#ue4-general

1 messages · Page 728 of 1

last dove
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@rotund linden what does the custom event do? are you just not able to even get the node for the custom event?

devout pine
last dove
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that's a tiling issue

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I think

devout pine
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Yea it's weird because it's in one project. When i use them in other projects its fine

last dove
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it only happens in one project?

devout pine
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Yea in the story adventure template project(Marketplace)

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In the default levels its fine

last dove
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is the object you put the texture on the exact same as the object you tested it on in other projects?

devout pine
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Yes

last dove
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hmmmm

rotund linden
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@last dove I can't get the custom event node

last dove
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are you trying to call a custom event that belongs to the gamemode inside the widget, or a custom event that belongs to the widget inside the gamemode? @rotund linden

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also Lucas it could also be a texture LOD issue

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maybe the LODs aren't loading properly with the template?

devout pine
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Yea that could be it

last dove
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otherwise I would look into macro variation to fix it if it's a tiling issue

rotund linden
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@last dove trying to call a custom event that belongs to the widget inside the gamemode

last dove
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alright could you screenshot the gamemode blueprint code and paste it here?

rotund linden
last dove
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did you compile the gamemode after making the reference?

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cause it looks uncompiled

rotund linden
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Yes

last dove
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although that wouldn't change anything

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hmmmmm

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this is weird

fallen marten
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Cast to it off the reference and see what happens

hoary locust
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cast it first?

rotund linden
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@last dove It is because I was trying to call with the referring variable. and appeared to compile again.

last dove
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I just tried calling a custom event in my gamemode from a widget and it worked fine for me

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yeah I'm stumped

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might do some good to restart UE4 (maybe?)

rotund linden
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I tried to delete the reference and call it directly from the Widget created in Gamemode. I was also unsuccessful.

barren flume
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Is there a way I can get it so when a player leaves the game their character doesn't disappear instead it get's controlled by the ai?

last dove
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yes, before they leave the game have them unpossess their current character then an AI controller possesses it by checking every so often for unpossessed actors

devout pine
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ah dammit, the tiling problem is suddenly in other projects.. jeez

last dove
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and then of course possessing it

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macro variation is the way to go @devout pine

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for wood though, I'd be careful about using any random macro variation texture

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you could also try increasing the tile size

barren flume
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uh oh

rotund linden
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: (

barren flume
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nvm

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thought i was about to choke

rancid lynx
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how can I get sharp edges between dirt and grass, my terrain landscape material sharpness is as high as it will go, increasing vertex count is not the answer im after. how can i do this with masks or height maps inside the material? i cant find the correct tutorials.

last dove
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post processing settings in your materials might work

tiny sonnet
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Is there a save on exit function in ue4?

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If there is, can this be abused in multiplayer

last dove
tiny sonnet
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@last dove can this be abused, like if someone dies and loses everything, can they abuse this?

scarlet birch
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can a hidden mesh be visible in reflection capture?

last dove
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well why would you need to save on multiplayer?

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also you shouldn't ever let the client be the one to call the save function anyways, the server needs to handle that

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if the server handles all the saving and what not you shouldn't have to worry about clients abusing it

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@rancid lynx this video might help, obviously you'd want the color of the post process outline to be the color of your grass or dirt https://www.youtube.com/watch?v=YVTcH6da32Y

English learners: change the video speed to be slower ⚙️ This tutorial will show you how to draw an outline around an object using a simple post process material.

This effect does not use the Sobel operator.

If you are making a toon outline, follow this tutorial but use cus...

▶ Play video
rancid lynx
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oh. thanks. i have no idea about material pos process. ill watch and learn . tyvm

last dove
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yep np, hope it helps

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I'm not 100% that's the best way to go about it though

rancid lynx
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i have no idea how this will help me get crisp sharp linesbetween 2 materials. but it sure sounds like it might !

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ok ty. ill see how it might apply

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5 minute tutorials. !! my favorite !!

last dove
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also when you painted the materials onto the landscape did you set the falloff distance to 0 so there's no decay in the material?

scarlet birch
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Ok, I found a method using a material function and player camera position that might work. If someone knows a better way please @ me. I want to use a full mesh for reflections but it's not visible on the owning client (i.e full body mesh, client is using first person camera and different meshes are visible)

hoary locust
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@rancid lynx You can decide exactly how two textures in your landscape material will blend by using samples instead of layerblend

barren flume
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I was able to keep the character in but how can I start the ai

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not sure if i'm supposed to cast to the ai controller

rancid lynx
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how do i control blend with samples ? inside a landscape material? those are really specific things to try and google. too much other crap comes up withoutknowing the specifc keyword

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Can anyone link a youtube tutorial, or text tutorial showing, .. how I get crisp sharp blend edges, using masks or heightmaps, like this, using landscape materials? without adding additional terrain vertecies. the paint terrain tools were also set to least blend, highest sharpness. i dont know what keywords to search in google or youtube.

hoary locust
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I don't really understand what's so crisp and sharp about those edges? Why can't you get a similar result just by painting the layers with some amount (or no amount) of falloff?

upbeat lake
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Let me know if there's a better channel to ask this question. I'd like to automatically set for users the r.TextureStreaming.PoolSize to a value that is just beneath the VRAM size for end users. How can this be achieved? On my dev machine I have just set this manually in my Engine.ini but that won't do for packaged solution for others to use on all range of machines..

distant marsh
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Anyone know how to remove the favorites pane from the content browser? It's permanently stuck there for me rofl

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I even reinstalled the engine and deleted all my intermediate/saved files

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still there

upbeat lake
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@distant marsh make a backup of your proj (to make sure you don't delete anything you don't want to), and delete the "Developers" directory from under Content folder?

distant marsh
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I've made new projects and it's still there

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it's going to chase me till I die

upbeat lake
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oh, then maybe it is being saved in the %APPDATA location

distant marsh
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yeah that's what it has to be I'll nuke that folder

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thanks

hoary locust
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@rancid lynx With samples I mean what you get when you type "sample" in the material editor and get a node called LandscapeSample or something (the same thing you use if you're making procedural grass maps inside the landscape material). You type in the name of the layer and it will sample that to see how much of the current pixel belongs to that layer (from 0 to 1). Then you can choose to blend it with another layer (also sampled) exactly how you want to instead of letting the automatic behind-the-scenes stuff in LayerBlend do it. So you could choose to kill any value below 1 or whatever you wanted to do. But this is likely overkill for what you want to achieve

distant marsh
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Let me know if there's a better channel to ask this question. I'd like to automatically set for users the r.TextureStreaming.PoolSize to a value that is just beneath the VRAM size for end users. How can this be achieved? On my dev machine I have just set this manually in my Engine.ini but that won't do for packaged solution for others to use on all range of machines..
@upbeat lake I think there's a built in hardware benchmark you can use

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not sure if it adjusts the poolsize

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if anything you can probably read the source for it to get an idea of how to do it

upbeat lake
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That's a good lead thanks.

sleek spear
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i must be missing something, i have my exterior scene lit the way i want, but when i get in an interior, lets say a tunnel, its is not dark but very bright, any advice? how do i make interior dark and exterior bright?

upbeat lake
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@distant marsh Can't find where it gives a GPU VRAM size in code though.. 😐

plush sky
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Anyone know how to stop the Epic Games launcher from minimizing when the engine is opened? Its not important but it errks me a little thats all.

jaunty haven
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Me too

plush sky
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Cant seem to see a option in its settings to stop it from doing it

jaunty haven
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Sometimes I launched my project, then continues to explore the marketplace and poof, it gets minimized.

plush sky
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Yep

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Same

distant marsh
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@upbeat lake sorry I can't find it either! Generally speaking though applying the hardware benchmark results should get you there unless your game is specially dependent on VRAM or something

hidden knoll
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How do I make it so when I press a key on my keyboard it presses a widget button?

scarlet birch
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call on click

gaunt raptor
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is anyone else missing the modes option for chaos?

barren flume
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okay now the plugins supports 4.25

frozen mural
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hi im curious of paragon assets is useable in mobile platform?

wary loom
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Hi everyone - I would like to advertise paid work in the Looking for talent Job Board, How do i get access to post there?

plush yew
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is htere a way to

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salvage a BP object that inherited from a C++ class

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and make it inherit from a default class instead

proper scroll
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Hey everyone, I'm having a pretty big issue with the engine. I'm getting a crash whenever I compile a blueprint with this error (EXCEPTION_ACCESS_VIOLATION 0x000065f8). it's for sure an engine issue cus it doesn't happen on a different installation with the same project. Any ideas?

wary birch
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Interesting, EXCEPTION_ACCESS_VIOLATION is a JVM issue

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You should try to upgrade your java version then

wary wave
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that is not a Java issue

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that's a generic error message caused by accessing bad memory like a null pointer.

devout gulch
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is there way to profile blueprints ?

