - 9 smaller tiles with geometry to save memory. So to have only 4 of the on lod0 simultaneously

thick herald
#

Sounds like you need level streaming, not world composition

smoky latch
#

Sounds like you need level streaming, not world composition
@thick herald i thought that you cant use world compositiion and streaming volumes simultaneously - it's either one or another setup

#

in some old stream on level streaming - that was said, don't know maybe now it's different?

#

wc is very convenient for landscape

merry gazelle
#

anyone else agree the play button should be moved over to the far left? It's really annoying on small or split screen that it gets hidden

thick herald
#

I think that's still correct it's one or the other - I don't know for sure - I guess you could use it for dungeons and the likes if the streaming distance is set up properly. But as I said earlier, not for having different parts of the same levels stuff lights/geometry. Having something hidden doesn't remove it from memory it's still there. UE4 doesn't render things that are not in view anyway, but they are in memory.

smoky latch
#

I think that's still correct it's one or the other - I don't know for sure - I guess you could use it for dungeons and the likes if the streaming distance is set up properly. But as I said earlier, not for having different parts of the same levels stuff lights/geometry. Having something hidden doesn't remove it from memory it's still there. UE4 doesn't render things that are not in view anyway, but they are in memory.
@thick herald if you are referring to hiden land tile for above lvl - it's memory cost is nonexistent - it doesn't renders = there is no vram cost\no draw call, it has no collision (also reduces memory), but on the other hand it's a big timesaver - you'll need to setup logic for one level instead of 9. And then in this 9 lvls you could save a lot of memory by reducing the meshes\textures amount per level, and increased level loading speed - i have already tested all of this, memory save is ~200mb on vram, and 2mb loss on ram. BUT the loading logic for wc tiles is that so if you are moving from tile 1 to tile 100 (f.e. they are near each other ) - some logic needs to be processed for other 99 tiles - so to get from 1 to 100 it's not that simply.

#

gains in my case

#

but the question stays - is it intended to use like that - there is wc layers that allow for such use, but what will be this transitional cost between tiles - I don't know

thick herald
#

I've said already, no it's not. Do I know for sure? No, but I've not saw anyone suggest it the way you are wanting to use it.

heady quartz
supple totem
#

@merry gazelle agree, ctrl+p is the hotkey tho

#

or maybe alt-p lol

cyan robin
#

only the first instance dragged onto the level is printing the string, what could be possibly causing this?

smoky latch
#

idk where to ask but can i fill this area with the landscape tool with no seams?
@heady quartz you can add\remove landscape components, check out Epics landscape stream on youtube, or landscape technical guide doc

#

so your land doesn't need to be square

heady quartz
#

is it okay to add tons of landscapes to fill the areas?

#

i want it to be square

#

i want flat landscape to paint textures in them

#

in the areas

smoky latch
#

it's your choise, you have options
1 add land component to tile
2 add separete tiles
3 use world composition

heady quartz
#

which one is more optimized in your opinion?

smoky latch
#

which one is more optimized in your opinion?
@heady quartz for very large worlds - several square km and more- world composition. less - depends on many factors, target platform\specs\how many meshes do you have\how detailed do you want landscape tile to be

heady quartz
#

or is there a different way to paint in dirt / grass / sand textures ?

smoky latch
#

there are epics streams on youtube regardin world composition and lvl streaming, there you can find more speific answers. I can't determine anything from your screens, there are no metrics

#

if the size of your level 1 km - ese single level

abstract relic
#

You can use a plane and use vertex paint if you just want just texture. Youโ€™ll be limited to 4 textures and cannot have a heightmap however

keen birch
#

Is it me or has this docs page already been sneakily updated to 4.25

#

(Yes it has, it says so at the top :P)

abstract relic
#

Sneaky

plush yew
#

In the editor I changed material quality to low, UE4 stopped responding and crashed. Now I can't load the project because it's stuck at 83% and I don't see any material options in the DefaultEngine.ini file :-/

keen birch
#

Got a little confused when I saw this toolbar

heady quartz
abstract relic
#

Delete /intermediate folder in your project mara

keen birch
#

@heady quartz Normals might not be pointing in the same direction, and specular/metalness/roughness may not be the same

plush yew
#

okay

midnight root
#

WHy is there a 'orange' circle ( update) on Library tab, when there is nothing updated, no new engine version, is this a current bug ?

