#ue4-general

1 messages Β· Page 727 of 1

normal burrow
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yeah teh skeletal mesh component is a child of primitive component

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primitive components are things with materials and collision

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yep, its irrelevant

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no matter what you use

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if its overlaps, and a frame goes by where its not overlapping even though logically, you'd expect it to have, it wont.

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its actually pretty complicated

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the way you'd do it is with sweeping

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but that is more complicated than it sounds

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and it wont go through the skeletal hierarchy in sweep

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so itll just be like long line points joined to make some shape, and not neccisarily an arching attach

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fighting games use 'frames'

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a frame runs of animation data and checks overlap, then the next frame runes.

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it does not skip frames

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anim notifiers are also really all over the place

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the engine isn't very well suited to do frame based animation things like this without lots of edits

short vector
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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
@grim ore thank you for the help means alot i finally did it

normal burrow
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keeping track of the previous world location of the sword, and sweeping to the current location of the sword then updating current to previous and so on.. every frame would how you'd get things to at least be semi consistent. but you'll run into issues like things rotating when they sweep. you just gotta find something that works for you good enough.

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I think @mint sequoia has some solution for sword swinging that looked pretty cool

devout pine
supple totem
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what is the proper way to define the default settings for a packaged build?

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like what the users' rez will be when they first launch

grim ore
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@short vector What was the problem and the fix for your issue so we know for other people?

short vector
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the problem was the folders was not in order in unreal editor

grim ore
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any more details on that? that is weird

hollow ridge
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Hey has anyone ever had ue4 successfully restore stuff?

quartz pike
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Migth be a dumb question but can have a VR camera export sequencer?

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Can you have*

midnight root
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Would love some input, 4.24.3, using dynamic lights and as of yesterday Im seeing the, background being normal, but seeing these weird largely white rectangular patches, and underneath character as seen this weird multicolored blotching that MOVES as if animated, has anyone seen this and what I may have enabled causing this..using newer Sun & sky with exp heightfog and postprocess ,

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Doesn't happen everywhere, and I can walk through it, and on other side its back to normal terrain texture

normal burrow
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is your skylight movable?

swift spindle
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that looks like a VR lens profile and minimal distance settings gone crazy

abstract relic
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Tis the con for dynamic lights.

normal burrow
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tis.

manic galleon
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Hello

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i have a game concept that i need advice on

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I want to call it Total World.

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but i need to know if its possible to develop.

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so if anyone can advice me lets do a voice discort chat in a room

rain coral
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Hello, im making an FPS game and i need my weapon to play a shooting animation, while at the same time playing the idle, moving, or jumping animation, how can i do this ?

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Tag me if you want to help me out

last dove
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@rain coral you need to set up an animation blueprint and when you're making your different states (idle, moving, jumping) you need to also make shooting states to go along with it by using a blend node so you get idle-shoot, move-shoot, and jump-shoot from their respective states

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here's the video that I see most people follow when they start out: https://www.youtube.com/watch?v=fktCz7TtUh8

Here we take a look at how we can blend the top and bottom halves of two animations using the layer blend per bone node to split them from the spine and marge them together to create one animation state.

β™₯ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN

β™₯ Don't forg...

β–Ά Play video
storm terrace
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when would you use the UE4 Cast<> function over dynamic_cast<> macro?

normal burrow
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always

storm terrace
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what is the advantage?

normal burrow
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consider dynamic_cast dead

storm terrace
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oh

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back at education it is what I was told to do

normal burrow
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rtti is disabled by default anyways

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so dynamic cast wont work without a change to your project settings

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basically they handle all the dynamic casting themselves in uobject

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so cast is what you want

storm terrace
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ok so Cast<>

normal burrow
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Yeah, do use the other variants when you can too

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when your casting to something you know will be what you expect it to be CastChecked<> will be what you want

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in editor it will be the same but it will cause you game to crash with an error message if its not what you thought it was

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at packaged runtime it does the faster cast without checking any type information

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just remember you can't pass null into it. it will cause the same mentioned crash

storm terrace
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thx for the info

midnight root
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@pot oops ya it is, so HM don't recall what does it default to static or stationary

manic pawn
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pot

kindred viper
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its short for pat

midnight root
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@normal burrow darn static or stationary make no differencde,the odd patches are still there

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difference

lucid geyser
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Hi is there a tutorial anywhere online on how to publish a mobile game from unreal engine to play store or IOS store ? Thanks!

thin tendon
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Was wondering if anyone here can answer a Steam question. Do free to play games typically get more traffic to the store page the paid for games?

kindred viper
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I doubt it. Paid for games have marketing budgets beyond what free to play games do unless they are already a success. But I would presume there are a limited amount of F2P games that equal or go beyond others based on the success

thin tendon
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I mean that makes sense if you have a budget. As a solo indie I don't have said budget

safe rose
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You're actually wrong about that @kindred viper

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F2P definitely get much more traffic

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Actually, I have one good usecase recently that's very telling...

kindred viper
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damn I hate being wrong.

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πŸ˜„

thin tendon
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Sorry if it was the wrong chanel

safe rose
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But anyway, TL;DR: They launched Free Prologue.... great results... launched premo game... terrible results

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But you can simply just look for the the f2p tag on steam and see how huge they can be (look at review counts)

thin tendon
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Thanks mate. I'll do that and I am reading through that article now.

kindred viper
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Can be, but I was presuming limited scope in that.

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most of them are trash after all

safe rose
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They can be. But they still get great traffic

thin tendon
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Well atm my games page only gets about 20-30 views a day. I feel like it should be much higher

storm terrace
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do any of you know how I set those 2 values in C++?

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    self.Axle->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);```
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is what I used for getting the first 2 parts, but I don't know how to set the checkboxes

flint trench
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Hmmm, Anybody have the weird issue with UE4 packaged builds when you ALT+F4 it doesn't actually seem to quit? People are exiting my game but Steam and Discord callbacks are still running. The UE4 Process seems to tuck itself under the Steam Login Process for whatever reason and kinda just stays there in the background

plush yew
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So, i want to make an rts, is there a built in way to find characters within a 2d box? Or.. Would i need to figure out the logic myself?

flint trench
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So, i want to make an rts, is there a built in way to find characters within a 2d box? Or.. Would i need to figure out the logic myself?
@plush yew UE4 Editor has this functionality if you hold ctrl alt and then left click drag in the viewport. If you're savvy enough you might be able to dig that function out of the editor and repurpose it for your needs

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Wait actually, I think they added a node for this

barren flume
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hm that steam thing still isn't working

plush yew
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I was just thinking of doing raycast from camera to terrain on all 4 corners to get a 4 sided polygon then doing a check to see if any units overlap that polygon

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If there wasn't one, but good thing there is is a node

flint trench
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could do, looks like that node does everything you need tho so I wouldn't bother

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yeah

plush yew
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Soo "get mouse position" takes 2 floats as aliases... I guess it doesn't just return a FVector2D because that would cause memory leak

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If the user forgets to delete the FVector2D that's passed back... Lol C++ is so strange to work with after spending much time with C#

manic pawn
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no

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there is no particular reason for that function to work that way, they just wanted to or something

plush yew
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i mean, the alternative are to create FVector2D in a heap and return an alias to it, create FVector2D in a heap and return the address to it, or return the local FVector2D which returns the copy constructor that creates a shallow copy of the local FVector2D

manic pawn
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everything you just said is wrong, stop making random assumptions

plush yew
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isnt that how c++ works?

manic pawn
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returning it by value is completely fine

plush yew
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if u return by value, it calls the copy constructor?

manic pawn
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it's a simple struct so that wouldn't matter even if it was the case, but it isn't because of return value optimization

plush yew
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wut. why does all the c++ related sources tell u that when u return an object, it calls the copy constructor

manic pawn
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vector 2d trivially fits in a register for return, passing in two pointers to write values to would be far more complex

plush yew
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soo, copy constructor dont get called?

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or, is it that it only gets called if you define it, or else it just uses copy elision?

