#ue4-general

1 messages Β· Page 732 of 1

honest mango
queen wasp
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Well, you got it linked to volume, not pitch

honest mango
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yes i tryed to pitch but dont work too, its just an horrible resulkt

queen wasp
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normalize the vector before vectorlength

honest mango
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okay i let the default tolerence value

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doesnt work it just play loop 😦

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and it doesnt change pitch when i move

queen wasp
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depends on what values of the vector is to give what pitch, specifying a range and then divide perhaps on that.

honest mango
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i tryed to change value but didnt do anything

queen wasp
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I would debug to see what the velocity vector is

honest mango
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nice idea

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it stays to 1.0

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print work if i remove the normalize befor the vector leznght

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it print correct speed but sound is really strange

queen wasp
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If the value is varying a great deal from frame to frame if you do some deltaseconds adjustments and all I would put the value of vectorlength in a separate variable and fade it towards new values with an finterp, then use that for the sound

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Just ideas πŸ™‚

honest mango
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hmm i dont know how to do that 😦 im ptretty new

queen wasp
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Trial and error, and youtube, is how I learned a lot πŸ™‚

honest mango
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yep haha but there is no tutorial on youtube for this 😦

queen wasp
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I spent a year just watching tutorials and trying things, before I started working on my game. I do have a lot of experience programming though, so I picked up things pretty fast.

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The whole series he got of videos are pretty nice

honest mango
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thanks im gonna take a look

crimson basin
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Artists - Do you use multiple projects for each new piece of work you do? Or do you tend to work from one "master" project utilising different levels?

mild granite
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Hey, I want to name my section in interface after Player statistics but the word statistics takes too much space. Is there a word that describes stats with less characters than statistics but is not an abbreviation like "stats"?

sour rampart
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Guys, does anyone have any info on how SubtractionStrenght works under the hood?

daring tundra
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@sour rampart That's hard to tell without context. Here on the screenshot it could be anything because it's just a scalar parameter node

sour rampart
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@daring tundra Ah ok, so it's not a real material node?

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it's just something like a multiplier? With SubtractionStrength as label?

daring tundra
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Yes exactly, if I see it correctly on the screenshot it's just a value of 1

sour rampart
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(I'm not a UE dev, just figuring out how it works)

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So essentially is useless since the input & output is the same -> input * 1 > output

daring tundra
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Yeah no problem, it's a place to ask questions and hopefully get some answers, no need to explain ;)
"So essentially is useless since the input & output is the same -> input * 1 > output"
That depends on the setup. But I think it actually acts as a multiplier. So when you look at your final material and just play around with this value you should hopefully see what changes.

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As a quick tip: If you want to see what the material looks like at a specific point in the node graph you can hit right click and then "Preview Material Node" (or something similar)

sour rampart
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Ok, maybe it's time to download UE πŸ˜‚

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I just saw a tutorial and I'm trying to make a porting into OpenGL

daring tundra
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This would definitely help when you want to check some things ^^

queen wasp
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@mild granite Statstc .. =)s or sttstks?

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wow, a regexp changed my comment

barren flume
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woah i've never seen this happen before

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lighting build failed

dim merlin
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Hi, anyone knows more about virtual textures and know its possible to change them at runtime?

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

honest mango
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how can i know if my character is on the ground ?

dim merlin
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isFalling()

honest mango
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its not working

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nvm thanks you man

barren flume
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oh my goodness

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this is the 4th time now

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it won't let me build lighting

next badger
obsidian nimbus
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sometimes the order matters πŸ™‚

willow plank
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hey guys, is Nvidia preffered much more than AMD for game deving ?

rare ivy
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Does someone know what collsion setting evironment needs to have so raycast can interact with it?

clever arch
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Hi, in a destructable mesh how to i set the weight of it? the mass KG doesn't seem to be under physics anymore?

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and also how do i damage it using a line trace?

next badger
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@obsidian nimbus well, some stuff can be reordered manually, but some - not, and it's not consistent

willow echo
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Hi, help required regarding Pixel Streaming. can any one help ?

honest vale
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what's the deal with timeline components defined in C++ and in BP? If I double click a BP defined timeline component I can edit the timeline curves in the view that opens

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but with a C++ defined timeline component it's not possible

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double click the variable and nothing happens

obsidian nimbus
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hmm i used ALS, didnt see anything too weird

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other than it didnt package right out of the box

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

fierce tulip
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question unclear

long comet
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How to do work UE4 to launch videos before the .exe? Not the instructions.
Things like :
MP4 container

  • 720p (1280 x 720)
  • 25 FPS maximum

Audio to be MPEG AAC (mp4a) (48,000khz is fine)
or use this software instead of other

plush yew
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can anyone answer how to block permissions on an android build? noone in #mobile can seem to answer and no1 replies on answerhub to answer this question that has been asked a few times on there

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I dont want to have a permission for "access photos media and files" in my app

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4.24 android manifest override seems to be disabled now too, only way to do it is through packaging settings it seems now, but still, it's not straightforward / no documentation on it

brisk urchin
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Can someone help me with this Error Code in the log?? I tried packaging my level but it quickly fails. It wasn't having this issue before today.

fierce tulip
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@clear cave please keep hardware talk in #lounge thanks :)

grim ore
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@plush yew depends on what you are moving. There are nodes specific for character for example like Launch character, otherwise you can add force to a physics object

analog magnet
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I hope i am allowed to ask here:
I am fairly new to unreal and I am facing a wired Problem... I am trying to create a small multiplayer game. I also have to use Pawn's and not Characters due to the capsule thig.
Having two player in one lvl wasn't a problem at all and also joining "sessions" via steam went rather well.
The problem is once i enable physics in the Pawn all other "players" get invisible.

did i just miss something?
maybe if someone wants to give it a shot, we could have a quick call?

grim ore
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this is how the animation BP gets the velocity of the pawn for it's speed variable

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so you could check to see if the speed is > a number to see if they are moving in a direction

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are you just trying to see if its moving or moving in a direction?

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also the player controller wouldnt have a velocity as it doesnt move

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you would want the character movement or just the straight character itself

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then yes get the player character, get the velocity, get the length, and see if that value is > 0

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just like the picture I pasted

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you can, it's what the animation blueprint uses

sonic pagoda
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would there be any good reason why ue4 launch won't respect my arguments? for example, ive set the startup map here in the shortcut to the ueproject but it still loads the default map: Someproject.uproject TheSphere -AudioMixer -PixelStreamingIP=localhost -PixelStreamingPort=8888 -RenderOffScreen

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TheSphere is the map im trying to load into

grim ore
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any errors in the logs?

