#ue4-general

1 messages Β· Page 729 of 1

barren flume
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yeah

plush yew
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Like dlc?

barren flume
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i'm trying to create an update for my game without making people reinstall it

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i fixed some bugs

plush yew
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Lah

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Steam takes care of that

barren flume
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aw nevermind then

plush yew
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Just reupload your game

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i wasnt asking someone to build my fucking game for me.
@tribal delta so theres nothing to talk ahout then. Thanks for sharing that u can't make a texture

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πŸ‘ 🧐

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Good luck with your game tho

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I would prefer not to use C++. Trying to see if a BP only method is possible
@thin tendon i would create a fake mouse and control that with the other types of controllers

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Have a look at this

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Quick google search

tiny sonnet
thin tendon
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@plush yew Thats exactly what I am doing. I just need to figure out how to create a pointer event that will trigger a buttons default on click

tiny sonnet
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i think there is something wrong with stonedgamer5000 in the head

plush yew
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Is it a c++ struct?

tiny sonnet
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no bp

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basically the same thing tho

plush yew
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Well you have to do bit more work in c++

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I think theres a checkbox you missed in the struct editor

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πŸ€”

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What kind of struct is that?

raw elk
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Has anyone else experienced the viewport flickering when running for a while in DirectX 12 with ray tracing enabled?

short vector
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quick question i made a character for the game but the problem is some textures are off, everything looks fine in unreal editor.
what am i doing wrong?

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for a game*

plush yew
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@short vector certainly you do something wrong

short vector
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the texture of the model in game is there but some body parts of the model texture is like flip

plush yew
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how about you show a picture

short vector
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i will

plush yew
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instead of letting us imagine what problems you could have?

short vector
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sorry

plush yew
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i have weird imagination and im sure you dont want to work with that

short vector
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hope someone could help

fresh shuttle
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Anyone knows how to add inertia to a pawn with characterMovement

plush yew
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How to get a value from an FProperty?

raw elk
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It appears to be tied to global illumination

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Just wondering if anyone else has experienced this/knows of an obvious fix that I'm missing or anything before I go filing a bug report. I've experienced this on a few different projects on 4.23 to 4.25

vast anvil
blissful trail
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when i try and make a new c++ class ue4 says no

plush yew
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Hello guys I opened new level and rendered all the shaders but I saw that it is not very good and I want to decrease the settings of the quality, i Mean textures and these stuff, but idk where is in the menus

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can you help me?

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you have not vs maybe? @blissful trail

blissful trail
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hm works on 4.23 but not 4.25

plush yew
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Hello guys I opened new level and rendered all the shaders but I saw that it is not very good and I want to decrease the settings of the quality, i Mean textures and these stuff, but idk where is in the menus
can you help me?

lusty rampart
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I am going through the tutorial to make a niagara emitter that spawns particles based on a skeletal mesh. I got it working pretty easily in 4.25, but when I set it to be a GPU system, when my dude (third person starter project) runs right, the systems disappear, when he runs left they show back up. With a CPU emitter, there's no problem. Presumably it's an orientation type of thing, but I can't really figure it out. Does that ring a bell with anyone?

upbeat lake
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is there a way to copy or move a directory in python with all internal references also pointing at the new locations? something like advanced_copy or move that you can execute when dragging folders in the content browser?

fiery mortar
bold lintel
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So my game requires UI input(clicking buttons) while keeping the movement going - Think construction in Fortnite. But as soon as I click on the UI button, movement stops and I need to release and press the key again. I've tried setting focus and everything, but nothings working. Any ideas how to resolve this ?

warped tangle
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I'm assuming you have input mode game and ui

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@fiery mortar there's a setting on the sky sphere I believe for full or half hemisphere....something like that, I can't remember exactly. Change that and you should see a difference

bold lintel
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@warped tangle yes

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set the input mode to game and UI, called the SetFocus() function on the widget as well.

late verge
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excuse the amateur question, but for someone who has never delved into programming but wants to get into game dev in ue4, should i start with learning blueprints then going into c++, or just start out with c++?

sturdy star
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if you don't know programmign you can get by with blueprints

abstract relic
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Prefer introducing people through bp first personally. Even if your goal is cpp. Just makes for a good primer.

honest vale
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start with blueprints

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especially if you have never done any kind of programming

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even setting up the development environment without any kind of experience can be a hurdle even if you're just installing an application or two

late verge
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@sturdy star @abstract relic @honest vale how steep is the BP learning curve? and what's the transition from BP to C++ like?

abstract relic
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My dumbarse artist brain handled it well. All I can say on the subject.

normal burrow
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Lies lol

plush yew
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I have to do landscape material.
I want this material to be professional.
Are there any resources you can recommend?

normal burrow
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Learn BP nerf

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Then make BP nodes with C++

soft panther
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can someone help me

honest vale
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@plush yew use material functions for defining layers and then just blend those mat funcs in the main landscape material

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de-clutters the material really well

soft panther
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i try to import obj from google and it doesent import me his textures

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not at all so what i should do

honest vale
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.obj files don't come with textures in the first place

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import the model, then import the textures

plush yew
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@honest vale Do you have a video or resource for this to help.

soft panther
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ok thats new and i also tried to import it as fbx

honest vale
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then make the material using the textures and then slap it on the mesh

soft panther
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yea but how do i download his textures ?

lavish garden
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hello all, what's a good youtube series for unreal that i should watch right now.. anyone have suggestions for good FX tutorials??

soft panther
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i try to download this but where his textures r ?

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i download the fbx mesh but how do i download his textures ?

young bobcat
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Hello to everyone!

I’m going to create a game, this is kinda hard in solo, that’s why I’m looking for teammates, you don’t have to be super smart or something like this, all you need the passion of making games.

If you are interested - write to me πŸ™‚

abstract relic
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Wrong channel

soft panther
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maybe i contact with u

normal burrow
abstract relic
soft panther
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so someone know how to help me solving my probkem ?

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problem ?

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i try to download this but where his textures r ?

i download the fbx mesh but how do i download his textures ?

abstract relic
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Cease spamming

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Ask the website

plush yew
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When preparing landscape material, they say do not pass 16 textures, is that true?
If it is true, I have more than 16 textures. What should I do?

normal burrow
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Who’s they

plush yew
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How do I create permanent animation
Such as lifting bags and walking while lifting them?
@plush yew blender

abstract relic
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This is the witching hour or something. Run pat

soft panther
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its witching hour now ?

proper wren
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@plush yew set the texture samplers to wrapping, instead of clamping

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Then you can have way more

plush yew
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@proper wren I do not understand, is there a video narration or a photo narration?

lavish garden
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heh.. i'm looking for talent.. not like trying to hire anyone.. i'm just trying to learn some for me. 8D

plush yew
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@plush yew

proper wren
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I'm on phone rn, but yeah Azarus showed u

chrome axle
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So, this week i learned the hard way that pathfinding and character movement is extremely performance heavy, when you have a high number of characters. I'm building a simulation type game with a lot of ai characters and sadly I had to remove the scope of things

plush yew
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@lavish garden good luck with that, no one knows how to make games here and if they do they are too busy to teach πŸ˜„

soft panther
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Where do i connect AO_Texture ?

chrome axle
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reduce*

soft panther
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Where do i connect albedo_Texture ?

plush yew
proper wren
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Albedo is the same as basecolor

plush yew
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Maybe animation
Β  Lift the bags I need put them in the pose? @plush yew
@plush yew i don't know what bags, and what pose you need, you asked for animation had no idea what kind of animations you want. Be more specific and you'll get more specific answers

soft panther
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thx guys

plush yew
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you can do animations in blender, in a curve, on timeline and many other places..

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god dammit, it's been 5 years and we still don't have this anim blueprint nightmare sorted out

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everytime you open a node in the graph editor it changes the tab instead of opening a new tab and it gets better... it opens a new tab everytime you open a state machine so at the end of the day you have this:

abstract relic
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Going to tell you a secret to crashing your project. Undock one of the tabs. Have fun.

normal burrow
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||dock animation graph into animation viewport πŸ’₯ ||

forest tree
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Going to tell you a secret to crashing your project. Undock one of the tabs. Have fun.
I'm not sure I've had that happen @abstract relic

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Is it maybe version specific?

manic pawn
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open two tabs to the same blueprint function and then put them next to each other for multi user editing with yourself br_eyes

barren flume
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i'm so confused

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the fps is dropping without even doing anything

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don't worry about the red

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that's because i wasn't in the editor

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i'm just talking about it went from 60fps to 50fps to 48 to 40 then down to around 30 then 15fps

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nevermind fixed the issue

forest tree
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I've had that problem before and I believe it was the result of a plugin. What was the issue in the end @barren flume ?

barren flume
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i had a couple pawns in there that would always face the camera and would get actor rotation and worldlocation

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and was constantly changing everytime it moved

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and my fps dropped

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after i deleted them

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it fixed

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i even have better framerate now

zealous cloak
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in a larger or experient team how are 3d assets handled

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are all in a specific scale?

storm terrace
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any of you know how to fix this?