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also, thats awesome

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Does anyone have any links to papers on real-time rendering of complex ocean behaviors like breaking waves, spray, foam, wakes around objects, splashes from bodies that impact the surface and global illumination of the ocean environment? I am using tessendorf’s FFT based ocean simulator but he does not cover these topics. Any help would be great, thanks.

normal burrow
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@midnight root keep turning lights off until they don’t exist would be all I could say

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Using buffer overview helps. You may be able to see what those rects are

plush thicket
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i know the best way would be to disable collision between the player and the object being held

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but how would i do that

bleak widget
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hi everyone! is it possible to turned off landscape LOD and tessellation? Trying capture texture by Scene Capture and getting so terrible result

plush yew
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for some reason, i cant seem to #include c++ classes that i created it cant seem to find it

bleak widget
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try "generate visual studio files"

normal burrow
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An error would help @plush yew

plush yew
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okay i found the reason, though i dun get it? O.o apparently, UE4 doenst recognize .h and .cpp files that i create through visual studios

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but it recognizes them if i create them through new C++ class > none

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weird

normal burrow
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Good question for #cpp but yeah you don’t create the files in vs. unreal looks strictly inside folders. The sln is more or less for your ease of development

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You can make blank files for .h and .cpp but unreal editor will do this for you if you make the new classes inside the editor

thin tendon
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On a scroll box is there a way to get a reference to the scroll bar itself?

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I can see variables related to it but I can't seem to reference the object itself

remote roost
brave pebble
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Hey, I've been learning unreal lately following "Udemy - Unreal Engine Blueprint Developer - Learn Visual Scripting" tutorial. I am stuck at certain part. When I put a node Calculate direction there are no execution pins but in tutorial it does

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One above is mine, and on the bottom is tutorial

sturdy star
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the top is a pure function, it doesnt require an exec pin, likely an update to engine since the video was made - just plug the Return Value into wherever it's supposed to go and be happy, if its connected it will run

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etc

oblique bobcat
sturdy star
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have a skylight?

oblique bobcat
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I have

sturdy star
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might need refreshing, tweakign values, boosting intensity etc

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and make sure it is not set to stationary if you are usign dynamic lighting

oblique bobcat
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i've set it to movable

serene birch
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you are looking at the sun rather straight up too, autoexposure might come into effect to make that not horribly blinding but in the process making the dark areas darker

rancid lynx
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if i want a nice crisp line between two layers of a terrain landscape material, how do i do that? like, where the grass meets the stone, without that terrible blue effect, or blending between layers. something about masks, or heightmaps, idk.

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i turn my directional light down by 50 percent, claim my MIN MAX exposure adaptation to 1.0 1.0. and also, something about global illumination inside of post processing, i up that a little, and make the post processing infinite . i hate those shadows also .

tacit cypress
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kicks down door
I have no clue what the hell im doing but its working?

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Anyone wanna help me?

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Nvm ill check in the morning

runic plank
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Hi, has anyone an idea what this causes? When im near the Texture is light but when i get a bit away it gets nearly black. It seems to have something to do with the material because the effect doesnt occur with a simple white texture. Thank you! ❀️

ruby folio
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@runic plank Hard to say without seeing the material.
Best ask in #graphics

hallow frigate
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can someone help me with something?

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Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

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unreal keeps crashing and i get this error log^

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usually occurs whenever im using the file menu

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does not occur when my charger is disconnected

grave nebula
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@hallow frigate It is a GPU crash and can happen for myriad of reasons, perhaps unrelated to unreal at all.

hallow frigate
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so no way to fix it?

hollow palm
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@plush thicket you cna do

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uhjh sec

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I had the same problem, lemme dig through my code

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okay so you want to Set Collision response to channel to the physics object as ignore

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when youre holding something

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then if you're not, Set Collision Response to Channel to Block

tacit onyx
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@hallow frigate Laptop or Desktop?

ruby folio
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@hallow frigate Weird. Literally posted the exact same issue moments before

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Well not exact. But near enough

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I wondered if it was GPU related myself

tacit onyx
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@ruby folio His is a D3D error, likely either from a bad laptop power cord, or bad drivers, overclocking, etc. Yours is a memory access issue. When does this happen for you?

hard cobalt
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Hello, is this server newbie friendly ?

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i have a simple question regarding animation

ruby folio
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No, get out. haha

hard cobalt
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😭 waa

ruby folio
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@tacit onyx Mine happens when I am walking around on a large tiled world. I can do so for a while but then it crashes.

hard cobalt
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thanks!

ruby folio
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No worries!

hard cobalt
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wait it's simple tho

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maybe you know it

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So i modified the thirperson run animation and saved it as a new animation, how can i replace the run animation for my character ?

tacit onyx
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@ruby folio Hard to say in that case. Could be too much memory use, or a memory leak of some kind. Or even a corrupt actor that suddenly gets referenced, but the last is unlikely.

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@hard cobalt In the character blueprint, click on the mesh, and change the Animclass in the details.

ruby folio
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I dont think its the last. I have re-created just the landscape on its own in a new project using the third person template. Same issue

hard cobalt
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@tacit onyx i don't want to change the whole class, i want to replace the run animation in that specific class with another run animation

tacit onyx
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Oh, you're wanting to change it inside of the animation blueprint you mean?

hard cobalt
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yes

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@tacit onyx i don't see where i can do that

tacit onyx
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Go to the AnimBP and go to the AnimGraph. Bottom left in that picture you just linked.

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You're looking for the left, one, a State Machine.

hard cobalt
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yes i'm there

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then what ?

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wait i'll show you how it looks like

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or did you this one the state machine @tacit onyx

tacit onyx
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The first picture you sent. You want to place your animation sequence in there.

hard cobalt
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okay thank you!

hollow palm
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I wanted to implement a system using render targets within Unreal Engine 4, something a long the lines of Tag's paint, Portal 2's gels and even Splatoon's ink, so far, the only idea I have is to use render targets with sphere collision in the center for detection, I've found nothing similar in UE4, I found something done in Unity, which was a exact and well done replica but the guy who made it has last logged into the forums in May of 2016, therefore leading me back to nowhere, I'm also trying to get in contact with the creator of the Portal 2 mod Aperture Tag in order to maybe receive any information about how the gels in that game were implemented as it's highly possible he could have had access to the code itself via a Source engine license permit

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It includes stuff like

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  • Dripping
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Smudges from swimming

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This seems just impossible to me and I scratch my head at this nearly daily now with only one goal, that being to achieve a similar effect while keeping decent optimization

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Here is the thread

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Problem is, game like this usually has stuff such as different maps and different types of objects, a lot of them in fact which makes me wonder how proper optimization is kept in place

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Especially for a mobile console.

thin tendon
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Maybe they use a system that says once the surface of a model is covered by a certain amount of paint. Just replace the model with one that has a matching colour?

hollow palm
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Nope, if so, there'd be models of that.

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And that basically doubles the amount of objects in the game

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Inefficient

hallow frigate
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@tacit onyx laptop

thin tendon
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Not if you have seamless materials for each colour. Then all you do is change the material

hollow palm
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I doubt that'd be what it is

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especially since Tag was a digipen project

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done in like a year or something

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they wouldnt be able to do that kind of stuff

tacit onyx
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@hallow frigate First check is to wiggle your power cord. If you can crash UE4 by doing that, your power cord is coming off and it's temporarily switching to the non dedicated graphics card. There might be a fix for that but I'm not sure. Maybe a registry or power setting to not switch devices or to wait longer. If that's not the case, I'd recommend looking into installing clean graphics drivers after cleaning the current ones out. If you're overclocking your video card at all, I'd turn that off.

thin tendon
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@hollow palm Creating seamless materials. And creating a ray cast or something with a bit of code to swap materials wouldn't take long at all.

hollow palm
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okay but you need to cover the entire object, right?

hallow frigate
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thank you, ill try it out now @tacit onyx

thin tendon
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A material swap would change the entire mesh yes.

hollow palm
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okay but if youve ever played tag or portal you know that it never covers the entire mesh and only parts of it

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and can seamlessly

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cover multiple meshes

unique kraken
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gosh i forgot, how could i group material nodes again?

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wasnt there like a shortcut to put them in a group/function whatever u call it

hollow palm
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also

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I looked at the Unity 2015 Splatoon game thread

ruby folio
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@unique kraken Press C for a comment?

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Or you can create a material function instead

unique kraken
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yea mterial function is what i ment

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where was that again

ruby folio
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You need to create it in the content browser

unique kraken
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hmm i couldnt just pack my nodes into one node?