grim juniper
#

Check your vault assets. one of them probably has an update

smoky latch
#

there is a seam even though the landscape and the mesh is using the same color
@heady quartz or you need to build lighting

midnight root
#

I thought so too, see nothing, but ya *Ill try again

grim juniper
#

If you don't find anything, then I think clicking the orange dot will get rid of it

midnight root
#

ahh I just missed it,,mco mocap has one LOL

#

I have too many to scroll through LOL

plush yew
#

@abstract relic Keep getting stuck

abstract relic
#

Time to grab logs.
[project]/Saved/Log
Use pastebin.com to post it

abstract relic
#

Do you have Incredibuild installed

plush yew
#

No I don't

#

Maybe it would be easier to just reimport everything into a new project

#

And not to touch material setting ever again :D

ruby folio
#

So I am looking to optimise my landscape material somewhat.
Currently I am using lots of material functions, each as a landscape layer. Rock, Grass, Dirt, whatever. Then blending them using a "MatLayerBlend_Standard"
Each landscape layer function is currently using 4 texture samples. Albedo, Roughness, Normal, Displacement. Just 3 channels each.

Would it be computationally cheaper to move the displacement to the normal alpha, and the Roughness to the albedo alpha?

Or should I move the displacement to the albedo alpha and use the R channel of the albedo for approximated roughness?

#

@ebon linden Animation blueprints for AI would be practically the same as a PC. Just depends how you want to set it up.
Are your AI going to walking diagonally, strafing and such like a player character.
But #animation #gameplay-ai

zealous cloak
#

can someone help me with predict projectile path?
i hav eno idea whats happening but i dont get any path rendered

abstract relic
#

Incredbuild is the only cause I can find. Thereโ€™s this very recent post. Hopefully someone will reply with a solution @plush yew
https://forums.unrealengine.com/community/general-discussion/1728615-i-cant-open-my-old-project

zealous cloak
ruby folio
#

@ebon linden If they are using the same skeleton they can use the exact same animBP

#

Yeah

#

You may have to create a new one. Or try retarget

#

@zealous cloak There is no right setup. It depends what you want to do.
I would search for what you want + tutorial. Also #blueprint

cobalt scaffold
#

why is my memory usage going up when resizing the editor layout, and never going back down

#

working on a single monitor from home i have to do a bunch of juggling and have to restart the editor every so often becasue it eventually eats all memory

midnight gate
#

WHAT CAN I CAST TO AN ACTOR NODE FOR IT TO NOT FAIL?

grim ore
#

CAST THE CORRECT ITEM WHEN USING THE NODE

midnight gate
#

I DONT KNOW WICH ITEM

#

im trying to plug in a simple actor but none of the "get" nodes work

grim ore
#

then you are not understanding what you are doing. What are you doing?

midnight gate
#

trying to get a custom event from the actor

grim ore
#

ok and where is this actor?

midnight gate
#

in the level?

#

its standing there

#

existing

honest mango
grim ore
#

ok so you have an actor in the level, what is trying to access the actor? something else? does that something else know about this item in the level?

honest mango
#

thanks i did scale ^^

#

@grim ore , are megascan materials free to use if i publish the game or i have to pay ? : /

grim ore
#

they are free to use if you have the UE4 license

honest mango
#

i have the ue4 liscence if i use ue4 no ?

grim ore
#

"You may use our Megascans assets in your project from the Unreal Unlimited plan, provided that they are incorporated as an inseparable part of the project and the end result is in UE4/Twinmotion. This project can then be used commercially as per EULA Terms."

#

if you sign into the bridge or quixel setup with your epic login it will convert it to the Unreal Unlimited plan for you

honest mango
#

that nice thanks you

solid spade
#

bro

#

i hate the bot

#

give more time to wait because im literally trying to type 3 sentences and it gets canceled

#

my fucking god finally

royal crest
#

why does ue4 compiling shaders everytime i modify something? it takes a lot of time too.

