#ue4-general

1 messages · Page 731 of 1

abstract relic
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Make sure the box extends higher than the ladder

brisk urchin
abstract relic
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Check collision of the floor. When you’re playing in PIE, push F8 to unpossess your pawn. You can look around and see how the character in interacting within the scene

normal burrow
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do you have swimming in the game @brisk urchin ?

brisk urchin
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@normal burrow what do you mean? There's no water

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@abstract relic Ok, let me try that

normal burrow
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ladders in half life are swimming volumes.

abstract relic
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Hehe

normal burrow
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so was just going to suggest you could do that

brisk urchin
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I've never played Half Life in my life

normal burrow
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have you played apex legends? - same thing

abstract relic
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There’s a built in physic volume. Toggle water and it’ll do the same thing

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I still think you have a bad collision however

normal burrow
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had no idea about there being a water volume built in. something i probably should have known of by now

abstract relic
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I’m genuinely shock

normal burrow
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🤷 I literally didn't knew of the swimming movement mode on cmc. Had no idea on how to cause it, thought people were expected to set it manually

abstract relic
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Thought you were reverse engineering it

brisk urchin
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@abstract relic I tried the play in PIE window then pressed F8 and it didn't do anything.

abstract relic
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Move around after you push it

normal burrow
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nah, didn't base our water on anything. beyond math

abstract relic
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It has a buoyancy system and everything

brisk urchin
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It still didn't work.

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I'm using 4.20.3

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not sure if its in that version.

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the other thing was to go to the ladder bp and switch it from walking to swimming??

abstract relic
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It’s in all version

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~ >>> show COLLISION

normal burrow
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i'm watching this one with you viking. did not know fluid friction was a thing

brisk urchin
honest mango
brisk urchin
#

I noticed that when I make the ladder taller in size, the player is able to climb it. @abstract relic

heady quartz
#

Anyone here have experience with landscape? How is this cliff made? A mesh or a landscape sculpt? I tried using a mesh but it doesn’t blend with the landscape no matter what i do

somber quail
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@heady quartz It's a mesh because landscapes are heightfields which cannot have overhangs

abstract relic
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It is however possible with voxel plugin

normal burrow
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thonk maybe not righ tnow

winter lynx
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hello. i have a question. how do u bring materials made from substance painter and designer to unreal engine?

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ive seen people just import the sbsr and the other to unreal and you could instantly see it

abstract relic
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There’s a plugin for that too

winter lynx
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me?

abstract relic
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But honestly it’s better to just export your baked textures from substance

winter lynx
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hmmm really?

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but could you show me the pluging?

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it would help me for testing materials

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and do u know how to for unity? not sure if u could answer that

abstract relic
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Nope

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For the marketplace is currently down

steep verge
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that explains my error 429

normal burrow
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run diego, run from unity

storm venture
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is it possible to make the player's viewport only a portion of the screen? and use the remaining space for UMG stuff?

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I know I can overlay UMG on top but I would like to save performance

ocean geode
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Hi, I need help! When i Package my project and open it up in fullscreen the cursor is locked/invisible. How can i fix it so i can click on the mainmenu buttons?

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It works in engine and even in standalone but not in fullscreen

storm terrace
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I am having problems making a UObject.
If I add the .generated file it says it doesn't exist, if I don't add it, I get a complaint it isn't in my header file

#
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "Proc.generated.h"


UCLASS()
class UProc : public UObject
{
    GENERATED_BODY()
public:

    UPROPERTY(EditAnywhere, Category = "Setup")
    static int MaxPlayerCount;
};```
brisk urchin
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I fixed it!!!!

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This green arrow sprite for the minimap had collision and it was messing with the ladder.

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After I switched it to "no collision" in the drop down menu it can climb fine now. 🙂

haughty flare
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@brisk urchin Are you making a mobile game?

rancid lynx
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You can blend mesh and terrains, inforget the node. Youtube videos, ive done it with grass also. Mayyybe pixel depth nodem youtube search terrain mesh blend. It will hide the edges, done inside material.

fickle linden
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why doesnt unreal just use c#

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its so much easier

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unless theres like some crazy difference

abstract relic
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Because it’s incredibly unoptimizable for games

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Particularly for networking

fickle linden
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oh

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k then

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i thought it was made specifically for games

normal burrow
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its actually like one of the worst things you could pick for a game that has to run consistently at a frame rate

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garbage collection haults every single programmable thread

snow crown
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ehcoing @normal burrow

plush yew
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unity is made with c++, but you script in it with c#

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idk how garbage collection comes into play under those circumstances

marsh swallow
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Anyone know of a site/tutorial/course in how to program UGM/UI for controller? I am having issues with passing focus and whatnot correctly and presenting 2 or more options mapped to buttons waiting for input in UMG.

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@storm venture it wasnt harsh, its where it belongs. As well, it would get burried here in a matter of minutes, so noone would see it anyway.

normal burrow
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@storm venture this isn't the place for job offers

still swallow
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but theres a better channel for that

normal burrow
marsh swallow
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i think he got it. lol.

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we can all relax. lol

distant totem
#

Disney’s Atlantis was a great movie for it’s time though I gotta admit

marsh swallow
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Atlantis was and still is amazing!

distant totem
#

Lol

marsh swallow
#

It seems like from what i can see, controller integration with UI isnt the easiest thing. lol

still swallow
#

My UE4 editor crashes randomly every 5 minutes. Sometimes when hovering over things in the world outliner, always when a UE4 notification (like "autosaving in 9 seconds", etc), and even sometimes in the blueprint editor. Crash log is always the same:

Assertion failed: GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false) [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp] [Line: 45]
(I cut off most of the error but I can send if it would help)

Any ideas?

distant totem
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I believe that’s a drive issue, if you have Nvidia or amd software, go to the driver, reinstall, custom install, clean install

marsh swallow
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if its the D3D error that everyone else is getting with random crashes in editor....... good luck! Noone seems to have a 100% anwser to that issue.

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We had one of our guys have the issue for almost 2 months

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he tried everything. Eventually uninstalled the engine and reinstalled and it was fine

distant totem
#

Some people will recommend DDU, which I used to rely on back in the day, but that actually gave me issues, when using the official software for the gpu to install the driver it fixed all my issues. Definitely retry an engine install

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Do you see flickering?

still swallow
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ok ill just reinstall then

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no i dont

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my gpu drivers are updated but my unreal install is on a drive other than my main SSD (its on a internal hdd)

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could that affect it?

brisk urchin
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@haughty flare it's a multi-player map for my portfolio project.

rain moss
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Can I get some help understanding more about player controllers vs pawns using blueprints?

normal burrow
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not trying to provoke you, just super rude when people put job posts in places like they are beyond the rules because of situations tyler.

obtuse egret
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guys can I normalize normal maps?

normal burrow
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@rain moss pawns are the characters, player controllers are responsible for driving them, or other pawns

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<@&213101288538374145>

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your still going on about a job post please tyler

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get some rest, destress

snow crown
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😐

rain moss
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@normal burrow So pawns are more or less for example like if I have 2 teams that have 2 different skins or more about how many pawns are required for a match?

snow crown
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we have strict no-advertising rules @storm venture

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this is a place of peers

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advertising, even if you are in a panic, is to be done within the confines of the systems we have set up

normal burrow
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i am sorry your stressed tyler, trying to help you find the place for that post. people look there for such things

distant totem
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It’s hard to give empathy when you are trying to put your self above everyone else and the rules we all follow

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If you have any technical questions on the other hand, we would be happy to help in your time of need

normal burrow
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no need to push it further tyler, your tired

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@rain moss have you played chess?

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think of pawns as things that can be moved by the player

rain moss
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@normal burrow Yes sir and I thank you for your time. I have an idea and I'm learning as I go wanting to put a FPS together.

normal burrow
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such as vehicles, characters, anything that can be possessed

rain moss
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So whats the difference between a pawn and a character bp?

maiden swift
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Character is a subclass of Pawn with extra features.

normal burrow
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^

obtuse egret
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guys can I ask?

normal burrow
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please ask rear6

obtuse egret
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can I normalize normal maps?

maiden swift
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@obtuse egret What do you mean by "normalizing normal maps"? Please be more specific.

plush yew
#

xzibit mode

normal burrow
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in the material yeah

rain moss
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Ahhh so the "player controller" takes control of a "pawn" or "character"?

obtuse egret
#

yeah in the material

maiden swift
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@rain moss Bingo. 🙂

normal burrow
#

actually rear6, they are automatically normalized

rain moss
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@maiden swift Thank you for chiming in! ❤️

normal burrow
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unreal uses a 2 channel normal format that enforces it be normalized ( but does not interpolate linearly )

rain moss
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You guys are amazing!@

obtuse egret
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I mean I'm adding multiple normals together and then normalizing them is it ok to do that

rain moss
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So when I'm creating my basic character, how do I tie in the player controller to it?

normal burrow
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if you want the normal between normals, that is how you acquire it yeah

rain moss
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Or wait... you would not use a player controller except on the server correct? So when I'm creating my character thats all I need for testing purposes?

obtuse egret
#

so if I have 4 gerstner waves I can add every single wave normals together then normalize it?

normal burrow
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your familiar with AI @rain moss ?

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there is player controller and ai controller

rain moss
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I feel bad saying this haha @normal burrow but I'm entirely new to this.