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dang

ruby folio
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Copy and paste

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And no, because you need to create material function inputs and outputs

upbeat lake
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Is it somehow possible to follow the now broken links from google to: https://forums.unrealengine.com .. I heard there is a community where the content has been migrated??

unique kraken
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hmm, is there a draw back? i basically will have those nodes just in one material but i want them clean and sortet

supple totem
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uses lightmap uvs I think for meshes

ruby folio
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No drawbacks that I know of. Other than time to make it. Seems pointless to use a function if its only going to be used once

unique kraken
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well its a lot of nodes, it will simplify things. thx will make one

thin tendon
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@hollow palm ohh it could be some kind of material function that uses the world space of each paint ball to swap the colours around. Or maybe a some kind of vertex painting system or even a decal set up. The way that video had them vanishing and stuff I'm thinking decal.

hollow palm
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Decals are too memory intensive

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and as they pile up, would basically make the game unplayable

thin tendon
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But you wouldn't need to place another one unless it passes over the outer edges of the one under it.

hollow palm
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it still is memory intensive though

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plus

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you also have to remember that there are a lot of different sizes of ink you can have

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for dripping, different weapons, etc.

ruby folio
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@tacit onyx Would you think I am getting crashes due to GPU memory or system memory

tacit onyx
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@ruby folio System memory. That's a RAM error if I'm not mistaken.

ruby folio
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Shiiiiiiiiiiiiit. Time to run memtest?

unique kraken
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in a material function, can i output multible things?

fierce tulip
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yup

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function outputs

unique kraken
fierce tulip
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yup

unique kraken
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just to not get confused (i have A LOT of ndoes going on here)
the sort priority, 0-99 the order top to bottom?

fierce tulip
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yup

unique kraken
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πŸ‘

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thx

fierce tulip
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good luck :)

junior vessel
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In the demo 3rd person project in unreal, we can just select 2 players in the dropdown menu next to the play button and each character will run in it's own window.
When I do this for myself, it just crashes. Anyone know what is needed to be able to do this?
It seems native to unreal somehow, but I can't get it to work.

zealous cloak
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i cant set my collision during runtime neither relative nor worllocation is movable

hard cobalt
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can someone explain to me where to find the thirdperson run animation ?

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how does it know which animation to choose ?

unique kraken
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just bcs of that name ill awnser

hard cobalt
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lol

unique kraken
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its in a so called blend space

fierce tulip
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its in exploooosjun space

unique kraken
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looks like that

hard cobalt
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oh i did it

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thank you

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then i just save ?

unique kraken
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save what

hard cobalt
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nvm lol

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thanks a lot

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it's so simple yet took time to know where things are

unique kraken
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there is a

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ue4, yt channel where they do 3rt person character from scratch

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would reccomend

hard cobalt
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i watched this one

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but he didn't mention the blendspace

unique kraken
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he did

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literally in the thumb nail

hard cobalt
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that's the anim graph no ?

unique kraken
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yes, but what i drew the circle around is the anim blend space

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imagine, the blend space and its just draged in there

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i mean thats what it literally is

hard cobalt
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oh i thought it was this

unique kraken
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it is

hard cobalt
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alrighty

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thank you for the help

unique kraken
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i should have demanded a explosion

hushed bluff
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Hey guys, im trying to use a pointer to access another function in a different class, to unreal it compiles however im getting a exception access violation, anyone have an idea to fix it?

junior vessel
hushed bluff
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Thanks

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I dont think i explained well either, dont think i can πŸ˜…

junior vessel
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You're welcome πŸ™‚ It's complicated stuff. If I were to guess, what is happening in your case is probably that Unreal clears the allocated memory before you are accessing it. Shared references can't be null though, although in some cases shared pointers are the better choice. More about it in the docs I linked πŸ™‚

hushed bluff
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Hmm i dont think I can do it within a UI class, as im trying to access a spawner through a button click. So from the UI im trying to call the spawner class through a function to get the spawners location (think that makes... sense?)

grave nebula
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@hollow palm So, what is your issue in implementing the system ? It is pretty straightforward more or less.

hollow palm
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@grave nebula It's mostly stuff like dripping and performance

sly coyote
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Ild like to set up a devoloper folder to follow me around from project to project that i create of commonly used assets of mine...however while everything seems to work perfectly any of my "test maps" dont seem to correctly load at all...anyone have experience with dev folder

native cypress
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i am in a really really bad situation right now
i was working on my project this whole time and today i open epic games launcher and when i try to load my project it just gives me this.

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is there maybe any possible way to backup or something like that?

sly coyote
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If the map isnt used as you main level...you could back up your content folder and then try overwriting it with the original version from another 3rd person template...

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Make sure to back up your content folder before trying that

native cypress
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is it possible to load for example with autosaves?

sly coyote
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And you could delete you intermediate folder and allowing the engine to rebuild on launch

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That i cant answer...youre in a prettt scary situation currently if you didnt have source control set up

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Cause even what im suggesting is a hacky workaround

native cypress
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i am afraid dont know whats control set up 😬
i am kind of newbie but heck my diploma is kind of there

sly coyote
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Source control...like github or cloud backups of your project

native cypress
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i am afraid i dont

sly coyote
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It fails to load map...but does it still open your project

native cypress
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its just black scene

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i have the build data tho

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but no umap

sly coyote
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Is that map important to you?

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Cause you could just make a new map

native cypress
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interesting thing is that in explorer it show that the map is there but it just refuses to load

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well ye it is very important

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my whole thesis is there

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it loads everything and on 90% it gives the error message

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and when i click ok on the error message it just opens like this
with all assets and folders

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just without any map data

sly coyote
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Yeah contact support i guess... You just learned your first brutal lesson in how important source control is....

native cypress
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yup

sly coyote
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I don't want to suggest anything with how important that map is... Pretty sure no one else will touch that in here with a 10ft pole

native cypress
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yeah thanks for help anyways

sly coyote
#

@native cypress did you upgrade your engine version?

native cypress
#

nope i didnt

#

i was working on same version and when i decided to continue my work today it appeared like this

sly coyote
#

Shoot...yeah nevermind...sorry man

sweet heron
#

Hello ! Huuuuge beginner question here
Whenever i rename a blueprint the first time the mesh is moving very far from its default scene root. What is causing this ? i'm struggling to find the right words to google it...

sly coyote
#

Renaming an asset shouldnt effect transforms at all....

#

I guess "renaming asset messes up transforms" would be a good search

tacit onyx
#

@native cypress Have you tried to use a backup file yet?

native cypress
#

yes thankfully everything worked
i just replaced default umap which wasnt opening with autosave and it loaded magically everything

#

i can tell my diploma is now saved

tacit onyx
#

@native cypress Do you know how to get to backup files in your projects? It'll save you some headaches later.

sweet heron
#

This is before and after i rename my blueprint :/

quick kelp
#

@sweet heron maybe you are renaming it to a name that is taken by another blueprint in the project ?

sweet heron
#

i mess up my screenshots haha

#

ok now should be good

#

@quick kelp nope it's a new project and i'm renaming it with a new name

native cypress
#

@tacit onyx i think i just need to copy the core file and save it somewhere

tacit onyx
#

@native cypress Not what I meant. There's literally a backup folder that saves copies of your assets often. You can copy those into the content folder and overwrite the current one there to go back to an asset from a previous date.

native cypress
#

oh ye i tried with that

#

and it gave me an error that the files were done in newer version of unreal tho i didnt update anything

hasty osprey
#

it happens when i try to make the cloth paint

grim ore
lilac wedge
#

is this the right way to make foot iks?

#

it seems a bit extreme using event tick like that in player bp, i would think there is a built in function that does this in the engine?

grim ore
#

well what would the built in function do?

lilac wedge
#

@grim ore Just take care of the foot IK at the click of a button hahah, blueprints have really made me lazy :/

grim ore
#

well the function runs on tick as it is adjusted in real time

agile echo
#

anyone using live link?