#

saving, changing, importing, modifying everything takes loots of time, its unusable

#

(trying to import 84 objects, and its compiling 9400 shaders)

abstract relic
#

Yes

royal crest
#

how can i speed up this?

#

and material editor previews are very slow too. in blender i can modify materials much faster.

abstract relic
#

Break down the material if youโ€™re experimenting on new functions, make material instance if you just want to adjust values, get more ram.

normal burrow
#

Threads will help take the number down faster too

royal crest
#

which is more necessary? ram, cpu or gpu? i already have 10 gb ram i think thats enough

#

break down the material? threads?

abstract relic
#

I wish I could direct you to a hardware channel

normal burrow
#

Specific to shader compilation: threads. But each thread needs ram so itโ€™s a delicate balance, and yeah sheesh

abstract relic
#

Right now, Material instance is going to be your go to from what I can gather from your situation.

royal crest
#

ok thanks im watching that 4 hour beginner tutorial and next thing hes going to show is material instances

normal burrow
#

Those can generate less compilation numbers (permutations) yeah. And are easier to organize

abstract relic
#

And again, don't do experimental stuff on a big material. Material function is another thing you should look into down the line

hot walrus
#

Sorry for this really noob question haha but I added a second camera recently and there's 2 things I couldn't figure out, 1 being how to change the primary camera on my model and the other being why the camera I added is so big

#

I can't figure a way out to delete it without just deleting the character itself

unique kraken
#

iv been discussing this a bunch of times alread but i just ask again bcs there never as a proper solution for that.
ue4 displays color extremly different from other softwares im using.
there has been discussions about the tonemapper and gamma but i never really found a way to properly show the true colors.

#

btw thats not a texture, these are color values i literally copied

#

just wanted to check if anyone got a solution for that

storm hemlock
normal burrow
#

blender typhoon

#

or maya or whatever

unique kraken
#

what

normal burrow
#

have to re-export afaik

unique kraken
#

are u even talking to me

#

o_o

normal burrow
#

are you typhoon

unique kraken
#

oh thats his actual name

normal burrow
#

its okay lol

unique kraken
#

lel

normal burrow
#

on your color issue

#

make sure tone mapping is off

unique kraken
#

yea but like, inverse correct

normal burrow
#

if thats what it looks like in skeletal mesh preview, try changing the preview settings

#

choose a different skybox

#

and see if that makes it any different

unique kraken
#

also already done

normal burrow
#

if its still off, then i guess maybe you need to srgb correct the vertex colors

barren flume
#

i'm having trouble with the advanced sessions for steam

normal burrow
#

iirc, those are vertex colors?

barren flume
#

it works perfectly fine in the editor

#

but in a packaged game it doesn't work

#

I was able to get it to work on android though

#

I think

unique kraken
#

well no, bitmap, color values i can change in ue4

storm hemlock
#

@normal burrow blender :D

unique kraken
#

and i copied the hex from blender

normal burrow
#

in that case, is your bitmap in ue4 imported with srgb?

unique kraken
#

uhm no its pure grayscale, redid that 4 times today so this one works.

storm hemlock
#

Yes

normal burrow
#

Typhoon did you import these to blender to export them?

#

make small edits?

#

hm xxerbexx it sounds like a complicated setup but would guess its the tone mapping or srgb/linear stuff

storm hemlock
#

I'll try export as datasmith, because i tried to export as fbx

#

But thanks anyway xD

normal burrow
#

fbx should be fine, i'm just asking if they come from a different 3d package

#

you'd want to export with the same settings you imported with, if you did start with an import

storm hemlock
#

Okay
Thx

midnight gate
#

so im doing this tutorial

#

and for some reason my minimap does not have size

#

how do i find out the size?

supple totem
#

is it possible to have windowless take up the full screen, at non native resolution?

grim ore
#

for your minimap widget, what does it show is the parent in the top right. What is the Slot

midnight gate
#

this?

grim ore
#

yes. depending on how you set up your anchors will determine those values. It looks like you are using the Stretch setting so it will size itself to your offsets (full screen basically with offsets). you are not anchoring it to a position then setting a size like in the video