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I narrowed issue to single blueprint which causes issue

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but I still need more data as what might be the possible cause

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Unreal Insights doesn't really help

tawny bramble
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I grabbed 4.25.
The "modes" menu no longer exists. The Chaos plugins are there and enabled by default.

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Though none of the actor classes seem to exist for me to make any Chaos things

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and I'm completely stumped

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oh no found it

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but no Fracture mode...

uneven tundra
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All of that scene has the same material, but it shows up very different. How is this possible?

tawny bramble
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Looks to me like lighting

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check the normal buffer to be sure

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if that looks fine, its lighting

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it the normals are all wrong, we can figure out why

uneven tundra
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What is the normal buffer?

tawny bramble
blissful trail
tawny bramble
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That shows you the normals of the scene

uneven tundra
tawny bramble
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Yeah looks fine to me

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your issue is lighting

uneven tundra
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I think it could have been light bleeding, i made custom box to fix it, and i think its better now.

lyric tusk
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Love the new movie render queue alex

blissful trail
plush yew
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hello, sorry if this is a dumb question, I just downloaded the engine...
when i want to import, the window for the import settings seems to be out of my monitor (like part of it is out of range) anyway to fix this? maybe how to move it?

cloud wasp
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Drag it

plush yew
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from the top part? like a normal window?

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let me try

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the title bar is not visible, So i don't think i can drag it...

blissful trail
barren flume
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shoot

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what should I delete to force my project to rebuild

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I switched to 4.25

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from 4.24

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i forgot which

tender flume
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@barren flume Intermediate?

barren flume
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okay

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nope

tender flume
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If that doesnt work try these each: Build / Binaries / DerivedDataCache

barren flume
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okay

tender flume
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And source too. Just try these 4 folders each

barren flume
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nope still won't work

tender flume
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Rebuild from visual basic maybe.

barren flume
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how would I do that

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nevermind i fixed it

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it was because i deleted a plugin

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it supported 4.24

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so i just added it again

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and clicked no

plush yew
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whats wrong with the free of month asszts ?

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am trying to downloads them and it stuck on loading your order

barren flume
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works fine for me

plush yew
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is it cuz ue4. 24 is not properly linked to launcher ?

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cuz that later dont know that ue4 is installed

barren flume
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i don't know if you even need unreal engine installed to buy those things

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you can add them later

hoary pilot
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Hi everyone, I'm trying to make a Character render in a Image. I use a SceneCapture2D and render the target I want. When I create this Widget I pause the game so the SceneCapture stops render. I see that there is a function call SetTickableWhenPaused and it works in the character but not in the scenecapture so any idea how I can capture the scene when the game is paused?

plush yew
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oh it fixed by downloading from browser 😮

barren flume
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yeah that's what i did

glass imp
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why my dedicated server is calculating distance fields? Arent those only for rendering? How can I disable that?

paper kernel
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compile takes foooreeeveeeer

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its been over an hour

civic hound
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I have one question about profiling and performance optimization. I have an app with a bottleneck in the GPU. (GameThread time is mostly CPU Stall, waiting the GPU). Is it normal to have lower miliseconds on Total GPU costs than in RenderThread? Shouldn't this be the same on a GPU bounded application??? Thanks in advance.

plush yew
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hi could i hear your opinion?
a third-person game where your character can fight.

A third-person game where monsters fight for you, but as a running character you have to say what to do. (turn-based)

With your third-person character you help your monsters to win the battle

tawny bramble
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@plush yew Make sure the window is active/selected. Press Alt+Space, should bring up a move/resize menu. Without moving the mouse, press M for move

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then use your keyboard cursor keys to move it

plush yew
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I'll try that

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i think its fun to have monsters battling your battles

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it works! thanks!

tawny bramble
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^^

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Maya has the same issue

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so I've got it memorized

cobalt scaffold
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in 4.25 on win7 i get: entry point not found DXGIGetDebugInterface1 (dxgi.dll)

ruby folio
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Windows 7........

cobalt scaffold
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what? .. still listed on epics page as supported

ruby folio
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I know. I just find it weird to see

cobalt scaffold
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I have win10 at work, on my old home pc i'm still on 7 because i actually prefer it over 10

ruby folio
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Makes no sense to me. Usability wise they are almost identical.

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So many benefits with Windows 10 over 7.
Security, speed, hardware and software support.
Mainstream support for Windows 7 ended 5 years ago. Extended support has also now ended.

dim merlin
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Hi, anyone knows anything changed regarding runtime virtual textures in 4.25 ?

stuck prawn
keen quartz
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Hey there! Is there a way to overwrite the GameUserSettings with a launch parameter for the game?
I want to be capable of creating some budgeting inis for different systems, that can be preset via launch parameter.
But when i read in the documentation
https://docs.unrealengine.com/en-US/Programming/Basics/CommandLineArguments/index.html
there are only commandlines for game (-GAMEINI= ) input (-INPUTINI= ) and such.

Is there a way to overwrite this?

Collection of arguments that can be passed to the engine's executable to configure options controlling how it runs.

plush yew
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pls i need help

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skeletal mesh doesnt save the chainge

midnight root
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@stuck prawn not sure about the level unload item, but you may be out of onedrive space , is that location of your source control perhaps

stuck prawn
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ok

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I already fixed it

plush yew
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help me please

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i have to change the edit on skeletal mesh

rotund sleet
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win7, vs2017

midnight root
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does bing give you anything

abstract relic
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I thought you needed vs 2019 as of .24

rotund sleet
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4.24 have not this error

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but UE4Editor is startable after pressing OK

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perhaps it is some bad builded new plugin in 4.25

abstract relic
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There’s several .dill error in .24. Mostly of audio engine, datasmith, and the likes. Engine runs fine with it (assuming you’re not using said feature).

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So, I wouldn’t be surprised if this is the case for you.

rotund sleet
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ok, i'm not blaming, just reporting a bug

abstract relic
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Narrowing down the cause. Don’t think it’s os related

slate vessel
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how do i keep the number of shaders to a minimum in my project? currently if i have to rebuild it takes ages i have 90k

fierce tulip
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not much you can do besides trying to reuse the same materials as much as possible.
But in the end it starts to grow over time.

glass imp
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My client doesnt connect to my server, which are the logs I can enable to see more debug information on what is going on when the client tries to login in?

honest vale
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it bothers me somewhat that I bought a particle effect pack from the marketplace and the particles aren't done facing the +X axis direction

fierce tulip
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not mine I hope :p

honest vale
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have to fiddle with spawn transform a bit when spawning them in code :\

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like, I can't just take a normal vector of some surface and spawn it there, I have to offset the rotations a bit first

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not sure if that makes sense

fresh forum
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Quick question guys. Whats about Chaos Destruction is it still in beta? and only avaible via Source Build?

paper kernel
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I dont see it on the list

fresh forum
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i saw it actually xd

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thats why im asking

paper kernel
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ah, it is

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um

fresh forum
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"aktive use on shipping seasons of Fortnite" but i dont know what that means xd

robust cloak
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Hey, i am having an issue with "failed to connect to swarm" I have tried everything I can find on the web inc. legacy wiki to fix it. I have tried uninstalling my firewall, I tried forwarding the ports in the firewall for the swarm agent and coordinator. I tried removing all traces of Unreal from my computer and registry and reinstalling, I tried verifying install. I tried a build from source code, I am still getting the error? Anyone have any other ideas?

hushed bluff
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Hey guys im trying to spawn an actor from a management character class, however when im trying to use the GetWorld::SpawnActor function how can i let it know which character am i spawning (all the characters im using is a child class from the management class)

plush yew
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Somebody can help me