#

Having an issue where it doens't work in 4.24 in built games

summer verge
#

Did 4.25 just come out?

agile echo
#

came out of preview today i think

summer verge
#

Nice

thorn sun
#

yo

sly coyote
#

I wonder if they fix the problem with RTX the driver has quit working issue

barren flume
#

This is great

azure shore
#

lol why did I think it was talking about actual leaves

tiny sonnet
#

i still using 4.23 and they come out with 25 lmao

barren flume
#

time to move files

whole quarry
#

Imagine still being on ue4.8

azure shore
#

I think I use 4.22

hearty walrus
#

4.25! 4.25! WOO!

marsh swallow
#

as normal we will be waiting for 4.25.2

barren flume
marsh swallow
#

πŸ˜‚

barren flume
#

move to other hard drive

proud crow
#

Only have the Preview version for 4.25 available in the launcher

azure shore
barren flume
#

and install 4.25

#

wait what am i doing

#

some of the plugins i have don't support 4.25 yet

#

not yet

hoary silo
#

I hope the ray tracing in the engine finally has caustics!

marsh swallow
#

@azure shore what is that? lol

azure shore
#

its on the site, Im not actually sure

marsh swallow
#

Niagara it looks like

grim ore
#

you can still install .25 side by side with .24

marsh swallow
#

as for the creature..... its a forgotten transformer

tiny sonnet
#

pretty sure thats niagra

grim ore
#

the creature is crunch from Paragon lol, and yes thats the new niagara layout

honest vale
#

New: Added Physical Material Masks to Materials, which are used to associate multiple physical Materials with a single Material based on a mask. This is only supported when Chaos physics is enabled. In the Material, set the Physical Material Mask to a mask and Physical Material Map to an array of physical materials. In the Static Mesh properties, Support Physical Material Masks must be enabled and additional data will be stored at runtime.

#

holy shit

digital badger
#

Is the github branch up to date? There's only been a single file change in the last 12 hours

unkempt delta
#

IN EDITOR CHARACTER ANIMATION????

#

SO WE WON'T HAVE TO USE MAYA????

digital badger
#

Ah looks like the master branch is but the 4.25 branch isn't - looking at commit history

thorn topaz
reef lava
#

Did someone seriously try to spell the n word in the announcement reactions

plush yew
#

Lol

reef lava
#

Anyways people are already stating crashes with the new build

#

Any experiences from y’all so far? I’m not home yet

plush yew
#

Nope UE4 is bad

digital badger
#

I've been using Preview 7 I think - and it only crashed when I tried to do something that was too much.

reef lava
#

Hmmm I disagree despite my anger sometimes @plush yew lol

digital badger
#

I.E save/compile a blueprint while doing a file operation

plush yew
#

They gave me exclusive unreal 5

#

It’s so good

reef lava
#

Lol

rain coral
#

@last dove thx for the help

reef lava
#

But yea it’s not a preview anymore so we’ll see what happens I guess

rain coral
#

da fk

reef lava
#

My phone

rain coral
#

oh

reef lava
#

I hate discord mobile

maiden swift
#

I can help delete them more quickly.

reef lava
#

Freaking aids

#

Thanks

maiden swift
#

There.

rocky radish
#

for anyone who only has the preview of 4.25 to download, restart the epic games launcher

maiden sundial
#

Ty

#

Was going to ask

reef lava
#

I’m suing discord if I get banned from a server if that happens

#

Anyways yea isn’t it out?

#

4.25 is live right

maiden swift
#

Yes.

reef lava
#

That’s what I thought

maiden swift
rocky radish
#

yes, ue4.25 is now available

maiden swift
#

It's a good one!

reef lava
#

Right I don’t know why people are confused then

rocky radish
#

why is my internet so slow it takes so long

dawn linden
#

Ok so I only need 60GB free to update from preview 7 to release. That's totally reasonable...

reef lava
#

Don’t worry Daniel my phone just had a spas attack

digital badger
#

Time to leave my computer doing an engine build for 8 hours :/

paper hemlock
maiden swift
#

@dawn linden Ouch. Do you install editor symbols?

digital badger
#

Stop releasing them so fast!

rocky radish
#

@digital badger good luck

digital badger
#

I need a dev grant for a server farm pretty please

rocky radish
#

too bad plugins are not compatible with 4.25 yet

#

marketplace plugins*

tiny sonnet
#

@rocky radish thats why i nvr update until the next version comes out

dawn linden
#

@maiden swift Yeah. But now it failed and is in a halfway point apparently the launcher won't even let me change that now. Remove and reinstall it is I guess.

rocky radish
#

whenever i maximize my discord the download speed goes down to half, so just staring at epic games launcher i guess

digital badger
#

@rocky radish I mostly just rebuild plugins manually - as VS mostly tells you what to do

rocky radish
#

@digital badger but i need the engine source to do that, right?

#

or can i do it in the launcher version?

digital badger
#

You can do it in the launcher version on a per project basis

#

But not editor plugins - like Substance or Megascans intergrations

rocky radish
#

You can do it in the launcher version on a per project basis
@digital badger that makes my life easier

#

But not editor plugins - like Substance or Megascans intergrations
@digital badger and that makes me sad

digital badger
#

😦

urban chasm
#

"TFieldIterator no longer iterates properties, use TFieldIterator instead" πŸ€”

rocky radish
#

"TFieldIterator no longer iterates properties, use TFieldIterator instead" πŸ€”
@urban chasm visual studio just had a stroke

digital badger
misty owl
#

5400 RPM HDD? πŸ˜„

normal burrow
#

Tiny little files

digital badger
#

no - that would be faster

wary birch
#

Next-gen console?

digital badger
#

@wary birch if you have ftp access then yes.

wary birch
#

What does that even mean lol (patch notes doesn't load for me)

digital badger
#

to get console development files - you have to sign up with Sony and/or Microsoft

thorn violet
#

I'm confused about this sentence in the release notes:
"TFieldIterator no longer iterates properties, use TFieldIterator instead". Am I missing something or is it the same thing twice

wary birch
#

Oh, is that to prevent the needs of a dev console?

digital badger
#

Not exactly - to build for the console you need special files

#

You then test the game using the Devkit/testkit

latent moth
wary birch
#

How were you used to get them then?

knotty falcon
#

@latent moth Yep

dawn linden
#

@thorn violet Someone just got confused. FindField was replaced by FindUField and FindFProperty. But field iterator is unchanged as far as I'm aware.

latent moth
#

@knotty falcon awesome

knotty falcon
#

It was only showing UE 4.25p7 so I restarted it, I assume there's something going on server wise

digital badger
#

@wary birch By signing up with the Console Developer, so Nintendo, Sony or Microsoft

latent moth
#

o kwell

#

thanks

digital badger
#

@knotty falcon @latent moth I assume it's because everyone is updating now lol

knotty falcon
#

Yeah

latent moth
#

ah could be

knotty falcon
#

but shouldn't cause us to be completely locked out

wary birch
#

Okay thanks!

knotty falcon
#

Ayy got it working

next badger
#

UE 4.25 planned on this week?

knotty falcon
#

4.25 out now

viral fractal
#

Where, i dont see it

upbeat trench
#

finally

knotty falcon
#

You might need to restart EGL but be aware you might get stuck at a "Preparing" menu

wary birch
#

let's go for 4h of compiling

digital badger
#

4h is gud ngl

rocky radish
#

@viral fractal if u don't see it on the launcher, restart it and then it'll be available

knotty falcon
#

ahh memories of 4.8

latent moth
#

yeah not working for me

#

will try tomorrow

knotty falcon
#

Yeah looks like EGL is having issues, its cleared my games list and given me licence errors for them

viral fractal
#

Ahh, 4.24 Just crashed my PC, thanks...