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I understand what you are saying however.

normal burrow
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the pawn doesn't need to know anything about its controller really havok

rain moss
#

Let me lay it out for you so maybe it makes it easier.

normal burrow
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think of puppet on string. you can interchange ai controllers and player controllers however you like

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generally you have one player controller type for your game mode though

obtuse egret
#

anyways thx @normal burrow for your help

normal burrow
#

Rear6 yeah you can

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that would get you a average normal

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there are different ways to combine normal maps, and they can be done in ue

gilded plinth
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Hey All, I've never encountered this but i'm helping a friend out who can't get key input working in a level blueprint

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this just doesn't work in PIE

weary basalt
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Probably because its being consumed by another F Key Event somewhere

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PlayerController/Pawn perhaps

gilded plinth
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ok yes that is likely

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i'll check now

rain moss
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So right now I'm about to throw in a FPS Camera with controls so I can move around in my map and get an idea for size. So I created a "character" bp. Now I'm about to set up the BP for the keyboard controls. The reason I'm asking all these questions is because I want to make a headless server to run on my VPS for testing once I get to a certain point. So I'm confused as to if I want to invite more people do I have to have multiple "character" bp's and the difference between those and the actual "player controller".

normal burrow
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that will help you understand the way game mode, game state and spawning in general works

obtuse egret
#

there are different ways to combine normal maps, and they can be done in ue
@normal burrow yeah I know
I just was wondering if it's possible to normalize the normals

normal burrow
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there is a normalize node i believe rear6

rain moss
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Thank you sir! ❤️

obtuse egret
#

there is a normalize node i believe rear6
@normal burrow yep there's a normalize node I know
Thx sir for your help :D
I was just curious

median hamlet
#

This might be a dumb question, but what are the minimum specs required for Unreal?

normal burrow
#

more or less: depends on what you want to do with it

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the editor itself will use as much memory as it will

median hamlet
#

Okay, because I want to create a basic 3D game to get my self used to the engine, but I just wasn't sure if my laptop would be good

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I tried making something in Unity and GameMaker before and they seriuously chugged my laptop lol

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The pong game I made in GameMaker even broke lol

abstract relic
#

Try construct 3

median hamlet
#

I've never heard of that gaming engine before

abstract relic
#

Unreal isn’t targeted for 2d. Just going to be frank. Possible yes, but not catered for.

plush yew
#

i hate to put it like this but you're going to need a new computer

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i know, that's not possible for everybody

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but that's the reality of it

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these modern game engines aren't gonna run on a $250 laptop

median hamlet
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I figured that was going to be the case

plush yew
#

that doesn't mean you can't start learning to code

median hamlet
#

I have some experience with coding like in Java and Python

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I also got briefly introduced to C++ in my Assembly course

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If that means anything

plush yew
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it's a start

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i'm a tourist from the unity community, so i don't even know c++

median hamlet
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I don't really either and the language genuinely terrifies me from all that I've heard about it and experienced lol

plush yew
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Sup

median hamlet
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Assuh

plush yew
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They can run on low end hard ware lol

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I have $120 pc

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It's a all in one so it runs ue4

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What pc u got @median hamlet

median hamlet
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An HP ENVY x360

plush yew
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Hmm

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Oh

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well, desktops are another story

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Ye

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Mines a laptop also

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i was using a core 2 duo system in 2017 though and i couldn't even watch youtube

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Dam

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My amd e2 can

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With 4gb ram

median hamlet
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I feel ya man. That was my first laptop xD

plush yew
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I got 8 now

median hamlet
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Mine had 6gb

plush yew
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Ah

median hamlet
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The one I'm using isn't even mine. It's my friend's and he doesn't even use it

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It's a slightly more updated version of mine

plush yew
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Oh lol

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Anyone want to test multi user with me?

median hamlet
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What's that?

still swallow
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reinstalled unreal engine and it still crashes randomly

normal burrow
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have you tried other projects?

still swallow
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yep

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created a new project as well

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and one of another preset

normal burrow
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log file? (Saved/Logs in project)

still swallow
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ill go grab one

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i gotta force it to crash first lol

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that was easy

#

UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll```
#

and thats the file

normal burrow
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drivers?

still swallow
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all up to date

normal burrow
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right click on your start menu button and go to event viewer

still swallow
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alright im here

normal burrow
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Under Windows Logs select system

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and look for a error line around 04.50.23:689 (this morning/the 10th)

still swallow
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possibly Performance power management features on processor 9 in group 0 are disabled due to a firmware problem. Check with the computer manufacturer for updated firmware.?

normal burrow
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whats your wattage on psu?

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unless your the same person from last night, this is very similar

still swallow
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im not the same from last night, let me check

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650 watt

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im running a rx580 and a 750ti for gpus, and a ryzen 5 1600

normal burrow
still swallow
#

im also plugged into a splitter but everything else runs fine as far as I can tell

normal burrow
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wait

still swallow
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and its been like this for months

normal burrow
#

you've got two gpus?

still swallow
#

yeah two monitors

silver crown
#

:rip:

normal burrow
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you need more power

still swallow
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750ti only draws 60 watt max

steep verge
#

@warm vortex welcome

still swallow
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total of 385W between my gpus, could that really be the cause?

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ive had this setup for at least a year now so im a bit surprised

normal burrow
#

lemme pull up yesterdays case

still swallow
#

ok thank you so much

still swallow
#

mines always getquerydata though

normal burrow
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they didn't really mention what they had but, suspicious if maybe the latest ue or drivers draw more power. 650w would be fine for the 580 and r5 but rx580 is kind of a power beast isn't it?

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yeah

still swallow
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yeah rx580 runs 325W max

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these guys have the same problem, no solution

normal burrow
#

well keep crashing it and see if you get that same exact error or not.

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but if its under powered you could break something, so warning on that

still swallow
#

kk

normal burrow
#

those catchup waitings are basically when the driver resets things afaik. which can happen for a lot of reasons

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drop in power can be one

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unless your fans are completely clogged and your really heating it up to thermal limit (its more likely the gpu would just get slow, not do a reset like this)

still swallow
#

oh ok

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same error in the crash window, let me check the log

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yeah same problem

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im gonna plug pc into the wall instead of through a splitter maybe itll change things

normal burrow
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how many monitors do you have?

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there should be more than one port on the rx580 yeah?

still swallow
#

2

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There is but i try and squeeze the most fps i can out of games when i play and the second monitor can sometimes mess that up

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Especially if i have a stream or video playing

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ok i plugged my computer into a completely different wall socket so lets see

steep verge
#

@still swallow can you dm me your issue

normal burrow
#

heading to bed, but would try and remove variables elktf2. i thinky you've got a hardware failure or drivers that are in argument. could just be the wall too though yeah.

still swallow
#

ok, if it persists i might try taking out my 2nd gpu and see if anything changes

rain moss
#

@normal burrow Are you still available?

distant totem
#

You should really try a clean driver install with GeForce experience, if that doesn’t work I will eat a hat on livestream

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An epic games hat

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Without any milk

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Also are the gpus set to max performance in Nvidia control panel? You might try adaptive

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I do have my PC on a surge protector with a 750w PSU, I did ensure that surge protector put out the same power that it took in from the wall, but I assume rust is standard for most of those anyway

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I wouldn’t think that’s the problem unless it’s an old one

acoustic crag
#

Hey guys! Im brand new to unreal. just started today. Gettin this error when tryin to open the soul slum map. I have a radeon pro duo with 32gb of vram. I would think that is enough memory for it? If not, how do we lower the resolution as the error message says? been tryin to search on google without luck

Only thing i found to fix was to change the allocated memory on the paging size and still not workin?
I saw this on an old support post

Also updated my gpu driver

rain moss
#

Anyone awesome with blueprints that could help me out with a simple walk/run bp I'm in the support comms and willing to stream and I need some help if possible.

distant totem
#

You shouldn’t be having a problem with even 8gb. Definitely check your drivers are up to date and try reinstalling them. Back when I was on a 4g gpu, I was able to sometimes get around that error by only being on 1 monitor, and lower the resolution of your PC to 800x600

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That’s what they mean by lower the resolution, wacky, but it has worked for me lol

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But that was just for intensive tasks, not loading the level

acoustic crag
#

tryin that now

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lowered my screen res to 800x600 and still the same issue

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I had updated my gpu drivers already too

still swallow
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@distant totem tried a clean driver install and nothing. not only that, but I had reset my PC 3 days ago, so everything is up to date

barren flume
#

aw having that problem

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again

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fps dropping the longer i'm in the game

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goes from 120 to 3

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gradually

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fixed it

plush yew
#

guys i have a new game idea

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imagine minecraft.. are you with me so far?