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The skeletal mesh doesn’t save the change

abstract relic
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oof

fierce tulip
paper kernel
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🤔 how long does engine compile usually take?

abstract relic
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Anywhere from 60 secs to several days

paper kernel
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from scratch

hushed bluff
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Depends on how unreal is feeling it is that day

abstract relic
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Depends on hardware

paper kernel
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6c/12t

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current estimate is still 2 hours

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which sounds bit long

abstract relic
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Pretty good

honest vale
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around an hour on my i7 2600k these days I think

normal burrow
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5m-15m on 32c/64t

paper kernel
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hmm, then im doing something wrong

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dev editor, win64

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its been at it for over an hour and currently at 2324/3774

abstract relic
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Still very good

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Used to take 6-8 hours for me

normal burrow
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I’d expect better on 12t

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It could be storage and ram

abstract relic
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Hehe. Spoiled brat 😜

paper kernel
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Its not using more than 9Gb of ram tho

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out of 16

normal burrow
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If it’s paging memory when it compiles RIP and double RIPRIP if you’ve not got ssd to page to. Every time a hard drive has to spin up will work against you

paper kernel
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I aint to hdd pleb

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🙃

normal burrow
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12t with 16gb it’s almost certainly paging though

sleek spear
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i must be missing something, i have my exterior scene lit the way i want, but when i get in an interior, lets say a tunnel, its is not dark but very bright, any advice? how do i make interior dark and exterior bright? can someone help?

paper kernel
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hmm

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40>D:\UnrealEngine\UnrealEngine\Engine\Source\Programs\UnrealInsightsCLI\Private\UnrealInsightsCLI.cpp(9): fatal error C1083: Cannot open include file: 'TraceServices/SessionService.h': No such file or directory

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it is there, functional

hushed bluff
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Computer says no... apparently

paper kernel
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indeed

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fine well, guess ill try again with cleaned up project overnight

worldly axle
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Hello, does anyone have a working tutorial on adv sessions or any multiplayer solution ? i tried this one : https://www.youtube.com/watch?v=ke3kmK6bvT0
but it does not works .
i tried somes others but it looks like i cant get it to work too

sleek spear
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i have an exterior environment set up and lit, and then i want to enter into a tunnel, an interior space, but i want that interior to be much darker and maybe not have fog. it is too bright, because of the skylight. how do i do that, any advice?

late kraken
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hii

stoic cobalt
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hey does anyone know where are compiled shaders stored at

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ive had a bsod while launching the engine for the first time and i just want to reinstall everything

eager minnow
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hey gang! just curious if anyone else is getting a crash when going into the new landscape editor mode? 4.25

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ok so - i tried in a blank project and it's fine. something in the project upgrade is causing this

ocean hemlock
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how can i take contents out of a folder than manually going into them and moving them elsewhere?

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how can i bulk move them?

eager minnow
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@ocean hemlock shift-selecting or drag-selecting is not working?

ocean hemlock
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It is,but what i want

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i have lots of different textures in folders

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In seperate folders

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And i want to take these textures out of the folders

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so its just textures together

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no folders atall

hushed bluff
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I probably would do it through the explorer outside unreal

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unless that somehows screw things up

ocean hemlock
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But its way to long to do it manually

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I doubt it

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Ill try it

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Thx

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would it ruin referenced things?

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that reference the texture

hushed bluff
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Shouldn't unless you wrote it in code (dunno why you would) unreal should be able to pick it up

eager minnow
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ah. that's a good question. my guess is that you would have to run a custom script to do this. for the referencing, you can just run the fix up redirectors function on the folder to fix all that.

ocean hemlock
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its being referenced in material instances

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When i moved it did remove the references

raw rock
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hey there all, anyone knows good rifle or pistol sound effects or where to get them from? thanks

plush yew
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so who can help me

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??

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the skeletal mesh dont save

summer verge
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This crashes 4.25

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This does not lol

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Soooooo buggy

plush yew
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pls i need a lot of help

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who can help me

worn granite
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You're trying to animate the mesh in editor?

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  1. #animation
  2. I'm not sure you can just do that? You'd have to save each pose and then sequence them in some way. @plush yew
rotund linden
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Good morning. 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.

worn granite
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@rotund linden Why not? What's stopping you?

Also #blueprint

rotund linden
twin orchid
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how do i import fbx with textures into Unreal ?

rotund linden
twin orchid
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It has many objects and textures inside.

worn granite
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That's an editor utility widget @rotund linden, and I'm not sure how that affects being able to call functions on it.

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Look in the top right, you'll see a blue name

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That should probably be a regular User Widget

rotund linden
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Ho My God

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Thanks

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^^

eager minnow
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@twin orchid go to a folder in the content browser and "import", the import dialogue box has flags for creating materials and importing the textures with the asset.

twin orchid
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Yep, i tried using options there.

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Like "local" anmd such

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no effect

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gives me white mats

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lemme show you what i am dealing here

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this many textures

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thats why i want it automatical

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otherwise i could create a material and do it manually

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After failing in unreal i imported scene in 3ds max

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works fine

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maybe i can somehow export it from max so i could import it in unreal with textures?

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collapse?

plush yew
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can i move a bone in a skeletal mesh?

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and save

worn granite
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If you're just going to ignore answers, stop asking the questions

civic hound
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Does anyone knows about any deep and technical deferred rendering pipeline documentation, specially focused on Unreal Engine?? I will like to know specially everything about all the different events in the profiler. Thanks!

hard cobalt
hoary locust
floral lion
#

Hey, I just tinkered around with EQS yesterday - and noticed it is been inside quite a while and still flagged experimental, while being in the engine quite awhile. Anyone shipped a game with it?

hard cobalt
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oh nvm it's texture scaling

half turtle
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updated to 4.25 ... i am having the weirdest personal bias... but it feels like it runs way way way smoother?

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also damn the particles.... ❤️

civic hound
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@hoary locust Thanks anyway 😉

sonic nest
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i have a lil robo asset like this, but the clossision component is starting from there, and im unable to simply move it, what do i need to do for the center point to be higher up?

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the actor is a skeletal mesh, and the root bone would be where the collision is there

grim ore
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is this a character or an actor?

sonic nest
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how do i check? i made the blueprint ages ago and worked on a bunch of other things in between

grim ore
#

top right corner in the blueprint it tells you the parent

sonic nest
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default pawn

grim ore
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and how is this set up? the hierarchy in the top left. Is the skeletal mesh a parent with a collider below it or are they siblings or ?

sonic nest
grim ore
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well this is inherited from something else so you cant move the collision. You need to move the skeletal mesh to where you want it, you cannot move the collision

sonic nest
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that's honestly not even a bad thing, just didn't think of doing it in reverse

grim ore
#

and this is because you inherited from default pawn, if you want it different you need to create a normal pawn

sonic nest
#

will have to eyeball it though

#

thanks mate

viral fractal
grim ore
#

your computer is slow? your opening the entire marketplace? you have a problem with the project? your computer is on fire and you didnt notice it? you are in a time hole and time is moving slower just for your cpu?

viral fractal
#

my cpu is at 7%

grim ore
#

what does it show is open in task manager for the editor?

viral fractal
#

7%

grim ore
#

so 7% is open, no other programs or tasks running?

viral fractal
#

UE4Editor is taking 7% CPU, 972mb of ram, 0.1mb/s disk, 0% gpu

grim ore
viral fractal
grim ore
#

sigh. click the down arrow to see what is below it

#

the other tasks for the editor

viral fractal
#

just the usual stuff, shader compiling trash

grim ore
#

cool. cool. good luck with fixing it.

viral fractal
#

if this is shader compiling, why is it not using availlable hardware at all but instead making me wait for hours ??

grim ore
#

welp.... what other tasks are running for the editor in task manager

viral fractal
grim ore
#

so.. do you pay for Incredibuild?

viral fractal
#

no

grim ore
#

then you should uninstall it

viral fractal
#

i did not install it xD

void sable
#

is there a renderfarm for twinmotion

grim ore
#

well someone on your computer installed it

void sable
#

?

viral fractal
#

for what you need a renderfarm in a realtime program ?

void sable
#

to make videos Panorams ot send to customers.. ihave a very old graphic card not a RTX card

#

to*

#

3d videos take lot of time to process

#

Also can EGPU be connected to speed up rendering in twinmotion and unreal engine

#

?

viral fractal
#

sure

#

you could also upgrade your gpu

#

instead of getting an overpriced egpu

void sable
#

ya Can a RTX 5000 card fit to Dell Precision M 6800

#

?