#

Guess its time to go through all the nightmares of setting this thing up with 4.25 then

knotty falcon
#

Getting pumped to download it + debugging on my 20 mbps Australian internet

next badger
#

@viral fractal no one says it won't crash either

knotty falcon
#

Most UE4 versions will crash at random times

visual belfry
#

and the rest will crash at maximally infuriating times

reef lava
#

I want Australian internet

viral fractal
#

I wait for the day where it doesnt crash, compile for hours for no reason or make my entire system lag randomly

reef lava
#

Wait...another wizard

next badger
weary hull
#

is the new one supposed to be preview 7 or final?

reef lava
#

Maybe we can compile at light speed

knotty falcon
#

Final @weary hull

weary hull
#

hmmm

knotty falcon
#

Restart your launcher

rocky radish
#

finally the installation is DONE

#

time to try it out

viral fractal
#

I just want to do some tests with this engine... Idk. Its hard

reef lava
#

Still gotta start mine

wary birch
#

UE4 without crashes wouldn't be UE4

reef lava
#

Ikr haha

rocky radish
#

UE4 without crashes wouldn't be UE4
@wary birch accurate

reef lava
#

Just gotta learn from it, and never give up

#

And don’t break your monitor

solemn orbit
#

hello i have a question

wary birch
#

Neither your keyboard

reef lava
#

Oh and don’t forget the keyboard

#

OML

weary hull
#

I guess its just overloaded

knotty falcon
#

Yeah

solemn orbit
#

i cant find add state machine in animation blueprint

#

i cant find add state machine in animation blueprint
what can i do?

rocky radish
#

Just gotta learn from it, and never give up
@reef lava that's what i said, when i realised my pc ran it at 20 fps on low preview settings

reef lava
#

Ummm, are you in the anim graph @solemn orbit

knotty falcon
#

Google is a life saver

reef lava
#

Haha yea, well hey, gotta keep goin

#

Really is

wary birch
#

that's what i said, when i realised my pc ran it at 20 fps on low preview settings
@rocky radish you haven't pressed the build level button yet

reef lava
#

Idc what people say, find the right forums solve ur problem, learn, rinse and repeat

solemn orbit
#

@reef lava i send you a message at private chat

knotty falcon
#

The new profiler tho 😍

rocky radish
#

@rocky radish you haven't pressed the build level button yet
@wary birch haha i upgraded my pc, don't worry

reef lava
#

Alr I’ll have a look in a sec

viral fractal
#

What will take longer ? Waiting for the damn launcher to work again or compiling the thing from github with 64threads ?

knotty falcon
#

Yes

wary birch
#

Wait for the launcher, trust me

knotty falcon
#

I just kept rebooting my launcher til it logged in but now it won't let me hit Install

wary birch
#

Visual studio behave poorly on low rate cpus

rocky radish
#

well, time to wait until unreal creates a copy of my project

viral fractal
#

Low rate ?

pseudo canyon
#

Anyone have experience testing VR multiplayer? DM me please

wary birch
#

CPUs with a lot of cores tends to have some low tick rates

#

The number of cores doesn't mean better performance everywhere

rocky radish
#

The number of cores doesn't mean better performance everywhere
@wary birch core i3's - did anyone say LOW AMOUNT OF CORES

viral fractal
#

It should be 32cores @3.3ghz

wary birch
#

Hmm

#

That depends on your internet then

viral fractal
#

3gbit/s

wary birch
#

Unh what haha

#

Download the binary for sure

#

There's no way that you'll download the source code and compile that fast

next badger
#

if you think that source version smaller - you gravely mistaken

#

iirc 4.24 source was 9Gb

viral fractal
#

And install 33

next badger
#

9GB download...install was 13

misty owl
#

I'm fairly new to UE and have been learning on 4.24. Should I update to 4.25, or is it a good idea to let more experienced game devs use 4.25 for a while before adopting it...?

wary birch
#

Depends on how your current git cache is

next badger
#

compiled 4.24 is ~120Gb

#

@wary birch download...it's when you run Setup.bat...no git necessary

wary birch
#

I mean, you have to pull first, or maybe setup does that for you

rocky radish
#

the new auto exposure feels dark but it looks much better than the old one in my opinion

viral fractal
#

And i thought our 7gb custom engine is huge

normal burrow
#

@wary birch nah, you can get the cores and tick rate with TR

next badger
#

Setup does not download files form the git

normal burrow
#

But general hardware talk goes to #lounge for some reason

next badger
#

it uses Epic's servers

viral fractal
#

With 4.25 i start my 10th or so attempt to learn unreal

#

The loading Times everywhere and Shader compiling always made me quit

sinful pier
#

with 32cores and 64 threads your compile time will be bottlenecked by the SSD anyways

plush yew
#

Ok imma need a big brain to help me out: So I have rendered some nice 3D moving volumetric clouds onto my planet. I was wondering how I could make the clouds still look nice up at high altitudes like in space and be real-time for the transitions

viral fractal
#

Im using 2 nvme ssds in raid

sinful pier
#

probably better off with something low-latency like optane, file speed is not the issue but IOPS is

next badger
#

seems install download is broken in EGL

viral fractal
#

It doesnt even open for me

vagrant pike
#

Is chaos included in 4.25? I didn't quite understand the release notes

knotty falcon
#

Pretty sure its out of beta in 4.25

#

It was in 4.24 but in beta

next badger
#

it was not in 4.24 (Rocket build)

sinful pier
#

I think they said in the last livestream that you have to compile from source with chaos but I do believe so

vagrant pike
#

from source in 4.25 as well? I know it was from source in 4.23

knotty falcon
#

Wasn't it? I remember trying to learn it

vagrant pike
#

It's just that all chaos plugins is enabled in 4.25, just checked it. but can't seems to get it to work

next badger
#

nothing has changed, Chaos still require you to compile custom ue4

visual belfry
#

anyone else having Product Activation Failed issues with installing 4.25?

sinful pier
#

yes because it should replace Physx at some point and that stuff is everywhere in the engine

next badger
#

@visual belfry i can't even start download

knotty falcon
#

Yeah @visual belfry everyones having issues at the moment

sinful pier
#

worked fine on my end

visual belfry
#

oh well that's fine then πŸ™‚ we can share in the misery

#

I did just change my 2fa method and didn't want that to be some permanent screwup on my account malfLUL

knotty falcon
#

Ok, most people are having issues

#

From what I've seen over the past 20 minutes you're the only person here to successfully download 4.25 on Epic, Atomic

normal burrow
#

you win

unique kraken
#

Reasons a normal map doesn't work as expected? (normal works in blender)
Img settings are to normal map and srgb is off. Then just plug the normal in, right?

normal burrow
#

flip green

unique kraken
#

Flip with red?

#

Or just flip

normal burrow
#

no, its an option in the import settings

unique kraken
#

Oh

#

That would explain A LOT

normal burrow
#

may be named invert green

#

i cant remember the name, there is one option specifically about green, do it

#

if your normals look like they point the wrong way on the surface anyways, and or the normal map was generated from blender

unique kraken
#

Was generated in blender

normal burrow
#

i've always had to flip / invert green in that case

#

but give it a look over

unique kraken
#

So I need to import it manually to get this option?

#

No drag and drop?

normal burrow
#

once you drag and drop

#

double click the normal map

#

then change the green channel option, it might be undera a ⏬ things

next badger
#

@knotty falcon if I read correctly, the only one who downloaded 4.25 is Markus

unique kraken
#

aaah found it

#

thx will take a look

#

huh

#

still doesnt work

#

a litle bit of a difference

normal burrow
#

that is so bright i can't see anything

#

take a sphere, put it next to the person, then set the camera option to show world normals

unique kraken
#

where?

warm flicker
#

anyone else getting launcher sign in error ##-##-LS-0

knotty falcon
#

Yeah, scroll up a bit, its a common issue

#

I'd give it a few hours

visual belfry
#

\o/ install going through for me

viral fractal
#

To the small discussion we had before, would it make sense to put the stuff i need to compile in a RAM-Disk ?

#

I mean in theory that would speed Up IOPS and file speed

plush yew
#

What is it called when wind and other stuff likes clouds are displaced by mountains and terrain

#

Trying to find a paper on it

#

Or like when wind flows up the side of mountains

thick herald
#

Windy, I call that windy

plush yew
#

Oh nice

abstract relic
#

@plush yew Orographic precipitation, rain shadow, Foehn wind

plush yew
#

Thanks dad

serene birch
#

We are officially deprecating our Win32 support. It will be included in Unreal Engine 4.25 and Unreal Engine 4.26, but support for 32-bit Windows operating systems will be removed in a future release.

sinful pier
#

not a big surprise, really

serene birch
#

they also broke asset cooking compatibility between 32 and 64 versions at the same time

#

the signs are clear, better skip win32 support

grim ore
fierce tulip
#

+1

#

including cascade :p

keen birch
#

ooh

#

Time Sliced Navmesh Regeneration with Recast Navmesh Generator
Realtime navmesh regeneration can have a very high processing cost, often leading to long server spikes in networked games. Time sliced navmesh regeneration distributes the process of regenerating nav mesh tiles over a desired period of time, greatly alleviating the potential for processing spikes with non-async navmesh generation.