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but it's a battle royale

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with uhh

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zombies

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yeah

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oh and um

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unlockable skins

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im gonna be so rich i just need someone to program this whole insane game idea for me for free

barren flume
#

copyright

plush yew
#

NO!!

barren flume
#

i don't know why i immediately thought of pixel gun

plush yew
#

notch can't fit through the courtroom door

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it'll be fine

barren flume
#

say's it's a battle royale

plush yew
#

NNOOOO!!!!

barren flume
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that game is old

plush yew
#

my life is over

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umm ok how about this one.. uhh

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youre a badass, highly powerful marine from space

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and uhh.. you shoot aliens or something

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oh and theres ONLINE PLAY and you can see other people RUNNING AROUND IN REAL TIME

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im a visionary i know

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also if you 100% the game theres a hidden cutscene with IMPLIED NUDITY

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go on champ, drink it in

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savor it

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youve earned it

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just dont let your mom catch a glimpse of those computer generated knockers that are strategically covered by game assets so as to not piss off ESRB and provoke the media's wrath to come down directly on your team's head

distant totem
#

Ack, looks like I’m eating a hat then @still swallow , sorry about that, I really did think that would work, it worked for me when I was having d3d crashes. Maybe the next thing I would check is to check if raytracing got checked? Even if it isn’t checked, you could try switching to dx11

still swallow
#

raytracing wasnt checked on any of the projects i made

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i also downgraded to 4.24.3 and same problem

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someone on the internet said 4.23.1 worked for them, so fingers crossed while i install unreal for the 3rd time

scarlet birch
#

You can't downgrade.

still swallow
#

not downgrade sorry, but just install an older engine version

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bad word choice

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i tried to limit my power draw because people said going over wattage could do it, but I lowered my gpu draw by 50% (112W) and same problem

scarlet birch
#

Are you getting that error while building or just while working in the editor?

still swallow
#

when working in the editor

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happens randomly, when hovering over things (like slider values and buttons) and also whenever it computes shaders

scarlet birch
#

And you've tried setting a high tdrDelay?

still swallow
#

i havent

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where would I do that?

scarlet birch
#

search for "substance tdrdelay" they have a pretty good write up on it. Other than that Nvidia has studio drivers that might help.

silver finch
#

Anyone running UE4 .25 and blueprints not saving? I make changes to blueprints, save, save all, quit and reopen... And blueprints are as before saving :(

misty scarab
#

hey chaps

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im just curious on using chaos engine for bullet hole physics and minor explosive properties such as doors and all

silver finch
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I do not get any error, the blueprint simply stays as it was

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Yet, the changes I make to c++ classes on VS are correctly saved. It's just the blueprints. They seem immutable no matter how much times I edit and save, quit, reopen, etc

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*how many times

plush yew
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i downloaded UE4 .25 and it seemed to just break everything i can't even use the paint tool everythings greyed out and the only option i have is to switch it between RGB or Green Blue etc

silver finch
#

Maybe 4.25 affected by the pandemic? @plush yew can you save blueprints? It would be natural to expect that 4.25 could have issues, we are indeed in very troubled times. I just need to know if it's on my side or general, before I switch back to 4.24

plush yew
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no all my blueprints were deleted including my hud and everything

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@silver finch

silver finch
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Hum... I'm not experiencing that. Blueprints are there and ok, I just can't save them, they stay the same

long thicket
#

why are my textures importing as Virtual Textures everytime??

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this happened before but just deleting them and reimporting after engine restart worked

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didnt work this time

plush yew
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i cant even start a new project on .25 only load already saved projects

silver finch
#

I haven't tried starting a new project @plush yew , I'll try that right now and tell you on my side

plush yew
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i got it @silver finch the UI just looked weird

frail sail
#

The fact that 4.25 is worse than 4.24 pepehands

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wasted hype for 4.25

silver finch
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I was wrong. It saves. The method I was calling (and editing and trying to save) was the issue (breakmeshdata)

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*breakmeshinfo()

still swallow
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@scarlet birch neither of those worked sadly

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guess ill have to keep using unity 🤮

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or ill just keep designing models and art until the new unet comes out and then unity will be ok

rich rose
#

Does anybody know how to fix the issue where my entire game slows down the lower my frames are?

if the frames are at 120 then the speed of the game (move speed, character animations, everything) is fine. but the moment it is below 120fps the game slows down idk proportionally. so if im playing and im getting 60fps then my game is half as fast as it should be ... I've never had this issue. I've only seen it in 4.24? but perhaps i havent had an 'intense' enough scene to get lower frames.

any ideas on how to fix this/prevent this?

still swallow
#

i dont know too much about unreal, but you need to stop doing things by tick and instead multiply speed and other time relative things by DeltaSeconds

#

deltaseconds is the amount of seconds since the last frame, so itll keep things constant between frames despite framerate

#

you can also do things with timers timelines and custom events. avoid tick

silver finch
#

In c++ I use threading

still swallow
rich rose
#

I see : / I thought the engine would do this sort of thing automatically with Tick

still swallow
#

tick is every 25 frames (or whatever the setting is)

rich rose
#

Ok well Thanks for the link @still swallow ! Looks well written. Definitely will take a look 👍

still swallow
#

👍

calm pike
#

I'm not able to download(create project) of "A boy and his kite" for UE.4.24/UE.4.25. Any help is appreciated. It errored out with "some files could not be copied".

crimson kindle
#

Hey guys, I have some issues that I need help with if anyones able to do so. I've tried looking (albeit not very hard) since last november for a fix but im bringing my search back up again and need help

#

I just really don't know where else to look

#

If anyone can help, please DM me

whole quarry
#

In wireframe you mean?

plush yew
#

how do i make mario in unreal 4

#

pls teach me

#

i wanna make the funnyman go wa ha

#

yippie

#

he grabs a coin and it goes bling

split tundra
#

Is there any way to remove RowName in a DataTable?

plush yew
#

yes, but only with the precision of a surgeon

honest vale
#

shouldn't be that noticeable if you add a proper material there

clever arch
#

Hi, I need a little help as its driving me crazy and I can't see the logic behind it no matter what i follow tutorial wise. When casting say from the "Main character Blue print" to a "Gun blueprint" and i want to get a custom event from the gun blueprint called "Activate" to trigger gun fire i run into this error:

Blueprint Runtime Error: "Accessed None Trying To read property Gun Blueprint"

I also get this error in other areas sometimes but somehow manage to fix it but not a clue how. When i need to cast to the Main character i get that i have a few options on the object pin to choose from depending on what im doing. When i want to cast to another actor what is the correct object pin option to choose as its driving me nuts. I've been following tutorials and have a good understanding of the rest of it just this part I can't seem to grasp and i keep running into the problem

fallen marten
#

@clever arch access none means your gun reference/actor/object variable is empty. Once you can set that variable to be the gun actor you are holding, the cast will succeed

clever arch
#

@fallen marten thank you for the reply. That’s what I’ve read else where too and tried to understand it. I can’t seem to set that variable though and I don’t know why. I’m obviously doing something wrong or not understanding something and it’s driving me crazy 😂

fallen marten
#

@clever arch you could line trace to your object you are picking up, then break the trace hit result, drag off the actor pin, and set your gun actor variable in your character to the value . It's that simple man 🙂 Or if you are spawned in holding a weapon , then that spawn nodes return value of the gun spawn, will be what you set your gun variable to

#

When you set an actor variable, you want to set it with a direct, accurate reference to that object

#

Accurate references equal no access none errors

clever arch
#

@fallen marten thanks again. Its funny because I've got line tracing interaction with objects working fine but what I'm trying to do is that when the mouse button is pressed that the character tells the TriggerActivate event in the gunBP to start and then it spawns the bullets

fallen marten
#

It'll work if your cast succeeds. How have you set the object variable you are trying to cast to the gun with?

clever arch
#

@fallen marten I have tried a few from Get owner to the one you mentioned above about when the guns spawned in. would it help if i attached a picture?

fallen marten
#

Yeah

clear cave
#

Anyone using JetBrains Rider IDE here? Is it safe to delete the .vs folder now since I've changed IDE or would it break stuff?

manic pawn
#

you can delete it yes

#

rider uses its own .idea folder

clear cave
#

Cool thanks man 😄

#

This IDE is awesome. I love it

clever arch
fallen marten
#

Ok, so that variable, the gun one, is of type BP assault rifle? And when you use it as an object to plug into a cast to assault rifle node, that cast fails? If it doesn't, then maybe check your trigger function in the weapon and see if the projectile is spawning by checking for it In the outliner during play. Maybe it's spawning but in the wrong place

#

@clever arch

latent peak
#

does anyone have any resources or tips for setting up movement inside a moving ship?

#

I'm trying to make a game where one player is controlling a ship and the other is moving around in said ship

#

but the movement is very laggy for the client player

fierce tulip
#

not super-related, but related

clever arch
#

@fallen marten so not sure why this solved it but I put a branch on the pressed and released that looked to see if the weapon was drawn. as soon as i did that it got rid of all the errors. I assume its because the call to the GunBP was looking for something that may or may not be spawned but wasn't being told it was spawned! Thank you for your help as it pushed me in the right direction without the solution just being given to me!

grim shale
#

I am using onOverLapBegin function for an arrow object (fbx) however it seems too be called only when being overlapped with my character
It doesn't work when overlapped with a wall or other objects

fallen marten
#

@clever arch sweet as man 👍 It's usually something tiny that we overlook - its easy to miss little errors in logic

misty scarab
#

Ive fucking done it

#

i have an idea

#

for something truly miraculous

plush yew
#

beavers with rocket launchers?

misty scarab
#

no

plush yew
#

oh, well, you're missing out

misty scarab
#

i will write it down as we speak

#

An oppressive regime, at the brink of civil war, riots, executions and heavy oppression of the populous and media is rampant. You are a civilian, you father used to work in various government fields and in turn, your family was respected during the regime's control. War breaks out, militias are rampant, poverty increases, crime rates increase. You are spat on, you are despised. You need to get out.