#

m trying to find answer to this question

#

mobile workstation

viral fractal
#

ah, no i dont think you can upgrade the laptop

void sable
#

thats is why if i could use a external GPU for rendering woul dbe cool

viral fractal
#

you can, if you can connect it to the laptop

void sable
#

cool thanks...

#

i wish there was a render farm for unreal engine or Twinmotion

#

just upload online and get ready results back

viral fractal
#

you can also rent a rendering server and run UE from there i believe, depending on you internet tho

void sable
#

ya a good idea

viral fractal
#

i dont get why people use UE as an offline renderer tho

#

but nor do i understand why you would use it as a game engine if its compiling nothing for hours for no reason

void sable
#

real trime raytracing is what i want to use ..

viral fractal
#

UE sadly only supports that on nvidia rtx cards

radiant fable
#

anyone know if the 'New: High-Quality Media Export (Beta)' caters to 360 video output?

viral fractal
#

I cant work since 1.5h because of this compiling crap, what the hell

serene birch
#

sadly? it's not as if you'd want dedicated hardware for raytracing

grim ore
#

welp you can do what I suggested to fix it or be stubborn, so far you are being stubborn.

#

it's not like I magically had you do what I needed to verify and then just made up shit on what to tell you to do after that

eager minnow
#

@twin orchid sorry for bailing on the convo. im working from home, so im not checking to often within work hour. So your generated materials are all white? I wonder if Unreal is having a hard time interpreting the materials in the FBX. just curious - have you tried "create new instanced materials" that you assign your parent material?

twin orchid
#

Erm... I was kinda trying it.

#

But not really

#

@eager minnow

eager minnow
#

I just gave it a whirl to make sure it works, and even though i told it to make an instance of my material with a supplied parent, it made a new material anyway.

#

i don't normally make objects that require so many materials, so i just import my textures on their own

austere jay
#

Hey does anyone know how to get a billboard png to show up while not in game mode and in the editor?

tender dome
#

I am trying to package a project. is it a good idea to migrate useful stuff to an empty project and build from that. if so, is there a way to migrate project settings too?

still moat
#

Am I only one who experiences massive lag when sliding on a slider?

#

like the UI freezes up completely for like a few seconds

eager minnow
#

unreal has always had that issue when drag sliding on sliders that don't have clamped values

hollow tusk
#

hey guys, how do i remove camera input on 1 of the 2 axis?

bleak vault
#

any ideas what the crap on top is about? i was testing my game and got a rather sudden frame drop on both clients

plush yew
#

hello guys my friend has problem with the gitlab, I added him in the project he accepted, we use source tree as source control, when we put this link it writes that it is invalid-we tried to create new account but nothing

viral fractal
#

@grim ore you did not say anything that could potentially speed this or preventing it from happening again, you said good luck with fixing that xD

plush yew
#

Someone know where to find good Game Studios which can handle much tasks for a existing game? Its paid

grim ore
#

@viral fractal UNINSTALL INCREDIBUILD. I DONT KNOW IF THIS MAKES IT ANY CLEARER BEING IN ALL CAPS

viral fractal
#

i did

abstract relic
#

@plush yew Not sure if it’s related based on that little of information. Had to install this for Sourcetree to access GitHub repo. Perhaps you can find a gitlab equivalent. Take further questions to #source-control
https://github.com/Microsoft/Git-Credential-Manager-for-Windows/releases/tag/v1.14.0

plush yew
#

he installed source tree

#

and tried to clone but nothing

#

it wrote invalid link

abstract relic
#

Sourcetree is merely an interface, not the service

plush yew
#

idk

#

I have no problems with it

#

I can push pull updates

#

clone project

abstract relic
brave pebble
#

Hey, does anyone knows if I can develop for Oculus Rift if I have Oculus Quest with link in Unreal Engine?

normal burrow
#

Yes Rebi

#

Device is abstracted

#

I’ve got a quest myself

heady saddle
#

how do I create a struct in its own file? I know how to make a struct in other actors but I need a standalone struct

vast anvil
#

@heady saddle right click in content browser, blueprints->struct

heady saddle
#

@vast anvil thanks but I need c++ struct

orchid minnow
#

Hi

#

I've been around every now and then. I was wondering if someone could point me to a good basic tutorial regarding map terrain with displacement?

vast anvil
orchid minnow
#

I was thinking of using height maps for grass/rock/etc.

ancient lotus
#

the same way you normally would make a struct

USTRUCT(BlueprintType)
struct FMyStruct
{
  GENERATED_BODY()
};
orchid minnow
#

but most tutorials I found seemed to not cover a basic way to do it? or go in depth with it?

heady saddle
#

@ancient lotus so I can just create a new file in Visual Studio and do this?

ancient lotus
#

perhaps use an empty class?

ionic oxide
#

@ancient lotus so I can just create a new file in Visual Studio and do this?
@heady saddle Take a look at some code from samples, but the short answer is yes

heady saddle
#

@ancient lotus tried that but it didn't really work out, it would compile but I could not access it from BP's, even with BlueprintType and Blueprintable specificers

#

@ionic oxide thanks, I will try that

late stag
#

how to declare mutlicast delegate

reef lava
#

anyone know why my navigation is being calculated so improperly here? (be aware i am using a dynamic nav mesh but the ai cannot enter the door bc there is no nav data here to support for reasons i dont know).

#

was gonna put this in ai channel but i didnt know if nav discussions made since in there

ancient lotus
#

@late stag

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMyDele , FString, EventNameIThink);

UPROPERTY(BlueprintAssignable)
  FMyDele EventNameIThink;
#

an example on using one with params

#

then just broadcast it
EventNameIThink.Broadcast(FString("MyMessage"));

grim ore
#

@reef lava I would assume it has to do with either the AI agent step height or the fact the stairs are too skiunny for the ai agents radius/width

abstract relic
#

Trick is to have an invisible ramp

ionic oxide
reef lava
#

but what if my player can go up with the same capsule size? does this mean agent step height is likely the culprit?

grim ore
#

your Ai agent is not the same as your player

reef lava
#

they also cannot enter the doorway

#

right,

#

I'll take a look now. thanks.

grim ore
#

your player will not have a buffer around it like the ai agent does when making a nav mesh

reef lava
#

indeed, I'll mess with the recast for a bit and see what happens.

brisk urchin
#

I'm no blueprint expert but is there a way to add diagonal movement (ex. W+A) to this blueprint. This is from the FPS Assault Pack which was featured in the marketplace for free a few months ago.

late stag
#

@ancient lotus thx

heady saddle
#

@ionic oxide thanks for the code example. I tried just creating an empty file now and it compiles, but I cannot access the struct in Blueprints with USTRUCT(BlueprintType, Blueprintable)

ionic oxide
#

You need to mark all of the struct properties as UPROPERTY(EditAnywhere)

heady saddle
#

@ionic oxide hell yeah that works. thanks, really appreciate the help!

ionic oxide
#

👍

heady saddle
#

btw @ionic oxide love your profile pic, that turtle is hilarious

ionic oxide
#

haha, thx

#

and dont forget to add GENERATED_BODY() to your structs

heady saddle
#

done 👍 ty

radiant fable
#

wow, ue4.25 is near 70gb
anyone know why this is, or a way around it?

hoary locust
#

@radiant fable It isn't. I also thought so but then when it was installed it was a similar size to previous versions. Something is bugged with the warning or something

radiant fable
hoary locust
#

Your folder is created in march... time traveler?

radiant fable
#

hmm, perhaps updating in place over the alphas/betas caused the bloat, thanks, looking into wiping and redownloading

hoary locust
#

yeah maybe, when I installed it it said it was 80 gb or something so I cleared up space for it but it never ended up needing it, so I don't really know what's going on

late stag
sly coyote
#

So...4.25 and still no option to export your project to a fresh project with only your currently referenced objects...we're still stuck doing the export levels workaround to clean up?