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when cooking for windows?

zealous cloak
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i never done modelling, but i have a tiny man with mustache, a large woman and a huge man with a hat
sth seems weird

forest tree
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Blender @zealous cloak ?

zealous cloak
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it comes from an old unity project

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i think it comes from 3dmax

forest tree
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This applies to any modelling software, but you have scales/units you can reference

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Just make sure you use a consistent scale

zealous cloak
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but its not my job since im not an 3d artist?

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to keep all consistent?

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to look for such stuff

forest tree
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I mean, if you can delegate it to someone then go ahead. But if not, use a modelling suite to just scale it properly

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It's not such a big deal to do really

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You can also change the import scale in Unreal

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But I would fix it at the root

zealous cloak
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its more that i dont wanna edit 50 assets, that are wrong

forest tree
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So you can import with a scale of 1 for each model

zealous cloak
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i#m really bad realy bad at measuring stuff

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i need the numbers then i could edit the fbx yes

forest tree
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You don't have to measure much

zealous cloak
forest tree
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All 3D suites have an integrated scale/unit system

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Yes, correct

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Import uniform scale

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You can modify that

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But again, that's a workaround

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And actually harder because you don't know what scale the original models were exported at

storm terrace
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solution above

forest tree
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You'd need to do it one by one

zealous cloak
forest tree
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Instead of just importing it in Blender for instance, setting the scale to something appropriate as per real life measurements in meters, exporting.

zealous cloak
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its like 20 fbx

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maybe 30

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i ask the person who made the assets to do it

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@forest tree found the error
thats the only existing fbx we have

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so its allready wrong in the old project

safe rapids
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Should I learn blueprints or c++ ?

forest tree
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They synergise @safe rapids, answer can actually be both

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C++ is great when you need performance or your system becomes complex. Blueprints is great for concepting things or for simple systems.

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It's very situational

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There's a ton of questions like this on the subreddit, have a look through

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They explain better than I can

safe rapids
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Ok thx

loud knoll
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@safe rapids What are you trying to do as a game developer? Make great game play or optimize how well the game play runs, they can be done by the same person but what is your focus right now?

safe rapids
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Make "great" gameplay

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Something that works...

loud knoll
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BP's will allow you to work in a sloppy experimental way to quickly "mine" for great game play that is why I like using them in the discovery of game play, but this is a personal thing to with my own reaction to seeing pages of code over seeing a fun looking node based system, when I see pages of code I go this is serious and I have to make sure I dot every i and cross every t for it to even work. Also I dont have compile code so the feedback loop on BP's is much faster to see a result. Now if something is running slowly and I hit the limit of what can done with BP's then redoing that same good game play in C++ seems much easier as I have already solved the harder problem of finding game play that find acceptable or worth having the world play.

safe rapids
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Wow ok, thx

loud knoll
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This is my own personal mental issue, its not how everyone sees everything or how everyone's mind reacts to the same situation so you have to figure out what works best for you.

safe rapids
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I think I'm gonna stick with this

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I have another question, what is paper 2d ?

loud knoll
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paper 2d is the "2d version of the engine"

safe rapids
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Where can I find a tutorial ?

loud knoll
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go to the unreal site and they have a beginners section that will explain everything in detail and offer a link to tutorials, for most of these basic questions just google it and you will find EPic has covered all those bases at starting level, as you get deeper you will find tutorials for maybe what you are looking for outside of what Epic offers.

manic pawn
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paper 2d is a fairly limited abandoned 2d plugin

safe rapids
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Ok, thx

loud knoll
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yeah one thing you might not realize yet Paper2d was sort of a marketing play to get people to use the engine for simpler games to bring over Unity users but it was never finished as the overhead of the entire engine and memory size was never going to compete or that is how I saw it.

manic pawn
safe rapids
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But I can make 2d games in the default engine too no ?

loud knoll
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yes you can and should

forest tree
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There's better engines for 2D though

loud knoll
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just constrain the camera to 2d

safe rapids
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I know there are others but I like to have 1 and a good 1

safe rose
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Just buy all the Paper2D extensions on the marketplace

loud knoll
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yeah if you want to make a super small game that is focused only 2d then other engines might be better for you but if you want to be a well rounded game developer

forest tree
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Godot comes to mind

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Fantastic for 2D games

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But sure, if you're set on learning Unreal, it's totally up to you

loud knoll
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@safe rose How can you say that man, they are arent all tested or shipped together in a product so you dont they will work together or are updated.

safe rose
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Just buy them all

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It's not like anyone is going to listen to anything said anyway

loud knoll
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@safe rapids opposite advice don't buy anything off the market place until you understand that you are taking a bunch of code / art / various other things that might have never shipped in anything written by a jackass. If you never plan on shipping anything market place assets can be used to kick start or speed up starting up but each element of the project needs to ship at some point and you will end up fixing all the bugs they never fixed to ship your own game.

safe rose
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Opposite of that advice. Buy everything and just do what Ark & PUBG did..and make millions.

loud knoll
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but they had a team of people to fix that stuff bro I love you mang but come on...

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you are sounding like a bitter vet now.

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πŸ™‚

safe rose
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But I bet he'll just do whatever he wants anyway

forest tree
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I come from a web background so I'm used to taking a "library" approach, which is how I approach a lot of my marketplace purchases. But you have to be confident you can actually integrate and modify where necessary. Don't do this as a beginner. Get comfortable first.

safe rose
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But seriously, those Paper2D plugins are worth the buy

loud knoll
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Ah Victor I have known you for years on forums as my real name is Victor so I always remember your posts and you are right but we must shepherd young developers not allow them to drive off the cliff, so offer the golden path if they choose not to take it then they can only blame themselves. I never listened to anyone but those brick walls you run into cause damage and look at me know I am damaged.

fiery mortar
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guys what is the best way to light interiors skylight doesn't light the ceiling

loud knoll
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I am coming up on 32 years of being a "pro" game developer I am getting old now, not much time left but I am gaining more wisdom finally.

civic cobalt
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@fiery mortar skylight with custom cubemap?

fiery mortar
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@civic cobalt huh that was so much easier than I thought lol thanks

plush yew
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How can scale primitives like plane or cube using centimeters? rather than xyz = 1,1,1

tiny imp
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I've recently started using UE4 forums. I had created a post there and a couple of people answered. Now, I'd like to close the post but I don't see that option. Does anyone know if I don't have access to it or if I couldn't locate where the option is?

plush yew
forest tree
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Don't delete, it sucks for others having the same issue later on who find your topic

tiny imp
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I saw it but no why would I delete the topic?

plush yew
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well why would you want to prevent people asking questions on a forum? πŸ˜„

tiny imp
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It was a specific question that got answered

plush yew
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well people may have similar problems and they may ask related questions there

tiny imp
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Well, leaving it open seems more logical now

obsidian nimbus
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you might even forget it and get back to that question again πŸ˜›

tiny imp
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Yeah, thanks for the heads up guys

verbal jackal
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How would one go to make TPS character slide down steep slopes, in unity I did it by first raycasting in 4 directions and down to check the slope, player migh be on if higher than certain amount I switched to the sliding mode(thats not a problem I can do something similiar in BP) but the next part I though of as spawning a physics sphere without renderer that rolled and player was just set location to its point, also I am sure this would work in MP, any ideas?

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?
@robust cloak

tiny imp
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@robust cloak Did you build UnrealLightmass if you are building #engine-source ?

sinful thorn
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hi, I'm using a huge NavigationBoundsVolume and my loading times are terrible.. (3kmx3km, takes 20 secs to play on supercomputer). Would it perform better if I had multiple small ones covering the same area ?

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or is my game just too large ?

robust cloak
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@tiny imp Yeah I went into the sln and built it

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I get the following in the logs: Starting up SwarmAgent ...
... registering SwarmAgent with remoting service
... registering SwarmAgent network channels
... initializing SwarmAgent
...... checking certificate
......... certificate check has failed
...... initializing cache
......... using cache folder 'C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET/SwarmCache'
......... recreating SwarmAgent cache staging area
...... initializing connection to SwarmCoordinator
......... using SwarmCoordinator on RENDER-01
[PingCoordinator] Determined that we couldn't ping the coordinator
[PingCoordinator] Coordinator ping failed
......... SwarmCoordinator failed to be initialized
...... initializing local performance monitoring subsystem
...... local performance monitoring subsystem initialization failed

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it just fails everything by the looks of it

tiny imp
robust cloak
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ok thanks

gusty pendant
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Howdy, I'm new to unreal and was just wondering if anyone here has any good tutorial suggestions?

heady saddle
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@gusty pendant it depends on what you want to do, for general gameplay I would suggest looking into blueprint tutorials

gilded eagle
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hello

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i'm trying to install animation starter pack from the marketplace

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when i try to add it to a project it says it's not compatible with that version

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i' ve just installed the latest version .25

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i don't understand why that resource is not compatible...

rare thorn
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Hey guys anyone know why the steam overlay isn't working in 4.25?

gilded eagle
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maybe they have to update their compatibility version on the resource?