#

thoughts on it so far?

#

want to use destruction, voxels and other forms of technology to convey the state the country is in

manic pawn
#

where do the beavers with rocket launchers come in?

misty scarab
#

never, only oppression remains

manic pawn
#

lame

plush yew
#

yeah, that's lame

#

you should do beavers with rocket launchers that can skateboard

#

i can see them in my mind right now grinding on the rails

#

funny beavers on a skateboard

#

now that's quality stuff right there

#

unreal engine is the only game engine that's up to the task

misty scarab
#

damn... i feel kinda sad now

plush yew
#

i want ultra high fidelity beaver fur

fierce tulip
#

convo feels better suited in #lounge

plush yew
#

i wouldn't joke about something like this, but i'll do as you say

#

just know i'm very serious about my funny beavers

ancient otter
#

How do I check the editor's log?

#

I checked on the internet and could not ifnd any useful info :/

icy bone
#

Hi, does anyone have experience with Pixel Streaming for ue4? We managed to get it to work but there seems to be lag spikes / hickups. Not sure why 😦

serene birch
#

lightmap resolution

#

before lighting I suppose it's just using dynamic Cascaded Shadow Map

plush yew
#

have you tried moving the sun around

serene birch
#

make it all dynamic lighting then?

#

if your light sources are moveable for example

#

but that's kinda

#

you should study what it means (lightmap vs dynamic shadows) to decide what is best for your project

plush yew
#

it looks like he has the lighting right above the objects making them cast a really short shadow

serene birch
#

lightmaps are MUCH cheaper as long as you got the GPU memory to store them all

#

and they usually look a LOT better because dynamic shadows have tons of artefacts

rare ivy
#

Hey does someone know what collsion setting a landscape needs to have so a line trace can collide with it?

stuck prawn
serene birch
#

well it'll fix your look issue

#

as long as you have the budget to store all those lightmaps, it should be fine

#

well unless you want to move the sun 😄

#

there's a debug to visualize lightmap resolution in your level, you can see if there's some objects that are out of line like that

cinder fiber
#

To all the mums: I wish you a very happy and hopefully relaxing Mother’s Day

#

<waves to everyone then goes back in hiding>

merry gazelle
#

Has anyone experienced the issue in UE4 where a sound stops playing when it hits 0? Currently I have a looping sound Cue binded to a slider and I change the slider value (adjusting volume) automatically over time.

Apparently Google searches suggest it's some "old bug" stopping the sound at 0 and using virtualisation fixes it. I have set it to play while silent but it doesn't work.

Currently I've found a work around to clamp the slider at min 0.00001 however I'm trying to get this system working properly before I start scaling up

#

Basically all I want to achieve is the sound cue changing volume up and down in the 0 to 1 range

ashen ermine
#

it's not the first time I'm asking this, and I thought It was an engine version problem. Now, I've tried it under 4.22.3; 4.24.3 and 4.25. Same story, so there must be something I'm doing wrong: Can anyone please, for the love of God, explain what is going on here? I'm going crazy! https://streamable.com/68ijkh Cloth sim looks OK in preview, and "partly skinned" in viewport/game 😐

#

It's a clean, test project, only imported SKM and one anim, applied cloth sim...WTF is going on?!

merry gazelle
#

^ I've never used cloth sim but maybe it's something to do with collision with the landscape (I assume the preview floor doesn't have colision

ashen ermine
#

No, I've also tried it with the char floating mid-air

azure shore
#

guys, Ive been going mental over a problem for hours with layered blend per bone, can anyone help me?

#

Ill get some images

#

aiming itself works fine but it seems to ignore the blend

honest mango
azure shore
#

bruh

honest mango
#

idk what to put in object

azure shore
#

his arms still use the walking/running animation

uneven tundra
#

How do I make a certain part of a model glow or be emissive?

azure shore
#

right for object you need something like try get pawn owner or something if you do it with overlap its a lot easier you can just drag it from the overlap

#

ok great so now Ive been buried

#

I forgot this channels is just questions

honest mango
#

thanks you but get pawn owner dont work 😦

azure shore
#

sometimes you cant use casts from things like begin play so if youre able to use overlap thatd be best but there is other ways

honest mango
#

thanks you i will try

azure shore
honest mango
#

thanks you i try that mate

spice canopy
#

@merry gazelle in a recent tutorial in unreal onlime learning, the instructor said that if the envelope node in a sound cue drops the volume to 0 or below at any point, then the sound will stop playing at that point. I think this might apply to any sound when you change its individual volume maybe. However, I can drop the volume of a sound class in a sound mix to zero and it continues playing as long as virtualization is on.

honest mango
#

it work thanks you !

spice canopy
#

At least I think that's how i did it. It was a couple of years ago.

azure shore
#

oh cool youre welcome

blissful trail
#

is it possible to get (latitude, longitude, timezone, and northoffset) ???

thick herald
#

if you use the SunSky actor that comes with the Sun Position Calculator plugin, yes.

steel osprey
#

Hey, I’ve used a main menu for my game with 6 buttons that transport to 6 different maps, when you click on them you get teleported but you cannot move the 3rd person character, any help?

azure shore
#

it depends on how the players spawned, if you have one in the map already then set it to auto possess player 0

merry gazelle
#

@spice canopy I will take a look at sound mix, thanks

#

I'm also curious what's the difference between Loop on the sound wave vs the looping node in a cue. Do these do the same thing or should only one be used?

mighty cobalt
#

newb question:
I've got a level that I want to take a high-res screenshot from but from like 2km above the level. I know how to get the screenshot, but is there an easy way to position the "camera" other than right click + S?

uncut vigil
#

@mighty cobalt cant you just type in 2000000 for Z axis value in the cameras transforms?

mighty cobalt
#

there's no camera (I think) it's just the editor window

ruby folio
#

@steel osprey Because you probably havnt changed the game mode or the UI mode.

frank ember
#

unreal engine 4.25 crashing when i launch. still i havent touch anything it freezes my whole system and crashing

dawn gull
#

Hey, unusual question. I don't have 3DS MAX so I can't get an obj or fbx file from a max file I have can someone convert it for me?

#

Sorry to interrupt

frank ember
#

Assertion failed: GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false) [File:D:/Build/++UE4+Licensee/Sy

#

crash error

uncut sky
#

Hello, how are you? I am developing a Battle Royale (with blueprint) and I have a little difficulty ... When I increase the scenery, which I did using the landscape function to more than 400x400, the character does not appear. Can you help me?

frank pendant
#

hello I'm French sorry for my English but i have a problem , i have creat a character with animation and when i put my blendspace in my animation bluprint my character is disappear,Can you help me please?

uncut sky
#

You have to see if the blendspace is in the same configuration as the animation you put in the blend.

frank pendant
#

where i see that in the blend space?

#

@uncut sky

uncut sky
#

in the blend space where there is rate scale you have all the settings in the same way as the animation

frank pendant
#

have you a screen for that ?

uncut sky
#

I'm not at my mom's, so I'm without my computer, I'm explaining it by the message.

frank pendant
#

okay

clever arch
#

@azure shore not a clue if this helps at all but have you taken a look at Aim Offsets?

azure shore
#

lol that's what I'm using

#

idk if there's even any other way

#

but the animations mess up so I tried to use the blend to fix it but the blend does nothing

clever arch
#

@azure shore ok I’ve literally just finished creating a gun aim with mouse and the animation follows type thing with it

#

Have you set the anime correctly using properly matrix? Mine went mental if I I used the wrong base animation

#

Anim not anime 😂

azure shore
#

yes the whole aiming works completely fine its just affected by all the other animations

frank pendant
#

@uncut sky I have not found this settings

clever arch
#

Hmmm 🤔 that’s strange although mine was trigged in a anim State called gun fire and if the player was firing it would attach the anioffset to the anim gunfire state if that makes sense?

#

@azure shore

spiral jetty
#

I am trying to make a couple of words blink in my HD widget, I can get them to turn on and off just fine, but When i wire up a For loop they don't loop. my thinking is that i just don't SEE the loop, because i don't have some sort of "refresh screen" command in the loop. IS there a command like that i could use?

azure shore
#

I'm not entirely sure what you mean but I was thinking of just having a different version of every animation to fix the pose but I know that shouldn't be necessary

open gulch
#

hi i need help

#

it says cannot connect a non materialattributes node to a materials attributes pin

uncut sky
#

Hello, how are you? I am developing a Battle Royale (with blueprint) and I have a little difficulty ... When I increase the scenery, which I did using the landscape function to more than 400x400, the character does not appear. Can you help me?

open gulch
#

im sry im new in ue4 but it would be nice ive you help me with my problen

#

m

frozen pond
#

so i tried to add new mesh to my character, and now all animations are broken, how i can diagnose it and fix ?

open gulch
#

can you not remove the mesh?

frozen pond
#

skeleton was regenerated

open gulch
#

idk man sry

uncut sky
#

can you send me a picture to help me

open gulch
#

me?

uncut sky
#

Yes

open gulch
#

of my problem?

uncut sky
#

Yes

open gulch
#

here

uncut sky
#

its mt global

#

your problem

open gulch
#

?

uncut sky
#

try to delete mt_global and connect directly

open gulch
#

i only have mp and mf global

uncut sky
#

Sorry, is mf global

open gulch
#

but i need it to adjust roughness

uncut sky
#

Oky....Try this

open gulch
#

ok

#

tell me

uncut sky
#

I am brazilian, i using google translator

open gulch
#

even ive i connect it without mf global it says

#

error

#

ok?

uncut sky
#

I do no to fix your problem

open gulch
#

ok whatever ill try another time but thx

uncut sky
#

Okay

rancid lynx
#

How can I make collision capsule follow my vr camera? I've been building for a year. I think my event tick hack isn't so optimal.