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also is that map in the maps folder? A URL consists of two parts: a map name or server IP address and a series of optional additional parameters. A map name can be any map located within the Maps directory. The inclusion of a file extension (.umap) here is optional. To load a map not found in the Maps directory, an absolute path or a relative path from the Maps directory can be used. In this case, the inclusion of the file extension is mandatory.

sonic pagoda
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yes its in the maps folder

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no errors in the logs , it just loads up into game/maps/entry

grim ore
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crap and the map should be auto cooked and included if its in the folder

sonic pagoda
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it seems like its not respecting any of the arguments though

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made a shortcut to the .ueproject file

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and set the arguments there in target

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well before boosting him, print the string for that vector length(and break that execution for now), when the game starts he might actually move a bit

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and then he'll never stop moving because thats what you've programmed to happen

slate vessel
raw rock
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Hey so i want to add a forest with multiple of this good quality trees but at the third of fourth is just too laggy, anything i can do? btw i have good computer

grim ore
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@plush yew I would assume he either moves to drop to the ground, or moves out of the ground. You could always ignore this for the first few seconds or until an event happens for example using a boolean check like ShouldBoost

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or if this is for example driven by player input, put the bool on the key pressed released so it only can trigger this on the tick if you are pushing the button

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@raw rock are you doing these as separate Static Meshes or using something like the Instances Static Mesh system? if not look into that

orchid marsh
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@raw rock what s the vertex count? Make sure it has lods and use the foliage system

twin raft
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Does anybody download for free of this months ?

grim ore
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you shouldnt put a delay on tick if possible. and if you are asking how to stop a character there are stop movement nodes to do it

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the character, as in the character blueprint/class, does not really use physics so you need to keep that in mind

thorn dew
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I've got Unreal 4.25.0. When I make a new game, put down my PostProcessVolume" and set it to have Raytracing On it seems to not be working even with DX12, and Ray Tracing being set to on in the Project settings. I know my windows and everything works with raytracing because I open an old project that I upgraded to 4.25.0 and raytracing is working in that project. I also see the "Ray Tracing Debug" under the lighting conditions on the old project. Is it bugged to only work in upgraded old projects or am I not doing something I need to do?

grim ore
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which template?

thorn dew
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game template

grim ore
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which game template

thorn dew
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the one with nothing in it and raytracing set to on

grim ore
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so blank template with RT turned on in the new project window?

thorn dew
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yes

grim ore
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works fine for me, I kept the starter content included and the default scene with the 2 chairs has RT on by default and working. 2070 super

thorn dew
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i'll try it with starter content

grim ore
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well I only mention that as the default scene shows it working

thorn dew
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By the way thank you for making those videos. You are one of the best Unreal Engine teachers out there. I feel like I'm talking to a legend.

grim ore
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yep no issues here with a blank blank project. made a material set to white, 100% metallic and 0% rough and added it to the floor plane. popped a cube above it and

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and actually did not even need the PP volume, the project defaults to RT on when you choose it in the new project window.

thorn dew
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When you click on View Mode does it have a "Ray Trace Debug" line?

grim ore
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yep and path tracing

thorn dew
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Maybe I need to reset my computer. 2.25.0 did want me to do that after install. It worked, but maybe something changed again. It's the only thing I can think of at this point.

grim ore
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cant hurt

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it does work tho out of the box for me atleast

thorn dew
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knowing that does help. It means it's something on my side and not a bug.

old fulcrum
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Hi, need help with the new version 4.25, it is stuttering every second. So i have this progress bars run by a timer it stutters when i run the game unlike in 4.23

grim ore
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check out the profiler to see what might be happening

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and does it stop stuttering if the progress bar is not running

old fulcrum
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wow all that are run by timer is stuttering not only progress bars. im going to learn profiler first. thanks mat

obsidian remnant
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hello , new guy here i have some questions about changing the gamemode of my level , built everything as 3rd person. but would like to switch to fps, swapped the game mode and the player character, but when i enter game mode it doesn't play, like pawn seems fine but no movement

thorn dew
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Did you reconfigure the controls so it now outputs the movements right?

obsidian remnant
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not sure

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how would i do that, (started using unreal maybe 2 weeks ago)

thorn dew
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I figured out my raytracing problem. I had 2 video cards installed one that can do raytracing and one that can't. I uninstalled the one that can't and now it works. Thank you @grim ore since I knew it had to be something on my side I thought about it harder.

abstract relic
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Project setting > input

thorn dew
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@obsidian remnant there are actually a few ways to do it, so it makes it hard to know what you got set up. I'd say start by double clicking on the game mode and seeing if there is anything in there, but still it can be hidden under some tabs that are not easy to get to if you don't know how. The input HighTide mentions is only for setting the basic node linked to keys. What the nodes are linked to is what you want to look for. I'd start looking at some tutorials on how to get a character to move

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that way you can see how the stuff is linked.

grim ore
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@thorn dew ah ha, yeah you can also force it to use a specific adapater if you want with a command line command

thorn dew
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what command is that?

daring tundra
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Hi all. Has anyone of you guys ever used the procedural mesh component with iOS and got it to work since 4.22? It works perfectly fine on Android but for some reason in iOS it just flickers when updated and then it's gone.
Any help on this would be very much appreciated. (I asked the same question in mobile section, I hope I don't violate any rules by posting it here again)

safe field
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What are the best methods for anti-piracy and spotting/preventing hacking/cheating/modders?

viscid oasis
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Is it possible to change Parameter in LayerMaterial during runtime ?

next badger
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@safe field not to release

abstract relic
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Yes. Look into dynamic material

next badger
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@safe field but if you want multiplayer competitive game, look on some products, like EasyAntiCheat

dense hatch
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also for online multiplayer always do server side checks and heartbeat

viscid oasis
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@abstract relic Event for Layer Material ?

dense hatch
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and if you use those anti cheat products be prepared for it to not always work because people always find workarounds, and be prepared for non-cheaters to be frustrated because of technical issues they're getting because of the anti cheat

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believe it or not your anti cheat can make or break your game at release lol

safe field
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That seems to be the consensus; that anti-tamper is hard to impossible to get right even for AAA studios.

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One day I was no longer able to play Black Ops III because the anti-cheat went haywire and never played it again lmao

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I heard Fortnite uses something called Battleye.