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is there a way to download it directly?

fiery mortar
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okay after I built the light it turned to what it used to be, which is just black ceiling so cubemap didn't work too why is this happening just curious

karmic cipher
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Hi, everyone,
Just curious of a possible way to speed up starting of the engine? It could stuck at 39% for a quite a long time. Any hints on this?

manic pawn
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it will just take a while on first open as the ddc must be built

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after that it becomes much faster.. the editor for my 4.25 test project opens in < 5 seconds

karmic cipher
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Thanks, yes, i noticed that. Just wanted to know if we can actually speed it up.
Ok, then another one about speeding up - shaders compiling. It seems we need the Incredibuild (or similar?) to share compiling across the facility machines, right?

honest vale
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only way to speed it up is to get a better CPU πŸ˜›

karmic cipher
honest vale
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sweet, it's better than my 9 years old i7 2600k πŸ˜„

manic pawn
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would be good to upgrade to a ryzen 3900x or better

honest vale
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personally I'm probably gonna get some AMD CPU with a ridiculous amount of cores πŸ€”

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hot damn, my cpu was made with a 32 nm process

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no wonder my apartment feels like a sauna during the summers

manic pawn
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the new threadripper can use like 500W

honest vale
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as long as it doesn't waste too much of it in the form of heat πŸ˜„

manic pawn
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a cpu converts all of it to heat

tiny imp
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it's processing electricity into heat. Neat

honest vale
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TDP of an amd 3950x seems to be 105 W

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my i7 2600k has 95 W

manic pawn
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check the 3970x at 100% usage

honest vale
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Default TDP / TDP: 280W

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sweet

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I could just pile rocks over the chassis and then use it as a stove in a sauna

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4500 euros for that cpu over here

heady saddle
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how do I instantiate a UObject class inside a blueprint? I'm already specificing UCLASS(BlueprintType, Blueprintable), also exposing properties and functions to blueprint with UPROPERTY. Basically I want a struct with functions so I thought UObject would do the trick

tiny imp
supple totem
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It's newobject in c++

karmic cipher
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would be good to upgrade to a ryzen 3900x or better
@manic pawn

IT dep says that we're using only intel's stuff... πŸ™„

manic pawn
karmic mason
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Hello there πŸ™‚

karmic mason
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Any good programmers here? πŸ˜›

thick herald
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no.

plush yew
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Any good programmers here? πŸ˜›
@karmic mason i've only seen angry ones today

karmic mason
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I want happy programmers πŸ˜„

plush yew
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Oj ok. I'll look up my donation link 2 sec

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πŸ˜‡

unique kraken
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anyone know why this is so extremly slow/buggy? sometimes it shows on my mesh sometimes it doesnt?

burnt ether
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Is it possible for me to convert a project to 4.25 ?

ruby folio
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@storm terrace Glad I could help. And yes, leave "Game/" remove "Content/".
Sorry I went straight to bed immediately after posting that suggestion.

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@burnt ether Yeah... of course.
But I would make a backup first. And ask yourself. Do you really need to update.
Haven't even had the first point release for 4.25

abstract relic
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Wait for first hotfix. Always wait for first hotfix.

pure stratus
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Any good programmers here? πŸ˜›
@karmic mason I've just used FVector::ProjectOnToNormal, discarding result 'cause I was sure it mutates argument.
I am a bad programmer today. Along with someone who've forgot to add [[nodiscard]] to mentioned function's declaration πŸ™„.

ruby folio
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@unique kraken You cant multiply a texcoord like that

unique kraken
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hmm

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how could i strech it otherwhise?

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i just want to strech my noise

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I mean visually it works but sometimes it glitches out and is just plain white on my mesh

charred stirrup
#

Hello! I want to create Level Sequence to demonstrate the characters from all angles, I need the camera to fly around the character. How to do it easily? Thanks!

abstract relic
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Make a camera rail >> make a camera >> parent the camera to the camera rail >> set the camera to always orient to object in detail panel >> set the track percentage in sequencer >> render >> profit

ruby folio
winter gale
unique kraken
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@ruby folio well that doesnt work with my noise

honest vale
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@winter gale which OS?

winter gale
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Windows 10 (1909)

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GTX 1050 Ti

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Driver version 445.87

sinful thorn
winter gale
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Issue only happens when the editor is focused. I have the setting Use Less CPU when in Background so when the editor is not focused and if I click the menu directly it works fine initially. Then it breaks because the editor is focused.

ruby folio
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@unique kraken Just do what you were doing and multiply it by a constant 1

unique kraken
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yea i found my main problem

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z depth did something on me

rare thorn
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Steam on UE4.25 = πŸ’©

stuck hinge
#

has this to do with the polycount of the meshes im applying them on? it's an imported map from source engine so the polycounts are very low

rocky radish
#

Steam on UE4.25 = πŸ’©
@rare thorn why (i didn't use steam in 4.25 and i just want to know why)

rare thorn
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it doesn't work it fails to load

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@rocky radish show me a working overlay on 4.25

rocky radish
#

haven't really tried it out, so i just wanted to know

sudden agate
#

@stuck hinge read the yellow warnings

rare thorn
#

also 4.24.3 source build sessions are bugged πŸ˜›

#

so both are useless

plush yew
#

I followed a tutorial on how to keep the left hand attached to the weapon
but when I remove the weapon it does so
it is as if the hand is attached to the weapon even when they are empty-handed
but I don't know how to solve it

rocky radish
#

it doesn't work it fails to load
@rare thorn maybe it's steamworks, i'm gonna try updating and i'll see if it works

stuck hinge
#

@stuck hinge read the yellow warnings
they are directly imported from quixel bridge tho

#

i shouldnt need to adjust anything right?

plush yew
#

help me please

worn granite
#

Oh you're making kinda like a swat game or something

#

coolio

rocky radish
#

@rare thorn maybe it's steamworks, i'm gonna try updating and i'll see if it works
updating steamworks doesn't fix the issue, it still won't show up

split tundra
#

What's the proper way to handle different maps and transitions between one and another?

#

So far I've made a Level for each map of my game, but now I heard about Persistent Level and I'm getting quite confused on how to proceed, is the best way to just place all my maps on the Persistent level and stream through them?

copper wedge
#

Im having an issue importing my DDS cubemap into ue4...as in i can i keep getting an error to import message

#

wondering if anyone could help

#

im using the NVIDIA dds Format exporter but there is no ARGB output only BRGB and it isnt having the same effect

ruby folio
#

@split tundra It depends how you want your levels to flow.
Is it an open world game for example? Or does each level have a beginning and an end?

split tundra
#

@ruby folio It would be a mix of both, to be honest

#

Some levels might be large enough to be seen as "open world" in that regard, but the game is not full open world

#

Mostly each level is per se, so to say

ruby folio
#

Well, if you are having levels load and unload as you walk around. You will need a persistent level to handle that.

split tundra
#

So I should go with level streaming while placing the only persistent stuff into the Persistent Level itself, is that so?

ruby folio
#

Yeah.

split tundra
#

Thank you!

ruby folio
#

Your persistent level doesnt need to contain anything.

split tundra
#

Alright, I'll see what I can do, thanks again

ruby folio
#

The documentation is really good for level streaming.
Also. If you are going to be loading most of your levels based on distance. Use World Composition.

#

I am still getting crashes with this error "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000"
Whenever running around my world.

#

No idea what to do to fix it.

#

I've made new projects with simple landscapes with no landscape layers. Still crashes.

grim ore
#

did you get the full crash log? using crash symbols

ruby folio
#

I thought at first maybe the landscape was too large. Its a tiled world which is roughly 80km x 80km. Made up of 1km tiles
So I tried a smaller level, at 20km, again made up of 1km tiles. Still crashes. (Blank project)

#

I would need to install crash symbols right?

grim ore
#

if you want to see the full crash log yep

ruby folio
#

ok cool. I will give that a go. Thank you.

#

Wow. Editor Symbols is 4GB download haha

topaz marten
#

anyone know if its possible to download an old game and modify it in unreal?

ruby folio
#

No. That would be illegal.

#

But what game?

topaz marten
#

oh smackdown vs raw 2006 my brother wants to make a new menu thing for it and idk what im doing

ruby folio
#

ok

latent moth
#

all, on a server MP game I have a character that goes ragdoll when dead. After a while I disable the physics on the mesh, but on the server (and server only) at that moment the character just... flies away...

ruby folio
#

Its a feature?

latent moth
#

what could it be?