#

Oculus rift

azure shore
#

capsule follow the camera?

native geyser
#

I think the only way is moving the capsule on the tick readjusting the height so that it stays on the terrain

#

Or make it a child of the vr camera, in any you need to readjust the height

wary wave
#

Level streaming question; if I stream in levels with at given locations, any generated nav mesh is going to be busted right? I assume the nav mesh is entirely saved into one level (usually persistent main), and doesn't get sliced and saved into levels? If it does get sliced and saved into levels, does it get correctly offset when the level is streamed in at an offset?

mint umbra
#

Hey guys. How can I rotate my camera around without altering the rotation of my actor? I.e in this case I'm riding a horse and I want to be able to look around without rotating the horse.

normal burrow
#

Can you load levels in with location even @wary wave ?

wary wave
#

yes, you can load any streaming level in at an offset

normal burrow
#

Didn’t know hm

#

Would check the situation with lightmaps. It’s likely not different for nav

wary wave
#

lightmaps are saved into their respective sublevels, but I'm not sure it's the case for nav meshes

#

(unless you're using lighting scenarios, then the lightmaps are all saved into the scenario level)

normal burrow
#

Can offset these though?

glacial pecan
#

I began reading about level instancing a few days back... I wonder if there's a way to get the bounds of a level before loading it?

wary wave
#

levels with lightmaps can be offset, but things like directional lighting would be incorrect depending on your offset

#

and no, you can't get the bounds

glacial pecan
#

(level instancing is a pull request from a user back in 2016, btw... I found that to be incredible)

#

ah, thanks!

normal burrow
#

Something you could store though

#

Perhaps during cooking

glacial pecan
#

in a list of levels? sure...

normal burrow
#

Ye

glacial pecan
#

wonder if you can get an actor from a level before loading too... but guessing no there as well 😛

wary wave
#

also no, hehe

glacial pecan
#

again... guess I may export it somehow

normal burrow
#

Could make a ufactory uobject that loads level instead shrug pack data in there

storm terrace
#

how do I use the keyword new in UE4?
UE4 overwrote its default usage.
Also, Malloc doesn't call the constructor

glacial pecan
#

@storm terrace ask in #cpp perhaps?

storm terrace
#

yeah, just saw that channel, I just posted there, thanks

cursive agate
#

Omg if i only new how much easier things are using Cpp I think i would have never started with Blueprint first. It takes some perseverance to go through basic tutorials but once you get the hang of it, it makes life so much easier for simple math and stuff!

next badger
thick scroll
#

Been a while since I've been here. I've got this problem I need some help with. Pitch within the Aim Offset and the Offset Blend Space is having this weird issue where the Root bone is scaling down, causing the rest of the rig (and mesh) to scale with it. Before and After.

paper swift
#

Hey guys!

#

Anyone had an issue with a custom animnotify not firing in UE4.24?

abstract relic
#

32 bit is being dropped Sed. So, probably.

glacial pecan
#

GAS still requires a minimum of C++?

inner moth
#

anybody got a good tutorial on ray tracing? global illumination, shadows, that thing

glacial pecan
#

I think I'm going to have to re-invent the wheel and do my own GAS in blueprints... 😧

normal burrow
#

Windows 7 is dropped by Microsoftshrug

grave gulch
#

How do I actually call a UFunction(exec)?

wicked kettle
crimson kindle
#

Hey so, yesterday I said something about it but I fell asleep. I dont know if its a problem with my computer or a problem with the engine itself but any of the games I use that use unreal engine have rendering errors. Textures appear blurry no matter how close I get and look like they're made out of cardboard and take 5 or so minutes to render in. I dont know how to fix any of that and mainly came here to see if anyone else was having this problem

crystal linden
#

Hello, i had a hardware change to upgrade my SSD drive, after that i re-downloaded the engine 4.22.3 and everything went well until i downloaded the megascans plugin! once i download it the engine would not be able to open and it crashes each time i try to open it , anyone knows a solution for this problem? Please help

kindred viper
#

disable the plugin for now.

crystal linden
#

i also tried to remove and redownload the engine and the same thing happened again, it gives me this error when it crashes

#

Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 212] Ran out of memory allocating 61416049696 bytes with alignment 0

kindred viper
#

oof

crystal linden
#

why does it need so much memory only after downloading the megascans plugin i do not understand what's happening here 😩

kindred viper
#

it shouldn't need 64gb. Seems like something went crazy wrong.

#

if its an assertion failed then perhaps something that limits its memory usage failed and it went off the rails. I couldn't say what it is tho.

#

ie. it expected a limit but the limit wasn't set

crystal linden
#

oh i got it, thank you! i will give it another try something must be wrong 😓

ruby folio
#

Can someone remind me how ot set up LOD's in blender 2.80?
I have created the meshes and I thought I'd got the naming correct.
But when I import, they either import as separate meshes or all merged into one.

dawn gull
#

Hey, my On Actor Hit isn't working. Do you know why? I don't get any errors it just doesn't work

fallen marten
#

Check collision

dawn gull
#

wdym

fallen marten
#

The actor being hit needs to register the actor running into it. Make sure both actors collision settings will register with the other

dawn gull
#

Like this?

#

This is the Physics thingy

#

There isn't collision

#

I think

fallen marten
#

No the actor you place in the world - click it, scroll down the details till you get to collision , make it block whatever you want to run into it. That should register a hit. Basically set it's collision channel to world static, then have your colliding actor block world static, and they should register with eachother when they touch. Although it will multihit so add a do-once to your event in the level bp that plays the sound

dawn gull
#

Does it need to have custom presets?

fallen marten
#

I usually set all actors to custom unless it's basic geometry

keen schooner
#

How do we use the new volumetric clouds that came in the new 4.25 update

dawn gull
#

Ok, sorry for asking so many questions. How can I block the character?

fallen marten
#

What object type is your character set to in its collision? Just set your above screenshot to block it

#

Collision is just basically saying I want that I next type to block that object type, or that object to block that thingy but overlap that other thingy. You can also create other collision channels if you need more for collision types or line trace stuff

dawn gull
#

My main character doesn't have collision??

#

It is the complex vehicle project

fallen marten
#

Idk man - you are just going to have to check what each actor is set to, and make sure that it will block the other. The object type each actor is set to will be your first thing to check. Then, look at your options and see if the checkbox is ticked to whether it will block the other actors object type

dawn gull
#

ok

fallen marten
#

It's pretty simple once you wrap you mind around it

#

Here's an example - your floor, will be world static and will block all. Your character/car or whatever will be set to block world static which means it can't fall thorough and will run into walls if the wall is world static and block all. If you set your character/car to overlap world static, you would drive through walls and fall through the floor

dawn gull
#

Alright. If I can't figure it out i'll just do a trigger box

fallen marten
#

Same rules will apply for the trigger box tho

haughty flare
#

Twisted i will upload a quick BP example of how i use actor hit items

#

screenshot

#

that is

#

Basically if you do a cast to with the actor that will overlap or hit

burnt ether
#

Hey there... Can I somehow disable these annoying comment bubble in the material editor ? I know it's possible in the blueprint editor but the checkbox is missing in the material editor

haughty flare
#

will work for actor begin overlap , or any overlap

#

@dawn gull

dawn gull
#

@haughty flare Thanks!

haughty flare
#

if you want more actors to overlap

#

then do

#

add a sequence and in the sequence add the actors

#

like the screenshot

#

(when it uploads)

#

then basically you can create seperate overlap events based on the actor that overlaps

#

@dawn gull there's a little update , you can also after the cast to create a bool check , so if the bool on said character is true or false it can do different things or nothing at all

dawn gull
#

Ok. It works good so when you run over a guy with your car he turns into a ragdoll and plays a sound.

haughty flare
#

so it works?

#

cool

#

you can create an event on the char to ragdoll that runs when it overlaps if it doesnt work (after cast to drag off the char and add the event in the character to ragdoll)

#

or any event

#

you can do a lot with ue4 in blueprints haha

fallen marten
#

Instead of casting to a bunch of different things, setup an Interface - one call, and each actor with the Interface event can do their own thing

rain moss
#

Anyone with experience in UE4 free for a chat that could help me out with a FPS I'm working on? Total noob here btw!

