#ue4-general

1 messages ยท Page 730 of 1

grim ore
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which lkooks like it might be gone, i think it was called elemental sec

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yeah Elemental Demo but Its in my library but not on the learn tab

barren flume
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I have this in the player controller

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I noticed when you press escape again it creates another widget over it

grim ore
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90% sure that is the correct one, but I do know the one you are talking about. It has spider webs I steal lol

barren flume
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How can I get it to not open again when it's already opened

grim ore
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drag off the "create" node, the return value, and store that. That is now a reference to that widget that exists.

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go from there. is valid check dont recreate it, if its valid just hide or show it after creating once, etc.

barren flume
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it still does it

grim ore
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then you are not doing it right?

barren flume
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yeah

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i'm not

grim ore
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ohh.. I bet they removed Elemental Demo since it used Matinee and that is now gone

barren flume
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or i can get it so when you press escape again the widget is removed

shrewd thunder
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Hello, has anyone been using Rider from jetbrains?

honest mango
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someone know how can i import an asset that is 4.24 to 4.23 please ? content is emptyu when importing

grim ore
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@plush yew lol ok I think the map was literally called "Particle Effects". The elemental demo used parts of it but I found a Particle Effects item in my library which I think is what we were thinking of

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@honest mango you cannot go backwards, all you could try to do is export out the item to its source format then import it back in

honest mango
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hmm ill try that, have to download 10GB with 200ko/s :/

grim ore
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@barren flume save a reference to the widget after you create it. Whenever you want to create a new version see if that reference is valid/not null. If its valid/not null you already have one so no reason to make one again just show it. The other option is to remove that referenced widget from the parent when you hit escape again if its valid and set the reference to nothing/null

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poop. I think epic cleaned house with a few of the demo learn assets when they removed matinee

barren flume
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now i'm trying to figure out how to create f

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references

grim ore
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drag off the return value and save it as a varaible. That variable is now a reference/it references/it points to the widget you just created

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kinda bummed that some of these assets are gone now,the particle one is still in the docs

barren flume
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oh the variable thing doesn't show up

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oh nvm

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i had context off

grim ore
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Maybe check out the First hour with UMG course on the online learning portal. It has an entire video dedicated to just this issue.

plush yew
oblique void
manic pawn
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goes to the index page

oblique void
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ok yeah same for me, im getting that with a couple pages now

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i think the doco site is kinda messed up atm

plush yew
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somebody please answer right or wrong?
If it is wrong, where is it wrong?

honest vale
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@plush yew what in the world is going on there ๐Ÿ˜„

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42 textures is a ton of textures

abstract relic
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Yes

honest vale
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for workflow purposes I recommend using material functions to encapsulate a single layer, less wires going about that way

plush yew
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@honest vale is there a video how can i do with less overlay

honest vale
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then in the material function you should output material attributes so it's just a single output pin

barren flume
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I fixed it

plush yew
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@honest vale ty

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@honest vale What problems will I have if I use it with 42 texture

honest vale
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well it really depends on how you paint them in the end

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but I mean, it looks like you a ton of layers

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most levels I've seen have something like 4-6 layers

polar fossil
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@grim ore what replaced Matinee?

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how's the switch performance lately?

sly coyote
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@polar fossil improved sequencer

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The 2 were already capable of doing very similar things, they just added most(if not all) of the things sequencer couldnt do to sequencer...

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Which made matinee useless

polar fossil
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@sly coyote thanks for bringing me up to speed about this

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has there been any discussions about ue4's performance on the nintendo switch? last time I heard of it, it was back around 4.14 and it wasn't that great

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i think maybe the new pokemon games are made with unreal?

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did things got better?

normal burrow
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@plush yew is it a landscape material or something?

plush yew
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@normal burrow landscape material

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pls give one landscape material example pbe

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pbr

ocean geode
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Hey! I'm new to UnrealEngine and was thinking how the "pay 5% when your product succeeds"

swift spindle
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Anyone else having problems with LOD visualisation no longer working / crashing engine on 4.25 ?

charred shoal
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should I enable save on compile?

still moat
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Yes

fast berry
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when i import a fbx character from mixamo, the eyes and face dont load. anyway to fix this?

split tundra
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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?
They're simple Actors that only contain Sprite and GameplaySystem components, their Simulate Physics is unticked and I'm also printing their position, it doesn't change at all, so I doubt they're falling off the world.

frail sail
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so guys i see lot of bugs on 4.25 than 4.24. steam doesnt work, some crashes, visualization still dead etc.. when we will get stable version ? on 4.30 or what?

earnest violet
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Hey All!

I have a problem where whatever transformation tools I choose e.g move, rotate or scale it will only let me transform in one direction with "CTRL" button held down and that's if I select a static mesh or something from the world outliner. If I do not select from world outliner and try to select an object from 3d viewport it won't actually select the chosen item. Can anyone please help as this has literally given me a headache and now feel like I cannot trust the UE4 not to keep giving stupid problems! Thanks in advance!

vestal schooner
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Hey all....

Quick Q.... when i run the console 'stat memory' I am seeing 225MB allocation for Navigation Memory. As I don't have any characters or AI (or anything moving for that matter), is there a way of disabling the Navigation System? I've had a look at the Navigation settings within World Settings but nothing seems to remove that 225mb.

keen moss
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is it possible to export a model from unreal that includes textures and lighting info?

earnest violet
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How come no one gets any answers here! Is this just shit or what!!!

abstract relic
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You can export textures yes. Model doesn't include textures however. You'll need to export it separately. No idea for lighting info.

normal burrow
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Yea imbedded textures in FBX is not something unreal has ever offered @vestal schooner

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for tis' not in beta

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4.25 it is no longer experimental

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historically niagara dominates cascade with large particle count simulations in terms of performance. cascade has in the past out performed niagara in small particle count simulations but the team has stated they look to improve this in niagara. regardless though, the control niagara offers you makes it a clear winner in my opinion

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you want to attach it to the player?

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is your player the mannequin?

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ideally: you attach the weapon to the ik_hand_gun bone then

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but you'll likely encounter animations that don't animate this bone, so you'd want to use a copy bone node on the anim graph to get ik_hand_gun to transform to hand_r's transform in component space.

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ideally you position it in the animation when you can though.

earnest violet
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Fuck this community!!! I'm gone!!!!

fast berry
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@earnest violet ok cool

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@earnest violet im still trying to find where we asked ๐Ÿ‘๏ธ ๐Ÿ‘„ ๐Ÿ‘๏ธ

normal burrow
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<@&213101288538374145>

snow crown
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?

earnest violet
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Look above mate

fast berry
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where u said why does no one help

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this is just chat about unreal engine

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go to the certain chat

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and be patient

earnest violet
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I didn't mean to be so rude it's only that I see a lot of questions and not many answers

snow crown
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yes, this is a community discord and nobody here is required to answer questions

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people will answer if they know and have time to help

earnest violet
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i got a basic problem and no one can answer it then what's the point of this channel. I feel more love coming from Ue4 forums. Now that's an insult!

abstract relic
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Send me an invoice and I'll answer all your question promptly ๐Ÿ˜›

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or be polite and patient

normal burrow
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@plush yew you don't retarget. you attach

earnest violet
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ha ha YOU'RE ABOUT AS FUNNY AS DYING FROM AIDS WITH TOOTHACHE FOR COMPANY

snow crown
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be nice @earnest violet

earnest violet
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i was polite initial! I seem to get a fucking pointless response when I'm offensive, yet ignord when being polite! So what's your point exactly???

abstract relic
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Fast way to get blacklisted

snow crown
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i mean, if you don't want to be nice, you don't have to be on this server

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your call

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you've been here for under an hour

normal burrow
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i can't imagine the forums feeding such demand

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chill out a bit

earnest violet
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If I seem a bit curt with u lot it's because UE4 has riled me up with making a bloody problem solver time and time again. Sorry for what it's worht

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That's my point the UE4 forums are pointless no one ever answers no matter how nice u are

snow crown
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nobody is obligated to help you

earnest violet
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I know that

fast berry
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wtf is he, a first grader trying to roast someone

earnest violet
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And you don't have to bite

grave nebula
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I think that color of your icon is key factor to getting your questions answered.
From observation, green is just unlucky and does not get noticed.

earnest violet
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Look at all these comments I'm getting since I was rude and not one when I was nice it seems to me you're the first grader

normal burrow
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@plush yew 1) use the attach node to put the weapon actor on the "ik_hand_gun" bone or 2) add another skeletal mesh component to your blueprint under the skeletal mesh component for your character on socket "ik_hand_gun". with option 1 you can attach and detach the weapon, it is its own actor. with option 2, it is a part of the same actor

earnest violet
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don't bother

frozen pond
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hi, so there is spline static mesh (i do this often), but it's adding mesh only in straigh line, what if i would "draw" rectangle of my static meshes? i mean using my floor 3d model draw whole floor using spline do calculate size ?

abstract relic
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As in, the mesh isn't spawning along the spline?

frozen pond
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ms pain for visual concept

abstract relic
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Just show us your code. You probably forgot a step Ver.

frozen pond
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dont have any code yet, i thinking more about how-to

normal burrow
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arrow does not help me 82