#

I feel like that's relevant for way more than just networked games

unique kraken
#

@normal burrow sry for tagging u but, i looked more into it and i think my texture is flipped on x? does that even make sense

normal burrow
#

do that in scene, with a sphere next to your character

#

post a picture here

unique kraken
normal burrow
#

use a sphere without a normal map on it please

unique kraken
normal burrow
#

try flipping green checkmark and take another screen

unique kraken
#

thats actually flipped

normal burrow
#

yeah, unflip it then

unique kraken
#

looks the same to me

#

well no sry not really

maiden swift
unique kraken
#

i think i found my problem

#

not sure how to solve it thou

#

in blender u use this node here if u want to use a normal map,
and if i remove the "lightmap pack" uv it looks like it does in ue4

#

so basically, i need this node for ue4

#

or the equvalent

maiden kindle
#

Does lightmass support raytracing yet?

#

If raytracing would speed up lighting building I'd buy two 2080tis right now πŸ˜‚

fierce tulip
#

there is gpu-lightbaking nowadays

normal burrow
#

i want to say not flipped, the top one is the correct option @unique kraken . but i'm not sure whats up with all your pixelation there

unique kraken
#

well like i said, i think i need to choose the tangent space for this normal manually

#

since i use multible uvs`?

#

its exactly the same actually (not flipped) but i need to choose wich tangent space it seems

mint sentinel
digital anchor
#

rebake on uv0 then, not sure u can select other uv to use as tangent space

unique kraken
#

That's not going to be possible

#

Argh

sly coyote
#

Any way to add my custom macros to the engine where they are just there on project creation? I have a few handy macros like foreach loops with delays ect in a macro library that ive been copying back and fourth between projects...i kind of just want them there by default?

grim ore
#

you would add them to your engine as a feature or content pack and import them, or add them to the default templates in the engine so when you use the templates they come in as well

lilac wedge
#

Is it possible to add the player mesh to a physics constraint ? It’s not working for me

plush yew
#

Im having an issue with a landscape material, when i add it then try to add the weight layer (The little plus button next to the layer) it just freezes up my entire editor (Using the Landscape auto material) and it just freezes

#

and sits at 100% CPU and just hangs

#

so it sits for like 30 minutes now

lament star
#

4.25 is so smooth

#

And the shader compilation improvement is terrific

sly coyote
#

@grim ore we can make content packs?

grim ore
#

yeppers.

#

you could even open the existing ones and add your stuff to it if you want

sly coyote
#

Could i turn an entire existing project into a content pack... Do you have a video on that?

#

Cause I have several assets that I'm constantly reusing I would love to just be able to click add to project

grim ore
#

you can but that would be more of a feature pack probably if you need input for example

#

feature packs are like content packs but can have input settings imported

#

and no video, I am working on it but 4.23, 4.24, and 4.25 changed the way they all worked so I had to wait for .25

mint umbra
#

When updating a project, should I convert-in-place or skip conversion? (Manually backed up the project soeh...)

wary wave
#

convert in place, but ABSOLUTELY have a backup before doing that

mint umbra
#

Yeah, got a backup πŸ™‚

sly coyote
#

@grim ore i can wait for your guide...its not dire, just something that would be nice to know how

#

Its mostly a set of generic bps for functionality, basic game mechanic bps, and a couple macro libraries..oh and static and skeletal meshs... they dont require any specific input set ups

swift spindle
#

@grim ore has good quick tuts

#

of course I watch them at 1.5x speed

#

you sound hilarious btw

grim ore
#

@sly coyote there are some documents out there and I think the official docs mention some stuff. Its not too hard you can just take apart an existing .upack file

brisk urchin
#

Hi guys, in the static mesh edit mode tool is there a way to select multiple objects at once to delete? Kinda like a selection tool.

sly coyote
#

@grim ore my googlefu is failing me cause all i pull up is videos showing how to install them...im looking to create my own

maiden swift
#

@dawn linden I ended up with a 68GB install for 4.25, too, and was confused... all the options I don't need were unchecked, etc. Seems like it's related to updating from a preview because I uninstalled/reinstalled and it's back down to the expected 16GB.

lofty wave
#

I know that UE needs very long at 45% but is 15 minutes still considered normal??

swift spindle
#

yes

lofty wave
#

w a t

swift spindle
#

for an initial load sure

maiden swift
#

It's not unheard of. It depends on your PC specs and the project settings.

swift spindle
#

I've seen it take 20 hours before (looks at epic)

lofty wave
#

W H A T ! ?

swift spindle
#

one of the most common mistakes ppl have is that "realtime" means everything is fast hehe

lofty wave
#

Ah yes something different than 45% FINALLY

#

Cant wait for 93%

swift spindle
#

your compiling shaders

#

those are death to CPU

lofty wave
#

I know

vale field
#

is the bridge for Quixel working with 4.25?

swift spindle
#

give it a day or 2 πŸ˜›

desert walrus
lofty wave
#

aaaaaaaa 4.565 shaders that have to be compiled

safe forge
#

hey

#

just wondering does 4.25 have gpu lightbaking?

#

checked the release notes couldnt see anything

#

are texture arrays working in this release?

lofty wave
#

I T C R A S H E D
After 15+ minutes of waiting and shader compiling

#

Why shouldn't it?

thick herald
#

to chaotic to get working

storm terrace
#

has 4.25 fixed the issue with transform's not being updated after adding a sub object (static mesh) in C++? I keep needing to close out of UE4 to get the transform to be added in the editor when using C++

grim ore
#

@maiden swift yeah it looks like its not cleaning up correctly. I upgraded and it was large, went into options and it was normal. I removed the templates and after it removed them it ran a cleanup and now its down to the correct size πŸ™‚ no need to uninstall/reinstall but durnit epic...

maiden swift
#

Oh hah. If I knew I could just toggle an option to trigger cleanup I would've done that instead.

#

Oh well, I was working out at the time anyway so I was fine with waiting.

grim ore
#

I didnt know if it would work but I figured it couldn't hurt to try

hallow frigate
#

@tacit onyx hey so I tried what you suggested and it didn't work

#

only way to make it usable is to use on battery power but that makes unreal pretty slow

plush yew
#

Hi, UE4 beginner here

#

I've got an OBJ model of an apartment layout however I can't figure out how to "re-invert" the direction of the face normals

#

I'm exporting this model from blender, I've tried FBX/OBJ, I've also tried manually recalculating the faces in Blender too so I'm kinda stuck here

#

Would it be possible that the imported file is being scaled negatively?

#

IDK just went and selected all the faces in the mesh and flipped them, still have no idea why UE4 does this to every OBJ i import

charred stirrup
#

Hello! I want to make the character reload their weapons, but I don’t understand how to properly configure blueprints so that it reloads once with a single click, and does not play reload animation endlessly.

brave gate
#

just wondering does 4.25 have gpu lightbaking?
@safe forge it's there, but experimental

#

a lot of basic updates on dev-rendering for it

distant totem
#

What happened to the options for installing 4.25, like platforms and C++ debugging symbols?

brave gate
#

@distant totem restart launcher

distant totem
#

@brave gate of course I wouldn't remember the golden rule of troubleshooting... lol thank you πŸ‘

grim ore
#

@charred stirrup You can use an event notify on the reload animation to tell the anim bp to tell the player that the reload is done. You could also if you know the duration of the reload animation set a delay after your set your "is reloading" then have it set it back to false after the animation is done

frozen pond
#

decal maybe?

outer peak
#

@plush thicket , there is my code, I've got the Half-Life 2 mechanics) That problem solves in few steps: choose your physics object on the scene, in Details find "Collision" section, set "Collision Presets" to Custom, "Object type" to Physics Body, in subsection "Pawn" turn on the flag "Overlap" or "Ignore". If you're using an actor, you should do the same with the actor's static mesh component. And can you tell me about how you made that your mesh collides with WorldStatic objects? I'm very interesting in it.

autumn elbow
#

Quick .25 question... The Control Rig. is that a script for a DCC, or a built-in rigging/skinning/control system inside unreal ?

outer peak
#

This is a built-in Blueprints' script rigging control system. To use, you need to enable the Control Rig plugin and create "ControlRig" or "ControlRigSequence" Blueprint.

frozen pond
heady moon
#

For people who have just downloaded Unreal Engine 4.25, how does it look and are there any new useful features that you've noticed πŸ€”

fierce tulip
#

@frozen pond because alpha isnt shown in the sample, its there though

frozen pond
#

looks like no, my decal is white too

fierce tulip
#

need to use the alpha output :p

frozen pond
#

added texture sample again and now its works

fierce tulip
#

put the alpha into opacity or mask

frozen pond
#

yeah i know that

fierce tulip
#

or that

frozen pond
#

deleting node and adding it again helped

mint umbra
#

Hmm, updated my project to 4.24.3 using "Convert in place" and all is working fine, except I'm getting FPS drops from 120 to hitches (fast drops that I cant read, but it drops). What should I do?

worn jasper
#

It seems the Unreal Python API Documentation is gone all of the sudden... anyone knows the new location?

verbal bronze
#

Hey guys, any idea when quixel bridge is going to be updated for 4.25?