#

I'm down in General voice chat I just got a few questions to help me clear up some issues that I'm having at the moment.

fallen marten
#

I can only text atm

rain moss
#

@fallen marten No worries yeah I want to stream the issues that I'm having in hope that I could possibly get some answers to things that I don't quite understand in UE4. Mind if I add you?

plush yew
#

Hi, I have a fps camera which renders in real time and other virtual camera ( effects like ray tracing etc) which is positioned and used by the user and renders offline or not in real time( 10 seconds more than real time). The user should be able to move in the scene while the rendering of virtual camera is being done so it must be on a separate thread. So how does one go about implementing it. As of my understanding this must be done using a different opengl context . Is it possible?

dawn gull
#

@fallen marten @haughty flare I ended up just doing a trigger box because it was the simplest

fallen marten
#

@rain moss add me? Yeah sure - I'm on the phone tho at work so text is all I can offer atm

rain moss
#

Woohoo added ya bud! ❤️ @fallen marten

mint umbra
#

Hey guys. Does anyone know how to prevent this from occuring? When rotating my camera boom (camera attached to it), the mesh rotates aswell - I want to be able to rotate the camera without affecting rotation or movement. The InputAxis is adding controller yaw input, with the axis value being the float value: https://gyazo.com/5d098f7ee25926daef4257ff165e87c4

fallen marten
#

@dawn gull yeah trigger boxes are pretty handy

#

@mint umbra go to camera and make sure that control pawn rotation is unticked

mint umbra
#

@fallen marten It's unticked in the camera itself, but it's ticked in the boom - unticking it in the boom disables the axis rotation for me

fallen marten
#

Then you'll have to set your pawn to rotate using another method

#

@mint umbra wait I just remembered that there is a bool called orient movement which you can change. It should let the camera pan around the character

#

It's in the movement component

mint umbra
#

Oh yeah I got that ticked on

fallen marten
#

There's another bool ... Rotation yaw - usually while one is ticked, the other is not and vice versa

#

Swaps from like a fps type control to a camera panning third person mode

mint umbra
#

Hmmm... Use Controller Rotation Yaw?

#

I feel like I've clicked all the boxes so many times now, trying to debug this haha

grim ore
#

check out the way the Third Person template handles its character, it has the movement you want i assume. copy from that

fallen marten
#

Lol yeah it's confusing

ebon marlin
#

Posted this in physics but admittedly it doesnt have much to do with actual PhysX

#

Can anyone explain this?

#

When sweeping my player capsule against a small box, everything works fine (the sweep outputs consistent hit results and don't cause too much penetration)

#

however the same box enlarged in the Y and Z axis cause inconsistent spazzy results, pushing me back and spazzing me out

plush yew
#

that's weird

ebon marlin
#

is it actually because of some form of precision loss when computing collisions against enlarged actors?

#

I mean if it is then I get that that may happen, but NOT against a primitive collider....

plush yew
#

that'd be dumb as hell

mint umbra
#

@grim ore The default template has the same behavior that I have at the moment; you can rotate the camera around the player, but not while moving. Then the camera is stuck in position

cedar wave
#

Probably going to sound super dumb - but how do I tell UE to compile so I can see my newly created CPP class? It failed to compile when I first created it, I fixed the issue, built the .sln and I still can't see it in the folders...

#

(version 4.25 btw)

bold lintel
#

@cedar wave delete the folders saved, Intermediate, binaries and the .sln file. Right click uproject file -> generate visual studio files. should do the trick

cedar wave
#

The problem is that when I do that and then create a new c++ class, it fails to compile for the exact reason as before. So I have to do it again.

#

(I already tried that route)

bold lintel
#

ah, don't know then

#

I've got a question - if gamemode only exists on the server, do we need to mark functions with UFUNCTION(Server, ..) etc. macro?
or do we just call it regularly and it automatically reflects changes across all clients? like if i call a function to spawn something in the level, it'll automatically spawn on all clients ?

barren flume
#

I'm having trouble fixing this animation on als for here

#

some of the animations I know work

#

but the rotate ones are different

molten solstice
dense hatch
#

question
Anyone know if would it be more performant to set a mesh's material as a dynamic material instance

  • by reference or
  • by name
    ?
grim ore
#

if it's on by default chances are there is a checkbox for it in settings like....

molten solstice
#

THANKS!

hoary locust
#

@dense hatch in what kind of project would that matter?

dense hatch
#

In my project I'm creating a lot of meshes and setting their material (dynamic) based on a parameter

#

Thousands+ of meshes and (potentially) hundreds of material instances

#

Right, I'm working on it. Right now for optimizing it, I'm trying to find out if it would be more performant to set a material by reference or by name, because material set happens a lot in this project.

honest mango
#

is there a way to check if sound cue finished playing

#

?

grim ore
#

It sounds like you should do it both ways and see which one is more performant

plush yew
#

Do higher graphics narrow scope in an indie game ?

dense hatch
#

I should, just thought I'd ask in case someone knew

ebon marlin
#

what do you mean paul?

grim ore
#

even if they knew for their project it might not be the same for yours, stuff like that would definitely have to be profiled

plush yew
#

I was thinking of going with old early 2000's AVP2 type graphics because of how huge I want my scope to be.

#

Is there a benefit to me decreasing graphics? Or could I do the same huge scope with high res stuff?

grim ore
#

@honest mango it depends on how you call it. If you have access to the audio component that is playing the sound there is a callback you can bind to for on audio finished

#

there is no way of knowing that answer @plush yew just due to the way your game is designed, how you will use the graphics, and your target spec

#

target spec being the biggest determination of what you can and cannot get away with

plush yew
#

Target spec ? Sorry I am new to this.

#

As in, Windows?

#

Linux, etc

grim ore
#

what you will be aiming for, doesnt have to be windows. Could be an atari 2600

#

windows 10 running a dual core cpu with an nvidia 940 4gb ram, etc.

plush yew
#

I just intuitively imagine a game with good graphics to be less performant with a huge scope.

grim ore
#

more than likely yes but if you are targeting a machine that can run it at your goal then it doesnt matter

#

yes in theory the lower amount of polys you push, texture size you use, and cpu you use will require a lower machine to perform to your goal but..... if no one is using that low of a machine it doesnt really matter

honest mango
#

thanks methew but i dont see the biding

grim ore
#

plus newer cards and machines have much larger ability to push raw graphics than older hardware

#

@honest mango how are you playing the sound?

honest mango
#

in the cue

#

with a cue and overlap

grim ore
#

its not in the cue, the audio component plays a cue

#

so which node are you using to play the audio cue

honest mango
#

its play sound at location

grim ore
#

if it has no return value output pin then its a fire and forget, you will not be able to know when it finishes easily. You might have to use a spawn sound at location instead if this is important

honest mango
#

hmm okay i will not do it than, they should add it 😄

#

thanks

grim ore
#

or switch to something else, like a separate blueprint with an audio component, that can manage all of this for you

#

who should add it?

#

the build in save/load system is very innefficient if you want to save anything more than just values easily

plush yew
#

but if I build with low poly small texture way of early 2000's wouldn't it also ensure that low and high end systems alike have a good time running it?

grim ore
#

@plush yew it wouldnt ensure it but yes more than likely a lower poly low texture game could run at your goal framerate on a lower spec machine

plush yew
#

Something just feels way off about for example, modern machines having a smooth time with a game that has high end graphics and 200 players to a server all operating complex mechanics.

grim ore
#

@plush yew you would have to use C++ if you want to do easy stuff like serialize data or use a plugin that does it for you. If just saving some values it works fine

ebon marlin
#

they should be aligned perfectly on the box yet they are not :s

#

unless I'm somehow misunderstanding something?

spiral jetty
#

is there a way to update the screen during a 'for loop'? or is there a 'live background loop'? im trying to setup a flashing animation in my Gismo

#

gadget not gismo

#

WIDGET not Gadget...sorry long day

plush yew
#

that seems like a pretty glaring physics error

#

idk though

#

i'm no expert

grim ore
#

@spiral jetty a for loop is done during one frame so no, you can do a loop with a break and break out of it during the loop then come back to it the next frame. If you are trying to animate something in UMG why not use the animation system?

opal portal
#

Anyone know why my GPU spikes to 99% when I'm using UE4? I have a RTX 2080 this shouldn't be happening smh

grim ore
#

why shouldn't it be happening?

opal portal
#

Because it never happened when I had a worse GPU. Don't think a 99% load and maxed out fan is good

grim ore
#

so same project, same CPU, your older card was at lower utilization?

ancient otter
#

Hi guys, anyone knows where the crash log is located?

upbeat lake
#

I heard there was a community wiki put together with the old content from the now defunct unreal engine forums? Does anyone have a link for that? i can't seem to find it.

#

Getting tired of every link I try to follow from google going 404

upbeat lake
#

@abstract relic thank you

#

Any way to make a google search work on that site? It doesn't seem to be indexed by google? I try googling: test -site:www.ue4community.wiki

#

and no results

#

oops.. just omit the '-' and it works

#

nice

abstract relic
#

I'm under the impression @brave gate works on the site's backend. Poke them it you spot such oddities.

grim ore
#

@ancient otter it should be in the Saved/Logs folder in the project directory

ancient otter
#

thanks!

upbeat lake
#

On a related note, seems like every link i try to follow in https://forums.unrealengine.com fails. In fact I can't even follow that base link. I get a 404. Are the forums just down, or can other people follow this link? Thinking maybe it is a region access thing if the forums aren't down and other people can acess..

lucid ocean
oblique stream
#

where to see latest blueprint nodes added in 4.25?

grim ore
#

@upbeat lake No issues here, I am on the 4.25 release thread

#

@oblique stream read the release notes in the forums/docs site or start playing with the editor.

oblique stream
#

ive been playing with the engine for years

#

just looking for what nodes have been released specifically. hoping for a list.. not having to check each department of the engines patch notes

plush yew
#

Would a beginner be able to learn by reading the documentation?

oblique stream
#

of course

#

patch notes will help with awareness of what the engine is capable of

#

features to explore etc

grim ore
#

There is no list of new stuff, the patch notes are where it is.

plush yew
#

Oh

oblique stream
#

anywhere that I can see how many people have downloaded or used UE4?

grim ore
#

GDC 2019 keynote stated 7.5 million UE4 devs. beyond that no newer info that I can tell and no GDC 2020

upbeat lake
#

@grim ore Yeah I can't go here at all: https://forums.unrealengine.com/ .. It just says connecting... in status bar for a while, and then the 404 page.

mint sequoia
#

Gotta say 4.25 released at the worst time for me, lots of people waiting for my big plugin update which finished right as 4.25 released, and its being delayed forever due to all the 4.25 version updates. 😰

upbeat lake
#

Maybe an unreal forums login issue? Is there another way to log in if i can't go to base url for forums.. is there another site that uses same login?

brave gate
#

Any way to make a google search work on that site? It doesn't seem to be indexed by google? I try googling: test -site:www.ue4community.wiki
@upbeat lake @abstract relic Reported it on our chat, thanks!