#

I can only guess epic never imports assets theyre not sure of and never need to clean up ...thats why its on back burner on a stove in a rental storage shed that is unplugged....

cerulean forum
#

Hi, I tried to set up a multi editing project, but my friend can't see my session in browser's list and so do i. How should we set up the whole project? Some good tutorials would be helpful too.

hexed jasper
#

alright how the hell do I make more subdivions on a plane. I even made lots of subdivs on a plane in blender then exported that into UE4 but its still not working

#

If only it was as easy as blender, just a simple right mouse click then “subdivide”😔😔

radiant fable
#

that was the ticket 1cg, back down to 16gb

plush yew
#

I have a question related to saving a project, (I keep getting an error message that I cannot find a solution to fixing) What channel should I use for that?

fossil ore
#

Did anyone has experienced not working UNDO?

ancient lotus
fossil ore
#

CTRL+Z doesn't work for me in one of my projects.

wraith path
#

Has anyone found a good article regarding writing automated tests in Unreal ?

fossil ore
#

Undo doesn't work on THIS particular project... for some reason, moving content to new project doesn't fix it.

manic pawn
#

only 96GB? those are rookie numbers

brisk urchin
#

On this blueprint, how do I it make so that the crosshair disappears when I right click to ADS then reappear when I release right click???

ancient lotus
#

why on earth is yours 301gb

wraith path
#

@brisk urchin where do you set the ADS? in the character or playercontroller?

celest vapor
#

or turn it off

brisk urchin
#

@wraith path Its in my pawn class, (BP_Rifle_Character) under Ironsights.

wraith path
#

is the screenshot you sent a HUD?

brisk urchin
#

yea

ancient lotus
#

it looks like the default crosshair thats made in the game mode for the fps project?

wraith path
#

i believe you can get the owner in the hud and get the controlled pawn from the owner which will be a controller

brisk urchin
#

@ancient lotus yes 🙂

wraith path
#

GetOwningPlayerPawn is the node you are probably looking for

#

then cast the result to BP_Rifle_Character

#

then you can access info from the pawn

ancient lotus
#

if its something thats getting toggled alot like a crosshair, consider making a separate widget for it and simply hiding the widget/showing it when you aim?

brisk urchin
#

This is my ironsights blueprint for right click

wraith path
#

You could add a boolean to the character like bAimingDownSights, set it to true when right button is pressed and to false when released

#

Then use an if function to check if bAimingDownSights is false before you draw the texture

topaz brook
#

Hey guys! Looking to make a game kind of like animal crossing where the world is on a cylinder or even a sphere. Wondering how you guys would go about doing this? I currently have a cylinder set up and was trying to figure out if there is a way to rotate that cylinder as the player moves, or preferably a way to keep the player constrained to the cylinder itself?

#

I really just need to figure out the best way to apply the rotation to the cylinder from the character posiiton

brisk urchin
#

@wraith path add that within the ironsights blueprints? I'm very beginner with blueprints

wraith path
#

@brisk urchin Sorry I didn't see the IsIronsight at the bottom of your screenshot

brave pebble
#

My Unreal Engine crashes whenever there is something building on bottom right and I press left mouse button and drag, is there anything I can do to this fix? For example in this picture when I pressed left mouse button and dragged my UE crashed

undone sinew
#

I migrated a project, and now suddenly I can't generate UVs anymore.

grim ore
#

is it set to auto generate lightmap uvs? how many channels is it set to have?

undone sinew
#

yes, and here is the same models, in the old project.

gilded eagle
#

hello

#

i'm trying to figure out fbx stuff

#

and how it is imported in unreal

#

in unreal i have 3 essential parts when import a fbx with animation

#

a mesh, called skeletal mesh in unreal

#

a skeleton

#

an animation of the bones of the skeleton

#

now, when i import i can choose what to import.

grim ore
#

@undone sinew chances are you need this plugin enabled, its the static mesh editing tools including UV generation

gilded eagle
#

so that it attaches correctly the animation to the skeleton for example

#

i'd like to understand for example if i can export a fbx with only 1 of these informations.

keen moss
#

is there a way to get a render pass out of unreal that works similar to render IDs in vray? a way to get masks based on object materials?

gilded eagle
#

or if each time i export an fbx from another program i export the entire mesh + skeleton + anim

fossil ore
#

Okay, to anyone who experiences problems with UNDO / REDO ... please check If you have Enabled plugin called "Quick History" (It's a plugin from Marketplace)

The plugin is disrupting Engine functions.

gilded eagle
#

and form unreal i can pick what to take

undone sinew
#

@grim ore Did they disable that by default now?

gilded eagle
#

can anyone help me clear these things out?

wraith cedar
#

Привет

#

Есть из России ?

#

Hi

#

I’m from Russia

gilded eagle
#

also, i rekon skeletal mesh is called that way because it's a mesh that contains bones influences information

undone sinew
#

@keen moss I'm interested in finding out the same thing. 😛

gilded eagle
#

please ping me if anyone can help me out

grim ore
#

@undone sinew nope it should have always been optional

keen moss
#

@undone sinew i created a custom post processing material that gives everything a color based on depth, but that only works on a per object basis, what i need is something that works by material

undone sinew
#

@keen moss I couldn't figure out a way to do alpha, so I just put black and white emissive materials on stuff, but I noticed it doesn't play nice with DOF.

keen moss
#

@undone sinew ive been trying to figure it out for a while, best ive been able to do is a solution that is object based. i wish I could figure it oit

undone sinew
#

How does that work? @keen moss

tender tartan
#

SwarmAgent question - If I have multiple machines with different core counts, the "faster" machines, finish significantly faster than the slower ones. Is there a way to load balance so that the calculation time between machines is more equal?

frank crane
#

Landscape Question : Is it possible to expose the name of layers ? Or at least to bundle them ? So that the buyer of my assets don't have to dive into the material to change each of them and all their occurences ?

#

oops, wrong chan

timber river
#

any idea how one would go about making roads like in gta? spliney with intersections in general?

keen moss
#

@undone sinew how does what work?

plush yew
#

hey

#

am trying to load a new project but it stuck at 39 percent initialising while using 100 percent of cpu is this normal ?

#

oh now its 54 percent

#

@plush yew what cpu do you use ?

fallen marten
#

@timber river make a spline based road tool that adds static mesh components along the length, calcated with the mesh bounds. There's a few tutorials around. You can add intersections and other stuff by just spawning them, and add more roads from the intersections by adding sockets and spawning from socket locations

#
  • I have a couple different tools but all have pros and cons
undone sinew
#

@keen moss Using the objects to do the render layers.

narrow meteor
#

Does anyone know why when i am shooting on the preview client it doesnt shoot where the players facing and instead directly ahead?

keen moss
#

@undone sinew i use custom depth pass and apply a depth to each asset

fallen marten
#

@narrow meteor set your gun offset variable to replicate and see how that goes

#

And check to see if the first person cam reference is set to replicate. If it shoots at world location 0,0,0 then a variable is empty when it gets run on the server

narrow meteor
#

@fallen marten Both are set to replicated and it still doesnt work. for replication condition what should i set it too?

fallen marten
#

No conditions

narrow meteor
fallen marten
#

I see, it's just not accounting for up/down

#

🤔

narrow meteor
#

yea

fallen marten
#

Try plug some rotation Into it manually to try force it to shoot up/down

willow plank
#

guys is gtx960 enough for unreal ? If i buy it

fallen marten
#

Yes

willow plank
#

will it let me to package it ?

#

okay bro thanks

narrow meteor
#

when i manually set it then it does go down and up

#

oh shit i got it

ruby folio
#

@willow plank What is your budget? Cos that card is old.

fallen marten
#

Sweet 👍

#

The card - really depends on how hard you want to go in graphics. For my everyday fiddling around at smoko on my laptop, it's just got an r5 Radeon which is pretty shit but does what I need. For fancy stuff I use my desktop with the GTX 1050

willow plank
#

I don't have much money

#

Thats highest budget i can buy

#

This gt960 seems good

#

Gtx

tiny sonnet
#

your gc should depend on the game your trying to make

#

if its like a mobile game, or something less graphically intensive eg:valorant,etc, then its fine

#

but your expecting some COD level stuff, then its pretty old

fast berry
#

When I import a custom character I, make it in fuse, import to mixamo, then when I import everything does import, except the face. Anyway to fix?

runic narwhal
#

Getting an error with a project that works fine in 4.24 but now crashes in 4.25

#

Not sure where to go with this...

silk canopy
#

can anyone help me with git lfs?? I am trying to push a few assets to github but it won't allow me since it's over 100MB, references below. Any help is much appreciated!

spice canopy
#

Are there any options other than max aspect ratio in project settings? I am trying to eliminate letterboxing on devices with wide aspect ratios

#

And max.aspect ratio doesnt seem to do anything

#

Is this question better to ask on the mobile channel?

charred shoal
#

Can someone point me to a good beginners tutorial for UE4?