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does your sword skeletal mesh have all the bones of the mannequin?

frozen pond
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82 on mesh section you change character mesh, not attached assets

normal burrow
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i can't find a matheww video on attaching actors to components thonk

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your inventory system. what happens when the sword is equipped?

bold lintel
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need a clarification -
UFUNCTION(Client, Reliable, WithValidation)
This function specifier should mean the function only runs on the owning client, right?
So I wanted to test this out and made a function with just a Debug Message. Started 3 instances in PIE and whenever I trigger the function on any one instance it prints the message on all 3? why ?

mint sequoia
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@earnest violet none of the comments you're getting since getting angry have anything to do with your question so don't use that to justify your comments. Like Roy said, if people know the answer and have time you'll get the answer. Also it's not unreals fault you're running into issues, the only one to get angry at is yourself (or better yet, approach it calmly). No one owes anyone anything.

barren flume
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so I just got my first ever ssd

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I don't know wether to use it for unreal engine or for windows

mint sequoia
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I find even SSD too slow for unreal engine especially working in c++. You're hurting yourself by not at least having one for unreal ๐Ÿ˜‰

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It'll make your editor load times way faster

barren flume
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alright

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it's only 250gb

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i can buy another one on amazon

mint sequoia
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I'd use it for UE4 + projects

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I think you'll find 250 doesn't go far though

barren flume
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my projects folder is over 100gb

mint sequoia
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I have 3TB NVMe storage which still keeps getting low but I have many different UE4 engines and work on some large projects

keen moss
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can someone link me to what i would need at AWS to do pixel streaming?

plush yew
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hey

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how its going wit 4.25 ?

paper kernel
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only took me like 2 days to get it compiled

plush yew
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any1 seen this while trying to update to 4.25 + android studio 3.5.3? i have 3.5.3 installed but I get this error running androidsetup.bat

honest mango
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if i upgrade from 4.23 to 4.24 will i have errtors ?

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errors *

abstract relic
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.24 has a lot of bugs

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Simply put

honest mango
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hmm how can i test to my project

barren flume
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.24 crashed a lot

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even from simple stuff

abstract relic
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Set up source control. You can roll back your project safely.

frozen pond
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nvm found it, its dual block

gilded plinth
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Hey All, quick urgent if if anyone happens to know. When I enable Atmosphere / Fog Sun Light in a Direction Light it creates a sun in my level which is great

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But when i put a skybox in the level it hides that sun

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how do I get the sun to keep showing?

raven narwhal
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Hello, maybe anyone had this problem? ๐Ÿ™‚ updated from 4.24 to 4.25. Previously was working fine

abstract relic
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Please install debugging symbols

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Youโ€™ll find it next to the engine version within your library

honest mango
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hello again, i have an error after upgrading from 4.23 to 4.24 :
Blueprint Runtime Error: "Accessed None trying to read property mygameinst". Blueprint: ServerMenu Function: Execute Ubergraph Server Menu Graph: EventGraph Node: Create Lobby

abstract relic
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Delete the get game instance node and remake it.

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Just a bad ref

honest mango
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i already tryed ๐Ÿ˜ฆ

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it worked on 44.23

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4.23 *

frozen pond
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i think you should connect get game instance to mygameinstance variable

honest mango
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i can't connect them : /

abstract relic
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Throw a print string. See what get game instance is outputing

frozen pond
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not sure but i think you saving nothing from casting

honest mango
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it does print nothing i believe

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hmmm i don't know

frozen pond
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i think problem is that you are saving not game instance ref but empty reference from casting, still i'm not sure

abstract relic
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Iโ€™m thinking that it doesnโ€™t exist in the session, thus has nothing to ref.

frozen pond
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do print string on cast failed and see if it output anything

honest mango
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i did promote to variable so it should :/

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yes i try

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cast failed

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it print

abstract relic
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There you go

honest mango
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what should i do then ๐Ÿ˜ฆ

honest mango
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thanks you i try that !

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ohh yes i didnt set it in project settings thanks a lot

vernal quiver
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hey, im trying to make my first map but i'm having a bit of a problem. I cannot find a way to open this window (screenshot below). anyone know a fix?

abstract relic
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If using .25, there has been a ui overhaul

vernal quiver
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i see. then i got it now. thanks!

long thicket
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hi

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does anyone know how to remove routing nodes?

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without breaking the line

plush yew
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I've been learning lots from tutorials. Currently have a frankenstein project to flex my UE4 skills

abstract relic
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No. Unreal has been lacking in the auto node organization front compared to houdini or even blender. I recall they were working on it however.

long thicket
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shit

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okay another question

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does anyone know how to generate c++ code from blueprint shader??

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hlsl**

fierce tulip
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window > shader code

long thicket
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oh my god

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thanks

teal tulip
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A shader don't generate c++ code

long thicket
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yes

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i corrected myself

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HLSL

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but thanks for headsup

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๐Ÿ‘

teal tulip
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You will need to look there for your actual code, it includes a lot of base

long thicket
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yeah

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i noticed

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that succs

fierce tulip
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hev, have a snickers

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:p

long thicket
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๐Ÿ˜น

long thicket
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i need your help once again guys

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[SM5] Function ObjectScale: (Node Transform) Local space is only supported for vertex, compute or pixel shader

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im getting this error, searched around the internet and couldnt find a solution

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basically im trying to create scale independent UVs

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and then plugged that into a displacement map after adding tiling, cropping, and rotation features

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This is without the tiling or cropping or anything

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just the scale independent UV's

blissful trail
cloud wasp
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anyone else having issues with vertex painting in ue 4.25?

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i crash everytime i select an object to pain

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t

deep citrus
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I recently shared a bug here where motion blur was being affected by time dilation in my project after upgrading to 4.25. I was able to reproduce the same bug in a much simpler project based on the FPS template.

Can anyone test this for me in their own Unreal 4.25 Projects?

  1. Make sure that you have motion blur enabled (in your project settings and camera - it should be on by default)
  2. Press Play
  3. Move the camera around slowly and see that everything looks normal
  4. Open the command line with ` and type Slomo 0.01 (any value lower than 1 also works, but the lower the value, the more noticeable the glitch)
  5. Move the camera around again and see how everything is extremely blurry.

Here's a video of me testing this in Unreal 4.25:
https://www.youtube.com/watch?v=xEecnjgy3h0

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@ripe saffron You might want to see this. this

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I've already submitted a bug report to Epic, but I would like to know if other developers are also experiencing this, or if perhaps it is exclusive to my setup.

ripe saffron
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I am using time dilation and want to upgrade to 4.25 as they've fixed some gpu issues I was having in Niagara ... I think I will wait ๐Ÿ˜ฌ

molten herald
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Out of curiosity, what is the accuracy in significant figures of the game time variable? Does the accuracy vary?

honest mango
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i have no erros when building the package

ruby folio
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@grim ore You mentioned the other day about a regular crash I am having, that I might need to install editor debug symbols. I have since done that.

lone verge
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Okay I know this question has probably been asked a lot, but I have been looking for a while and I'm not sure.

I am brand new to game making. Ever since I was a kid, I have been thinking about making a game. However, I always casted it aside. Now that it's summer for me have decided that I should check unreal out and see what I can do before I start my next semester at my college.

I eventually do want to monetize my games when I become more skilled.

To get on with what I want to ask...

If I pick one creators license, can I switch to professional once I become more skilled, or should I pick professional off the back?

(If I asked this question in the wrong channel, sorry about that I will delete this and move it to the correct channel.)

winged crypt
ruby folio
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This is just due to the resolution of the navmesh preview. Ai should walk across it just fine.

abstract relic
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Professional if youโ€™re monetizing. The difference between the two is mainly billing report.

ruby folio
abstract relic
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lone verge
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@abstract relic Thanks!

ruby folio
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Also thanks @abstract relic

winged crypt
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@plush yew UE creates a dummy root on skeletons when exporting, you need to remove it before you re-import into UE

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In 3ds max the dummy root is an outlined cube

uncut vigil
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is anyone else getting a lag when resizing comments in BP?

lime quartz
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why do all the assets i bought say preview on them?

winged crypt
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@ruby folio I thought so too but my MoveTo doesn't walk in a straight line, it tries to avoid something that isn't there

uncut vigil
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@lime quartz you need to bake lighting

lime quartz
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how do I do that?

winged crypt
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(red path I want, blue I get [ish])

uncut vigil
lime quartz
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so I can continue building? when I add light all the "preview" words everywhere will disapear?

uncut vigil
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yeah

lime quartz
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ok thanks!@

ruby folio
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Unless you want to create a dynamically lit environment

lime quartz
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and what is that?

ruby folio
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A dynamically lit environment.

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@plush yew Screenshot?

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More info. "Fails Immediately" doesnt tell us much

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What export options?

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No. What are your ecport options set to in blender

timid carbon
marsh swallow
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How might one use a controller to scroll in a widget? lol

ruby folio
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@plush yew I think you need to do a bit of research on the basics of exporting skeletons to unreal.

dim arch
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does anyone know of a marketplace asset pack which has a rigged swordsman character with attack animations? such as slash, jump, block (with pfx)

midnight bolt
ruby folio
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@dim arch There is yeah. One was free a while back.