#

Most probably jus an oversight 😉

upbeat lake
#

@brave gate .. use site:www.ue4community.wiki without the - though.

brave gate
#

Sure thing

upbeat lake
#

I still can't even get to the main forums site though.

#

at least I can search the old wiki archived site with that though. forums are down for me.

#

and not for other people for some reason.

#

I try in a different browser (firefox instead of chrome) and I get an Error code: SSL_ERROR_BAD_CERT_DOMAIN for https://forums.unrealengine.com/

#

Amazing how often I need to use google to search the forums for answers =). Hard to get anything done without them.

grim ore
#

your date/time are correct on the PC?

upbeat lake
#

Yeah my date/time is correct on my PC. I wonder if it's a region issue. I'm in a 12-15 hours different time zone to U.S. Will try a different pc.

#

@grim ore Tried with 2 other PCs, and a Mac .. same issue. Would seem to be login or region related then. But I can log in fine to other epic sites such as answerhub. So it seems it's probably region related with the certificate.

abstract relic
#

Works for me

frozen mural
#

how much tris should have in a mobile game character for 2020? i have searched on google and it says50k tris is a limit?

upbeat lake
#

I'm in Singapore. Maybe someone else from SE Asia..?

frozen mural
#

@upbeat lake i am

upbeat lake
abstract relic
#

Look into LODs CKW. Polycount isn’t generally where bottlenecking occurs. Textures will eat up performance far more.

#

Mip maps will be your friend for those

frozen mural
#

ohhh

#

just found a 50+k tris model

#

getting it i guess

#

@upbeat lake what do u mean by that?

upbeat lake
#

Just can you go to the web site.. I can't so i'm trying to figure out if it's a region based issue, or just me.

frozen mural
upbeat lake
#

what the hay

#

so it seems login related or something..

frozen mural
#

try to clear cache in your setting

upbeat lake
#

i can't go to the site

abstract relic
#

immediately judges the tabs 😜

snow crown
#

I recall mention of Epic creating a Cascade-to-Niagara tool... did that ship in 4.25?

frozen mural
#

it works for me to go in mixamo after cleared these

upbeat lake
#

will try

upbeat lake
#

Didn't work to clear browser stuff.. I tried clearing absolutely everything actually.=D

normal burrow
#

tab judging'

upbeat lake
#

I tried with just one tab, and different browsers.

#

and different machinse.. turned off all firewalls etc.

wicked kettle
#

any1 familiar with lighting in ue4? I pay if you fix my issue

#

more details in DM

rich rose
#

I know this might be a silly question but is there any issue with adding the UNREAL ENGINE splashscreen to my 'showcase' videos on games im working on[youtube]?

gilded plinth
#

Evening all! I'm up against a morning deadline and I just need to render a video I will import into UE4's media player and play back inside a material. Does anyone know what the highest quality video format I could use? I'm exporting out of premiere. Right now I'm using H264, and even with a high bit rate i'm not digging it : /

dense hatch
#

@gilded plinth HAP is a good codec, but this will depend on what you're using to export video

gilded plinth
#

adobe premiere @dense hatch

dense hatch
#

@gilded plinth what bitrate did you try with H264? and can you describe your source footage?

#

@gilded plinth Consider rendering to a lossless format (I recommend Cineform, you will find this codec under the Quicktime container in Premiere Pro) and then using ffmpeg to encode using "crf 0"

gilded plinth
#

Hey Lyric, it's actually monoscopic spherical panorama 360

#

example frame

dense hatch
#

Oh i see

#

Are you using this as a background/skybox type thing

gilded plinth
#

i'd like to keep it simple and print from adobe premiere and go direct into ue4. i have exactly 5 hours before my presentation : (

#

Something like that lyric you could say

dense hatch
#

ah i see

#

one moment.

#

Will you need to iterate this multiple times?

#

If you don't need to render from Premiere during your presentation I would highly recommend rendering out lossless and then encoding using ffmpeg

gilded plinth
#

I could try just that i'm a bit brain dead atm and would have to download and figure out ffmpeg

dense hatch
#

I can write you a command

gilded plinth
#

do you happen to know exactly what preset i should choose when i pick quicktime?

#

or if not quicktime, what the lossless option is : )

#

i'm pretty good at UE4 but not video lol

dense hatch
#

one sec

gilded plinth
dense hatch
#

no worries

glacial pecan
#

how do you reference a level in a data table (or struct)?

dense hatch
#

level is typically not referenced

glacial pecan
#

why not?

dense hatch
#

your level should pass data to any actors/objects, you should not need a level reference

#

why do you want to reference the level?

#

@gilded plinth I'm still working on this, i'll get back to you in a sec

glacial pecan
#

I build collision boxes for all my levels, which I want to save out and use to generate layouts for level instancing... which means, I need to know 100% of info about a level before I load it

#

so I save that to a data table

gilded plinth
#

no worries i'm just in ue4 doin the thing : )

dense hatch
#

So can you pass that data table to the level and have the level handle that?

hearty storm
#

How would you go around drawing lines on a landscape? Is there a line renderer equivalent in unreal? 🤔

glacial pecan
#

@dense hatch but what if I renamed the level? it wouldn't know what row in the table it was previously using

dense hatch
#

You want a reference to a level because you want to change the name of your level at runtime?

glacial pecan
#

no

#

what other reference to a level other than it's name can I use?

shadow marsh
#

If I open the marketplace in the launcher then I can't click on any content. Nothing is happening after clicking.
(macOS, latest launcher version)

dense hatch
#

have you tried restarting your computer light?

#

@glacial pecan None.

shadow marsh
#

@dense hatch classic. WIll try it.

glacial pecan
#

@dense hatch right... so what if I rename the level in the editor then? All my data tables or other references break

dense hatch
#

Yep

glacial pecan
#

that's insane! 😄

dense hatch
#

Yep

glacial pecan
#

good to know!

dense hatch
#

If you wanted you could do something like, enumerate your levels

#

So creating an enum with each level being an enum and then getting the display name of the enum as string to cast as the level name

#

Then if you rename your level you would just have to edit your enum definition

shadow marsh
#

@dense hatch restart took no effect. Can't Click on anything in the marketplace.

#

I can add items to cart, but not delete them nor open the cart.

dense hatch
#

@shadow marsh does anything happen when you hover over some marketplace items? and what happens when you click the search bar

shadow marsh
#

Ratings and labels are visible. I can type in the search bar, but the results are not showing. I cant delete the search term with the X.

dense hatch
#

when you hover over the stuff in the showcase do you see "add to cart" pop up?

shadow marsh
#

yes

#

it adds the elements to the cart on click

#

Like it is not loading additional pages. Only the start page.

dense hatch
#

that's quite the doozie

#

I would recommend reinstalling the launcher and seeing if that helps

shadow marsh
#

will try, thank you.

short gale
#

does anyone have the RareEncounter Fighting template they could send me or is there any video on how to make it im new to this and trying to get it started is a pain especially if theres no good in depth tuturials that i can find? im too young to have 250$ to spend on a template

glacial pecan
#

@dense hatch just saw the enum thing... yes, good idea, thank you!

shadow marsh
#

@dense hatch reinstalled and same error persists. When I click on already purchased content in my library, it opens the market page for that. But further navigation does not work (like search or clicking on menu items).

modest fossil
#

Hey guys, I was working on my project last night and closed up as usual with all working fine - loaded my project today and got confronted with this - all the entityies seem to be flat on Z axis, all geometry has turned invisi...relatively new to ue4 and thinking i might of hit a keypad shortcut or something that im unaware of -
Would really appreciate any help,
https://i.imgur.com/6zZW3jA.jpg

dense hatch
#

you can change the quality knob at the bottom to 5.