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I envision a reporting system that uses AI to spot anomalies and also a system to send demo clips to mods when cheaters get reported enough, but I haven't heard of this kind of system talked about.

next badger
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i think gold rule is matchmaking with ability to blacklist people
but that only works for self hosted games

dense hatch
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@viscid oasis Create Dynamic Material Instance, then Set Material on your mesh, then Set Vector Parameter (or Set Scalar Parameter)

plush yew
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Is there an equivalent to "event receive draw hud" for c++? Can't override it because it's not virtual and i want to do stuff on the event. Do i have to get the source and change it to virtual to attach actions to it in c++?

dawn gull
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Hey, sorry if I am interrupting, but how can I make it so that my first person character rotates when the camera rotates?
I added the skeleton thing from the third person character into a custom first person

viscid oasis
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@dense hatch , @abstract relic Thank you πŸ™‚

plush yew
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I think i should post the above in #cpp actually

next badger
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@dawn gull you are not interrupting, this is public place...
answer is...are you using CharacterMovementComponent?

dawn gull
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I just updated. It is a custom first person that doesn't have a rotating thing with the mouse just for the camera

next badger
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CMC controls the capsule, if you attach your 3rd person character to that capsule - you will get the rotation

dawn gull
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nice

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ok I will try

abstract relic
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Enable Use Controller Desired Rotation if you’re using CMC

dawn gull
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because if I look behind I can see the mannequin's butt

next badger
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oh...maybe the thing HighTide mentioned is the reason

dawn gull
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@next badger The capsule doesn't rotate so I attached it to the camera and got this beauty

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it looks like it levitates

grim ore
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that could just be a mesh with a translucent material on it, or it could be a particle effect, or it could be a flat plane with a material on it

abstract relic
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Looks like a basic fresnel

grim ore
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it could to all of them. You can resize the plane for example, you could create a procedural mesh at runtime

abstract relic
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You got options, you got creativity, you have endless solutions.

grim ore
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Decals is another option but it might be wonky on terrain unless you want that (and it might be a good idea to have it if needed)

dawn gull
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Hold on whats the node that splits an event pin into multiple I think this will fix my problem

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like this

abstract relic
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Many nodes have the option to split pins

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There’s also various Break nodes

plush yew
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I think im getting kicked? O.o

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Being sent to no text channel..

abstract relic
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The server been crashing in certain regions on certain devices

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Nothing to worry about

plush yew
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i have added 2 players in the multiplayer settings but one window is not visible anymore. its out of my screen

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anyone know how i can move it still?

next badger
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@ebon linden that texture looks like distance field

soft fiber
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When you create a new project and you chose Blueprints, you can still use C++, right? What the difference in that setting?

next badger
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@soft fiber if you add c++ it will convert project to c++

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you can't go back w/o removing c++

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most of the devs start with bp and eventually migrate to c++. but not the opposite
so hence the option

soft fiber
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I've done c++ in unreal, but I was considering trying to limit the project to BP... but I'm a little nervous about that decision..l

next badger
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you always can extend it to c++ one

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some work will be involved ofc, like reparenting classes

soft fiber
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ok, very well... Thanks

next badger
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the only thing i see require c++ is network replication

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specifically for tps or fps characters

soft fiber
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Ya, I'm not interested in that for this project anyway.

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Makes me fell like you didn't leave enough space.

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feel

next badger
plush yew
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i have added 2 players in the multiplayer settings but one window is not visible anymore. its out of my screen
anyone know how i can move it still?

acoustic crag
#

Is there a way to lower the texture resolution globally? or do we have to do it 1 at a time?

next badger
daring tundra
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@acoustic crag Exactly what @next badger was saying ^^

next badger
meager musk
#

Does anyone have workflow/pipeline recommendations? I've used UE previously, and have experience with P4, however I'm sure there are other best practices for building a strong foundation before just jumping into the actual development.

sweet relic
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@meager musk there is a course on learn.unrealengine.com called Building Better Pipelines that may be of intrest

meager musk
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Thank you!

sweet relic
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also look into the editor python integration as it is intended for pipeline work

autumn elbow
#

There was a game dev that had a dev blog - hourus ... something like that.. anyone remember the blog ? He made a space exploration game...

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crash landing on a planet..

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I forgot the name of the game and the blog πŸ˜‚

midnight gate
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so i have like 20 event overlaps on one bp

dense hatch
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oh my

midnight gate
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is theres a way to connect them easier?

dense hatch
#

i can recommend using a reroute node

midnight gate
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or do i have to do it one by one?

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whats a reroute?

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this thingy?

dense hatch
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yeah

midnight gate
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i guess

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i still have to connect them to this thing

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but i guess it helps a bit

dense hatch
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if any of your overlap events are similar you can group them together with a reroute node and then make them all go to a reroute node,
or redesign your overlap events so you have fewer events

thick herald
#

why don't you have the logic for the overlap in the item being overlapped and not the thing overlapping?

queen bolt
#

Hey guys I'm having an issue where I can't save any of my work in the editor. It just fails to save. There's no other instance of UE4 running and the files aren't read-only.

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I can't continue working 😦

dense hatch
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make sure you don't have the dev build running as a separate process

queen bolt
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Nothing in task manager looks like that

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Only background process named Epic or Unreal is the Launcher

dense hatch
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it might be the name of your game

queen bolt
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That's also not running

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It basically saves right after I start the editor

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For a few minutes

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Then stops being able to save

dense hatch
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and this is before you ever "play" a preview, right?

queen bolt
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Yes, after restarting the editor and windows as well

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Created test blueprint, was able to save it, worked on it a bit, was able to save, then after a while it doesn't save anymore

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And after that nothing else saves

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Maps, materials, etc.

dense hatch
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Can you troubleshoot by making a new project and seeing if you can reproduce there

queen bolt
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Will try

gleaming narwhal
#

Seeing a lot of mentions about Steam in Editor: Steam integration in 4.25.0 doesn't work when playing in Standalone. This will be addressed in 4.25.1, but in the meantime you can remove the -MultiprocessOSS argument from the CommandLine in PlayLevelNewProcess.cpp line 101:
CommandLine += FString::Printf(TEXT("GameUserSettingsINI=\"%s\" -MultiprocessSaveConfig "), *GameUserSettingsOverride); /*-MultiprocessOSS*/

normal burrow
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moderators victor has dropped some knowledge upon us

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obligatory question of when 4.25.1 will arrive

acoustic crag
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Does camera frustum only render whats in the camera view?

queen bolt
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@dense hatch It's not happening in a new project

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Thanks for your help btw

gleaming narwhal
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@normal burrow Obligatory answer: "when it's ready"

normal burrow
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obligatory hurray

gleaming narwhal
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:obligatory: <- need an emote for this

normal burrow
#

need more emotes, so many emotions

summer saddle
#

Hey guys, I'm trying to record a movie with the Sequencer. I have an issue with that, as the Sequencer starts the game when I hit the record button, and it uses the default player camera instead of the cameras I have in my sequence. I there a way to force the Sequencer to use only the cameras in the track?

frozen pond
#

how i can create new asset from play level? πŸ€”

dawn gull
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@abstract relic Do you have a break node that would work for this?

sweet relic
summer saddle
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I will, thanks!

dawn gull
#

Oh I meant a Sequence node

crystal linden
#

Hello, i downloaded the megascans plugin, once i did 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?
it gives me the following error: 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

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i dont understand why it needs 64gb ram when downloading the plugin

glacial pecan
#

FFS UNREAL WITH YOUR HIDDEN NAMING RULES! It's the 21st century, get with the program and allow more flexible asset names. πŸ‘Ί

tiny sonnet
brisk urchin
#

I'm still having issues packaging my level. I noticed on the log that it shows a file from a D drive but I don't have that drive on my PC. I have a C, E and F drives.

tiny sonnet
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your errors

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are impossible to read

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post the log text file

brisk urchin
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When I click the image its gives the option to open the larger original size image. Discord automatically makes a small preview one.