#

Or any way to hack it so it exports?

rocky radish
#

i think you can make the plugin per-project and rebuild, but i haven't tried that out to be sure

inner vine
#

Is there a way to make a ragdoll collide with dynamic objects, but not apply any forces to the objects it collides with?

rocky radish
#

@verbal bronze you can put the megascans plugins from a previous version to the engine into [project path]/plugins(if you don't have that you can just create that folder), and in MegascansPlugin.uplugin you change the engine version to 4.25.0

uneven tundra
#

When doing UV's for UE4. And mirroring my assets. How do I make the lightmaps? Do i do a lightmap UV for the asset, and then mirror it, or do I mirror, and then UV-lightmap

ruby folio
#

I just waited 6 hours running memtest x86, modifying page-files and such.
I am still getting crashes in UE. Access Violation.

#

@uneven tundra Lightmaps are not specific to UE. They need dedicated UV space. Generally light-map UV's are the last thing you create.
Unreal engine does a pretty good job of creating them itself if you set the import options properly.

plush yew
#

Hello folks, quick question: how do I find the png files of a texture that I have imported from the marketplace into my project? I'm only seeing UE4 related files :/

ruby folio
#

@plush yew Source files may not have been included with the marketplace item.
However, you can right click and export the texture in UE content browser.

plush yew
#

Hmm how do I do that?

#

I've right clicked on the texture but I'm not seeing any export option

grim ore
#

asset actions -> export? if you dont see it which MP item is this

plush yew
#

Awesome! Thank you, I've completely missed that!

autumn elbow
#

anyone know of a plugin or way that i can have my windows desktop displayed on a widget in ue

trim tapir
#

need some help with animation montages. I have everything setup properly, but one of my assets isn't playing the montage in the game and a nearly identical one is

azure glacier
#

Has anyone seen a tutorial they can link that would show me how to within unreal engine require material from a person to build a vehicle. If anyone has seen that game last oasis to build a walker the person has to collect materials then place a blueprint on the ground and use the material to build there walk/vehicle. I would like to achieve something like this in my project

ancient lotus
#

any way i can move the engine (built from source) to a new directory without having to recompile the engine? for example i built the engine in my C drives root and i moved it to my program files in the epic games folder. when i try to launch it from VS its making me recompile the engine

mint umbra
#

Hey, I got this message when upgrading my project from 4.23 to 4.24. I have updated the plugins accordingly to 4.24, so kinda baffled... the compile failed:

"Running D:/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/Development/A BACKUP FOLDER/05.05.2020 – Kopi/ProjectAlteration 4.24/ProjectAlteration.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for ProjectAlterationEditor (no existing makefile)
Mod Dir : D:\UE_4.24\Engine\Plugins\Marketplace\DragonIK\Source\DragonIKPlugin
D:\UE_4.24\Engine\Plugins\Marketplace\RMPP\Source\RMPP\RMPP.Build.cs: warning: Referenced directory 'D:\UE_4.24\Engine\Source\RMPP\Public' does not exist.
@progress push 5%
Parsing headers for ProjectAlterationEditor
Running UnrealHeaderTool "D:\Development\A BACKUP FOLDER\05.05.2020 - Kopi\ProjectAlteration 4.24\ProjectAlteration.uproject" "D:\Development\A BACKUP FOLDER\05.05.2020 - Kopi\ProjectAlteration 4.24\Intermediate\Build\Win64\ProjectAlterationEditor\Development\ProjectAlterationEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed"

ancient lotus
#

c++ project?

#

headers were changed from 4.23->4.24

mint umbra
#

Not a c++ project, no

#

The RMPP and DragonIK plugins are C++ though...

#

@ancient lotus

#

So I should disable the plugins in the 4.23 project and update again, and then install the plugins again after having updated the project?

#

/ re-add?

ancient lotus
#

not sure on that one

mint umbra
#

Really baffled at how my project suddenly gets framedrops when I updated to 4.24... shouldn't be this hard to just update a project, even though it contains two plugins...

lapis bronze
#

4.24.3 has some serious bugs, i really hope .3 isnt their last version of it

ruby folio
#

It is

mint umbra
#

Which version should I update to then?

#

All of a sudden my backup is telling me to install a plugin that I already have installed... yikes.

ruby folio
#

I'd stay on 4.23

#

If 4.24 isnt working for you. Why update?

mint umbra
#

There's some assets for 4.24 that I wanna grab, but looks like they'll have to wait... first I gotta solve why my 4.23 backup doesnt want to open

ruby folio
#

How did you back it up?

mint umbra
#

Copied the folder and pasted into a subfolder of my dev folders

#

(I made two copies; one from when I updated the project aswell to failproof the backup) - both are requiring the plugin before opening

#

Oh wait, it works. When updating the engine set had changed to 4.21 (which I didnt have the plugin for) - changing it solved my issues. Jesus, had me sweaty there for a bit haha. Guess I'll wait for the asset creators to move to 4.25, might aswell.

lapis bronze
#

I wish making bug reports wasn't a giant pain in the ass

calm sphinx
#

@worn jasper They will remove the documentation completely after murdering the wiki, lol

worn jasper
#

@worn jasper They will remove the documentation completely after murdering the wiki, lol
@calm sphinx what is going on lol, is it temporarily?

calm sphinx
#

was joking, probably an internal problem πŸ˜„

lilac wedge
#

Its not letting me change the Linear Damping in my player bp, like i cant find any node that allows me to change this variable. Anyone know a solution ? This is quite a big problem for my project

storm terrace
#

See how the sky is darkish while the ground is very bright. How do I increase sky brightness but not increase the brightness on the ground

hoary inlet
#

Small question here: If my camera's axis gets broken to where it's diagonal or up and down, how can i reset the roll to 0?

rapid geode
#

Just updated to 4.25 and getting this error, what should I do?
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000014

0x00007ff8e3dd028c UE4Editor-OculusAudio.dll!UnknownFunction []
0x00007ff8e3dd5510 UE4Editor-OculusAudio.dll!UnknownFunction []
0x00007ff8e3dd479a UE4Editor-OculusAudio.dll!UnknownFunction []
0x00007ff90affe082 UE4Editor-AudioMixer.dll!UnknownFunction []
0x00007ff90aff9a4d UE4Editor-AudioMixer.dll!UnknownFunction []
0x00007ff90affbe49 UE4Editor-AudioMixer.dll!UnknownFunction []
0x00007ff8f1b770a3 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f1b4954c UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f1b5f8b6 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f1b87363 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f1b78264 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f2a4c673 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f2a473a0 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f0228132 UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff8f022768e UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff8f0ae0a31 UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff666002b86 UE4Editor.exe!UnknownFunction []
0x00007ff8f0ab2530 UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff66601b8fb UE4Editor.exe!UnknownFunction []
0x00007ff66601bb5a UE4Editor.exe!UnknownFunction []
0x00007ff66602e31d UE4Editor.exe!UnknownFunction []
0x00007ff66603145a UE4Editor.exe!UnknownFunction []
0x00007ff972ef7bd4 KERNEL32.DLL!UnknownFunction []
0x00007ff97480ce51 ntdll.dll!UnknownFunction []

gilded plinth
#

Hey all, is there a megascan plugin that works with 4.25?