#

so you need to anchor it and then set the size, or you need to figure out your size and put it in

short vector
#

Been trying to fix the textures

radiant fable
#

has there been talk about having a twinmotion channel on slackers?

grim ore
#

Is this texture issue an issue when it's in the editor?

devout pine
#

Hey, I've transferred my scene from one project to another and i dont why, but suddenly there are very small seams between the assets that only appear when you are far away from them. Does anyone know what's causing this?

short vector
#

In the editor itโ€™s fine

#

In game itโ€™s a issue

grim ore
#

the material is not set for the correct permutation, you probably had it on a mesh first then moved it to a skm

#

in the material go to usage and either uncheck automatically and recheck it, or make sure the correct checkbox is checked for the item it is on.

#

I would assume that item is a skeletal mesh

short vector
#

Iโ€™m new into this where u go for that ?

grim ore
#

''' in the material go to usage'''

#

open the material, go to the details panel, scroll down to usage

short vector
#

Thank u got it

#

Now gonna try if it works

frozen mural
#

guys is this pack free commercial?

#

im so confused of what it says

midnight root
#

wow new geometry tool is quite handyyy

#

'modeling' I should say

frozen mural
#

is this pack free commercial?

#

Licensed for use with Unreal Engine Only

midnight root
#

souns like megscans ?

abstract relic
grim ore
#

epic provided epic stuff is Unreal Engine only, so its free to use in unreal engine only

#

it is not the same as the most other marketplace assets

abstract relic
#

โ€œLicense for unreal engine onlyโ€ is a big hint

wary rivet
#

I'm having a bit of a problem with brakes in the default vehicle template, no matter what i set max brake torque to in the wheel blueprint i get no braking whatsoever until <30 kph then a huge amount of braking (without auto transmission

#

anyone understand how it works?

abstract relic
#

Please

#

Epilepsy warning

#

Use spoiler tags

fierce tulip
#

^

sonic pagoda
#

is there any way to attach a player controller

#

to an AI pawn

#

I have a situation where I unpossess

#

a pawn

#

and he moves using pathfinding

#

but I want to keep him as my view target

rose wyvern
#

Hello this happens when i hit play in mobile mode. It flickers and the controller is tracing like this. But it works normal on device. Why? (epilepsy warning)

#

Wtf still flickers

maiden swift
#

Wow thatโ€™s annoying. I figured it wouldnโ€™t animate under the spoiler tag. ๐Ÿค”

sonic pagoda
#

how can you manually

#

update a player controllers location

abstract relic
#

Mercy

#

You tried. We thank you for that

grim ore
#

the player controller really doesnt matter for its location, it doesnt really physically do stuff like that

sonic pagoda
#

the problem i have is this

#

when i repossess

#

my pawn (that had been possessed by the AI)

#

he gets pushed back

#

to where he got unpossessed the first time by the player controller

grim ore
#

are you moving the actual mesh then and not the character?

sonic pagoda
#

the character is moving

#

with an ai controller

#

the player controller at this point is no longer controlling him

#

so when i repossess the pawn, i can then move around again (using my inputs and not AI move to) and when i unpossess him again , thats the location where the controller will stay at again

grim ore
#

welp the player controllers position shouldnt matter in terms of where the player is

sonic pagoda
#

ah its also because its networked

grim ore
#

then perhaps you are moving it on the client only

#

and when you repossess its now going back to where it was on the server

sonic pagoda
#

the thing is, i can't move it

#

when it becomes unpossessed

#

the controller itself has no movement once it becomes unpossessed from the pawn

grim ore
#

the player controller does not move when you move the character. The player controller is just a virtual thing that does stuff

#

its physical location is not connected to what it controls

sonic pagoda
#

i know it has a transformcomponent though

grim ore
#

so... what

sonic pagoda
#

im just going to have do it in c++ because its set to bp read only

grim ore
#

it could also have flashing particles, it doesnt mean anything

sonic pagoda
#

so it can

#

physically move

#

in the world

grim ore
#

when you unpossess are you doing it on the server or the client

sonic pagoda
#

server

grim ore
#

and is the AI running on the client or server?