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I'll post the text

warped tangle
#

Looks like you're attempting to reference an invalid index

brisk urchin
tiny sonnet
#

also, most likely one of your assets or levels are coorupted

analog magnet
#

hi guys, has anyone experience with the Camera SprinArm thing? Mine simply goes through walls and so on, "Do collision test" is on btw.

brisk urchin
#

does that text file above work?

woeful wadi
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I'm brand new with UE4 and I'm wondering how can I check if an object is left clicked?

tiny sonnet
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C:\Users\Armando\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-FPS_Map-Win64-Development.txt @brisk urchin i need this

brisk urchin
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I tried to past the log text but it auto converted it on discord to that

warped tangle
#

@woeful wadi enable mouse click events in your player controller

woeful wadi
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I don't think I'm using a player controller

brisk urchin
woeful wadi
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I'm trying to figure out how to make it so if you left click a cube it adds one to a variable, is there a way to do that?

warped tangle
#

You are absolutely using a player controller, based on that statement you probably have not made your own Game Mode/Player Controller. Do that first, set the new player controller as the default player controller in your new game mode, and set the game mode as the default game mode in project settings

zenith lily
#

Have there been more reports of nvidia messing with a ue4 level that worked fine before the latest driver updates?

warped tangle
#

Unless you are talking about doing this at editor time, and not runtime @woeful wadi ?

woeful wadi
#

Uhhh

rancid peak
#

Can anyone tell me where I can find the "Particle Effects example included with UE4"? The docs mention it but I can't find it. Thanks.

woeful wadi
#

Like I said I'm brand new to UE4 so sorry if I'm a bit slow

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I'm in the editor

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I want it so when you're in game you can click a cube and it adds one to a variable

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And I want that variable to be displayed on screen somewhere

warped tangle
#

In order to be able to even select something at game-time, you need to enable click events in the player controller. First thing you should do is as I mentioned above, make a new game mode and player controller.

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If this is above your head, I would recommend starting with some online learning and get familiar with how UE4 works

woeful wadi
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I watched tutorials but I guess most of it went in one ear and out the other

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Yeah, I'll do that

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Thanks

warped tangle
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Check out Epics online learning stuffs

woeful wadi
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Will do

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Thank you

rain moss
#

Any blender guys in here able to help me out with scaling?

analog magnet
#

does anyone know how to make my camera attached to a spring arm not go through walls?

quiet pivot
#

Is there a way to view collision meshes while playing in the editor?

warped tangle
#

It's heavy, but pxvis collision will show collisions

#

@analog magnet make sure your wall actually has collision

marsh geyser
analog magnet
#

it definitely has

rain moss
#

When I add a cube and go to the properties, it only gives me the scaling and I want to be able to set the measurements individually in cm's... Is that possible and am I missing a certain window?

warped tangle
#

press "N", that should bring up a property window

analog magnet
#

@warped tangle basically the SpringArm thing doesnt work at all, if i set it to relative rotation it just takes the rotation of the parent which it definitely should do...

brisk urchin
#

@tiny sonnet any tips from that specific file I uploaded in order to fix the problem?

warped tangle
#

are you using source control by chance @brisk urchin

brisk urchin
#

@warped tangle According to my message log after building my level it says that Source Control is Disabled

tiny sonnet
#

FPS_Map.uproject has an asset that has the format of an argument which is invalid

#

@brisk urchin

#

most likely an array

ripe tiger
#

me and my buddy both cloned the same project off github but his content browser won't show any of the files. they previously did show the content, and he reset all his settings back to default to try to fix it.

brisk urchin
#

@tiny sonnet Would I have to manually check every asset I have used in the past 3 days since I last packaged my level? Any tips on what to look for specifically?

#

what's an array?

tiny sonnet
#

do u know any other programming languages?

ripe tiger
tiny sonnet
#

An array is a data structure, which can store a fixed-size collection of elements of the same data type.

brisk urchin
#

I'm not a programmer per say. I've just played with some basic blueprints

ripe tiger
#

no assets or blueprints are showing up in content browser

#

even though we have the exact same project, and mine is working

frozen pond
#

@brisk urchin array is like pack of cookies, you got box of cookies, that containt cookies, so box of cookies is array, and cookies are array elements, you can have box with or without elements so array can be empty or have some cookies

tiny sonnet
#

@brisk urchin u probably changed an index of an array, or a get player controller index to the negatives or something.

#

i can't really tell, only u can.

#

maybe try running the level and see if you get an error

warped tangle
#

In reality you should get an error when attempting to play the level

#

Yep

#

@frozen pond But you didn't finish your analogy so everybody is properly confused. When you want to get the first cookie in the box of cookies, you have to get cookie(0)

#

lol

frozen pond
#

he ask what is array

tiny sonnet
#

packaging is weird as fuck since even if you dont use those assets, it still packages them

warped tangle
#

Lol I know

brisk urchin
#

When I play the level and run around in the map I get no errors. I can shoot and climb

ripe tiger
#

has anybody ever had the issue i stated before?

tiny sonnet
#

@ripe tiger wut

ripe tiger
#

me and my buddy both cloned the same project off github but his content browser won't show any of the files. they previously did show the content, and he reset all his settings back to default to try to fix it.

tiny sonnet
#

use a backup

ripe tiger
#

thats not the problem

#

the content browser isnt showing anything

#

its working on my machine, we have the exact same files

tiny sonnet
#

wait

ripe tiger
#

on my machine for instance vs the above screenshot from his machine

tiny sonnet
#

is this source control?