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My internet is crapping out on me. But search swordsman on the marketplace

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"Close Combat: Swordsman"

hidden knoll
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How do I make a Rich Text Block scroll up like a Command Prompt?

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I can't find anything on Youtube about it

ruby folio
distant totem
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When trying to generate the html console file (4.24.3) it says it is saved into my project's saved folder, but when I go there, it's not there, or anywhere, is it because I created this project on a secondary hard drive? I didn't move it, specified the second hard drive using the project wizard

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(if anyone has the time to try and generate one of these, I would really appreciate it, cant get it from any of my 4.24 projects, or a brand new one)

normal burrow
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Build/package it again

plush yew
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so how did modern game engines come to be? anyone know where i can read up on the history?

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there seem to be common tropes in engines like unity and unreal

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you manipulate objects in similar ways

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who invented these ideas?

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for example, there's this idea of an object's transform, and you can manipulate it according to its transform position

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if you trace it back, someone must have come up with that on their own

abstract relic
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Going off the vaguest of vague memories. Replay: A History of Video Games by Tristan Donovan was decent.

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But what youโ€™re looking for is on the high level programming side. Which doesnโ€™t originate from video games. We steal from brilliant old and dead mathematicians ๐Ÿ˜œ

plush yew
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i am afraid i might not have clearly communicated what i'm curious about

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to be fair, i'm curious about a lot of things in this field

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but what you're saying corroborates how someone else answered that same question

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that it all comes from physics, etc.

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i guess i'm just wondering who the first engine programmer that decided to wrap it up in a function with a bow on top was

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a transform function is integral nowadays

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you just expect it to be there

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at some point, it must have become a standard

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but i'm not just talking about transform functions... unity and ue4 seem pretty similar in a lot of ways... i mean, most 3d engines do

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without tracing it back to an apple falling on isaac newton's head, i just wonder who is responsible for sort of standardizing this stuff

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like... surely unity and unreal are modeling their functions and such off of a tradition that must've started somewhere

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sorry for the lack of clarity... communication isn't my strong suit

gilded plinth
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Evening all. is it possible to scale a static mesh and then "freeze" that new scale back to 1?

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I'm tired of exporting static meshes to my DCC to scale and bring them back in

normal burrow
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@plush yew carmack

plush yew
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that was my suspicion

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so the structure of modern 3d engines all stems from quake, huh?

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it wouldn't surprise me

normal burrow
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Heโ€™s at least the most popular person to wrangle things into how we understand it.

honest rune
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Carmack is not a man, he's a god

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I'd put him up there with Chuck Norris

normal burrow
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@plush yew is not a creation more than a discovery imo

honest rune
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would you put Romero with him?

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I don't know which of the two was the real foundation

normal burrow
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Romero was with him at the time so yeah. But carmack can be credited for a lot more than games heโ€™s made.

honest rune
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yeah, romero seems more of a design guy and carmack the tech innovator

normal burrow
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The idea of game engines like unity catering to the developer so they donโ€™t have to type a few things extra lines of code is hopefully something they didnโ€™t expect

honest rune
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Definitely. In those early days, a prepackaged engine was a pipedream. They had to do so much low-level voodoo back then

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Real knowledge of the hardware it'd be running on

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I think that's what helped make Carmack as innovative as he is today. He really had to know his stuff

normal burrow
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To clarify though: I agree with HighTide. Carmack was good at identifying work of brilliant and dead mathematicians. He was the first to apply things in simulation, simulate further to apply further, etc (does help that the computers they used were years ahead of the platforms they developed for)

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To overlook that preexisting work would be a mistake

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I go sleep though, goodnight

honest rune
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night ๐Ÿ™‚

plush yew
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modern engines are great but i wanna learn more about lower level stuff too

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and the history of it all

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i'll have to look into carmack's development of the quake engine more

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anyone know anything about this d3d11 rhi crash?

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its extremely frustrating and keeps happening every 5 -10 minutes

plush yew
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the hamster running inside of your computer is dehydrated

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he's taking a rest and needs more water

quiet pivot
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its extremely frustrating and keeps happening every 5 -10 minutes
@plush yew

Make sure your graphics card drivers are up to date, but I don't know if that will fix it.

plush yew
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they are

quiet pivot
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Post the crash log? Probably not here (bit spammy) but maybe pastebin or sonething?

plush yew
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ive literally had hundreds of these now

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target line varies a bit, but the bulk stays the same always a rhi d3d11 error

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this one is happening while importing from megscans bridge

regal mulch
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One would need you to install editor symbols to know what exaxctly fails

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RHI is the Hardware interface that communicates with your graphicscard iirc

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Which on windows is d3d11

plush yew
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alright, dloading editor symbols now

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it would be truly amazing to fix this, i cant live like this lol

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oh and its aka UE-4228 Crash due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

ive tried the -dx12 thing, tried forward renderer (fails to launch editor), and dont know how to do the grhi= 11 thing

regal mulch
#

Working on a Desktop or Laptop?

#

Also, in your image that you posted, could you select all that info and paste it instead of making an image?
Makes it easier to use the info

plush yew
#

heavy duty desktop replacement laptop, gtx 1080

barren flume
#

I keep getting this message trying to install

#

i already have 4.8 installed

#

oh wait nevermind

#

forgot that's regular .net

gilded eagle
#

hey hello

#

i'd like to know how things are initialized in unreal regarding player controller, spawning.. game mode...

#

what's the order in which they are taken into account?

#

is there a place where i can see this?

regal mulch
#

Mostly in the source code

gilded eagle
#

isnt this stuff explained anywhere else?

#

i should go hardcore and read all the c++ code that makes up unreal?

#

i'm a beginner

#

i'd like to know how things are executed so i can understand where i could set the player movement for example

#

can i do that in the level blueprint? in the character actor? in the gamemode?

#

does one overrides the other?

#

can i set basic movement in one place, and extend it in another place?

barren flume
#

okay now it's compiling

plush yew
#

Stop anim montage

#

any idea how it works?

#

couldnt find docs on it

icy bone
#

Hi all, anyone know about any plugin that can handle instanced skeletal mesh? I know theres animation sharing but it does not instance the skinned mesh themselves right

barren flume
#

I still haven't been able to get my issue fixed

#

with getting it so an ai will possess the player that leaves instead of the character disappearing

quiet pivot
#

can i set basic movement in one place, and extend it in another place?
@gilded eagle

Best to look for a tutorial that covers the part you care about, e.g. a first person shooter tutorial or a 3d person game tutorial... I don't know one off the top of my head because I learnt by looking through source code :/

brittle gulch
#

Why most of the depth of field settings has been removed?

quiet pivot
#

Or find an existing repo / template, look at the classes they made and what they inherited from

mild crystal
#

Anyone ever had an issue where directional lights just stop working? I can get it to work if I turn shadows off on it. Super odd

still moat
#

Man this stuff is crazy, but what I Struggle to understand is how exactly are you supposed to make a planet? It can't be a landscape since you can't to spherical ones.

serene birch
#

I think he uses a landscape with that Spherical Shader that distorts the landscape at render time to make it feel like it's a sphere

#

but really, only a small part of the planet is playable

#

rest is just a big sphere mesh I'd say

#

you can try to look at how stuff like Planetary Annihilation or Elite Dangerous works else, but I don't think you have the "tools" needed for that in the base engine really

split tundra
#

I've got a PersistentLevel containing only the PlayerStart and 2 stream levels.
On one of these levels there're a few actors that do show up whenever I load the level and everything works fine, but only in PIE. As soon as I launch the game, the actors do not appear at all.
I've tried spawning them through BP and the same thing happens.
Does anyone know why?

thin tendon
#

How are you handling your sub levels? With trigger boxes?

split tundra
#

Apparently something's wrong with those actors' sprites, because I tried to make a new Actor with a different sprite and it does show up, then I tried to change my previous Actors' sprites to this other one and they now show up too, what's wrong? lol

plush yew
charred stirrup
#

Hello! I'm trying to set up Physics Asset, but my character is bending backwards, is this normal? How can I make it bend forward?

quiet pivot
#

@quiet pivot
@plush yew

So based on the log it seems that your graphics driver is disconnecting / card is disconnecting / UE4 is losing contact with your graphics card (hence the UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() function call, causing a static assertion failure and ultimately a crash). I'm assuming that the "device" is the card or driver, but my low level hardware knowledge is more to do with MCUs than desktops, so I may be wrong there.