sonic pagoda
#

server side as well

grim ore
#

then track the position of the character that is "warping back" every tick and see if the server is showing it correctly moving

lament breach
#

Question. I'm on 4.22 and i know this worked pre 4.20. Whats up with editing default values when setting actors nowadays? Is there a workaround? Does it maybe work again in newer versions? Help would be appreciated.

grim ore
#

@lament breach if that is an actor, something that only exists in the world, there is no way to set a default in the item that does not exist in the world

#

sorry, if the variable is pointing to an actor

lament breach
#

It is, im looking to get the actor from the data table and spawn it based on the name in the datatable thats hooked to the UMG.

grim ore
#

sorry actors dont exist in the content browser

lament breach
#

Oh, that makes sense. Been wondering what that all meant after reading through pages on different forums.

grim ore
#

so perhaps you want the class?

lament breach
#

I want the class, yes, but i cant put it as variable.

grim ore
#

sure you can

lament breach
#

Oh Soft Class Path?

grim ore
#

when you create the variable dont choose object, choose class

sonic pagoda
#

yup you are right mathew

grim ore
sonic pagoda
#

he didnt move on the server

#

...

#

thanks!

lament breach
#

You're the man! Thanks alot. It was right there since the beginning haha ๐Ÿ™‚

misty owl
#

@grim ore Thanks for hanging out on this server and helping us learn UE. Your videos are great, and the fact that you're so active here is icing on the cake. I learn a lot just by seeing your answers to other people's questions.

grim ore
#

Actors are in the world, objects/assets are in the content browser is the easiest way to think of it. Its not 100% correct but close enough

lament breach
#

Yeah, makes sense. Finally figured why it got removed in 4.20 in the first place. Thanks again.

grim ore
#

๐Ÿ™‚

#

@misty owl I do it for myself lol. I get a ton of content from helping people out so it's a mutual benefit

short vector
#

๐Ÿ™‚
@grim ore textures still not working in game ๐Ÿ˜ฆ

grim ore
#

thats really the only reason it shouldnt work, if your usage is not set correctly on the material

#

if it was a material sampler issue it would show up in the editor.

short vector
#

hmm i see

grim ore
#

when you checked out the material the first time did it show used with skeletal meshes as checked?

barren flume
#

yeah the advanced session steam thing isn't working on packaged build

plush yew
#

Can anyone help me understand the basics of unreal? I have a game idea but im not sure where to start.

maiden swift
grim ore
#

check the pinned message in this channel as well

plush yew
#

Ah okay, Thank you so much!

lusty rampart
#

I'm trying to make more detailed paths for where AIs can move. I've got a setup with a massive nav mesh volume, and that's fine if you want everything traversable that's relatively flat, but what if you want more specific paths? It doesn't seem like nav mesh volumes are good for making more detailed paths. Am I wrong about nav meshes? or what should I google for something more appropriate?

#

like imagine you want to draw dirt roads on the ground somehow and that the AIs would have to stay on the dirt roads

abstract relic
#

Nav mesh isnโ€™t a one solution fix all thing

lusty rampart
#

right, I just don't understand what other concepts exist so I don't even know how to start googling ๐Ÿ™‚ .

abstract relic
#

What people have done is make a pathing system. The ai will roam but it has a desire to stay along or near the path. How much it conforms to the paths is configured by you

#

Itโ€™s what nav mesh does tbh

lusty rampart
#

is "pathing system" an unreal term? Or are you jsut referring to building your own pathfinding system from scratch?

abstract relic
#

But this gives more precision if you use it in conjunction

grim ore
#

you could still use nav meshes then make areas that are weighted more or less, your roads could be less for example, and then the AI would prefer to go on the road if it can

lusty rampart
#

@grim ore that makes good sense ๐Ÿ™‚

short vector
#

when you checked out the material the first time did it show used with skeletal meshes as checked?
@grim ore hmmm not sure what do you think should be the reason?

grim ore
#

If the material shows use with skeletal mesh and it's still not working you can look at the logs, perhaps the materials are not being packaged

#

for example if this material is not on the character all the time, say its a material that is loaded dynamically in code like a skin system, it might not be packaging

short vector
#

the skeletal mesh works fine

#

but yea not working in game

#

hmm i see

toxic jolt
#

Hi, I asked this on multiplayer channel but I was ignored, so trying it here. I have a question. It a bad practice to use "Allow client side navigation" (in project settings) or is it OK to use it in multiplayer games? Is there anything I should know? Can it be exploited or etc..