#

bcz i no nothing abt source control

ripe tiger
#

we are using source control but we're opening a local project rn

#

right now source contro lisnt setup

#

we just downloaded the project locally

grim ore
#

and you both are opening it using the same version of the engine?

tiny sonnet
#

u usually dont need the same version

brisk urchin
#

Would right clicking and clicking "Audit Assets" on the ones added before my last successful packaging help at all?

grim ore
#

of course you do, assets are versioned

#

you cant open a .24 project in .23 for example

warped tangle
#

100% need to be the same engine ver....

grim ore
#

and you cant open a SQUAD-DEV-EDITOR asset in a .24 launcher version

tiny sonnet
#

oh

#

i have opened 4.13 projects in 4.24 tho?

ripe tiger
#

you guys are correct probably, his unreal switched 2 versions back for some reason

#

we're testing now

tiny sonnet
#

πŸ‘

ripe tiger
#

ok that was it, y'all are a boss

#

i don't understand why google didnt recommend or talk about that once

grim ore
#

you can go forward as that is basically upgrading the project *for the most part

ripe tiger
#

checked like 15 sites

tiny sonnet
#

oh ok

ripe tiger
#

including unreal forums lol

tiny sonnet
#

unreal forums are ass lol

ripe tiger
#

apparently

tiny sonnet
#

thats how i found this server, cuz unreal never has the fucking answers

ripe tiger
#

even a simple answer/fix as this

#

every answer was some random hack

#

i.e "drop a .txt file into the folder to get the content browser to update"

#

which will probably work, but i doubt thats the first thing that should come to mind knowing about versioning(which i didnt know was that strict til today, so thanks)

brisk urchin
#

I found some building static meshes with a "Space" in their names. Could that be that issue possibly?

tiny sonnet
#

doubt it is the original error, but if its a problem, you still should fix it

brisk urchin
#

You're right. It didn't fix it. It still fails right away when trying to package it. 😦

#

I just don't know what happened. It didn't have this issue 3 days ago.

tiny coyote
#

is there a hotkey for the reroute node?

boreal plinth
#

Anyone know why attenuation or light radius no longer is showing?

tiny coyote
#

I have seen some youtubers using one but I dont know which one

austere scroll
#

i followed a tutorial on making custom collision , it was to basically put "UCX_" behind the name of the custom collision in the modelling program (in my case : blender) .

i did exactly what he did , but it didnt work

#

i forgot to mention that i want it hollow from the inside

dawn gull
#

Heyyy This is for moving the camera in my first person character but I can't move my camera up and down. This is a screenshot

ancient lotus
#

@austere scroll use 5 separate box meshes for your collision and use UBX so you have 1 for each side wall and the bottom. ive had some funky issues with convex collisions importing into UE4 for some shapes so i think that this may be a better route since it is just a few boxes

#

also that screenshot is super blurry lol

austere scroll
#

ok thanks

dawn gull
#

@ancient lotus Eyyy its me Bubeboi

#

from when you helped with multiplayer

fierce merlin
#

How long does it typically take to build UE4 from source? Most places say 15-40 minutes but I’m an hour in and I’m on module 600 of 3000... my computer isn’t THAT bad is it?

ancient lotus
#

oh right that explains why your post was blocked

dawn gull
#

?

#

Why was it blocked

ancient lotus
#

@fierce merlin takes me a little over an hour with a haswell i5. once you get past 1500 it will compile very quick

#

annoyance

dawn gull
#

Ah sorry about that. I didn't understand that spam annoyed people back then. I was kind of new to social media and stuff

charred shoal
#

Can someone recommend me a UE4 tutorial for a beginner that uses c++ AND blueprints?

#

because all I can find are tutorials that use one or the other, not both

ruby folio
#

@charred shoal Look at the Tom Looman series on a survival game

#

@dawn gull #blueprint would be the place to ask about that

ancient lotus
#

my tutorials are primarly c++ and uses blueprints for things like widgets. my new series will use a good bit more blueprint with some things like beacons written in c++ and called via blueprint

charred shoal
#

@ruby folio can you link me? sounds good

#

@ancient lotus also sent me a link of yours! ill check it out

ruby folio
#

@ancient lotus I was just gonna ask for a link also!

#

Cheers

dawn gull
#

@ruby folio Ok thanks

charred shoal
austere scroll
viscid oasis
#

Is it Possible to setTextureParameterValue the parameter in green (btw this is layer material)
if yes how ?

ancient lotus
#

yes but your naming is messed up, do this for the names
UBX_treasure_chest_00
UBX_treasure_chest_01
UBX_treasure_chest_02
UBX_treasure_chest_03
UBX_treasure_chest_04

ruby folio
#

@charred shoal Yeah thats the one

ancient lotus
charred shoal
#

@ruby folio ok πŸ‘

devout sluice
#

It is just a collection of many peoples free work

brisk urchin
#

Update to my problem. After rebuilding my level I did get some "Load Errors". They are below. Would these prevent the project from packaging?

austere scroll
#

if i put "generate auto collision" in import settings , it will become as it was at first ( so no result) , if i dont put "generate auto collision" there will be NO collision

sweet relic
#

@austere scroll it should be "UBX_treasure_chest_001_01"

austere scroll
#

understood

sweet relic
#

you need the full name of the mesh including the number

austere scroll
#

Thank you !

ruby folio
#

@brisk urchin Have you tried fixing up redirectors?

analog magnet
#

would someone be interested in helping me out with some client server stuff? basically client is unaware of certain thigs it shouldnt be...

ruby folio
analog magnet
#

thanks

brisk urchin
#

@ruby folio I just did. I right clicked all of the and selected fix up. All were fixed but one. None of the ones in the load errors are in the my folders.

ruby folio
#

Have you tried runnig fix up redirectors on the root folder?

brisk urchin
#

doing that now

#

still leaves that one by itself

#

can't delete it or anything

#

not sure what broke my packaging tool

ruby folio
#

The

Update to my problem. AftWould these prevent the project from packaging?
@brisk urchin The answer is no btw. I have seen games with much worse errors than this and those are on Steam!

brisk urchin
#

From the log file i uploaded earlier is has to do with the automation tool

#

No clue how to fix fat

#

The engine packages other projects fine

#

just not this one

ruby folio
#

Tried migrating? Is it a BP only project?

brisk urchin
#

Just some blueprints here and there. I'm no programmer

#

this issue started yesterday.

ruby folio
#

Try creating a new project and migrating over

#

Make a backup

brisk urchin
#

It was packaging fine 3 days ago.

#

how do I that? Open up a blank project then whats next?

#

I'm on 4.20.3 btw. Would opening it/converting to a new engine possibly help?

ruby folio
#

I'd stick to the current engine for now.
Make a new project. Name it whatever.
In the old project, right click and migrate any assets you want to keep. Point them to the content folder of the new project

brisk urchin
#

I'll try that right now. Thanks

#

@ruby folio Does it matter if I select either "Blueprint" or "Unreal Studio" when creating a new project? What's the difference?

ruby folio
#

Just use Blueprint

brisk urchin
#

alright. When I migrate, do I each folder under content or all at once?

ruby folio
#

Thats up to you

scarlet birch
#

If it was me I'd fix those broken reference errors first

#

They could cause packaging to fail.

ruby folio
#

@scarlet birch Thats the problem that is to be solved by migrating

scarlet birch
#

Why?

ruby folio
#

uh?

scarlet birch
#

Why would migrating fix it?

#

Go to the asset, find the reference and fix it.

ruby folio
#

Because it gets rid of old borked references.
They have already tried fixing up redirectors

brisk urchin
#

The "Fix Up" didn't work on that the last remaining redirector. 😦

brisk urchin
#

@ruby folio just finished migrating each folder. Some of them said that "some file were not migrated over... ". Is that normal?