Unfortunately I don't know so much about the low level side of graphics drivers etc., I've only written as low as OpenGL code level stuff in the past, so I can't help you further ๐Ÿ™.

plush yew
#

Thanks for the hint, yeah in that moment it shows a gpu spike in task manager

quiet pivot
#

Yeah that sems to confirm it then - is it possible that you're trying to do too much and it's overheating and then restarting?

normal burrow
#

Power supply

quiet pivot
#

Yeah that's the other option, it's drawing too much power and restarting. Much more likely than overheating actually

normal burrow
#

Underpowered

quiet pivot
#

As in, it needs more power than the power supply can provide is what I meant ๐Ÿ˜›

normal burrow
#

You will fry it this way mayart, would make sure itโ€™s fully powered

#

Make sure your on two rails if itโ€™s a two plug card

#

Happened to allar

distant totem
#

I can also vouch for two rails on a two plug card, DO IT

rich rose
#

I have a fairly general question about Unreal Versions. Is there any risk of 'upgrading' the Unreal Version of your project? Atm I am using 4.24. I started a new project about 1 week ago. I'd like to make the upgrade but I scared it might damage the project. Is this a risk? I haven't done it before so I'm a little hesitant

#

Its a cpp project

pulsar badge
#

Is it possible to add another height map into ue4

#

Even if I have one loaded already

#

Then merge them has 1 big landscape

distant totem
#

Yes, everything could break, or nothing at all! It's up to you to pull the trigger, for your cpp, UProperty has been refactored to be FProperty ๐Ÿ‘

ruby folio
#

@light lintel Dont ask to ask for help just ask.

distant totem
#

Definitely make sure you have backups, and if you haven't yet, set up some local source control of somekind, doesn't need to be on a server

ruby folio
#

@pulsar badge Yes

rich rose
#

Oh god. really? FProperty. I'm still fairly new to cpp so I just replace All UPropertys to FProperty ?
I'll have to do more research into it and make a back up! : P thanks for the info @distant totem

pulsar badge
#

@ruby folio how?

ruby folio
#

@pulsar badge Are you using world composition?

pulsar badge
#

No

#

That chicken is burnt ๐Ÿ˜ญ

ruby folio
#

How are you streaming in and out levels?

pulsar badge
#

Itโ€™s just one map I open the level

#

And open another one if I need it

#

Iโ€™m not streaming anything

#

You think I should do the world composition? Even in a battle Royale type game?

ruby folio
#

It wouldnt hurt.

#

How big is your landscape?

pulsar badge
#

Not big at all prob 2 by 2

#

Thatโ€™s why I wanna make it bigger

ruby folio
#

You dont need to use world composition really. You could just stream different parts in and out without.

pulsar badge
#

With islands but add on to it with height maps

ruby folio
#

You can use the landscape tool to add components.

pulsar badge
#

Ya, but itโ€™s ugly if I do by hand

#

Lol

#

I want to bring in a new height map and merge it into the one I have now

#

So at first Iโ€™ll have 2 landscapes

gilded eagle
#

i donรฌt understand

#

does player controller has a position in space?

ruby folio
#

it haz

gilded eagle
#

when i posses a pawn or char, it changes right?

pulsar badge
#

๐Ÿ™ˆ

ruby folio
#

@pulsar badge I think you are gonna struggle. You will have to line your heightmap up and try and join them.
Or, using the current landscape, under manage, click add, add another square tile.
Then duplicate the landscape and delete the other half. Use the new half when importing a heightmap

honest vale
#

@gilded eagle yes but by default it doesn't move as far as I know

ruby folio
#

Or plan ahead

pulsar badge
#

Oh I gotcha

#

Ok

#

Ya prob would be a pain

ruby folio
#

@pulsar badge I would use the landscape manage page to add the new landscape tiles. Then choose sent to new level. And set up world composition or level streaming

#

That seems the easiest option without having to fight with landscape seams.

gilded eagle
#

get player character, is returning the character possessed by specified player index?

#

player index is zero if i'm single player?

#

player index and player controller are 2 separate things?

pulsar badge
#

Ok

gilded eagle
#

how do i disable gravity on a character?

#

i have player controller controlling a char. player controller is getting keyboard inputs and i'm using set movement input, set yaw input etc.. on a character, i'm using the get player character, i guess it's the one i'm possessing.

#

i am getting forward vector from player controller. and using it as input of the add movement input of the character

#

if i point up, it seems the get forward vector gives me only the horizontal component of where im lookng at with the camera

frozen mural
gilded eagle
#

i mean i don't actually move up.

#

maybe it's the movement inpt that works like that?

#

i should perhaps use another way to move the character?

#

i understand that those functions "add ... input" are in someway communicating with the the character actor's movement component

#

so it probably has its set of rules

#

can anyone help me out with these doubts please?

fossil ore
#

Does anyone know how to permanently change screen percentage in viewport window ?
Each time you open UE4, It goes back to "100"

abstract relic
#

Perhaps in the .ini

charred stirrup
#

Does anybody know any tutorial, or something where I can learn how to create really good Physics Asset for character? I don't get how I can make the right physics. whatever I do, I get a bad result, everything bends to the wrong place. Any tips or tricks?

supple totem
#

hey all, does the engine have built in stuff for variable controller sensitivity. Meaning like cam turns exponentially faster at edge of joystick travel compared to small adjustments?

#

not hard to code myself - but if Epic's solved it I'd use their methods

honest vale
#

sounds like something you'd need to implement yourself

supple totem
#

๐Ÿ‘

pure pollen
#

hi y'all, hope you people have a great time. May i ask for some help? Basically i have a 3D aspect problem in the materials i get from quixel bridge to unreal engine

#

let me explain myself better: when i go in the bridge app and i see a material i like, i export it to unreal engine 4.25, but it's flat... no 3D

#

any idea how i can fix this? i tried exporting the material with all optional texture (specular, gloss, cavity ecc...) but no 3D aswell... my material is just flat

supple totem
#

look into tesselation

#

warning, it is pretty expensive on GPU

pure pollen
#

i have no problem at all with the gpu (i got an rtx 2080 ti, so i think i'll have 0 problem at all)

#

but in the texture list there's no tesselation option

#

do i need to create it myself? if so, any hint on how i can do that?

supple totem
#

its been a while since I've done it, theres tons on youtube tho

plush yew
#

hi !

#

i'm having a weird issue that i dont understand yet

#

i use a directionnal light with mesh distance fields

#

and now i'm having acne, lined up with the sphere reflection capture

#

i thought that was with self shadowing saw that the issue is with the reflection capture

#

what could i try ?

loud knoll
#

@light lintel I don't know anything about Chaos I wont start using it until it is on by default with no code compiling and they have a path way to convert old emitters to the new system at this point in my project I don't want to recreate 150 emitters.

plush yew
#

this is a clear coat material btw, not having issue with diffuse materials

fallen marten
#

@charred stirrup just try to copy the settings from the default mannequin, and try to make sure your joint constraints are rotated properly so the joint can only bend in the direction it should. That's the first point of call

#

You can adjust from there

plush yew
#

also it seems it only happens with objects simulating physics

#

on the right is the same actor set to static

honest mango
split tundra
#

Let's say I have an overworld map where you're only allowed to walk and interact with stuff and a battle map where the gameplay is totally different, what would be the correct way to handle the different modes and inputs? I'm reading about GameModes and stuff but I'm still confused on some things, should I make 2 different GameModes with different PlayerControllers and whatnot?

floral lion
#

Might be a quick one

does the Print key does screenshots for UE4 packaged games by default? They aren't in the games AppData/Local folder :/ and it seems that this key cannot be bound using the Input Project Settings?

#

Mmh ok seems not built in, ok

#

Let's say I have an overworld map where you're only allowed to walk and interact with stuff and a battle map where the gameplay is totally different, what would be the correct way to handle the different modes and inputs? I'm reading about GameModes and stuff but I'm still confused on some things, should I make 2 different GameModes with different PlayerControllers and whatnot?
@split tundra I would consider it a different game mode though a different game mode may have the same characters behind the scenes
Do you have any interaction between those game modes? Like carrying over inventory or stuff?

Otherwise implementing different controllers is a way to go there, and use them and the same characters for different input

split tundra
#

@floral lion Thanks for replying! Yes, inventory and the characters' stats must be carried over.
How would I handle that? I'm reading on GameInstance, GameMode, GameState and so on but I'm kinda getting confused ahah, I do understand some do persist for the whole game, some are able to carry over stuff from a level to another, but I'm kinda lost since as far as I've read, some of these stuff are mostly important for multiplayer games and I could handle stuff differently, since my game is single player

floral lion
#

PlayerState may be handy here but not sure

#

Most times, i just saved the inventory pre-level switch and loaded it afterwards

split tundra
#

Saved as in, GameSave?

floral lion
#

GameInstance is like your Application, so mostly the game itself as a whole
GameMode is something you want, different kind of modes a player can play - tbh yours do not sound like explicit modes - i would say a Lobby and a Match are two modes
GameState, overall state of the game but mostly something for multiplayer, so it is like game mode but for every connected client

split tundra
#

I was thinking about placing all these permanent stuff (the ones that must be carried over) in GameInstance as that stays up as long as the game is running, so I was thinking on NewGame, the player would have the default basic stats and blank inventory, on Load, I would actually check if the player has a savegame and load the characters' stats and inventory and then keep track of them in GameInstance

floral lion
#

Saved as in SaveSlot yea

#

this kind of stuff really depends on the game and ease you can get away with

split tundra
#

Well, I was thinking about making a different GameMode since, well, at least conceptually, the overworld and battle phase are different modes, gameplay wise, but I'd need to look into UE4's GameMode concept a little more, I guess

floral lion
#

Yeah sounds reasonable (the loading and newgame stuff)
Only downside is that you cannot "launch" in any level, that is from a dev standpoint kind of nasty

split tundra
#

this kind of stuff really depends on the game and ease you can get away with
@floral lion Yeah, this is the thing, I guess. For MP related stuff, one would be more inclined to do stuff in a different manner, whereas for SP games, you aren't forced to

floral lion
#

Also depends if you actually "load" a different level for the overworld

split tundra
#

What do you mean by the launching stuff?

floral lion
#

GameModes can only be changed during real "Open Level"

split tundra
#

I'm streaming them

floral lion
#

from my knowledge

#

yeah you cannot change the game mode then anyway

I would just add a "State" flag to game instance or your playercontroller in which state you are and determine the inputs from there

split tundra
#

If GameModes change only on OpenLevel, would that mean, unless I give up streaming the battle map, I should plan everything into GameState?