#

I know basics of c++

#

but I wanna learn the UE4 c++ side of things and blueprints

fierce tulip
#

@spice canopy you could try.
@charred shoal I think unreal engines own yt channel has some good info, also google Tom Looman c++ tut, or general ue4 cpp getting started tuts

normal burrow
#

the pinned messages are good too

fierce tulip
#

oh yea, and those

royal crest
#

Ue4 opens preferences window every launch how can i make it not do that?

normal burrow
#

question @royal crest do you always close the editor by crashing it?

charred shoal
#

@fierce tulip ok thanks!

hoary locust
#

is there any other way?

royal crest
fierce tulip
#

isnt that a forced close?

normal burrow
#

try opening it, closing that preference window, then closing the editor, then reopening it

#

but yeah close it through the file menu (the editor)

charred shoal
#

@fierce tulip Do you think I should learn how to use blueprints first or c++ in ue4?

normal burrow
#

I don't think it is forced closed but i don't use it either lol

charred shoal
#

i know people combine them

#

but

fierce tulip
#

im not a blueprinter. there will def. be overlap

royal crest
#

thanks

charred shoal
#

ok

fierce tulip
#

use the best of both worlds

charred shoal
#

ok

normal burrow
#

people like the banana tutorial

charred shoal
#

banana tutorial?

normal burrow
#

even if intention is to learn ue4 c++ i'd start with blueprints @charred shoal

charred shoal
#

got it

normal burrow
#

yeah the raywenderlich one you found, people like it

charred shoal
#

ok awesome

#

looks like it covers a lot

#

and i learn more from reading text than watching videos anyways

royal crest
#

i have i5 760 :((((((((((

manic pawn
#

get a better pc

royal crest
#

wish i could

normal burrow
#

its time to upgrade or wait

#

either will work

charred shoal
#

@normal burrow Do you know if virtus learning hub videos are worth watching? I have seen their name on youtube a lot

normal burrow
#

nah i'm unfamiliar with it

charred shoal
#

ah ok

#

actually some of these videos are from 2017

#

really outdated

hoary locust
#

they're not very good

normal burrow
#

mathew wadstein's channel is chefskiss

silk canopy
#

I've done some and on his RPG tutorial now and I like them!

hoary locust
#

he's not very knowledgable so you risk learning something wrong (speaking of virtus still)

charred shoal
#

ok ill check out matthew wadstein!

hoary locust
#

matthew's are very short and to the point, great for learning what something specific does but nothing you just watch to learn

charred shoal
#

@hoary locust any other channels I should check out for a beginner like me who has never touched ue4? I am familiar with standard C++ from college

abstract relic
#

Virtus is good at garnering interest towards development and has series for near immediate result. But his methods are more often than not bad practices.

hoary locust
#

have you seen the official learning site on unreal? their video player is atrocious but other than that they're pretty good

normal burrow
#

vector length squared eyesshaking

charred shoal
#

@hoary locust i have not.

abstract relic
#

Oh god

hoary locust
abstract relic
#

Read pinned messages

charred shoal
#

haha

#

ok

abstract relic
#

Bunch of links in there

charred shoal
#

cool

#

"Getting Started in Unreal Engine"

#

that is probably where I should start

normal burrow
#

i think you mentioned doing that yeah 😄

abstract relic
#

No startpoint nor endpoint. Just endless learning 😜

charred shoal
#

🤔

normal burrow
#

what are your goals btw m1k3?

charred shoal
#

@normal burrow well I'm a CSC student and I've got nothing to do this summer because of COVID

#

so I kinda just wanna get familiar with the engine

#

I really like FPSs and RPGs

normal burrow
#

endless learning ✅

charred shoal
#

so I might find a tutorial on one of those genres

normal burrow
#

Cool, yeah you'll have a good time i think.

abstract relic
#

I’m happy people have the time to explore if nothing else from current events.

normal burrow
#

a very novel thing to do yeah

charred shoal
#

yeah and im honestly sick of the crap ive been doing in csc courses lmao

#

i just wanna learn to develop games

#

also for my GPU I have a nvidia 1660ti. I already have ue4 downloaded but is that a good enough graphics card?

normal burrow
#

more than enough

charred shoal
#

ok 😂

abstract relic
#

That’s another one to the #hardware list 😜

charred shoal
#

dude

#

it's such a rare gfx card

#

it's the exact same as the 1070

normal burrow
#

hard to find the line of where advice with computer parts becomes non-unreal related ye

charred shoal
#

just has the "ti" in it

normal burrow
#

You'll have a good time with all that though i think m1k3 like 1cg mentioned once you get rolling, mathew's videos help with specifics

hoary locust
#

what's CSC?

charred shoal
#

computer science

abstract relic
#

“Triple income”

barren flume
#

i'm having issues with players hosting their game

#

I get an error message saying

#

"Travel Failure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/Maps/LevelGrid1'. Shutting down PIE.

#

and

normal burrow
#

perhaps you didn't package said level?

barren flume
#

I have to do that in client too?

normal burrow
#

I would say if your trying to load the map yeah

barren flume
#

how would I package it

#

I know about that package one

#

for the device it will be played on

normal burrow
#

its in project settings somewhere, you can manually define additional levels

barren flume
#

hmm

normal burrow
barren flume
#

so I just copy and paste the map name there?

#

okay

#

then I can package like normal?

#

hm

#

now i get this message

#

TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_PlayPlace''. Shutting down PIE.

unique kraken
#

okey

#

can someone tell me how to strech that noise texture

#

all i wanted to do is strech it along the tangent or something

#

nvm, it decided to magically work

normal burrow
#

are you running the server in editor or something mister?

barren flume
#

i don't know

#

oh yeah i have it set as listen server

#

in the editor

normal burrow
#

can't say i have enough knowledge here to be of help. perhaps try running the server outside of the editor

barren flume
#

i think i fixed it

#

i added those packages

#

and restarted the editor

#

now when i start it will load the level and freeze for a couple of seconds

#

then i'll lose connection

#

i thought the freeze thing was from the level loading in everything at once

#

and i wanted to try the streamed level thing

#

but not sure if that would be it

#

and when I press the compile button it does nothing

late stag
#

Did anyone take the Reubens course if so can you help me

barren flume
#

aw 4.25 only can package 64bit windows

fierce tulip
#

yuz. 32bit is depreciated from now on

barren flume
#

the development module is deprecated and you can still use it

#

that's the message i'd get when i use it

#

weird

#

it says it will be included

fierce tulip
#

yea, for the few teams that really need it still

abstract relic
#

Basically means the axe falling

feral crow
#

Does anyone know how I can add animations to enemies made with Blender?

#

Do I need to rig it in blender or somthin?

abstract relic
#

Yes

feral crow
#

Alright thank you.

plush sky
#

Also if i am never going to use Datasmith can i just not build it?

normal burrow
#

are you building for cpp17?

plush sky
#

No idea. Using VS2017

normal burrow
#

yeah i can't get datasmith to go either on .24 anyways

plush sky
#

Worked fine for .24

#

the VS2017

#

i mean

normal burrow
#

its admittedly a nightmare to get it to use 2019 if 2017 is installed but there is a way, i'm not familiar with it though. just installed windows

#

but may want to consider 2019 was the point of all that.

plush sky
#

I tried that for 4.24.3

#

was told that its better to use 2017 as it doesnt require a bunch of stuff to get working with UE4 or something

#

Do you use 2019?

#

If so would you be around later if i download that after uninstalling 2017 to help with like what dependencies i need ticked in the 2019 installer?

#

I found that i had to tick a butt load in 2017

#

-_-

#

Like 100gb worth

#

to get it to compile

normal burrow
#

I do use 2019 yeah

plush sky
#

Cool

normal burrow
#

and 4.24 takes at least one change to get it to compile with 19 i think but i wouldn't be surprised if 25 fixes it

plush sky
#

nice

#

Can you screenshot me the stuff you have ticked in your 2019 installer?