#

I'm currently packaging the projects and it's working

#

So far.

blissful trail
#

controller isn't working properly it detects the inputs in usb game controllers but not in unreal

#

(im using a xbox one controller wired)

ashen ermine
#

I have hangs up to 2 mins when I try force-deleting assets since 4.24 Anyone else noticed this?

#

Even memory-referenced only assets still hang for 5-10 secs before they get deleted.

abstract relic
#

Yep it’s an introduced bug since .24. No idea if it’s been fixed in .25

obtuse swift
#

does anyone know why my lighting is like this?

#

the texture is meant to be brown

bleak elk
#

So in 4.25, where is the modes panel?

#

I can't get it to show

maiden swift
#

@bleak elk Modes have a redesigned interface in 4.25. Click the Modes button in the top toolbar and choose a mode from the dropdown.

bleak elk
#

Ah yes that's the one πŸ™‚

#

I am presuming Chaos still requires a handbaked build?

maiden swift
#

Yes.

ashen ermine
#

@abstract relic I'm on .25 now, if anything, it's worse lol

abstract relic
#

Oh joy

bleak elk
#

It is very mixed in terms of depreciation.

#

And although I need to handbuild for Chaos, all the plugins are enabled by default.

normal burrow
#

think of the slowness as it perhaps correctly running through all the assets in your project as intended. I've not had a rogue redirector in 4.24 yet

ashen ermine
#

and I know it sounds "entitled" and minor, but there is another minor inconvenience introduced in 4.25: the TAB key isn't working properly in persona on vectors (say you want to scale your particles on notify: you need to click change, click change... πŸ˜‚ laughing, but I'm dyeing inside bec of this.

bleak elk
#

this happens also.

ashen ermine
#

@normal burrow yea, I remember those, they were awful but I have a fairly big project and hangs in here are...just "not responding" - ok windows, it will respond, hold on - kinda thing

#

@bleak elk oh, that's lovely πŸ˜„

#

we're bitching now, but the sky atmo is GG - played with it a little πŸ˜›

bleak elk
#

Yea, there is a ton of amazingly cool things in 4.25

#

don't get me wrong.

normal burrow
#

did you make the project in 4.25 with chaos built rj?

ashen ermine
#

i know, it's exactly what i'm saying πŸ˜›

bleak elk
#

Yes @normal burrow

normal burrow
#

interesting

bleak elk
#

but not this release.

#

The one previous to this.

#

I was kinda hoping it would be in this build by default so did a test run.

plush yew
#

What's missing from my scene? :(

#

I am trying to make a low poly scene for mobile but it always ends up looking ugly

#

It looked way cooler in blender

#

I can't figure it out for days now anyone?

fallen marten
#

Stars? A couple trees or something tall?

#

Picket fences?

plush yew
#

No it's something with the colors and lighting no?

blissful trail
#

anyone know the solution to my problem ???

fallen marten
#

The green is too rich

midnight root
#

Nice coloring/style, maybe lawn is too green dunno, but its not unattractive to me anyway, as always its in the details and gameplay etc.

plush yew
#

I want it look nice

ruby folio
#

@blissful trail Might be better off asking in #blueprint

plush yew
#

Thanks

#

But I am unhappy with the result

midnight root
#

nothing wrong with seeking perfection

#

I resemble that πŸ˜‰

fallen marten
#

Maybe the lights are a little too bright as well

#

Too shiny

#

They don't have that flame glow

plush yew
#

I'll make a day time verison

midnight root
#

short of color of law, may not matter as much if you plan on adding other items/colors to it,the eye can be distracted if thats desired, not with great difficulty

#

lol law on the mind I guess,,'lawn' o_0

ebon marlin
#

anyone else getting a lot of stutters after 4.25 is open for more than 20 or so minutes?

#

Im talking macro stutters every 2 seconds or so

#

just shows how consistent the stuttering is in-editor

#

it makes working with the editor just feel bad

midnight root
#

I wish, can't say waiting for a plugin for 4.25 😭

#

as always!
πŸ™‚

ashen ermine
#

Any idea what "ComputeDiffuseIrradience" is and why it's taking 3.21 ms?

plush yew
#

anyone else getting a lot of stutters after 4.25 is open for more than 20 or so minutes?
@ebon marlin > i thought i was the only one, thought my potato needed an upgrade

ashen ermine
#

@plush yew i get hiccups and whatnot here too sometimes, what I'm working on hasn't changed that much so i suspect it's the version, but it's not bad at all, just feels a little bit unstable

plush yew
#

Any idea what "ComputeDiffuseIrradience" is and why it's taking 3.21 ms?
@ashen ermine it is used by reflection captures afaik

ashen ermine
#

I haven't got a single freakin' reflection capture in the whole game...

plush yew
#

and looks something like this

#

screen space reflections?

ashen ermine
#

hm...could it be the refraction on my particles? I'm using it alot

plush yew
#

guessing vs ue4 profiler πŸ˜‰ good luck

ashen ermine
#

yea, I should πŸ˜›

#

but it's been such a long time since i've done it and i'll need session frontend since nearly everything is procedural so it has to b in runtime while playing 😦

#

so reading/remembering/updating knowledge first 😭 FML

barren flume
#

please I still need help

#

i'm still getting this error a couple hours later

plush yew
#

The green is too rich
@fallen marten what do u mean? Too green? Too much green? Should I tone the colors down?

abstract relic
#

Please install debugging symbol.
Engine library >>> [engine version] >>> option

normal burrow
#

it'd be cool if the bot could read debugging symbols @maiden swiftπŸ˜„

abstract relic
#

30gb bot

normal burrow
#

worth it

maiden swift
#

lol

#

That sounds like the most over-engineered bot.

barren flume
#

i'm verifying files

normal burrow
#

it'd have to be able to take phone pictures of logs too

maiden swift
#

Oh come now. πŸ˜›

normal burrow
#

πŸ˜„

abstract relic
#

We want a bot that can read minds using predictive algorithm.

glass rapids
#

Quick question, does anyone know how to use the twitchplays thing?

normal burrow
#

just have it suggest removing intermediates folder

abstract relic
#

Got a problem? Delete /intermediate

barren flume
#

easy

maiden swift
#

@glass rapids Not sure if there's a go-to solution for that. I assume different devs implement that feature differently.

glass rapids
#

Im trying to get it so it connects to my twitch chat

maiden swift
#

Sounds like a Marketplace plugin opportunity, honestly.

#

If someone hasn't done that already.

barren flume
#

yeah

#

it is

#

but not for sale

glass rapids
#

That is the plugin im using

barren flume
#

and not up to date

maiden swift
#

Ohhh bummer, so it's not supported anymore.

glass rapids
#

I know, I'm using an old version for it

#

Some dev streamers seem to use it and I can't figure it out.

maiden swift
#

Did you read the documentation?

glass rapids
#

yes

barren flume
#

another one but not sure if it's what you mean

#

this one implements chat

maiden swift
#

Looks like TwitchWorks also allows connecting to chat.