#

lol

#

no

#

shouldn't this just stop the character? I see that it has a little histeric crysis and then disappears

ruby folio
latent moth
#

ok, though kinda physics related...

#

thanks

#

moving there

ruby folio
#

If it works in single player but not multiplayer I would say its a replication thing

hoary locust
#

if you solve it send an email to the Generation Zero guys, that happens all the freaking time in that game but only in multiplayer

brave pebble
#

Hey, i just reopened my blueprint and all tabs are missing, how can i restore to default? It's looking like this

teal tulip
#

someone posted that same bug the other day

winter gale
#

Anyone else having this issue with 4.25? Literally can't click anything.
I found out the issue. It happens only if you Enable Window Animations under General - Appearance in Editor Preferences. @honest vale

lime girder
#

This may be a dumb question but

Can you generate spreadsheets out of Unreal? Sometimes I want to see a graph of how my blueprints will react overtime (I'm spawning X enemies every Y seconds, but if the player kills so many, Z more spawn). I'm just recreating things in Excel but... maybe Im doing it the hardway πŸ˜…

karmic mason
#

Landscape Tool crashing upon sculpting. Anyone got the same? 😦

#

Since 4.24 this happens

worn granite
#

@lime girder You could generate a csv

#

maintain an array of snapshots for things you want to track. At end play, you could write it out to a text file

#

you know how frequently you snapshot, so that's the way you can view timing

lime girder
#

oh thats brilliant

#

i didnt even think you could generate a csv out of BP

reef lava
#

Hey, I’ve an important question here. I’ve done some things about this in the past, but it was long ago, I’m not sure why when I bump into ai or an ai bumps into me at certain points I or the ai will go launching across the map, any good ways to prevent this?

#

Just a run down with my collision setup here: I have a custom ai channel and player channel. Ai blocks ai and player. Player blocks ai and player. And the ai channel is only applied on the ai mesh. And the player channel is applied on both the mesh and capsule of the player for use with my custom β€œtrigger” channel.

unique kraken
#

hey, is there a way to sort my material parameter?

#

nvm im blind

#

different question, can i somehow apply my instance parameter to my base material as defaul values instead of changeing them all by hand

normal burrow
#

You make an instance of an instance yeah

unique kraken
#

lel

normal burrow
#

Set the parent of the instance to the instance with the defaults is what I mean

opal portal
#

is there like a measuring tool in unreal lmao

normal burrow
#

you could model a ruler

#

i'd appreciate some sort of measuring tool in there though too, can't think of anything

karmic mason
#

Which channel is fitting to post "free test weekend" from our game? Giving out free keys to stress test "Stone Rage" πŸ˜„

fluid bronze
#

So i am making a distance field for my font so i can use it for a text render but when i change the font type i can't find the font in the list. I don't know what i have done wrong.

abstract relic
#

Yes there’s a measuring tool. Go to any orthography window. Front, side, etc. Hold mouse button and drag from point A to B.

fluid bronze
#

Was that to me or to someone else? @abstract relic

abstract relic
#

@opal portal

fluid bronze
#

Okay.

opal portal
#

okay thanks yeah going into top view and dragging the middle mouse button did the trick @abstract relic

worthy spindle
#

Skeletal mesh UV lost after export and re-import?!

I have a character that I want to edit using 3ds max but when I export the Skeletal mesh and re-import it even without editing it in 3ds max the UVs are lost and shown as solid color?? What is the problem??
I tested the texture in 3ds max it shows fine but also when exported back to unreal engine it is lost.

#

UV gets only solid colors no Textures??!

#

Any fix please

abstract relic
#

Check uv map please

#

in unreal

lime quartz
#

Hey guys I was just wondering if there was a way to copy a house from a demo level to a landscape I made in a different level?

ruby folio
#

Copy paste not work?

lime quartz
#

how do I select the whole building?

ruby folio
#

With your mouse???

#

Using the scene outliner?

#

@deft salmon Not sure what you are trying to achieve. But using source control software sounds like your best bet

#

@plush yew Does that layer still exist in the material you are using?

#

Source control

#

Git + Gitlab is what I use

#

You will need to look into Git LFS. Setting up an attributes file and ignore file.
You should be able to find both on github or similar

normal burrow
#

damn nice on measuring tool

unique kraken
#

so i have a eye with 2 materials, one for the front, the lense, and the stuff behind.
i setup my refraction material but i cant see my eye texture behind, any reason why?

hoary locust
#

of all the things I've worked with in unreal, including navier-stokes equations for water simulation, setting up source control is by far the most complicated thing I've run into so far

lyric timber
#

is there an easy way to switch the collision on the 3ed person mannequin to use his physics asset instead of a capsule?

ruby folio
#

@plush yew Sorry I misread. If you make a new streaming distance layer you can right click on a level and hit assign to layer

#

The actual layer itself wont disappear unless all levels are removed from it and you reload the persistent level.

#

So what? When you close the editor, any unused ones will disappear

ebon marlin
#

hey, do we know if the developer of Infinitesimals from Cubit Studios is somewhere here in the discord?

rose wyvern
#

can i open two project?

normal burrow
#

try it

plush yew
#

hello my friend can't push update cus the project is more than 10gb-I didn't set the project to be max 10gb-we use gitlab-where is this setting?

split tundra
#

Something's odd with UE, sometimes when I change something in the level (mostly when placing new stuff), it works fine in editor mode but doesn't when launching.
Namely, the newly added stuff don't appear nor are the removed objects removed.
Any idea why? I need to restart the program for the changes to work.

gilded eagle
#

i've close the anim graph

#

i am not able to get it back

charred shoal
#

I forgot who recommended me Raywenderlich's tutorials but they are very good so far! Thank you

wild cobalt
#

Does anyone know how I can see frames per second in UE4?

gilded eagle
#

ive noticed that inside the event graph it's constantly running

rocky radish
#

Does anyone know how I can see frames per second in UE4?
@wild cobalt CTRL+SHIFT+H

gilded eagle
#

but im not playing anything. not explicityle at least

#

what's going on?

#

ping me please if you can help me out

rocky radish
#

but im not playing anything. not explicityle at least
@gilded eagle it is playing, on the preview of the anim bp

gilded eagle
#

on the left?

#

i've paused and it keeps firing

#

and i've closed other tabs showing animations...

#

:/

#

i'm on latest build .25

rocky radish
#

i've paused and it keeps firing
@gilded eagle then that probally means it is still updating the animation even if the preview is paused

frail sun
#

Modes panel disappeared, not seeing the option in the "Windows" drop down. Any other way to restore it?

normal burrow
frail sun
#

Yeah, mine's greyed out

#

lol

loud knoll
#

@gleaming narwhal Hey man did you guys get any bug reports on Text3D failing to cook when it is component of BP in 4.25?

normal burrow
#

perhaps your not in the main window johnson?

frail sun
normal burrow
#

lol is that 4.25?

frail sun
#

Yes

normal burrow
#

could be a bug 🀷

frail sun
#

Uh oh

normal burrow
#

they reworked the modes panel, maybe forgot to put it back

frail sun
#

lol

normal burrow
#

have not tried 4.25

frail sun
#

Thanks for your time

normal burrow
#

well

#

@frail sun you could reset window layout i think

frail sun
#

Tried that

#

It probably is a bug lol

kindred tapir
#

am i the only one that preferred the old modes panel?

normal burrow
#

darn

#

i can't stand how big the icons are and modes panel stuff was. I dunno what they changed with it though tbh

rocky radish
#

@frail sun it's not a bug

#

there's a setting you can use to un-grey it out

#

but i can't remember what is it πŸ€¦β€β™‚οΈ

#

it's greyed out because only a few modes have these options available

#

for example, the modelling mode (requires the modeling tools editor mode's plugin)

mint umbra
#

Whats the best way to simulate my character's hair?