#

IIRC, one GameMode has a GameState

floral lion
#

from my knowledge yes

#

as the streamed level is still part of the first level - thus it's game mode is still active

split tundra
#

Yeah, I did think about the State thing you mentioned, but wanted to look more into "UE4's way of doing things", if you get what I mean

#

True, that makes sense, I tried changing the streaming level's GameMode and they all seem to share the same one, so you're correct on that

#

Changing one changes the others'

floral lion
#

honestly UEs way is not that always imo - it is a very specific case for lobby like game loop with game modes and so on
where you actually load a new map, which will be unloaded / transitioned back to lobby once it is done

#

Some stuff purely exists because it makes sense for Unreal Tournament, it can be useful for different kind of games - but typically UT does not stream any level

split tundra
#

Now that I think about it, that makes total sense, I kinda forgot most of these things stem from their games, older or newer, that is

#

I'll see what I can do and come up with something that works for me, thank you very much, appreciated it ๐Ÿ™‚

floral lion
#

Good luck ๐Ÿ™‚ make it till you break it ๐Ÿ˜„

split tundra
#

Likewise!

plush yew
#

Is there aaaaaa way to put importance on sockets for meshes? Like always appear on top of other sockets or meshes?

#

Having a scabbard or sheath always appear on top of armor?

mint umbra
#

What could be the reason that updating from 4.23 to 4.24.2 make my project drop from 120 FPS to 40 FPS every 3-4 second? Conversion of blueprint assets from the marketplace maybe? Or something wrong with the install of 4.24? If it was up to me I'd stay on 4.23 until 4.26 is out, but a BP asset I really want from the marketplace is only available to 4.24.

#

Hmm, the fps drop occures in a fresh template aswell. Got two plugins installed, but deactivated: DragonIK and Multiplayer Projectile Physics (they're up to date)

swift sedge
#

Hey everyone! Just got Unreal Engine, a small team and I are making a fighting game, just want to ask for examples of 2D fighting games (not 3D models, but 2D sprites) made here? And also, would it be done with sprite sheets for making characters? Thank you!

ruby folio
#

@swift sedge Take a look on the launcher. A few examples on the learning tab for 2d stuff.

#

You can use single animated sprites or afaik you can use rigged sprites

swift sedge
#

Alright, thank you!

digital badger
#

Is there anyway to make variables public based on context? For example I have an blueprint actor which has a Bool variable called "bEnableExtraOptions", which is always public and visible from the editor. When the user/designer enables this Boolean, I would like extra variables to be come visible, such as more Booleans, Strings, Ints, and Actor References.

#

Has anyone implemented such a feature before, and could provide implement tips?

#

If this is a C++ only feature, I don't mind suggestions requiring a C++ parent class.

serene birch
#

on UPROPERTY you can use EditCondition="BooleanPropertyName" kinda

#

doesn't hide, it disables instead

digital badger
#

That also works, thanks! :)

serene birch
#

you can put any C++ code that returns a bool too it seems

digital badger
#

It's shame that you can't assign an editcondition directly in blueprints, without editing Kismet code.

upper heart
#

Has anyone seen an issue where pak files think they are new when they aren't? It's only happening to some of our users. And it is causing boot time to greatly increase.
They are seeing the following in their logs
LogPakFile: New pak file ../../../Foo/Content/Paks/pakchunk0-WindowsNoEditor.pak added to pak precacher.

manic pawn
#

you mean more than once? it's expected to show once at the very start

upper heart
#

Once every start?

manic pawn
#

yeah

#

when the pak system is initialized

upper heart
#

ah okay

#

We are running into an issue where all of a sudden a lot of players are taking a very long time to load our main menu

#

Without us pushing an update

manic pawn
upper heart
#

yeah it's very strange

manic pawn
#

no way to reproduce locally?

thin tendon
#

There is a blueprint node called "MakePointerEvent" Does anyone know of a use for it? I can't seem to find a way to set the values for its settings. And it always returns an empty effecting key.

upper heart
#

not yet

manic pawn
#

would be interesting to profile one of those slow starts with insights and -filetrace -loadtimetrace

upper heart
#

yeah agreed, that's what I am planning on doing. Just have to get them on an environment that I can profile on.

manic pawn
#

maybe anti virus is interfering with loading the file for [unknown reason]? that would explain why it suddenly magically affects lots of people with no other changes

upper heart
#

Yeah, I was thinking a 3rd party update as well

#

At first I thought it was a nvidia update. But we are also seeing it on amd cards. I'll check antivirus

#

One thing we haven't done is setup GameOpenOrder, but I don't see how that could cause this issue to pop up all of a sudden

manic pawn
#

yeah if that was the problem it would just always be slow

midnight root
#

with my terrain setup, sandrock texture built in and sun & sky thats all, having hard time getting rid of these 'white patches', than show up in triangle like form initiallly as I cross, and if I slow down/stop, I get multicored flashing <notondrugs> btw ;0-0

#

๐Ÿ˜‰

#

litearlly not

#

i can send pic if needed

#

the flashing is under 3rd person character, and the colors reflect onto character as Istand there

grave radish
#

Does anyone know if you can add ray tracing to a UE4 project, without RTX hardware?

#

I have a 1080

gilded eagle
#

what's the difference?

raw rock
#

Im using procedual foliage but when i use it the trees dont have collision help?

ruby folio
#

@raw rock Open the foliage type asset, under collision, set the collision type you want

raw rock
#

I put blockall dynamic but still doesnt work

ruby folio
#

Check your character collision flags. Or set it to block all

#

Do they have collision?

#

Are they using simplified collision or complex?

gilded eagle
#

i'm not havim much luck today asking question here

#

let's try again, is there a way to disable nodes instead of disconnecting them from the flow?

ruby folio
#

No

#

Other than using a branch and a bool set to editable that you toggle on and off

#

Or temporarily placing a reroute node

gilded eagle
#

cool

#

thank you

#

i have 2 ways of setting character rotation it seems

#

one is setting from the player controller directly

#

and one is setting in the character itself

#

this lead me to think that the character always get the rotation that is set to the player controlloer

#

am i right?

ruby folio
#

Sounds right yeah

#

The controller is essentially the brain for the pawn. AI controller or player controller. Its all the same

gilded eagle
#

i can set the position of the character only in the char itself, i can't reallt specift the positoin of the player controller

ruby folio
#

You shouldnt need to get a reference to self in that case. It already is itself

gilded eagle
#

yeah, i was playing around trying different things

#

player controller does not have a position itself, it seems.

#

well i think it does because i've seen an option somewhere..

high glacier
#

Hey guys, I was wondering if someone might be able to help point me in the right direction please? I have a "VR button" blueprint which detects when a player has fully pressed the button. Once they've pressed the button, I need to get the "ID" of that button and cross-reference it with an array etc.

I'm just struggling to work out how I can assign each button actor a unique ID - Is the best way to do this through something such as component tags, or create a function within the button blueprint which sets it's own ID and call that for all 9 buttons in the construction script?

Any help would be very appreciated, been googling for quite a while now and not really sure what i'm searching for!

ruby folio
pulsar haven
#

How to make Gun Sounds

proven zodiac
#

Hi, is it impossible to use decals on meshes with translucent materials?

hasty horizon
#

what is a "0" node in materials bp ? does anyone know?
@light lintel It's a constant node

#

1 + lmb

clever arch
#

Hi Everyone! Hope this is in the right place :)

Can Unreal create procedural assets? I currently use houdini to create Proc Assets and then use their engine inside unreal but am finding the back and forth slows me down and that the reliance on another companies engine could cause issues along the way.

I have seen people create whole rooms procedurally but can you do it with assets like for instance I want to create a wall but able to control say the window type, light type, plugs etc etc is this possible?