#

So i know if i have them ticked it SHOULD work 😂

#

I also read somewhere i can exclude stuff to make the engine build smaller. like if i do not intend to release on ios or android i can remove those from the engine before i compile or something. Know if this is true? I have a 1tb SSD and its pretty full of stuff i need and if i can make the engine smaller id love to know!

I only want Windows 64 and Linux64 if you know what i need to put in the commandline to get rid of everything else id really appreciate it.

normal burrow
#

anything dot net in the individual components tab

#

if i open the installer it'll want to update 😄

#

my internet can't take it rn

plush sky
#

cool, i normally tick the main 4 and then game dev c++ and all the .net stuff since like 4.15 but over the updates ive been needing to tick more and more to get it to compile 😂

normal burrow
#

when you go to build

#

if you want small, just press F5 once UE4.sln is open

barren flume
normal burrow
#

that'll just build default plugins and engine

dim arch
#

fucking sigh, just spent like 1 hour trying to figure out why my machine cant detect my phone

normal burrow
#

if you go to build->solution it'll be massive, cause all the plugins

barren flume
#

is that fine

dim arch
#

it shows up in device manager as an unknown device and says "failed to send device descriptor"

#

turns out, it was a faulty USB cable

plush sky
#

yeah thats what i normally do since im scared if i dont something wont work when im using it 😂

barren flume
#

how can I fix that

plush sky
#

@dim arch Sounds about right, had a similar problem last year

#

Its a warning right?

#

I love to fix warnings too but warnings shouldnt break the game

barren flume
#

nvm

#

i realized i had a different level name

plush sky
#

Yep that was what i was gonna say next

#

I renamed the level but didnt update the project settings maps and modes

#

😂

#

@normal burrow Does building just the engine like you said stop me from doing multiplayer dedicated servers?

normal burrow
#

don't think it would, worse case if you have a plugin on your project you didn't build: it will build when your project needs it

plush sky
#

Oh nice

#

Also, i got some plugins from the marketplace that are editor plugins.....but i need to disable them when i build my project or i get errors

#

Is that normal?

barren flume
#

nope that thing is still happening @normal burrow

plush sky
#

Wierd

barren flume
#

"TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_PlayPlace''. Shutting Down PIE."

#

I don't know how to fix it

#

i don't even know where the UEDPIE_0_ came from

#

the level loads in though

#

but then it just quits and then i get that message

royal pewter
#

I use the latest version of UE (Version: 4.24.3-11590370+++UE4+Release-4.24) and I'm struggling to find this kind of "double" set; anyone have an idea?

plush yew
#

i created a monster was aiming for a friendly ai

barren flume
#

i just noticed

sly coyote
#

@royal pewter its setting a struct

barren flume
#

i only get that message when i have listen set in options

#

when it's off the level loads fine

sly coyote
#

you make those by rightclicking the content browser, then create blueprint struct...make it have whatever variables you want...can be anything....

royal pewter
#

@royal pewter its setting a struct
@sly coyote Thanks, how can I find it?

sly coyote
#

like this is my costum color struct i created for my umg widget

royal pewter
#

Oooh, okay!

sly coyote
#

theyre super useful

#

you can make arrays of structs too

#

and structs of structs

#

just try not to bury yourself too deep cause you can easly lose track of what structs hold what info

royal pewter
#

It's like an object in programming?

#

Yes, of course...

sly coyote
#

its literally a c++ struct

#

object (in java?)

royal pewter
#

Ok, it's easier to understand like that ^^'

sly coyote
#

this is my custom color struct, it store info on the colors defaults, sections of the body , and if i will be using a custom color on that section

#

this one stores a ccharacter costume

#

just to give you ideas of how i personally use it

royal pewter
#

Okay, thanks! I'll note that!

snow reef
barren flume
#

that's the project name

snow reef
#

yea thats what im trying 2 change

barren flume
#

the uproject file

sonic pagoda
#

so i was looking at this

#

is this a thing? that you can use a variable in a function like that, without needing to set it?

#

this is from ALSv4 btw

#

and those variables do not exist outside of this function

#

and neither are they local variables(at least in the drop down for local variables)

sly coyote
#

its in the exec node

#

it exist as local

sonic pagoda
#

oh wow , i did not know that

storm terrace
#

static ConstructorHelpers::FClassFinder<ARanger> PlayerPawnBPClass(TEXT("/Game/Content/Assets/Ranger/Player/Ranger_BP")); That fails with the reply

#

Error: CDO Constructor (Level_1): Failed to find /Game/Content/Assets/Ranger/Player/Ranger_BP.Ranger_BP_C

#

Do any of you have any ideas?

sly coyote
#

its content/ not game/content/ i thought

storm terrace
#

now I get LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED:...

sly coyote
#

yeah its prob game/ sorry

#

havent messed with it for a while now

barren flume
#

i still can't fix it

#

the level only loads when i have the listen option off

#

welp

#

I fixed it

#

it was only just this

#

yep it works now

#

Thanks anyway @normal burrow

storm terrace
#

still getting that even with a brand new pawn

#

any ideas?

ruby folio
#

I dont think you also need Content in the path.

deep citrus
#

I'm having a bit of a graphical issue in 4.25... Let me share a couple of videos so I can explain it better...

storm terrace
#

@ruby folio So you mean omit Content or omit /Game/Content

deep citrus
grim ore
#

Content and Game can be interchangeable depending on which code is calling it, your root path in the project for your "stuff" is going to be one or the other not both. if this item exists you can ask it for the path in the editor

deep citrus
grim ore
#

and you end up with something like StaticMesh'/Game/Geometry/Meshes/1M_Cube.1M_Cube' or you can mouse over the item in the content browser and look at the path

deep citrus
#

I'm not much of a graphics person, but could it be that temporal antialiasing is going nuts when I set the time dilation to a low value?

grim ore
#

how are you handling animation for that ?

ripe saffron
#

without time dilation you have a big jump in your anim

storm terrace
#
ALevel_1::ALevel_1()
{
    // set default pawn class to our Blueprinted character
    static ConstructorHelpers::FClassFinder<ARanger> PlayerPawnBPClass(TEXT("/Game/Assets/Ranger/Player/Ranger_BP"));
    if (PlayerPawnBPClass.Class != NULL)
    {
        DefaultPawnClass = PlayerPawnBPClass.Class;
    }
}

@ruby folio I tried what you said and yay, it didn't give any errors, but it didn't change my default pawn either. got any more ideas?

deep citrus
#

how are you handling animation for that ?
@grim ore I have an animation blueprint that transitions from the aiming to the launch state. crash_thinking

#

without time dilation you have a big jump in your anim
@ripe saffron Yeah, I still need to make the transitions smoother. It's especially weird when I don't change the time dilation and the object I'm interacting with is moving, then the character will skip to where the object is before launching herself.

#

Any idea why everything gets blurry when I change the time dilation? crash_thinking

ripe saffron
#

I would guess this is causing motion blur ? issues when you dilate as its not a smooth transition

#

what happens if you disable motion blur ?

deep citrus
#

How do I do that, again?

hushed bluff
#

Hey guys im having trouble spawning an actor in the game world.
AMyCharacterManagement* tmpReference = GetWorld()->SpawnActor<AMyCharacterManagement>(spawnObject, location, rotation);
That is the code im using but every time it crashes saying exception access violation

ripe saffron
#

erm .... its set in camera and post process and somewhere else I think ....I would try disabling in the camera

#

@deep citrus

deep citrus
#

That's the camera.

ripe saffron
#

that means its using the default i think

deep citrus
#

Now I disabled it in Project Settings... Let's see...

ripe saffron
#

check ammount and set it very very low

barren flume
ripe saffron
#

cool

deep citrus
#

Changing it in the project settings fixed it! But I do want some motion blur, so I'll play with the values a bit. Thank you, @ripe saffron! Hopefully I won't have to change those motion blur values every time I change the time dilation... morgana_thinking

ripe saffron
#

If you fix your animation transition motion blur should be fine

deep citrus
#

Really? crash_thinking But even objects that aren't being animated were getting affected by that. It's very noticeable when you move the camera.