#

Apex cloth?

rocky radish
#

Whats the best way to simulate my character's hair?
@mint umbra doesn't 4.24 have that fur simulation thing? (i never used it, i don't know if it is a great idea performance wise)

rare thorn
#

@rocky radish already tried that updating the SDK

mint umbra
#

@rocky radish Hmmm cant use 4.24 sadly because it bugs my project :/

rocky radish
#

@rocky radish Hmmm cant use 4.24 sadly because it bugs my project :/
@mint umbra that's sad to hear

trim granite
#

I heard something about volumetric clouds and 4.25, did this not come in?

mint umbra
#

I see there's the AnimDynamics, but that uses anim BP and my characters hair is a mesh, not a part of the skeletal asset. Not sure if that matters or not

split tundra
#

Seems like my actors aren't spawning after loading a streamed level in launch mode, how so?

rocky radish
#

I heard something about volumetric clouds and 4.25, did this not come in?
@trim granite i did not find where do i enable it, been looking for it for a while now

vague robin
#

Does the unreal engine marketplace work in update 4.25

#

Because i cant import items that i bought from the marketplace to 4.25

rocky radish
#

Does the unreal engine marketplace work in update 4.25
@vague robin only the assets that have been updated

vague robin
#

What are those assets

#

So not all the assets will work in 4.25

rocky radish
#

What are those assets
@vague robin you have to check if they are compatible (it's shown on the list of compatible versions)

vague robin
#

Ok

#

Thanks i guess

#

Btw in the megascan bridge app i don’t understand how do i bring those assets to unreal

#

Because i keep on trying but its not working and idk why

rocky radish
#

Btw in the megascan bridge app i don’t understand how do i bring those assets to unreal
@vague robin you need to install the ue4 plugin

#

also, its NOT released on 4.25

#

only 4.24 or previous

frozen pond
#

how long reference blueprints deleting can take? its not responding over 10 minutes but CPU seems working

trim granite
#

@rocky radish not sure, it's just that it was a 4.25 beta feature and someone had it running in 4.24 already.

#

I think there even was a Epic video about it.

rocky radish
#

@rocky radish not sure, it's just that it was a 4.25 beta feature and someone had it running in 4.24 already.
@trim granite you're talking about the volumetric clouds right?

trim granite
#

yes

rocky radish
#

cuz i saw a video from epic and its actually a 4.26 feature

#

that they are making

trim granite
#

ow, hmm, they might have post poned it then.

fierce merlin
#

does anyone have any recommendations for tutorials or courses that take you through an entire game start to finish with multiplayer including either steam integration or how to launch a server/package the game and get other people connected? i feel like im piecing together 10 different tutorials that all have slightly different methods, and even the Udemy course I bought seems outdated (they keep running into things that just aren't there for me)

glacial pecan
#

Do I need to do anything more than add a csv file to get a data table to fill out? Mine is still empty after doing this, and I see no errors in the Output Log

unreal comet
#

Does UE 4.25 break Steam connection? I can't connect to friends now. Is there something I need to change?

barren flume
#

yay i got someone to test the multiplayer with steam

#

and it works

#

sad thing is i was sleeping

rain moss
#

@barren flume Still need a tester? Also could use some advice if you are available.

barren flume
#

he said he was going to do it again

frozen pollen
#

how could i make "drunk controls" where controls change randomly making the game really hard to control

whole quarry
#

randomize the "add movement" inputs

frozen pollen
#

how can i have it only do it at certain points tho

#

just use a branch?

whole quarry
#

Yep

#

Or use a Selector

rocky radish
#

Does UE 4.25 break Steam connection? I can't connect to friends now. Is there something I need to change?
@unreal comet the steam overlay doesn't work with 4.25, i'm disappointed with that

rare thorn
#

@unreal comet steam is broken all together in 4.25

rocky radish
#

hopefully that'll be fixed in a hotfix

unique kraken
#

is there a problem with haveing a part of a mesh refract the rest of the mesh?

brisk urchin
#

Hey guys, I'm trying to package my current project for windows and I keep getting many "unable to load asset.. " and "error loading.." in the output log. Any tips??

unreal comet
#

@rocky radish Aww RIP. Thanks for letting me know. Glad to know it isn't something I did lol

toxic zephyr
#

I'm trying to set the console variable OSS.SteamInitServerOnClient to 0 so I can run a steam server and a steam client in the same machine for testing, but no matter where I set the value at it doesn't appear to work. Any idea what the earliest place during loading is at where I can set it to 0 - which ini file, etc?

rare thorn
#

@toxic zephyr steam is broken in 4.25 so won't mater.

toxic zephyr
#

Luckily I'm still on 4.24 for now.

rare thorn
#

that change was only added in 4.25 it doesn't apply to 4.24.

#

4.24 will do that by default it was only disabled in 4.25

toxic zephyr
#

Ah, so there isn't a way to disable it in 4.24 using the cvar? It's in the code for 4.24.

rare thorn
#

you need to use a VM if you want to test running both on the same system.

toxic zephyr
#

Dang, that's inconvenient.

rare thorn
#

no I don't believe so change most likely was only finished in 4.25

toxic zephyr
#

Ok, thanks for the info.

vague robin
#

Man 4.25 is barely unplayable

#

I cant even go to 4.24

honest vale
#

barely unplayable?

#

so really playable? πŸ˜›

#

sorry, I'll get me coat

vague robin
#

God damn it

#

I meant unplayable

#

God damn it

#

I cant play 4.24 for some reason

#

I cant do shit in this new update

#

Why epic

#

Why everytime you make an update you make the previous update unplayable

grim ore
#

the engines are installed separately, that should not be an issue

vague robin
#

Then why did 4.24 crash on me

rocky radish
#

Why everytime you make an update you make the previous update unplayable
@vague robin that is not what happens, the updates don't affect previous updates

#

Then why did 4.24 crash on me
@vague robin because its an issue on 4.24 itself

vague robin
#

Ohhhhhhhhhhhh

#

Soooo when will 4.24 be fixed

#

Hello

#

Ill just wait

grim ore
#

it wont be fixed, the last binary version of .24 was released

rocky radish
#

Soooo when will 4.24 be fixed
@vague robin i don't think it will because 4.25 release, they already released their hotfixes

wary rivet
barren flume
#

steam works fine in 4.25 @rare thorn

#

for me

#

oh shoot that was an old message

#

thought that was new

#

was trying to make procedural generation but ended up with this

rare thorn
#

@barren flume is it working for you can you show me your config files? have you changed anything from 4.24?

barren flume
#

i just changed the unreal engine version from my project

#

and i used that steam plugin

#

and added it to 4.25 when that update came out

ruby folio
#

@wary rivet The slider max value in UE4 is 150. And it makes any world look like a nuclear bomb just went off. So I dont understand that page at all.

rare thorn
#

@barren flume steamcore?

barren flume
#

no

#

advanced sessions

#

and used this

rare thorn
#

are you sure it works as multiply people have the issue, advance sessions is just extends from the engine so that doesn't affect anything

barren flume
#

steam servers work aswell

#

which is good since people can play with eachother now

#

woah

#

just noticed

rare thorn
#

@barren flume your on 4.24

#

lol

barren flume
#

i'm not

#

all I did was change engine version of project to 4.25

#

downloaded the new version of advanced sessions

#

installed it

#

had a lot of issues with other plugins that didn't support 4.25

#

so i had to readd that to my plugins folder since i deleted it

#

and disabled it

rare thorn
#

are you sure your getting the overlay can you post up a GIF?

gray raptor
#

Im getting a weird error when I launch 4.25 , its pops up with " The procedure entry point DXGIGetDebuginterface1 could not be located in the dynamic library dxgi.dll " I do not get this error when i launch 4.24 and I have tried uninstalling and reinstalling as well as re-downloading and installing C++ framework. I did get this https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_3/nf-dxgi1_3-dxgigetdebuginterface1 as a sarting point for the issue. I am on windows 7 and beleive that is the issue. What I am really wondering is if this will effect 4.25 if I continue my project from there ? or will this only effect the Microsoft Apps stuff outside of the engine ? any solutions for this ?

barren flume
#

steam overlay?

mint sequoia
#

Another engine release, still VR enabled by default

#

How frustrating

ruby folio
#

@mint sequoia Whys that a problem?

normal burrow
#

it just launching software as it does is annoying af yeah

rare thorn
#

@barren flume Yes when starting in stand alone you can open the steam overlay

mint sequoia
#

Because it interferes with people who have VR headsets connected but are not making a VR game every time we make a new project have to go in and disable them

barren flume
#

yeah

mint sequoia
#

Then you hit play after forgetting they're enabled by default and it freezes while oculus store or whatever loads

#

Which happens every single time you play until you disable them then restart editor

#

We've been asking Epic to disable them by default and its clearly falling on deaf ears

rare thorn
#

@barren flume that's very strange it working for some, can you share your engine.ini

mint sequoia
#

VR games are clearly in the minority, the people who actually make them can enable them that rare time they make a VR project

opaque vector
#

Is there a plugin that displays the current short git hash and branch next to the project's name?

unique kraken
#

im.. not really sure what happened.. i just closed and opened ue4 and my bg wasnt blue anymore

sinful osprey
#

@unique kraken There's an option on your directional light to set color based on sun position or something like that. Try clicking or unclicking that. Can't remember which way it went

unique kraken
#

thx will take a look

#

i mean it was still blue when i closed it

sinful osprey
sinful osprey
#

whelp, you've exhausted my 'knowledge' πŸ™‚ Sorry, can't help. Maybe see what options you have under the directional light actor? Maybe that's changed somehow?

grim ore
#

unchecking the colors determined by light seems right, thats what you would expect. You need to rotate your directional light that is linked back to the normal positions (looking down) if you want a blue sky

#

btw that looks like the directional light was reset to 0,0,0 rotation to get that color

#

you might have reset it

#

then restarted and on the next start it refreshed the material

limber light
#

umm... i need help

#

i don't know how to change the look of the mannequin

#

like, i know how to add the shaders

#

but is there a way i can sculpt the head

abstract relic
#

Use a 3D editing tool like Zbrush, blender, Maya, 3D studio, etc

limber light
#

i tried to use blender but i don't know where to get the 'send to unreal' addon

normal burrow
#

guy000 you just export to fbx

#

no one has this plugin

limber light
#

oh

normal burrow
#

it is for some reason in hype phase, where it is not material

limber light
#

thnx

#

wait but after fbx is there a way to export it from fbx 2 unreal

normal burrow
#

drag and drop

limber light
#

oh

#

thnx

#

πŸ™‚

potent prism
#

Hi, Does anyone knows how the engine compiles Blueprints ? I'm trying to upgrade my project to 4.25 but i'am triggering a bnreak point when loading the editor ::CreatePersistentUberGraphFrame

plush yew
#

Can someone help me figure out why Unreal crashes everytime I open my project?

limber light
#

sometimes, when i use Unreal it makes a sudden stop and then i have to wait for a long amount of time for it 2 resume.