My assumption is that if you can do a complete room you should be able to do general assets? is this correct? sorry if im coming across stupid!

hasty horizon
#

Yeah! They're called blueprint construction scripts. It's not as in-depth as Houdini but if you need to make some general procedurality it's perfect

clever arch
#

Ok thanks ๐Ÿ™‚ Do you know how the houdini engines impact on unreal is? or is like anything good optimization is the key? I basically want to create game assets as fast as i can with a procedural base and then add key elements and detail so it doesn't look crazy but also doesn't use huge amounts of time to create a level as I'm only 1 person doing it if that makes any sense? Thanks again ๐Ÿ™‚

hasty horizon
#

Sorry, I haven't got into Houdini so I'm not sure how big the impact on UE is but I'd say the right path is a mix of Houdini and UE

clever arch
#

ok thank you for your help ๐Ÿ™‚

icy bone
#

1 + lmb
@hasty horizon its a constant with value = 0

heady aurora
#

Hello, can someone help me figure out if i understand this correctly? I'm profiling and i'm trying to figure out some slow downs , one of the most reoccurring things are cpu stalls - wait for event , can these also come about from delay nodes as well? Or what kind of nodes should i be looking at exactly , i'm kinda stumped

abstract relic
#

@clever arch thereโ€™s a houdini plugin. Itโ€™s a bit strange initially but it works well enough

raw rock
#

Please help procediual foliage assets doesnt have collision

clever arch
#

@abstract relic thanks for the reply! Yeh Iโ€™ve used their plugin I but found it fairly laggy and was wondering if that would have an impact on a game later down the line ๐Ÿ™‚

abstract relic
#

Best to ask @normal burrow .

raw rock
#

i tried putting blockalldynamics and everything but my players keeps passing through it

normal burrow
#

Itโ€™s as laggy as your graph

#

The canyon about 2m. To generate but it โ€œmostlyโ€ lets you keep using the editor

frosty swallow
#

hi, sorry to interrupt but where do i go for like not help? but advice on a certain problem with UE4? walter

#

not like the software

ancient lotus
#

do you have an example?

abstract relic
#

Is there a difference between help and advice?

frosty swallow
#

okay let me rephrase im dumb pepeCry

#

okay so, i want to have dialog in a level of mine, but how would I do that, ive tried an event tick trigger box with the dialog but it keeps repeating every time the player walks in that trigger box

#

it also overlaps the audio

ancient lotus
#

create control variables. what i would do is make an actor for this, create a box volume and overlap event in that actor, create a boolean (lets call it bHasBeenTriggered), when the player enters the volume check if bHasBeenTriggered is true, if it is simply return to stop the rest of the event from running, if its false set bHasBeenTriggered to true and play your dialog stuff

abstract relic
#

Or use a Do Once node

ancient lotus
#

or better yet actually disable the event to use less resources since its not needed again

normal burrow
#

Don can be nice too

scarlet birch
#

@ruby folio @gilded eagle "let's try again, is there a way to disable nodes instead of disconnecting them from the flow?" Yes. Yes there is.

frosty swallow
#

huh I study game design at uni, i do mostly the modelling and level structure but for my final project i have to do more the technical side

#

so my head is gonna explode

#

and cos of covid my teachers have set slots for us to talk to them

#

so i would ask them but theyre busy with other students

ancient lotus
#

well i literally did the exact same thing to help a group in a similar situation setup their game so consider me your master for awhile

frosty swallow
#

but, i kinda dont know what any of that means

create control variables. what i would do is make an actor for this, create a box volume and overlap event in that actor, create a boolean (lets call it bHasBeenTriggered), when the player enters the volume check if bHasBeenTriggered is true, if it is simply return to stop the rest of the event from running, if its false set bHasBeenTriggered to true and play your dialog stuff
@ancient lotus

#

omg sorry didnt mean for it to @ u

ancient lotus
#

im going to assume your using blueprints?

frosty swallow
#

yup

#

I dont know anything about c++ but i will be learning next year

ancient lotus
#

under programming

frosty swallow
#

yes

abstract relic
rancid lynx
#

is it possible to get a sharp edge between the green and brown like this, in UE4 terrain, without cranking the vertex - polygon count up ? how can i get nice clean edges like this? my edges always end up zig zaging left and right between terrain vertecies.

normal burrow
#

If you can edit the material, rounding the layer selection could be done

rancid lynx
#

im not sure what rounding layer selection means.

raw rock
#

why are my trees not spreading through the whole box with procedual foliage???

gilded eagle
#

@scarlet birch thanks

mint umbra
#

I'll ask again :)

What could be the reason that updating from 4.23 to 4.24.2 make my project drop from 120 FPS to 40 FPS every 3-4 second? Conversion of blueprint assets from the marketplace maybe? Or something wrong with the install of 4.24? If it was up to me I'd stay on 4.23 until 4.26 is out, but a BP asset I really want from the marketplace is only available to 4.24.
Hmm, the fps drop occures in a fresh template aswell. Got two plugins installed, but deactivated: DragonIK and Multiplayer Projectile Physics (they're up to date)
https://gyazo.com/f880f511c5f207a79371df04d99d3367

Edit: I get the same FPS drops in 4.25 in a clean template.

manic pawn
#

use insights to profile it

normal burrow
#

How does gpu profiling work btw

manic pawn
#

with insights?

#

you use -trace=gpu,[all the other stuff] -tracehost=127.0.0.1 -dx12

nimble comet
#

hey guys do you have any idea how did he create this kind of animation?
ldid he use materials or Blueprint?

manic pawn
#

use sequencer to move the camera and a material to do the spinny thing

nimble comet
#

Heres the video link btw

#

Oh so its a material? to create the spinny thing

manic pawn
#

you can tell how it's a material by how TAA is not working correctly on it br_dab_left

nimble comet
#

Thanks! I thought it was a Blueprint

manic pawn
#

you just need a cylinder with uvs to put the texture on it and then use panner node to move it to the left

nimble comet
#

Finally! Thank you so much! Sir Zeblote

split zinc
#

You guys are so talented haha

#

I h e always wanted to make a game I have had as a dream but never can seem to pick up coding lol. How do you guys get so good at it

plush yew
#

Does anyone know how Iโ€™d go about implementing super large planetary scale storms that look like this

#

....anyone?

#

๐Ÿ˜ญ

nimble comet
#

I think this one can be created on what I have asked recently

#

use sequencer to move the camera and a material to do the spinny thing
@manic pawn

#

creating a Storm-like material? not sure

pastel cipher
#

Can anyone help me with a few questions regarding modular character models I'm trying to set up?

plush yew
#

I wonder if I could make it particle based

#

Or just some doodoo Houdini thing

lime girder
#

Got a weird bug. My niagara systems are previewing grey... am i missing something?

timber river
#

hey guys, so I added some content packs, most notably the modern building pack thats free now, and whenever I try to open one of the example levels to have a look at it, my engine freezes at 75%.. v4.24, any idea whats up with that?

#

I have a intel i7 3770, 5 gb of storage on my main drive, 20 gb on my secondary which is where unreal is installed, and a nvidia gt 740 gpu

#

or possibly unreal is on my tertiary drive, which has like 1.2 terrabytes free in it

gilded eagle
#

is there a way to bring up the right click menu in blueprints using TAB key?

#

i'm so used to houdini nuke maya...

latent peak
#

does anyone have any resources/tips for moving around in a moving ship?

#

on a theoretical level i know about the "move the world rather than the ship" idea but I dont understand the practical aspect of that

#

or about creating a separate physics grid inside the ship

misty creek
#

@timber river Sounds like it's just compiling shaders

lament saddle
gilded eagle
#

need help

#

im trying to assign a command to a button widget

#

i can go on the button and add event on clicked

#

and also i tried to drag the button in the bp and type on clicked.. and it build me that thing

#

i don't know what is happening here

#

first method works.

#

second doesnt

spiral totem
#

Guys, I import an object in UE4 with AO map. But when I set my light as movable the AO map seems of very low intensity which is not what it should be, when switching to static light and bake, it becomes normal. So i'm wondering is that movable light can't present AO well or just I'm doing in a wrong way. Please give some help, thanks.

honest mango
#

hey how can i add a timer condition to branch , like if linetrace hit more than 5 second then true

steep verge
#

anyone have and idea on how to integrate als v4 with the paragon models ? i retarget the bones and hit sve and my editor crashes .... it is quite annoying

lime girder
#

Does anyone here know how to disable UE4 cooked builds from asking for anonymous analytics?

clever arch
#

@normal burrow thanks a lot for the advice! ๐Ÿ™‚

bold rune
#

How did I live without Blueprint Assist before?

#

In actual questions: can anyone recommend a good marketplace plugin that adds useful behaviour tree tasks/decorators etc? Most of the AI plugins seem intent on replacing Behaviour Tree entirely.

frail sun
#

Could we get auto save to not happen while we're naming something please? Shit's annoying

bold lintel
#

This project was compiling fine yesterday and when I opened it today, I'm getting these errors in engine files. any ideas why?

abstract relic
#

You can adjust auto save in project settings

clever trail
#

Yo may i ask should i go all in c++ for wanting to create a multiplayer game, or is it possible to make a good one with blueprints and c++, If it's the first option i'd be willing to learn it xd

misty owl
#

If I'm making a custom character mesh and want to use the UE4 skeleton/animations, do I have to make the custom mesh with similar dimensions to the UE4 mannequin?

#

Say the mannequin is 6 feet tall, and I want to create a character that's around 3-4 feet tall. Will that shorter mesh work with the UE4 skeleton?