I'm not finding much info about it. Maybe anyone here knows?

barren flume
#

how did you set up multiplayer

#

I can't get it to work correctly

#

i'm using steam

#

that session thing

lusty rampart
kindred viper
#

rebuilt the navmesh after you positioned the spline? If so, you can try adding the custom mesh bits as you would with things like holes you jump through etc. It might be an issue with dynamic stuff as any movement technically rebuilds the spline I guess

lusty rampart
#

@kindred viper I just added a non-spline static mesh to the generation, and those get added to the nav mesh just fine...

#

obviously that's not what I want, but I think it shows that the spline meshes don't play nice with nav meshes... ๐Ÿ˜ฆ

#

which saddens me

storm terrace
#

how do I fix this error?

#

both objects are not static, they are movable

#

WheelMesh->SetMobility(EComponentMobility::Movable);

#

any ideas?

lusty rampart
storm terrace
#

my actors are not null

#

they are complaining they are both static (when they are both movable)

lusty rampart
#

read the second link

storm terrace
#
        dynamic_cast<UPrimitiveComponent*>(self.MassMesh),
        self.MassMesh->GetFName(),
        dynamic_cast<UPrimitiveComponent*>(self.WheelMesh),
        self.WheelMesh->GetFName()
        );```
raw elk
#

Is there a way to disable refraction per-material with raytracing enabled? For instance, I have a post process volume in a level, inside the volume is a niagara emitter for some dust motes. I also have a lot of glass in this level so ray traced translucency & refraction are enabled, however this pretty much breaks the particle and turns them into small refracted squares. I've done some digging around and haven't found a way to disable it per material. Am I missing anything or is this not possible?

storm terrace
#

@lusty rampart I wonder if there is a way to ignore this specific warning

#

this bug has been around for way too long (2017???)

#

terrible

lusty rampart
#

@storm terrace welcome to UE

storm terrace
#

is there a way I can make it work without the error?

#

even if it is more code?

#

I found a solution, the code must go in the BeginPlay NOT the constructor.
Can someone help me understand the difference from a UE4 perspective?

kindred viper
#

Constructor is made at creation time. Begin Play is when the object is ready for the world and to be interacted with

storm terrace
#

so in that case, it sounds like, guess BeginPlay first then maybe try the constructor if need be

abstract relic
#

Constructor is the best way to crash your project at launch. If your code isnโ€™t airtight

#

And without Is Valid nodes

storm terrace
#

do most ue4 programmer just delete the custom constructor?

kindred viper
#

no?

storm terrace
#

and just use beginPlay

abstract relic
#

No

storm terrace
#

so when would you use it?

kindred viper
#

a constructor makes the object. You seem to misunderstand. Without the constructor, there is nothing but the shell of the object

#

begin play is the realtime event for when the engine decides its constructed and ready to use

storm terrace
#

so you can't just use

ConstructorName() = default;

kindred viper
#

not all objects need a constructor. the class type is already defined in that sense. It's more for filling in the essentials. ie. A character class has a constructor that adds the collision capsule as the default subobject. The character would still exist without the constructor (minus the code that references it) though.

storm terrace
#

oh

#

BaseScene = ubase.CreateDefaultSubobject<USceneComponent>(FName("Base Scene"));
still needs to be in the constructor because that needs to be made before game launches

#

I see

manic garnet
#

Hi all, I'm looking to get into learning Unreal Engine 4, however it appears that 4.25 is on the horizon. Is it worth downloading 4.24.3 or just waiting?