#

this usually happens when i am on the play mode

devout fog
#

Where is a spot I can seek someone to provide me with help, specifically with Amazon Gamelift integration to UE4? it's fine if I have to pay. I'm tired of trying to get help by asking for free and no response. I have no idea where to go and am having frustrating issues.

worn granite
thorn hazel
#

@devout fog .. if you want to hire someone, you can post in #looking-for-talent .. by messaging the @plush yew

worn granite
#

The trick then is making sure the person actually understands Gamelift

thorn hazel
#

or you can ask questions in #ue4-general .. if they don't fit elsewhere

#

describe, what needs to be done, check previous works, don't pay all the amount in advance ..

#

keep it simple & communicate

frozen pollen
#

im assuming this answer to this is going to be a resounding no, but is there a way to have an unreal engine game completely delete itself when something is triggered

worn granite
#

not without C++

#

And some AV programs might get suspicious...

frozen pollen
#

fair enough fair enough

#

but i want to do a sequence where the game "deletes" itself and the player has to actually reinstall it and im just curious if it's actually possible

worn granite
#

Basically you spawn off some kind of watchdog program (or it loads the game). When you wanna delete the game, that program shuts down the game process and waits for all the handles to close out, then nukes the install directory

frozen pollen
#

how difficult would it be to do that lol

worn granite
#

You'd be left with only the watchdog and any directories leading to it

#

to preserve the settings/state, you can just create some kind of save and it should survive (as Saves are typically under the appdata dir)

#

You can even pick up where the story should automatically

#

Also Steam might be annoyed if you're going that route

#

The software, not Valve

#

Total beginner to UE4/C++?

weary basalt
#

@devout fog What questions do you have about GameLift?

devout fog
#

It's more that I need some personalized help/tutoring I suppose, I mainly do blueprints and the basics of setting this stuff up is a bit beyond me, I struggle with text based stuff. For example, I'm following the amazon guide and it says to do "msbuild" but I get an error that the project file doesn't exist. I've just been hit by basic stuff like this over and over and would love to have someone help me through it, and I'm willing to pay a fee for that (I see there's an appropriate spot to post about that now, so I'll do that, thanks for info!)

weary basalt
#

Ok

obsidian horizon
#

I have a question for anybody if they have seen something looks like ghosting on materials

lime sorrel
#

is it possible to make the player's camera's children follow it when it shakes?

limber light
#

Does anyone know how to add color to a sculpture in blender?

#

Because I don't know how to.

split hawk
#

πŸ‘‹ Hi all, I'm working on setting up a multi-user server with some friends and we're almost there, but running into issues with sharing the session between all client machines. Is anyone versed in multi-user setup and willing to help?

sly coyote
#

@frozen pollen you chances of doing that and getting even the weakest anti virus program to ignore that you're deleting files with a middle man script are very slim

frozen pollen
#

i figured

sly coyote
#

There's literally no code in engine that does that so you would need to code it yourself and it would then be the equivalent of coding a virus...

#

I don't even think you'd make it pass windows defender

median tulip
#

Hello everyone, i am just new in this portal. i am working with broadcasting and live entertainment industry which is also new in my company industry. This software is our first recommended scale of video camera collaboration with other system and we found it very fascinating. we are very much interested to explore on it. thank you

sly coyote
#

Has a learning curve @median tulip but you guys are going to love it

#

Especially the augmented reality stuff you can do for video production

#

In real time

median tulip
#

πŸ‘ well said @sly coyote we are doing an experimental project this and it is really amazing

mint raptor
#

hey i have a random question, but does anyone have any ideas/know of any cool things that exist for an immersive PC experience similar to AR/VR but on PC? for instance (doesnt exist) but hypothetically like a weird box mask thing that cuts your peripheral vision so the PC screen basically immerses u? also at that, is there a way with unreal to have audio as an input (i.e a spike in sound causes an event)?

sly coyote
#

@mint raptor there are some cheaper knock off vr headsets that allow what your talking about

#

To use as display instead of full vr mode

#

Theres also nvidias 3d glasses which look lile googles that can run as display mode also

#

But i havent seen those on the market in years

#

And not sure if you mean like "audio capture component" that has ways to access sound events and alter variables

mint raptor
#

ahhh cool as tho its kinda hard to word but im meaning more like use the actual ginormous PC monitor haha

unique timber
#

in the FPS template is it possible to connect player input to the default Post Process Volume that exists?

sly coyote
#

@mint raptor yeah thats how i meant also

mint raptor
#

originally i was considering using google cardboard/google VR concept for iOS but $100 is a lot for a dev licence

sly coyote
#

I understand what you were saying

mint raptor
#

ohhh right

#

wait what it like projects your monitor??

sly coyote
#

It uses the goggles as display only

#

So pretty much

mint raptor
#

damm okay thats sick as

#

the catch is its for a presentation, theres only abt 10 ppl however vr headsets r kinda expensive thus i was gonna use PCs which are avaliable

sly coyote
#

Ild have to dig to find it..but prettt sure most of the cheapy knock off vr headsets have that mode

#

China brand knock off they're dirt cheap

#

I only knew what you were looking for cause i was recently hunting for some myself and i remembered reading one that had "display only" mode

mint raptor
#

ooooo wow ok thats sick as

#

what should i search>

sly coyote
#

Vr headset..
Then look through the knock offs under 80$ lol

mint raptor
#

most of the ones appear to be for phone slots etc

sly coyote
#

Its out there...i just looked this up like 2 weeks ago when i got my stimulus money πŸ˜‚

#

Im looking for it now also

mint raptor
#

hahaha nice as and πŸ‘

desert lichen
#

wuz hopeing for asome Blueprint help in 4.24 I had a simple level blueprint that on event play went to a looping sequencer that had a camera in it - it played once then went ot another looping sequencer that played forever with no camera or cuttrack - this let me in VR ride with the camera for 1 loop then after that everything would keep animating but i could fly around free - now in 4.25 its not letting me fly around after first loop- if i disconnect the level blueprint i can fly around fine -?????

sly coyote
#

@mint raptor Virtual Av Video Glasses "sfx" - 52 Inch Virtual Screen, Av In - Oye Team

mint raptor
#

aye dam thats sick, a little pricy for a one-time presentation but def something id check out another time ty!!

sly coyote
#

The one im looking for was a cheap china knock off

#

Cant seem to find it now 😫

#

Though those glasses look awesome

#

Like ever see something when looking to buy stuff that you kind of regret not buying then can't find it later

floral arrow
#

why when i search for a file in my world outliner that has a lot of files within it I cant open it in the world outliner to view its contents. I have to scroll through the whole world outliner to find it in order to view the files inside

mint raptor
#

ughhh all the time @sly coyote

#

then u have a weird existential moment where you wonder what branch ur life could have taken and life events may or may not have happened should u have just bought them

#

nahhh nw tho thank u for the helppp:)

#

hahaha i had this crazy idea of a foil tunnel and tbh i thought it could be interesting to try

lime girder
#

Question: I have al ot of unused nodes in my BP for the Gamemode, theyre not connected to anything. Should I be worried? wil tlhat affect performance?

sly coyote
#

Found it its by chinavision and its "out of stock and not returning" πŸ˜₯ πŸ˜₯ πŸ˜₯ πŸ˜₯

storm terrace
#

I renamed my project and I need to re-set my blueprint parent classes

#

but it can't see any of my project classes

#

why is that and how do I fix this?