#

I had to disable the 4.24 one to launch my project

abstract relic
#

@grim ore a video on what debugging symbols are and how to download them seems to be in order. Granted, it would be a 60sec video at best 😜

storm terrace
#

I found a solution if any of you need to konw

#

know

#

for the brightness

mighty copper
#

Does anyone know if Chaos still requires a Github build for you to mess with it in 4.25?

normal burrow
#

yes, it does

mighty copper
#

Well that is a buzz kill.

normal burrow
#

have issues compiling the code?

mighty copper
#

Haven't tried... I have all the right tools in all the right places, just lack the knowledge to make it work for me.

maiden swift
#

Why are so many Chaos features on by default in the launcher build if it still requires a source build to work?

mighty copper
#

That's what I can't understand...

maiden swift
#

For example, all the Chaos asset formats are available in the content browser.

mighty copper
#

unless it's just the way the demo from the learning tab is built and they need to update it...???

normal burrow
#

that was the case with 4.23 too i think pfist

#

there was a hit result to chaos contact node or something too

mighty copper
#

most that I saw were off in 4.23

#

you could go in and enable. but you still couldn't load the demo.

maiden swift
#

@normal burrow Right but I want to understand why it's like that.

normal burrow
#

eh, think about if you tried chaos for a day

#

you wouldn't want the engine to not recognize the files specific to chaos when you go back to physx

#

they could put effort into hiding the menus sure

maiden swift
#

Why not simply disable the plugin? Other plugins handle this just fine.

normal burrow
#

but thats more effort 🀷.

#

the c++ code in engine is spattered with #if USE_CHAOS so its not merely a plugin afaik

maiden swift
#

That's odd.

normal burrow
#

nah, you woudln't want the slowness of completely abstracted physics interface

maiden swift
#

There's been a move towards turning everything in the engine into plugins to modularize things for quite some time now.

#

It just seems weird that this one is different.

normal burrow
#

plz no on the physics engine

#

i don't need every change to velocity to do six virtual table lookups

abstract relic
#

Isn’t chaos an extra 80gb on top of all that?

steep crystal
#

@normal burrow Now that there's an alternative, do you know if the engine builds without WITH_PHYSX?

normal burrow
#

all the engine abstraction with the physics is type'defed which is why you have to compile it in the first place as a seperate engine

#

Zeb is the only person I know that has tried chaos πŸ˜„ not sure on the size added

#

that would be the #else @steep crystal

abstract relic
#

@manic pawn oi 😜

normal burrow
#

zeb, share your knowledge and experience with us

manic pawn
#

wut

normal burrow
#

you are the one whom has tried the chaos

#

we want to know of the chaos physics

abstract relic
#

Probably the only one who tried chaos at this point 😜

manic pawn
#

I've not messed with it much more than trying to run a pile of 1000 cubes that works perfectly fine with physx and discovering chaos runs like total garbage with it

normal burrow
#

or got it to compile lol

#

ah gotcha

#

why do we have content browser things for chaos in not-chaos?

steep crystal
#

One would assume its not too hard to get working as its out of beta, but who knows eh πŸ˜„

brave pebble
#

Hey, is there a designated channel I can ask for assistance here?

manic pawn
#

calling it production ready with this sim performance is like a joke

normal burrow
#

did you try it outside of dev?

manic pawn
#

hmm

#

I did but that was a while ago

normal burrow
#

i could see there being extra sensitive printing going on for development but idk, pulling at perf. but that is a stretch

manic pawn
#

have only tried editor recently

abstract relic
#

looking at you unreal insight

steep crystal
#

@brave pebble If you check the channels and see one that fits your question then that would be best, if you don't know where it would fit try in here and maybe someone can help

manic pawn
#

oh yeah

#

now that I finally figured out how to make insights do stuff in 4.25 I can profile chaos with it

abstract relic
#

Oh insight can actually be run?

manic pawn
#

you now have to add -tracehost=127.0.0.1 because the auto connect is broken and manual connect results in corrupt analysis

normal burrow
#

that is in .25 though right zeb?

manic pawn
#

ye

hoary locust
#

is it possible to update a project with only the new engine version installed?

manic pawn
#

idk what dark magic is happening to you, insights works totally fine for me in 4.24

abstract relic
#

I get to see lots and lots of zero

#

The project must be that optimized 😜

normal burrow
#

unmeasurably fast

abstract relic
#

Your boids are that clean

normal burrow
#

Very clean boids.

willow plank
#

Guys can we export somethig from unreal?

#

Like animations or meshes

abstract relic
#

Yep

normal burrow
#

Sure can

warped tangle
#

@willow plank Only with the expressed written consent of the NFL

willow plank
#

@warped tangle can you give me more information? Like what is written consent of nfl

warped tangle
#

Sigh..... that was a joke, just right click the asset -> asset actions -> export...

fallen marten
#

NoobsForLife

willow plank
#

🀣

plush yew
#

sooo

#

is the new version worth it ?

hoary locust
#

anything is better than 4.24, and it'd better be considering it's twice as big in disk size

midnight root
plush yew
#

@hoary locust really ?

midnight root
#

I tend to agree, tho mine was stable for most part, but SO tired of lighting be so inadequate , realism shouldn't be THIS hard

#

I hope they streamlined some of it, atm its a nightmare too many parts

plush yew
#

you mean its hard to setup light in ue4 ?

midnight root
#

Yes

#

VERY

#

I mean sure you add Sun & sky which is new

#

but its a joike

#

joke

hexed jasper
#

Hey this is a newbie question but how do I add more subdivisions in my plane? I only have 4 right now and that is not enough

midnight root
#

OR there are horribly lacking tuts

#

mabye both

plush yew
#

i agree wit you smh

midnight root
#

maybe

plush yew
#

@midnight root try d5

midnight root
#

@hexed jasper don't have it open atm, just look way down with assset highlighted and you'l see where you can add more detail

plush yew
#

even thoo it has same issue , well its based on ue4 anyways

midnight root
#

d5 ?

plush yew
#

yeah it is a 3d standalon app based on ue4 core

midnight root
#

OH that

plush yew
#

better then twin motion

midnight root
#

ya ive not looked into , but I tend to agree , its just another thing to learn and prob not as REFINED

hexed jasper
#

In the "Details" window? I can't seem to find that. @midnight root

midnight root
#

I mean it took how long to get this far πŸ˜‰

#

sorry not loaded atm give me a second ill show you

hexed jasper
#

alright πŸ‘

midnight root
#

item selected in world outliner > Brush setting > tesselation assuming thats what you're after

#

brush settings

#

its like subdivision in blender, same basic thing

plush yew
#

btw 4.25 has modeling feature right ?

midnight root
#

should yes

#

no reason they'd remove something that COOL

hexed jasper
#

Sorry you gotta show me where brush settings is πŸ˜‚ i am familiar with blender but im learning UE

midnight root
#

its way down under surface properties

#

where you can flip, pan rotate blah

#

tho I wish they had a better stairs builder

hexed jasper
#

Brooo πŸ˜‚ I cant find surface properties

#

Im sorry

midnight root
#

let me rephrase that, its way PAST surface properties, in its own SECTION named: brush settings

hoary locust
#

@hexed jasper why not add it in blender if you're familiar with that?

midnight root
#

highlight your sphere brush or whatever, then you can see surface properties way at the top of details tab

#

blender is advanced modeling already containing everything plus millions , ue4 has in simplicity

hexed jasper
#

Ugh man im lost

#

I wish it was as simple as Blender

midnight root
#

share your screen and I can make this faster

#

if you wish

#

it is once you get used to it, like anything in life

#

no sweat I promise

topaz haven
#

Hello

balmy parrot
#

e

autumn elbow
#

is it possible to 'Allow CPU Access' to a mesh from Blueprints ?

tame lion
#

Hello guys ! I have downloaded the fast noise generator and i'd like to use it to create procedural Landscape at runtime but i am very new to the unreal engine and couldnt find a tutorial on the internet. Anybody knows a good guide about that ?

last dove
#

I believe you have to create your own procedural mesh

#

and use the noise generator to spawn vertices on the mesh

ivory sail
#

just out of curiosity does anyone have experience setting up the vive's front camera for use in UE4?

tame lion
#

i see ... so i'd just take an empty level , put a cube in it and use code to turn it into a landscape .

rotund linden
#

Good evening. I have a doubt. I am unable to call a custon event from within a widget. I created the widget in gamemode and made a reference variable, but I can't call a custon event from within the widget.

last dove
#

well yeah, but you have to use UE4's procedural mesh actor

#

I'm trying to remember how to enable it

#

if you're using C++ it should already be enabled (it's a component) and if you're using BP's you gotta enable it

tame lion
#

i should be fine using C++ ill try it that way πŸ˜‰ thank you

last dove
#

yep np πŸ˜„

devout pine
#

Hey, i'm having the same problem as yesterday, when these floor tiles are further away, there appear to be cracks in between when there are actually not.. Does anyone know how i could fix this?