kindred viper
#

wait

#

4.24 has some issues fixed in 4.25. If you are starting out, its a good place to start

storm terrace
#

so components must be before it is spawned. so CreateDefaultSubObject must be in constructor is what it sounds like

kindred viper
#

yes

storm terrace
#

but modifying it goes in the beginPlay

#

so calling functions on it goes in beginPlay

#

that helps me understand

#

well all sets can't go in the constructor like the function SetConstrainedComponents

#

which got me thinking

normal burrow
#

@storm terrace @light lintel the construction script works at a time when the level is not made yet

manic garnet
#

@kindred viper Hi Marc, thanks for responding. Taking what you've said, is it worth the wait or would you recommend 4.25.P7? (sorry if I misunderstood!)

abstract relic
#

Still preview

kindred viper
#

@manic garnet I wouldn't recommend the preview, but if you are used to coding, there is no reason you can't start there. I would wait for the binary if you are absolutely new

normal burrow
#

@light lintel and @storm terrace are you talking about blueprint construction script or c++ constructor or c++ onconstruction?

storm terrace
#

c++ constructor

normal burrow
#

kewl.

manic garnet
#

@kindred viper Great answer, thank you! I'll keep brushing up my blender skills until then. ๐Ÿ‘

normal burrow
#

c++ constructor: is not like blueprint construction script at all. the c++ equivalent of blueprint construction script is OnConstruction. c++ constructor is where you set up subobjects, components, default values. not more than that.

#

blueprint construction script and cpp onconstruction run at a time where you can register things for baking. so if you have an actor that genrates some procedural mesh for example in the constuction script, that mesh generated gets cooked into the level so the player doesn't have to do the expensive part of constructing it mathematically and increase load times.

#

just put it there tidiii

#

beginplay will run when the thing is made every time

kindred viper
#

that new blueprint baking thing is awesome btw

normal burrow
#

construction script for things in the level only runs in the editor

#

except when things are spawned at runtime, then those run construct scripts too

#

construction script is amazing yeah

#

hightide is right though, the engine is weak to crashing at that point

#

must be very ninja careful in there, thus why they don't let you create actors inside it.

#

@light lintel you basically want to use construction script when you can, you cant use construction script when you cant. which would be when you need to make another actor or search the world for anything but what the properties of the actor itself are constructed with

#

you can technically get past the limitation of not being able to construct actor nodes by putting things in functions, but this wont work and it will likely crash the editor tryin to invoke such thing in construction script. its completely fine to make components and add them to the constructing actor of course

#

so lets say you have a property for its size tidiii

#

and in the construction script you assign the radius to this size property on the actor

#

when you go to editor and change this property, you'll see the radius change with your changes to the size property

#

this is because the editor runs the constructor script every time a property is changed

#

through the details panel

#

if you had this in beginplay, you'd only see the change done when the game starts, adn it would be something the client would do when the level loads, it would save it with some other size, then at startup change it (with begin play)

#

so yeah thats the main difference, and constructor script wont run on cooked content, you'd have to use begin play to have any logic that runs on map start. think of construction script as mostly only aware of its details. you should not be looking in the world for anything inside it

#

nope

#

what i mean is, the constructor script runs in editor for things put in the level and then they are packaged

#

so things are packaged after the constructor script runs on them, which makes your level load faster.

#

the only time a constructor script will run on the packaged level is when it was something created at runtime

#

are you must making child blueprints for each weapon?

#

generally tidiii, if you can do it in the constuctor script: do it.

#

don't see any reason why you couldn't do what is in that screenshot in the constructor script

#

but sometimes you will run into things where yeah things wont work in constructor script, you just have to try. i'm pretty sure bounds is a grey area. but the transform of the object is a known at construction script time so.. try it i guess

#

you'd want construction script

#

it just depends on if you can have it or not

#

i'd think it'd be fine

#

if your using the mesh for overlaps, its probably using a capsule or sphere or box or something

#

check the mesh's simple collision

#

your using complex collision as simple?

#

if its using complex its just going to absorb hits and not be simulated iirc

#

will be slow to move

#

ah okay if its skeletal then your definitely not using mesh data

#

unless its convex

#

your likely using the phys asset for the mesh

#

yeah

#

no issue witht hat

#

sword swinging is another topic, sweeping it is a lot more involved than most would expect