#

All the resources I can find on using custom mesh with the UE4 skeleton use a mesh that looks to be the same dimensions as the UE4 mannequin

#

Right on. I'll give it a shot. Worse case scenario I'll just have to learn how to make my own skeleton and animations!

signal shale
#

Can someone help me with a problem im having with an animation

grim ore
#

@misty owl look at the animation example map in content examples learn project, it shows the same animations running on 3 differernt skeletons of differing sizes

signal shale
#

I have a camera that uses a fade in before turning on and i added a delay of 5 secs to the camera to prevent spam but the fade animation still plays

#

is there a way i can add one

junior shard
#

i downloaded unreal engine 4.25 and deleted 4.24 beacuse of space problem on hd i imported my game in the new version but the light got weird artifacts and flikering problems

#

am i the only one? is there any know solution? i tried deleting evry light source and replace it and building light again but to no use...

normal burrow
#

@clever trail no disadvantage

plush yew
#

hi im setting up a create acc login interface, i got hard time settiing it up, i even cant put the button were i want

#

can anyone tell me what i do wrong or help me please?

normal burrow
#

the only disadvantage to having BP and C++ is that you have to install visual studio and compile code @clever trail. You'll have to install visuals tudio to package though, so: meh.

misty owl
#

Right on. Thanks for the advice. @plush yew @grim ore

clever trail
#

@normal burrow If i may ask does that mean i am possible of having full multiplayer compatibility while using blueprints for all the non animations

grim ore
#

@plush yew You need to learn how the widgets work in UMG. The parent controls the way the child is layed out, in your case you have a grid which means all children will fit on a grid. If you are trying to put someone in an exact location/position then you want a canvas panel

plush yew
#

hhmm @grim ore im going to send a youtube link if thats okay in this chat and i show u what i need to do

normal burrow
#

@clever trail yes, doesn't matter

signal shale
#

Can someone help me?

clever trail
#

Nice one pat

plush yew
#

https://www.youtube.com/watch?v=nZv5_N9_8WU

on 42:54 the little indroduction from the interface starts its les then a minute

@grim ore

Create a AAA quality multiplayer and matchmaking system without C++, saving thousands of hours. Using blueprints you can deploy and scale your multiplayer game faster and easier, with free test servers for up to a year!

https://www.unrealengine.com/marketplace/en-US/product...

โ–ถ Play video
#

im so bad ad this XD almost done though xD

grim ore
#

Don't know what the video has to do with your problem

plush yew
#

i need to make that the interface but its so hard he doesnt say how xD

grim ore
#

@signal shale you didnt really show any code, all you said is something doesnt work. WE can try and help but we have no idea what is wrong without seeing anything.

signal shale
#

Alright I will post sorry

grim ore
#

you need to learn how UMG works then, there are plenty of tutorials out there.

plush yew
#

okay , umg tutorials thanks, going to check that one

junior shard
#

guys can somone helm me out?

#

*help

plush yew
#

oommmggg

signal shale
plush yew
#

you are mathew wadstein !? @grim ore

signal shale
#

These are the Nodes for Nightvision on My Camera

#

And then this is the Fade for my Camera turning on

#

I tried to add a gate-customevents already for The animation but that doesnt work

junior shard
grim ore
#

well that will play the animation when the widget is contructed, this is not what you want?

signal shale
#

I want a cooldown after turning off the camera so its not spammable

junior shard
#

i relized it has to do with the smooth texture that i put into the roughness node

signal shale
#

but the camera goes through a 5sec cooldown and the fade does not

junior shard
grim ore
#

so you dont want this animation to play every time the widget is constructed?

signal shale
#

No

#

i just want it to play after a 5 sec wait (same as camera turning on)

grim ore
#

so dont put it on construct then, have it called in a custom event that you call when you want to

junior shard
#

because when i unlpug it it doesn't have any flikering but also the material get uniformely reflective and i want it to use the roughness map

grim ore
#

so when you turn on the camera, call this event

signal shale
#

so get rid of the event construct

grim ore
#

if you dont want it called every time the widget is created, yes. that is what event construct does

signal shale
#

and then just add a gate/disable fade/delay/enablefade

grim ore
#

pretty much whenever you enable your camera you can call that to call the animation to play the fade, that is what you want right?

signal shale
#

Yea

#

sorry if this is sounding redundant at all this is my first time using unreal since like 3 years ago

#

back when i used it the base playermodel was blue

worldly dust
#

Hey guys, I'm trying to download UE4's source code build form https://github.com/EpicGames/UnrealEngine/ , but for me it 404s. I already linked my Epic Games account to my Github account and I'm logged in with both...

#

nevermind, I had to join the organization on github. lol

worthy flame
#

does anyone know how to make a spline using 2-3 meshes. And to randomize them?

brisk urchin
#

Is there a way for the screenshot tool in the engine to not also capture any light or blueprint icons when going for level beauty shots??

ashen ermine
#

Hey all, should I upgrade project to 4.25? as in, is it stable or buggy? 4.24 was/is a pretty nasty experience for me ๐Ÿ˜ and i'd like not to repeat my mistake...

#

@brisk urchin press "G" on keyboard

#

thats "game mode"

#

and maybe F11 too for full screen

brisk urchin
#

@ashen ermine that's great,

#

Thanks!

ashen ermine
#

@brisk urchin glad I could hlp ๐Ÿ™‚

brisk urchin
#

Where is the game mode selection usually stored at?

#

I'm trying to get some beauty shots of my level for my portfolio.

#

@plush yew

ashen ermine
#

@brisk urchin I'm kinda ignorant to changing default things, i'd rather learn them as they are, so idk, engine settings has a hotkey section - if that's your question

brisk urchin
#

Just found it. It's in the down arrow to the left of perspective selection.

#

@claudiuschwartz ๐Ÿ™‚

ashen ermine
#

well, didn't know that ๐Ÿ˜‚ gl ๐Ÿ™‚

worthy flame
#

will take a look thanks

ashen ermine
#

@worthy flame It's from Zak, very much to my taste as an educator, so far I understood everything this guy explained. Definitely the best educator at epic in my opinion so yea ๐Ÿ˜›

blissful trail
#

when i open unreal this pops up

normal burrow
#

did you install ueredist?

blissful trail
#

dont think so

#

where would it be located ?

normal burrow
#

its out of date kill

#

but, the launcher should install this stuff for you

#

are you using the launcher?

#

i'm actually not sure what even uses qt in unreal

distant totem
#

Have you tried to move unreal folders around in file explorer? That can cause lots of issues, it would probably be best to restart your epic launcher and reinstall ue

manic pawn
#

wtf how did you find an ancient post from half a decade ago

#

that looks like an error with whatever vrmonitor is

#

unreal does not depend on qt

normal burrow
#

"unreal engine 4 redistributable package" GoogleIt1GoogleIt2GoogleIt3

signal shale
#

@grim ore sorry for ping but here is it recorded

topaz stratus
#

When I load a new level, custom variables in the game instance get reset to their default, is this expected behavior?

vocal flume
#

Does anyone know how much of a performance hit Iโ€™ll get my binding a variable from my player character to UI? I have a scoring system that increases every frame/second.. I need a constantly running number on the UI

mossy nymph
#

it accumulates fast

vocal flume
#

I achieved this by binding a score variable in my player character blueprint to the UI widget. It works correctly but reading up on it I realize this may not be a good idea

mossy nymph
#

a UI adequate for a MOBA game done only with bindings will take 7ms on game thread

vocal flume
#

@mossy nymph wow!

mossy nymph
#

refactored to event driven, it will be ~2ms, tops

vocal flume
#

Is there a proper way to do it?

#

Event driven? An event that fires every frame to update score?

mossy nymph
#

event dispatchers, bind event to them from the UI, have it update the text only when the dispatcher is called

vocal flume
#

Im sure i sound stupid but my scoring system updates every frame. Itโ€™s like youโ€™re score keeps going up every second youโ€™re alive.

brisk urchin
#

On a blueprint with a shelf with many boxes on it, does it render it all as one mesh? Or does it render each item separately?

plush yew
#

why is blueprints so ubiquitous

#

you'd think a triple a engine would encourage coding your own stuff

#

i don't really get it

#

i'm half considering making the switch from unity to ue4 but the drag and drop coding style really doesn't appeal to me at all

#

am i missing something or what

gilded plinth
#

Anyone else use Plastic SCM? Is their whole system down?