#

then download and install ffmpeg

#

then run this as the command, run in the folder with your output video when it's done. ffmpeg.exe -i YourInputFileName.mov -c:v libx264 -pix_fmt yuv420p -vf "scale=trunc(iw/2)*2:trunc(ih/2)*2" -f mp4 -preset fast -tune film -crf -1 YourOutputFileName.mp4

#

if you need a smaller file you can change "fast" to "slower"

plush yew
#

Hi, I have a fps camera which renders in real time and other virtual camera ( effects like ray tracing etc) which is positioned and used by the user and renders offline or not in real time( 10 seconds more than real time). The user should be able to move in the scene while the rendering of virtual camera is being done so it must be on a separate thread. So how does one go about implementing it. As of my understanding this must be done using a different opengl context . Is it possible? any help is appreciated.

upbeat lake
#

Anyone know how to create a material instance from a material in python? Seems like something that should be easy, but cant' find an example, and can't search the forums for one, because forums don't work for me for some strange reason.

modest fossil
#

Sorted that issue I had, accidently put near clipping on 0

silent chasm
#

hi guys, i wanna test chaos in 4.25 but i can't find the fracture panel, how do i enable it?

#

oh i still need to compile from source?

old pilot
#

Hi Guys,
I am encountering an error when I try to create a project from my vault. It tells me that I have exceeded the path length even though the path I chose for the project is very short like C:/AB/. Has anyone seen this before?

clever arch
#

Hi Everyone!

I need some advice please :)

Currently I have 1 gun, that fires bullets and each time a bullet hits it inflicts 10 damage to the enemy. Currently the Bullet Damage is stored in the enemyBP but what I want to do is have 2 guns: 1 that gives 10 damage and one that gives 20 damage and then depending on which gun it is it sends the correct damage amount to the enemyBP. What is the best way to do this please? I was thinking and Enum but thought that then in the enemy I would have to have Branches that say "If its a pistol do this if not check to see if its a rocket launcher if not check to see if its a..." and so on. Is that a good way of doing it or is there a better way please 🙂

#

@old pilot what is the name of the project from the vault?

old pilot
#

@old pilot what is the name of the project from the vault?
@clever arch I got it, it's something with this particular marketplace item. Thanks for the hint!

clever arch
#

@old pilot if it helps sometimes it can be a stupidly long name which can cause problems

old pilot
#

@clever arch The best way would be for the weapon to carry an information called "damage". The character can take this information and do all kinds of things - take it, add or deduct from it, or be invincible from it

ruby folio
#

@shadow marsh Couldnt see if you fixed your marketplace issue. But go to the appdata folder for the launcher and delete that. Then restart the launcher.

#

\AppData\Local\EpicGamesLauncher

shadow marsh
#

@ruby folio Error not fixed yet. I have already deletet the complete launcher app and its cached files etc. Reinstalled it and the error still persists.

ruby folio
#

cached files?

shadow marsh
#

cashes, logs, var/files etc.

ruby folio
#

Oh. Youre on Mac

shadow marsh
#

yes, already said that 🙂

ruby folio
#

Sorry. Just woke up

shadow marsh
#

np

ruby folio
#

#macos #tacos Might be worth asking here.

clever arch
#

@old pilot Thanks for the reply. I have thought about that but I can't think how the enemy will read the damage value of each weapon to get the correct one

old pilot
#

@clever arch I see. I read your description again and currently the weapon seems to be not talking to the character.

What you will need to do is to have character get the information stored in the weapon system. Even if you would do the if-else thing you initially described, the character will have to get which weapon fired the bullet.

clever arch
#

@old pilot yeh currently I'm trying to get something like a Enum connected so that I can store the name of each gun in there and then call it at the enemy end and do the logic in the enemy but I don't want to go down that route if its the wrong thing to do as I'm still picking up stuff and don't want to teach myself bad habits! 🙂

old pilot
#

I think you are on the right track. Just instead of weapon name enum, transfer only the damage value

clever arch
#

@old pilot thanks for your help 🙂

plush yew
#

do you have an example of auto material

dark granite
#

hello guys i want to ask something

ruby folio
#

Dont ask to ask. Just ask

dark granite
#

sometime it can be selected

#

sometime can't

hallow shell
#

Hi! I have tried the new sky atmosphere with my own planet.
But I run into problems like the size range of the atmosphere.
My planet is smaller as the test planet inside the "Volumentric Content" folder.
And my planets pivot is central, not at the top of the planet. I could move my planet in blender to have the pivot on top and then reimport it.

But can I change the range of the atmosphere size? It seems clamped and I wondered
if some of you got it to work with smaller planets.

#

@dark granite Make sure you rotate your view to see the faces from a better angle. Avoid to click on a edge or verticle.

ruby folio
#

@dark granite It depends if it is intersecting with something.

#

I find switching viewmodes helps a lot

dark granite
#

oh ok thank youuuu, it depends the viewing angle hehe thankyou @hallow shell @ruby folio

hallow shell
#

np

#

Someone here to explain "Planet Center at Component Transform" in Sky Atmosphere details?

clever arch
#

@old pilot Figured it out i used a line trace for the weapon fire then used "Apply Damage" and set the damage there then but and "AnyDamage" on the enemy! i think i was massively overthinking it

tranquil jasper
#

Is someone able to help me ? 🥺 I need to delete an inherited component on my child blueprint but because it’s inherited it’s not letting me do so, I created a blueprint that deletes the component on beginning the game but it gets stuck in pending 😦

lilac cosmos
#

Hey all! I have a pretty general question... I learnt math up to high school level and pursued physics as a hobby... but i decided against complicated math/calculus.... (I also don't know code.. dun boot meh plez) So my question..

If i wanted to push my math a bit for the sake of Unreal Engine... Is there any specific area of math by name.. where it would be logical to start?

Or should i just start researching the obvious words i find? I can do math... but i am very much a noob after basic Algebra

gilded eagle
#

hey hello

#

would it be possible to control a camera only and not a character?

#

can i posses a camera actor maybe?

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or can i possess a character but rotating the camera independently?

lilac cosmos
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Update.. i felt bad and googled it... Seems lots of math for lots of different things >_< Answer no longer required... but for sure still welcome!

clever arch
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@lilac cosmos Hi! for someone that hates maths and has been involved in various areas of coding in the past I have started learning Blueprints the past month and can say that its actually pretty easy and logical to use if you want a really good introduction to blueprints theres a great course on Udemy I can link you to but only down side is you will have to read subtitles (but for me it made me pay more attention) there are also some great courses on the Unreal C coding aswell on there

lilac cosmos
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Subtitles is certainly not a deal breaker, And yes, they have done an amazing job with this blueprint thingy... I have felt obliged to inform many that Epic Games have made it this easy.

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Would love a link pls! @clever arch

clever arch
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the prices always fluctuate at the moment that is very cheap and well worth it

echo bloom
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New to this engine, how can I quickly tone down this absolute overexposure that seems to be the default? Using some admittedly pretty shit textures (with a high roughness), but still, it's burning my eyes as I'm following tutorials.

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(also, no idea what channel this goes in, there's no #utter-noob-help)

lilac cosmos
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@clever arch Ty, i've made a note. hopefully i'll get round to it before the offer ends, it seems fair 🙂

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@echo bloom I'm a noob too... but someone will correct me if i'm wrong. Select the post processing volume from the world outliner and then you have settings in the details panel... i think

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Also get Quixel Mixer and Quixel Bridge if you don't have them!! Unreal made them 'free'(included in their licence thingy)

echo bloom
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Hmm, I don't seem to have a post processing actor in the world outliner

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I plan to! Just following along to some tutorials for now, but eventually I'll get there.

lilac cosmos
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Add one, its in the modes panel, volumes i think 🙂

clever arch
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@lilac cosmos dont pay to much attention that offer comes round pretty much every other week!

lilac cosmos
echo bloom
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awesome, that did the trick.

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Thanks guys, I have a hyper-sensitive left eye (got shingles virus in my eyeball last year... D: ), and the editor has been giving me headaches for days because of the exposure.

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really appreciated

reef brook
lilac cosmos
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Make sure all the normals are facing outwards, What are you exporting the mesh from?

reef brook
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from Maya 2020

floral aspen
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Hi. My imported Vray RectLight (lightplane) is added to my sequencer but I cant add keys to it. If I drag in a rect plane, it's not a problem. Any idea why? Convert actor is also greyed out.

lilac cosmos
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@reef brook I don't know maya at all sorry. I'm a blender >_<

latent schooner
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I try use Web Remote Control.
How to solve this error?

LogRemoteControl: Error: Web Remote Object Access deserialization error: object property: RelativeRotation is unavailable remotely on object: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.LightSource_0.LightComponent0

long comet
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Someone can help me to do work Videos at startup when launch the build?

queen wasp
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I was shocked everything looked like it was burning with the new lighting in 4.25 (I have environment color white and 5.0x to avoid getting much shadows on buildings from other sides, it is an RTS I am making), but I was able to fix it in the Post Process Volume setting it to Exposure Compensation 0.0 and add 1.2 contrast and 0.8 saturation, phew.

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And Min/Max brightness to 1.0

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I didn't need eye compensation or auto exposure.. 🙂

reef brook
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@lilac cosmos i get it! thanks still i do think its more a unreal thing since substance painter and 3d viewer on windows do render it normally

queen wasp
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Another trick, I have a 2033x2033 landscape, it has an 8 layer material, not needed under water, so I exported the landscape model, capped everything above sealevel, then ran Decimate in Blender to get a lower polycount model of the under water, imported it and put it slightly higher than the landscape, used a simpler material for under water, and now my water is green instead of red, and a 15-20fps performance increase

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#random .. anyways, I am new here.. Hi 🙂

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3+ years with unreal engine, 30+ years programming.. I love blueprints though, even though I know C++