#

thx for help

#

it can't even see just a plain actor

#

forget pawn or custom pawns or anything like that, any ideas to what is broken?

ruby folio
storm terrace
#

tx

kindred viper
#

@storm terrace if you rename a project you generally have to use Active Redirects (or Core Redirects) to make sure it retains it's structure. You can read more about it with a quick google.

plush yew
#

can someone pls help? Im using the 4.25 version of ue. now i want to add layers and paint my landscape. i dont find any options to do that. pls help.

mint raptor
#

@sly coyote nooo 😭

bold lintel
#

can someone explain a noobish question for me. I'm just learning UE and multiplayer and reading up about replication. Says PlayerState is replicated on all clients automatically, so why is it that in every example, variables in the PlayerState are still explicitly needed to be marked replicated

kind girder
#

The player state is an actor and is marked for replication.

#

However not every field in the actor and its components need to be replicated, so you need to explicitly tag each field you would like replicated.

#

@bold lintel

ancient lotus
#

^. think about it, what if you wanted some variables replicated only between the server and the client, or some variables to not be replicated at all like total shots fired or something

plush yew
#

Skeletal Meshes don't fire Onhit events anyone?

bold lintel
#

Hmm...got it. Thanks for the replies!

ancient lotus
#

they should unless its the physics bodies that generate the events?

plush yew
#

It should be the physics bodies yes

#

and it doesn't seem to work why?

blissful trail
#

when i try and add a new C++ class on ue4 it gives me an error and if i try and close the editor or anything then i cant access my project after

#

pls help

ancient lotus
#

what version

blissful trail
#

4.25

ancient lotus
#

change the include path for the header in the .cpp of the calss

blissful trail
#

?

ancient lotus
#

open the .cpp and send me a screenshot of visual studio

blissful trail
ancient lotus
#

when it creates the class in a folder it doesnt include the .h file right so you have to change the path

#

i said of the .cpp

blissful trail
#

this thing

#

oh ok

ancient lotus
#

and send it of the entire screen

#

so i can see the solution explorer

blissful trail
#

my vs kinda kills my pc so i just use notepad ++

ancient lotus
#

is it in a folder?

blissful trail
#

the project ?

ancient lotus
#

the class, thats why i wanted to see the solution explorer so i can show you what to put in

#

for example i have this class in a folder called components, so i include the .h as

#include "Public/Components/ChatComponent.h"
blissful trail
#

the directory of the cpp file ?

ancient lotus
#

wait sorry one sec

#
#include "ProjectName/Public/FolderName/ClassName.h"
#

can i just see the solution explorer and it will answer it for us hopefully

blissful trail
#

i aint usin visual studio im usin notepad++

ancient lotus
#

i know just open it for the example or show me the path/screenshot of where the .cpp file is in your projects source folder

#

figured VS would be easier

blissful trail
#

G:\Unreal Projects 2\MyProject49\Source\MyProject49

ancient lotus
#

-_-

blissful trail
#

dat wat u needed ?

ancient lotus
#

the path of the .cpp of your class

blissful trail
#

this ?

ancient lotus
#

dude just open visual studio up to try and fix it, besides you shouldnt be compiling from the editor anyways you should be using VS to prevent issues. open up VS, open the .cpp file and take a screenshot of the entire VS

blissful trail
#

i cant

#

it freezes my pc

#

LogVSAccessor: Warning: Couldn't access Visual Studio

ancient lotus
#

well the only thing i can think to do is use an IDE to compile, outside of VS if VS wont work

blissful trail
#

ima just reinstall visual studio and see if that fixes it

bitter siren
#

Can anyone point me in the direction of figuring out how to do something in ue4? I want to be able to go from my character's camera to a camera in the level (highlighting a door they unlocked, for example) then back to my character's camera. If you've played breath of the wild, then something like that system where when link defeats a guardian in a test of strength, the camera zooms to the door opening then back behind link. Any ideas how to achieve that?

ancient lotus
#

@plush yew first off, dont spam your question

#

@bitter siren interpolate between the two camera. so interpolate to the door camera, use a timer to wait X seconds and then interpolate back to your character camera for a smooth transition

plush yew
#

@ancient lotus answer me and I won't spam it

bitter siren
#

Lol this guy

#

Thanks Cody

#

What do you mean by interpolate though? Is that literally a function exposed to bp that I can use?

ancient lotus
#

@plush yew maybe i dont have an answer, your question was literally asked twice between a total of 3 messages, no need to have attitude

plush yew
#

okay

bitter siren
#

@ancient lotus actually never mind

ancient lotus
#

@bitter siren yes, pretty much interpolation is like a smooth movement or rotation. so to get from point A to point B smoothly you would interpolate (move in fractional amounts)

bitter siren
#

just the word interpolate has given me enough to google

#

Yeah gotcha

#

So I can just lerp between the two positions basically

#

That makes sense

#

I appreciate it! Thanks

ancient lotus
#

yep. but since you cant really interpolate between camera, use your character camera to interpolate to the doors cameras position (just make a socket and use it for location) and then back to your character

soft tapir
#

can you add this bUpdateSkelWhenNotRendered to the S1Engine.ini file of the tera game in unreal engine 3?
if so how would be the correct way to add it?

plush yew
#

ERROR: The system was unable to find the specified registry key or value.
Android Studio not installed, please download Android Studio 3.5.3

#

^^^ has anyone gotten that error even though 3.5.3 is installed and resolved it?

sweet acorn
#

Hello, is anyone familiar with umodel (unreal viewer) and could help me solve a problem I’m having?

plush yew
#

hello my friend can't push update cus the project is more than 10gb-I didn't set the project to be max 10gb-we use gitlab-where is this setting?

sinful osprey
#

Anyone know how to get the Fracture mode to show in 4.25? I followed the documentation, all the plugins are checked and I've restarted, but I don't have the traditional Modes bar, just the button at the top and Fracture isn't there

normal burrow
#

These are many tough questions lol

#

Hatchet is that some sort of decompile or something?

sweet acorn
#

Yes

#

It extracts uasset files

normal burrow
#

Unlikely to find much help on reverse engineering here. We’re mostly all developers

sweet acorn
#

Oh ok, thanks anyway

plush yew
#

Is there any kind of destructible mesh support on mobile?

tacit cypress
#

help

#

it wont let me import a character

plush yew
#

in gitlab the free space is 10gb or more?

split tundra
#

Seems like my actors aren't spawning after loading a stream level.
They do show up in PIE but not in launch mode, how come?

urban dirge
storm terrace
#

@kindred viper Thanks, I found out the redirects go into the GameEngine.ini

#

It solved the issue

dim arch
#

a lot of ways to do that, lighting quality is too low, lightmap UV density may be bad, position of the light means not enough rays are cast on the surface etc, for the light leaking, make sure the corners where the wall/ceiling align (ideally one continuous mesh) and you can put a shell around the exterior to prevent daylight from leaking in

normal burrow
#

Portals may help you bring photons in

urban dirge
#

@dim arch yes, the walls have no thickness. the mesh in those places is inextricable. there is a light portal in the doorway

tacit cypress
#

i need help

#

unreal wont let me import

#

The following bones are missing from the bind pose:
YUGI_Poly
YUGI_SUIT
YUGI_FACE_Blendshape
SAKAZUKI
sakazuki

This can happen for bones that are not vert weighted. If they are not in the correct orientation after importing,
please set the "Use T0 as ref pose" option or add them to the bind pose and reimport the skeletal mesh.

#

this is what its saying when i try to import

urban dirge
#

@normal burrow thx, I didn’t think that adjusting the light would deliver so much headache.

willow briar
#

When I add a skin in Unreal Engine, how much does shaders notice the cooldown time.

For example, I threw a big coating. This computer
https://www.notebookcheck.net/lenovo-legion-y730-17Δ±ch-i7-8750h-gtx-1050-ti-laptop-review.337190.0.html
he threw the coating in twenty seconds.

So this computer
https://www.mediamarkt.com.tr/tr/product/_legion-y740-17Δ±rhg-i7-9750h-16gb-ram-1tb-512gb-ssd-nvdia-rtx2060-6gb-17-fhd-144hz-w10- 81uj0057tx-laptop-1207413.html
How much does it do the same process?

In fact, I was wondering, if the first computer does it in twenty seconds, is it the second eighteen fifteen and thirteen or something?