#

And his is supported and up to date.

glass rapids
#

The problem with twitchworks for me is I am kinda 15 and have no money

barren flume
#

I'm 14 and even when I have money I can't buy anything online

#

unless it's a store where you can buy gift cards

#

There are a lot of things relating to unreal engine I would buy

#

but don't have the right thing to buy it with

glass rapids
#

I wish I could spend money for ue4 things

barren flume
#

I was thinking visa gift cards but I don't even know if I can get those

maiden swift
#

@glass rapids What trouble are you having with the plugin?

#

Are you using the right version of Unreal?

barren flume
#

is it called visa

#

hold on

#

yeah it's visa gift card

glass rapids
#

yeah I am using 4.21.2 is that not correct?

maiden swift
#

No that seems right. Looks like that's the last supported version.

#

Are you following the setup guide in the docs? If so, where are you getting stuck?

barren flume
#

oh I can get visa gift cards at my age and buy unreal engine stuff

glass rapids
maiden swift
#

OK that sounds plugin-specific. I'm not familiar with it so I can't be much help, but this forum thread from the developer contains their email so you should try contacting them.

glass rapids
#

okay, ty

plush yew
barren flume
plush yew
#

does this affect the project size? Should i worry?

#

because it's a single landscape material

unique kraken
#

where the heck is it now

brisk urchin
#

FINALLY!! Fixed my packaging problem.! Migrating it to a clean new project didn't work. What worked was opening it on 4.24.3 and converting to it (was made in 4.20.3).

sleek spear
#

is there something like the launch URL node that launches an explorer window at a specific path?

barren flume
#

my goodness i can't delete anything to get more space for unreal engine

#

i can't figure out how to remove windows files from other hard drive

sleek spear
#

@plush yew does this happen evey time you do a change to your landscape material?

plush yew
#

I made a landscape material, just drew a stroke on the plane and boom, 10k shaders WTF

fallen marten
#

Does anyone know some good ways to have the client machine check and see if it's timed out? I'm using an older version of generic shooter that uses time remaining from the game mode and if the HUD hasn't gotten an update in a while, it shows a time out message. I want to be able to stop the timer so the match can keep going until tickets are depleted in a conquest game, and not have that time out warning show

thin tendon
#

I haven't played much with networking. If its not a feature here is my idea. Create a simple script. That passes a variable from the client to the server. Then checks the servers value. If they don't match it = to timed out

fallen marten
#

I'll try something like that and see how it goes - if you can't cast to the game mode from the client, you'd assume it's timed out too right?

thin tendon
#

I'm not sure to be honest

fallen marten
#

I'd bug Mr Allar but my break just finished at work so can't get into a lengthy discussion if he decided to help me with it

thin tendon
#

All you really need is something on the server you can check against where you know what value to expect

fallen marten
#

Yeah true - ok well fingers crossed I work this shit out in a somewhat acceptable manner

#

Thanks Slim πŸ‘

thin tendon
#

All good mate

quick kelp
#

Hello, anyone know if it’s possible to implement voice recognition in UE4?

narrow meteor
#

does anyone know any reasons why after a while of playing my game standalone it starts to lag very hard. like 30 seconds. Even if i dont do anything

quick kelp
#

It doesn’t lag in editor the same way ?

fallen marten
#

Press tilde and type stat unit object. It'll give you a readout and may give you an idea of what's making it lag

glass rapids
#

I have a quick question, is it possible to make an index array go from highest to lowest?

#

I am trying to make a scoreboard of top five

thin tendon
#

@glass rapids You need a method of sorting the array

glass rapids
#

how would you do that?

thin tendon
fallen marten
#

There's a node that gets the highest number from your array and gives you the index

narrow meteor
#

@fallen marten where is tilde?

thin tendon
#

I don't think Ue4 has an array sort by default. Which is kind of weird it doesn't. You might have to create one.

fallen marten
#

@narrow meteor next to 1 above w

narrow meteor
#

oh u mean that squiggly thing

fallen marten
#

Yup

narrow meteor
#

everyything just gradually goes u

#

up*

thin tendon
#

@glass rapids @fallen marten is right. Use a max of array node. To get the max. What I would do is make a macro. That loops over an array. Getting the max each time. And putting it in a new array. Then removing the value from the first array. And have it loop until the first array is empty. This should sort the array for you.

fallen marten
#

I was going to suggest that too

glass rapids
#

thank you so much

#

wait, sry I am a little confused I've never used a macro before.

empty isle
#

Anyone know how UE4 solution generation (on the uproject) determines if the resulting solution should just reference the source, rather than build it?

thin tendon
terse oriole
#

I am looking for someone to learn from. I would like to create something with someone. Is anyone willing to join me?

dusky lichen
#

!help

plush yew
#

@dusky lichen, Sent you a DM with information.

icy fjord
#

!help

plush yew
#

@icy fjord, Sent you a DM with information.

dull vessel
#

https://twitter.com/Emre_C_Deniz/status/1258566030244278272
@fierce tulip cheers for the link - I think that type of solution would work for MP but I didn't test it. I did test PCs on moving platform over local MP instances, which worked, but it's quite glitchy. Also rebuilding navmesh in real-time is pretty expensive, it's hard to say what would cause lag but I doubt the navmesh rebuilds are doing any favors.

World's best evangelist @HighlySpammable put me onto the blog post from the Sea of Thieves group regarding faking navmesh movement on moving actors. The crew move on a still mesh under the ocean!

I did a quick build up of the concept over an hour and it works surprisingly w...

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β–Ά Play video
pseudo star
#

whtas the new best way to calculate direction regarding player animations

midnight bolt
#

has anyone seen any rainbow assets?

#

i cant find anything in marketplace

rich rose
#

So I upgraded my project from 4.24 to 4.25 and the ONLY thing i see in GitHub that is described as a change is this:

#

I thought I would see hundreds of lines of changes. Is this ok? [the project does function perfectly]

normal burrow
#

as expected yeah @rich rose

#

unreal will only upgrade assets to latest engine version if you save them

#

which is why you can sometimes get a speed up in loading time for editor if you resave everything

#

but yeah it doesn't touch files it doesn't need to

pseudo star
#

@normal burrow r u able to help me with getting my animations working

rich rose
#

@normal burrow thanks for the info! good to know. I got worried that my project got corrupted or something πŸ˜… [ofc i have a backup but it woulda just been another thing to worry about] πŸ‘

rocky pine
#

Has anyone played with insights in 4.25? My logs aren't showing frame times, but everything else with it seems to be working.

grizzled condor
#

Hey Guys my unreal engine 4.25 keep stucking at 39% when i open the new project how can i fix it ?

rocky pine
#

How long did you wait? A new engine load is usually a "go get lunch" type of operation for me.

grizzled condor
#

maybe 5 min, so need to wait ?

rocky pine
#

Oh yeah, much longer than that. Once you get it done the first time, it should load much faster the next time.

grizzled condor
#

alright

#

Thanks a lot

#

☺

rocky pine
#

You can open the task manager and keep an eye on the CPU usage. As long as that's working hard, you can be sure that the engine isn't 'stuck'.

grizzled condor
#

ok

#

Thanks πŸ˜„

rocky pine
#

You bet

#

Good luck

pseudo star
#

could i please get some noob help in support channel

unique kraken
#

anyone know of a way to get the "reseted normal" vector even if you have edited normals

normal burrow
#

talking about in blender or something?