#

It's like the motion blur got higher to make up for the low time dilation.

#

The time dilation is almost zero. I've tried setting it to zero before but that didn't let me do some things that I wanted.

ripe saffron
#

yeah motion blur is a bit weird and annoying with a moving camera ...actually I have mine set very low

#

but big leaps in position are not helping

deep citrus
#

Thanks again! I'll do some experiments and see if I can improve this. CrashThumbsUp

storm terrace
#

@ruby folio I got a solution
header

class THIRDPERSONSHOOTER_API ADefaultGameMode : public AGameModeBase
{
    GENERATED_BODY()

public:
    ADefaultGameMode();
    
};```
then source
```ADefaultGameMode::ADefaultGameMode()
{
    // set default pawn class to our Blueprinted character
    static ConstructorHelpers::FClassFinder<ARanger> PlayerPawnBPClass(TEXT("/Game/Assets/Ranger/Player/Ranger_BP"));
    if (PlayerPawnBPClass.Class != NULL)
    {
        DefaultPawnClass = PlayerPawnBPClass.Class;
    }
}```
and make that your game mode
works on the game mode, does not work on the level cpp files
#

but that is defiantly not as elegant

#

Anyway, thanks @ruby folio for pointing out I needed to omit Content a while back, don't know if I would have solved this if you didn't tell me

#

just realized, the level_1.cpp I think would have worked, but didn't because it wasn't set in the World Settings > Game Mode > GameMode Override

tiny sonnet
thin tendon
#

Is there a way using blueprint. To create a mouse click at a chosen location?

tiny sonnet
#

i did not understand what u mean

thin tendon
#

For example If i wanted to use blue print code. To tell the game. Move the mouse to the screen center. And mouse left click = true.

mint raptor
#

honestly this is probably a dumb question but i've been skimming the internet all day and i feel delerious. is there a way to create like a simple ios mobile app (not for the app store necessarily unless it has to be) without a mac (therefore without xcode)

#

with unreal^

plush yew
#

Just use common sense... and make a function that your mouse click event will call then you can call that function whenever... if you don't understand what i am talking about then you have to learn programming at a basic level..

thin tendon
#

The purpose is to be able to call the default on click of UMG

plush yew
#

honestly this is probably a dumb question but i've been skimming the internet all day and i feel delerious. is there a way to create like a simple ios mobile app (not for the app store necessarily unless it has to be) without a mac (therefore without xcode)
@mint raptor welcome to the club where every developer hates apple for their dumb way of making development possible

#

You need a mac

#

Or at least a VM with macos installed on it

mint raptor
#

nw thank u haha

plush yew
#

Latter will save you thousands of dollars wasted on a useless piece of hardware that you can only use for 2 years max

#

The purpose is to be able to call the default on click of UMG
@thin tendon what for

#

You can call setcursor position

#

But why u need this in UMG

mint raptor
#

tis smart business ig tho thank u at least my brain can stop dying now!

#

is android easier?

plush yew
#

Yes android is easy

#

And only costs 20 a year for the pla store

#

I am not sure anymore

thin tendon
#

I'm working on creating a virtual cursor controlled by a gamepad. Everything works. But I'm looking at a simpler way to do it with less set up. If I can create a mouse click without using a mouse. It will make it way simpler.

mystic holly
#

I know this isn't really the place the ask, but does anyone know how to fix the valorant key not working?

plush yew
#

Then make a virtual one. Why u need a real one?

#

Valorant key?

#

Ask riot games

#

This is the unreal engine discord channel

#

Im sure they have tech support too

tribal delta
#

im having trouble with simply adding textures and materials to my project. i was using unity but switched to unreal cause it seemed easier and it is because i managed to make a map and get basic textures in and i made a terrible lake but im having trouble making a river and a waterfall also. im making a survival game but its not reall like anything thats out right now and its just me on the project for now i was wondering if someone thats good at making good water effects like lakes rivers and waterfalls but also good at making it possible to upgrade tools and weapons in the game. im not exactly sure how to go about doing that kind of stuff but i would love to learn. i guess if anyone is up to help on this project ill take anyone i can get. i want to make almost everything interactive like cutting down trees and stuff like that. im not gonna explain everything here but send me a message if this sounds like a fun project to work on

plush yew
#

It's not simpler, but you can use c++ to trigger events. From blueprints it's not gona work

thin tendon
#

Then make a virtual one. Why u need a real one?
@plush yew Thats what I'm trying to do. But I'm looking for a way to trigger the default onclick method inside widgets of like buttons etc. With out having to set up custom events on each widget. And handling it all from my cursor widget.

plush yew
#

im having trouble with simply adding textures and materials to my project. i was using unity but switched to unreal cause it seemed easier and it is because i managed to make a map and get basic textures in and i made a terrible lake but im having trouble making a river and a waterfall also. im making a survival game but its not reall like anything thats out right now and its just me on the project for now i was wondering if someone thats good at making good water effects like lakes rivers and waterfalls but also good at making it possible to upgrade tools and weapons in the game. im not exactly sure how to go about doing that kind of stuff but i would love to learn. i guess if anyone is up to help on this project ill take anyone i can get. i want to make almost everything interactive like cutting down trees and stuff like that. im not gonna explain everything here but send me a message if this sounds like a fun project to work on
@tribal delta the kind of game that you're making is not relevant to anyone. And i am sure it's exactly like the other 1000 games as you can't tell whats unique about it in 1 sentence

finite eagle
#

is it possible to get any form of SSR on mobile or is it just cubemaps or GTFO

plush yew
#

@plush yew Thats what I'm trying to do. But I'm looking for a way to trigger the default onclick method inside widgets of like buttons etc. With out having to set up custom events on each widget. And handling it all from my cursor widget.
@thin tendon you just said you want to trigger the events for the real one. I am saying make a virtual one and use that. Or youre up for C++ hackery i guess

mint raptor
#

erm what exactly would a vm with macos ential

#

entail*

thin tendon
#

I would prefer not to use C++. Trying to see if a BP only method is possible

finite eagle
#

look up niresh, theres some premade images you can get for vbox

tribal delta
#

well it is aimed towards using primitive technology to make tools and weapons and leveling them up to have better tools and weapons making iron and stuff like that and id love to make it VR supported also. thats not everything in the game obviously but thats a quick explination to it.

plush yew
#

erm what exactly would a vm with macos ential
@mint raptor becaus i am a cheap ass i torrented a cracked version of VM ware and installed a hacked version of MacOS and built my app in that.

#

Theres a YouTube video on this btw

mint raptor
#

hahaha aight aight sweet did it still require those $100 apple dev things

barren flume
#

how can i make an update for my game

plush yew
#

Yes you still have to pay for that crap

barren flume
#

instead of making people reinstall the whole thing

mint raptor
#

ugh

plush yew
#

I had to wait 2 months because apple forgot about me

mint raptor
#

aw:(

plush yew
#

I had to go on reddit to rsge about it

#

Then finally they activated my dev account

mint raptor
#

they shouldve given u a discount

#

did u at least get an extension on the annual

plush yew
#

well it is aimed towards using primitive technology to make tools and weapons and leveling them up to have better tools and weapons making iron and stuff like that and id love to make it VR supported also. thats not everything in the game obviously but thats a quick explination to it.
@tribal delta no offense but i think no one really cares (including me) i was guiding you to the right channels to find what u need.

tribal delta
#

cool fuck off

#

feels like a rocket league group

#

bunch of assholes

plush yew
#

did u at least get an extension on the annual
@mint raptor you're talking about apple... they didn't even bother to come up with a proper company name

#

Guess they would bother about their customers

#

😅

mint raptor
#

u should email them for an extension or something

#

ugh there goes a kinda cool assignment idea tho i was gonna do like an AR space

plush yew
#

cool fuck off
@tribal delta everyone here is making their own game. And most people here couldn't care less that you can't make your texture. Yet you ask us to make ur game for you. Now we're a bunch off assholes because you're looking for help and i told you where to go find it. You're a nice one.

#

R/inat r/gamedevclassifieds etc

#

Theres also a gamedev discord

#

You will find more luck there

tribal delta
#

i wasnt asking someone to build my fucking game for me.

barren flume
#

should i use project launcher to create updates?

plush yew
#

Updates?