Thanks in advance.

tacit cypress
#

I NEED HELP

frozen mural
#

why my infinity blade has some twisted bone after retarget to paragon assets?

plush yew
#

soo

#

i want to use the HUD to draw stuff on the screen

#

but event receive draw hud is not overridable in c++

#

is there a C++ equivalent

urban dirge
plush yew
#

wow

#

upgrading from 4.24 to 4.25

#

just killed my intellisense

#

...

honest vale
#

try regenerating project files

#

if all else fails, switch to intellij rider (the new beta with UE 4 support)

plush yew
#

yeah,

#

deleting the binary

#

and regenerating project files

#

worked

#

weird..

royal dragon
#

Hi,
Has anyone else experienced this error:

Assertion failed: BlackboardDataToComponentsMap.FindPair(&BlackboardData, &BlackboardComp) == nullptr [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/AIModule/Private/AISystem.cpp] [Line: 220]

It happens on closing map populated with AI. Leads to engine crash.

patent crater
#

@royal dragon with 4.25?

royal dragon
#

Yes

plush yew
#

lol yeah, trying to get a rectangle drawn for unit selection...

void AMyPlayerHUD::DrawLineRect(FVector2D topLeft, FVector2D bottomRight, FLinearColor color, float thickness) {
    FVector2D topRight(bottomRight.X, topLeft.Y);
    FVector2D bottomLeft(topLeft.X, bottomRight.Y);
    AHUD::DrawLine(topLeft.X, topLeft.Y, topRight.X, topRight.Y, color, thickness);
    AHUD::DrawLine(topRight.X, topRight.Y, bottomRight.X, bottomRight.Y, color, thickness);
    AHUD::DrawLine(bottomRight.X, bottomRight.Y, bottomLeft.X, bottomLeft.Y, color, thickness);
    AHUD::DrawLine(bottomLeft.X, bottomLeft.Y, topLeft.X, topLeft.Y, color, thickness);
}
#

hopefully it works

patent crater
#

not that particular error but some other error that might be related. created uobject disappears

#

even though it's UPROPERTY and prevented to be GCd

#

in 4.24 works perfectly fine

royal dragon
#

Yes 2.24 works fine.

patent crater
#

yeah, it's the main reason i can't send update for 4.25 for one of my plugins. i was trying all sorts of things but i believe is related to some engine bug

#

which i can't find tbh

plush yew
#

blackboard any good?

#

last time i tried it, i ended up just using C++ loop for AI decision making instead

honest vale
#

you mean behaviour trees?

plush yew
#

yeah that

#

felt too convoluted

royal dragon
#

I can live with it for a while. It could be related to changes. Will red more on that.

honest vale
#

they're a pretty standard way of doing ai behaviours

#

but they're just a tool, you can use whatever you want

patent crater
#

Edlin, if you find something and you don't forget about me, please let me know

royal dragon
#

Will post the findings here.

patent crater
#

yeah, i keep my eyes peeled anyways.

royal dragon
#

This one is interesting.

split tundra
#

After loading a stream level my character doesn't spawn at PlayerStart but at (0, 0, 0), why is that?
It spawns at its correct location if I run the map directly

#

The PlayerStart is into the streamed level, not in the persistent level

honest vale
#

the realtime skylight recapture stuff is nice

#

1.4 ms for a 128px cubemap on a PS4

green ridge
#

Does anybody have issues with the Megascans plugin for 4.25? After installing it and running my project, I'm getting error "The following modules are missing or build with a different engine version". The project has 4.25 version and Megascans plugin in MegascansPlugin.uplugin also has 4.25 version, so I don't know what's wrong.

loud knoll
#

I am declaring 4.25 a lemon so far.

#

Any word on the first point release?

wary wave
#

they usually are lemons up until a few big fix releases

frozen mural
#

why my infinity blade has some twisted bone after retarget to paragon assets?

wary wave
#

I never bother with the latest version and usually stay one behind

agile notch
#

i can't wait for the realtime skylight updating

remote roost
#

loving rider for UE4 C++

loud knoll
#

@wary wave Yeah I am the same I keep 2 versions back until I finish testing the newest then I upgrade. Right now 4.25 seems to have shipped with a lot of bugs and I know they will fix them but right now I am not using anything that is provided by 4.25 and it only breaks things that worked in previous versions. Little bit bummed that Chaos wasn't on my default, but that is a huge change to move over to it. Engine has been using PhysX since it was started and it is a core component so it is expected to have a lot of bumps in the road. The good news is that they got it out and I am sure are all working on fixing it.

vale bone
#

Hi, I'm learning about profiling for the first time so may have some questions πŸ™‚ my FPS is dropping massively in a multiplayer game, and so far I've found a spike in "render query result" - does anyone know what that means?

vale bone
#

I found the issue - I had occlusion turned off

dry delta
#

Hello there

#

i need a little help with ue4 scripting

#

What is signature in any descriptor file?

#

like: Signature=EF557A684495B53A794FF78E974C48CC

manic pawn
#

this doesn't seem like something you would normally need to touch

lone fable
#

how does it look like with 4.25 is it safe to switch on it or are there any issues?

lament saddle
#

I'd wait for the next hotfix at least.

#

I migrated my project and found bugs (and submitted replicate-able bug reports) in blueprints and audio

#

Of course, ymmv

patent apex
#

hey, are you guys getting draw thread problems with 4.25, especially with directional lights involved?

cosmic veldt
split tundra
#

None of my actors appear in the newly loaded stream level, neither those spawned in the editor nor those spawned in BP.
Does anyone know why?

cosmic veldt
#

I think it would be dope to have Polygon Cut tool for procedural mesh

abstract relic
cosmic veldt
abstract relic
cosmic veldt
#

i can do it by converting to static mesh and use the poly cut tool

#

but it would be much more practical to do it in construction script

abstract relic
#

Chaos may get a steady 30fps when dropping a stack of objects in 5 years or so.

#

That actually looks like the old destructible mesh with particles

#

Give chaos a shot. High performance is something it’s definitely not at the moment.

plush yew
#

in 4.24 mobile preview doesn't seem to work? anyone had similar problem?

#

the window opens but everything is black πŸ€”

#

recompiling shaders 🧠

grim juniper
#

No, volumetric clouds is a 4.26 thing

#

There might be something experimental. I think in 4.24 there was a very basic material version which wasn't any more than a mockup

unique kraken
#

hey, id like to place/ parent my eye point perfect in ue4, to my character can someone give me a hint where to do that

#

like, wich window

thick herald
#

@plush yew it's in engine content. Search Volumetric and you'll find it. Clouds are there in blueprint as a volume actor but it's very very heavy.

#

It's nice to look at, but it's not useable just now.

#

no, it's in engine content. Volumetric Content.

thick herald
#

Have you enabled the Volumetrics plugin?

#

You're welcome πŸ™‚

#

yup. very.

split tundra
#

While launching the game, none of my actors appear in the newly loaded stream level, neither those spawned in the editor nor those spawned in BP.
It works fine in PIE, what could be causing this?

urban dirge
#

@normal burrow light portals didnt help
@urban dirge i use gpu lighmass. the problem was solved by setting these parameters in BaseLightmass.ini file

barren flume
#

I just realized I posted this in the wrong channel

#

still need help for this

split tundra
#

Make it a variable, in the HUD's Graph take the variable and use SetText() @barren flume

plush yew
barren flume
#

still having trouble

plush yew
#

pls help me

barren flume
#

i don't know how to get a variable set to the text

#

i already had a thing to change text to username for text render

#

but i guess it's not the same in widget

plush yew
#

okay i found

#

i dont give layer blend number

wet brook
#

What happened to the cloud stuff that was going to be in ue4.25?

manic pawn
#

it got moved to 4.26

wet brook
#

Oh ok

manic pawn
thick herald
#

Indeed, although you're a day late πŸ™‚

open gulch
#

where can i find realistic rendering content detail

thick herald
#

Megascans.

hard cobalt
grim ore
#

@hard cobalt do any of the icons in the viewport look wrong/flat? I cant see any to tell if that is happening

hard cobalt
#

idk what's going on here GWcmeisterPeepoE

proper stump
#

Hey, how do you approach getting a custom character to work with the default mannequin skeleton? Im using blender, should I import the mannequin skeleton and try to attach it ?

barren flume
#

@proper stump all I did was rename the bones of the skeleton to the epic skeleton

#

i opened the mannequin skeleton and renamed the bones of the character to the mannequin bones

proper stump
#

so you used rigify first and renamed the bones?

barren flume
#

no

#

i just opened the armature

#

and renamed from there

#

i renamed those to match the mannequin skeleton

proper stump
#

my character is not rigged, do i need to rig it first?

#

oh, you used mixamo to rig first.

#

worth a try

barren flume
#

yeah

#

and you rename the mixamo bones to the epic skeleton

#

it takes like 15 mins

#

for me atleast

proper stump
#

thanks, will try

barren flume
#

also nevermind about my issue i fixed it

#

another nevermind

copper wedge
#

Im having an issue importing my DDS cubemap into ue4...as in i can i keep getting an error to import message wondering if anyone could help im using the NVIDIA dds Format exporter but there is no ARGB output only BRGB and it isnt having the same effect

mint umbra
#

How do I update the foliage being in the air? I lowered the spline meshes and applied them to the landscape, but the foliage that was painted onto the splines didn't follow. I tried reloading the map, but no effect.

grim ore
#

its the particle effects learn project