#

: /

#

ok looks like it just came back up : /

plush yew
#

i wasn't asking that question

ashen ermine
#

Im sure i sound stupid but my scoring system updates every frame. Itโ€™s like youโ€™re score keeps going up every second youโ€™re alive.
@vocal flume if every second, just make sure you call that update once every second - set timer by event/function or 2, 3, 5 times a second. It's still better than running it on tick

plush yew
#

ur right

karmic basalt
#

Coming here since #gameplay-ai is dead, is anyone able to open the AI Debugger in 4.24? Been having trouble with it for a few versions.

ashen ermine
plush yew
#

it just seems weird to me

#

idk

#

maybe im fucking insane

#

probably

ashen ermine
#

@plush yew man, if ur a programmer, it is weird, all progs say that until they get a taste of doing (some) things waaay faster in BP, especially trying things out ๐Ÿ˜‰

plush yew
#

i'll have to look into it i guess

vocal flume
#

@ashen ermine it is not running on tick currently. Itโ€™s connected to event begin play. Connected to a set timer by function that loops every second increasing the score variable. But that score variable is still bound to a text element in widget blueprint. I read that binding costs performance

ashen ermine
#

@plush yew and about the "slower" part, if you keep ur bp script clean, w/o unnecessary/sloppy algos which involve complex math or excessive iterations, the overhead is negligible.

vocal flume
#

Im getting a 30 FPS average on a real mobile device and trying to get more.

karmic basalt
#

@ashen ermine My only complaint with using BP is that you have so much liberty, some people don't realize how much they are dragging the game down by doing stupid things in BP rather than asking for a programmer to have a look at the situation.

ashen ermine
#

@vocal flume if you have a timer that updates the score every second, make an interface call and call that on the same timer. That way, every time ur score changes, values in widget change

#

@karmic basalt Well, you can be a bad coder or a good one, the language/script in this case is just perspective. It all comes down to logic and how deeply you know/understand the language - it's my point of view. That's ofc, not to say some things are impossible to do in BP

karmic basalt
#

You are right, claudius, I'm not saying the opposite, my point mostly stand on when you are working with some designers with too much ego.

#

Timer = 0.0 is Clear Timer

#

Put at least 0.0001 if you want it to fire right away.

#

But there's no point in it at that point, just call the event directly

ashen ermine
#

there ๐Ÿ™‚

karmic basalt
#

(Unless you use that event elsewhere. (Timers can only exist once as the same handle))

ashen ermine
#

and you just setup your timer

barren flume
#

I'm trying to attach these weapons to the player's back but when I do I'm not able to move

vocal flume
#

@ashen ermine by far the best thing anyone has done for me this year.. thank you so much!!!

karmic basalt
#

@barren flume Does the weapon have collision by any chance?

ashen ermine
#

@vocal flume np man, glad I could hlp ๐Ÿ™‚

#

@light lintel end point?

#

get the bool to see if it hits first, then go from there

#

then collision setup is wrong

#

make sure you have visibility collision set to block (if you want it to block the ray)

#

on the mesh/surface you are trying to trace

#

in ur ss, the trace channel is set to visibility, so it will ignore all objects which do not block the visibility channel - so, those w/o collision, or those with collision set to ignore the visibility channel

barren flume
#

@karmic basalt

ashen ermine
#

Check it out this way to see if it's green

#

if it's not, your collision isn't properly set (somehow, idk)

#

is the box in the middle you want to find with the trace?

#

are you sure that the box is between the trace start and 000 which is your trace end?

barren flume
#

@karmic basalt nope even with collision removed i still can't move

#

sorry if it's hard to read

ashen ermine
#

...but you will get no results if you trace from xyz to xyz - that trace woudl have 0 length...

#

look at the video man ๐Ÿ™‚

mint umbra
#

@manic pawn Hey, so I've run an insight profiling on a default template, but not really sure how to proceed to find out what's causing the hitches

#

Watching a talk on it right now

#

Getting 145ms jumps in a default template

ashen ermine
#

@mint umbra I see a bunch of "failed to load" idk what's going on there

#

those shouldn't exist ๐Ÿ˜›

#

"failed to load" in UE is no good, never ๐Ÿ™‚

barren flume
#

nevermind i fixed it

mint umbra
#

@ashen ermine It's a fresh reinstall of the 4.24.2 engine version in a fresh template

manic pawn
#

you need to enable more stats

barren flume
#

it just seems begin play just makes my character stuck

mint umbra
#

Yeah, it's really not what I expected

manic pawn
#

use -cpuprofilertrace -statnamedevents

#

as arguments to the editor

mint umbra
#

using the console in the projecti tself?

ashen ermine
#

@mint umbra try upgrading to 4.24.3? ๐Ÿ˜„ maybe it'll fix it

manic pawn
#

to the editor executable

mint umbra
#

not very well versed with the tool yet :p hehe

#

@ashen ermine same problem with 4.25 even

manic pawn
#

make a shortcut to UE4Editor.exe then add arguments "path/to/project.uproject" -cpuprofilertrace -statnamedevents

ashen ermine
#

@light lintel gz! ๐Ÿ™‚

mint umbra
#

oh wow, got no idea how to do that..

barren flume
#

now I have another issue

#

the more I move the more lag i get

#

and does this when i move

#

it just creates more and more of these

mint umbra
#

@ashen ermine Oh, was using 4.24.3 btw, mb ๐Ÿ™‚

ashen ermine
#

@mint umbra Yea, sry, I have no idea, that's why I went back to work ๐Ÿ˜› idk what to say is wrong there. ๐Ÿ˜

#

@barren flume Do you have your attach in the event tick? ๐Ÿ˜‚

#

when exactly do you attach that?

barren flume
#

i had it on event tick

#

on event begin play makes the character unable to move

mint umbra
#

@manic pawn So I added -cpuprofilertrace -statnamedevents to the advanced settings of UE4 editor, in the "Additional launch parameters" tab

#

Cant really see anything else in the profiler though

barren flume
#

@ashen ermine

#

this is event begin play

#

can't move at all except jumping

ashen ermine
#

and this goes away if you don't attach the weapon?

barren flume
#

no

#

i can move if i use event tick

#

then that issue i had starts

#

and yeah

#

if i don't attach the weapon i can move

#

even with just event begin play i can't move

mint umbra
#

Hmm...

barren flume
mint umbra
#

Lots of warnings

barren flume
#

as soon as I get rid of begin play I can move

mint umbra
#

Some say to update nvidia drivers... I'll give that a shot

barren flume
#

what

ashen ermine
#

@barren flume Sry I just don't have enough info on ur situation...Idk what you have in your beginplay or how your situation is structured...

barren flume
#

there is nothing in the event begin play

#

even just having the event begin play node makes my character unable to move

#

this is how i'm attaching the weapon to the socket

lavish garden
#

4th failure.. i gotta figure this crap out.

#

but first, a break so i don't break my kybd. 8D

#

(world machine to ue4)

ashen ermine
#

@barren flume If you're using a plugin or some marketplace content, maybe there's something in there which makes ur char behave like that. Cos that makes no sense.

#

Maybe animBP is bugged

barren flume
#

no custom plugins except the steam one

#

but i'm playing in offline

ashen ermine
#

idk man, sry...Makes no sense to me ๐Ÿ˜

dry wedge
#

https://www.youtube.com/watch?v=byhO6MG_Y0A good night, guys i posted this video some time ago and i didn't get any answer from anyone who could help me what i want to know is how to set up the animation so that it works perfectly. do I have to add any extra bones to the skeleton? or just with a blueprint I can do it.
If anyone knows of a tutorial on this, could you please pass it on to me. Thank you ! Sorry for the bad english

mint umbra
#

Someone else is struggling with the same FPS drops as me in version 4.24-4.25: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1701837-4-24-performance

#

Seems like its an issue Epic doesnt want to fix - updated my graphics card and still no go. 4.23 works perfectly fine.

#

Wait. One guy wrote there to disable UDP Messaging. That actually solved it. What does UDP messaging actually do, is it fine disabling it?

manic pawn
#

do you use a vpn?

mint umbra
#

Nope

manic pawn
#

the udp messaging plugins sometimes causes this problem when you disable a vpn

mint umbra
#

Never used a VPN with UE4 so that's strange ๐Ÿ™‚

unique steppe
#

which channel can I get help from about building the project?

mint umbra
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Well, finally I can upgrade my project! Thanks for the assistance! ๐Ÿ™‚

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@manic pawn

brisk urchin
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I have a ladder that a character can climb up. The default fps shooter pawn climbs it fine but when I replace the pawn with a new one it gets stuck at the top of the ladder. What would be the issue?

lime quartz
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why is painting a landscape so complicated

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i've watched like 3 tutorials now fuck

still moat
abstract relic
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Ah didnโ€™t notice the night mask for a moment there. Nice. Put it in #work-in-progress

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Sparkles โ˜‘๏ธ

undone sinew
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Has anyone had any issues with Windows 10 with either DirectX9 or 12?

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Was just doing benchmarking, and noticed that I only get full performance with DX10 and 11.
9 and 12 for my card are below expectation, especially 9.

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Using an RTX 2080 Super.

brisk urchin
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Here's a video of my issue.

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Would this be caused by the pawns blueprint or the ladder one?

abstract relic
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The best phone recording of a monitor yet. No sarcasm

brisk urchin
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Note 10 plus camera

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I don't have obs on pc. Lol

abstract relic
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Are you holding it in your mouth or something? Thereโ€™s hardly a wobble ๐Ÿ˜œ

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And show code. Thereโ€™s several approaches to ladders

normal burrow
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gotta have sparkles

brisk urchin
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I've tried resizing the player capsule and that didn't help.

abstract relic
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Phone shot of the collision in the scene too please

normal burrow
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in before phone shot post processing

latent peak
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is there a way to move a sublevel inside a persistent level?

normal burrow
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as if it were a root component cybran?

brisk urchin
abstract relic
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Alright, youโ€™re doing the half life method

brisk urchin
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here's the ladder bp

abstract relic
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So. Iโ€™m assuming you got a volume box somewhe- there we go lol