#

you can choose to calculate normals, instead of importing them

unique kraken
#

hmm

#

key

#

thought so

barren flume
#

still haven't really gotten help on my issue

#

with the lighting

normal burrow
#

Your using 32bit editor?

barren flume
#

No

#

i tried 64bit and 32bit

#

i still get the same message

#

i also tried running with dx12

#

still same message

normal burrow
#

Interesting call stack but you still don’t have debug symbols

#

You could watch memory usage ffffffff is a common address to signal something wrong

unique kraken
#

hmm

#

can i get a float value from a float 3

#

like a rgb img and just get a grey value from all of them

normal burrow
#

Yes

unique kraken
#

well, wich node does that in ue4?

#

or should i just add them together πŸ€”

honest vale
#

are we talking about materials or blueprints?

unique kraken
#

mats

honest vale
#

there's a component mask node or something with that name

normal burrow
#

You could mask components add together divide by 3

unique kraken
#

hmm, there should just be a function for that or so.

normal burrow
#

There’s also a hsv conversion node I think

#

Could use two max nodes too, it really depends on what you need to do

unique kraken
#

nah the add/3 works out just fine thx

normal burrow
#

Yellow will be .666 and red .333 but it’s an average yeah

pseudo star
#

my animations dont work going forward and left but they do for back and right anyknow how to fix this

normal burrow
#

Google: sync markers

barren flume
#

it says i have debugging symbols installed

#

i installed it the same day i installed 4.25

fallen marten
#

@barren flume is it just that level that crashes the light build? Try build lighting on another level and see. Sometimes a corrupt static mesh Instance screws it up. I had to systematically delete meshes from a level a while back until I found the one causing the issue

barren flume
#

it does it on every level

thin tendon
#

you got enough ram?

barren flume
#

tried another project

#

same thing

#

16gb

normal burrow
#

How much free memory do you have?

thin tendon
#

Get some more ram bro

barren flume
#

ue4 only uses about 4gb ram on idle

#

when doing stuff like lighting it get's t around maybe

#

6

#

i don't really look

normal burrow
#

Look

barren flume
#

unreal engine isn't open

thin tendon
#

Bro I got 32gb and seen it use 24 - 26 building. Ue4 Floods your ram to. So if you don't have enough for what its wanting to do it will crash

normal burrow
#

Lightmass is what you should be looking at

barren flume
#

you must have a big project then

#

mine is a flat floor

#

a little house

#

and a couple large blocks

#

with material on it

#

it might be something with the meshes

#

i'll try in another project

fallen marten
#

@pseudo star sounds like your speed and direction variables in the blendspace are wrong, or the blendspace is incorrectly setup if that's what's running

barren flume
#

i'll come back at 4:30am

#

my back

#

i've been sitting in this barely office chair for hours

#

looks kinda like this

#

oh wait time to go to lounge

#

welp I'm dumb

#

okay just started lighting build again

#

here is currently

normal burrow
#

16639 huh

#

and a couple large blocks

#

Watch memory usage in your performance tab in task manager

barren flume
#

65%

#

now it's just sitting at 70-71

#

this is mb

normal burrow
#

Stick to performance tab

#

Lightmass is its own executable

barren flume
#

between 8 and 9 GB

#

my goodness

#

my internet

#

8% building lighting rn

#

oh shoot

#

i forgot i have blender open

normal burrow
#

Yeah just keep an eye on that

barren flume
#

okay now it dropped down to 63%

#

only a little though

#

my internet still doing bad

#

but everything is fine for me

#

oh right

#

that's prob what it's using

normal burrow
#

Still building?

barren flume
#

yeah

#

38%

#

it's actually doing it

#

it failed at 0%

#

usually

#

but now it's actually going

#

turns out i still ran in dx12

#

all my other projects work fine with dx12

#

but i guessnot this one

#

43%

#

memory usage hasn't changed much

#

what kind of ssd is this

#

i dunno

#

it's fine

#

oh it's not reading much

#

57%

#

81%

#

91%

#

95

short vector
barren flume
#

i've seen those

#

i don't use it because i think they're meant for unity or something like that

#

and there are no slots i know i could use it for

#

@normal burrow it finished

#

i guess it's running ue4 in dx12

#

is what makes it not build

short vector
#

oh okok but do u know what it calls?

#

is there a name for it?

honest vale
#

@short vector looks like a channel packed roughness/metalness/AO(?) texture

short vector
#

sounds like it thank u

echo zealot
#

Does anyone know who the hell made the decision to not support infinity blade 1-3 anymore? I'm really mad, those were the best games on the whole app store!

dusty scroll
#

it was my call, i stand by it

drifting geode
#

where is the best place in terms of blueprints to call actions like "checking for HMD" or pre-game settings like "choose if the device should be a client or a server"?

plush yew
#

Can someone tell me how do you get decent lighting on mobile? Skylight doesn't work. How do you make ambient lighting then?

#

Nothing seems to work on mobile... Even the editor preview gives false result this is frustrating. How can people make nice looking mobile games in UE4 if nothing works

whole quarry
#

give all mats a small emission

#

just a little bit so the shadows dont become pitch black

plush yew
#

Okay. And how do u get proper shadows and AO?

buoyant trout
#

Hello, how could I disable the mouse look-around feature ? What I have to put in my DefaultInput.ini ?

whole quarry
#

@plush yew im not sure if you can do that on mobile

plush yew
#

You have it there!

#

πŸ˜‹

whole quarry
#

give all mats a small emission

plush yew
#

I have no shadows whatsoever

whole quarry
#

i've a normal directional light in the scene

#

and all materials actually glow a little bit

#

so that w/e is in the shadow doesn't turn black

plush yew
#

I am unable to make my art look anything like it looks like in blender

whole quarry
#

It takes some fine tuning and trickery

#

Mobile isnt a PC or console :d

plush ibex
#

hey guys, whenever i migrate this level to a different project file, the landscape is there but the towers trees and mountains just are not there, any ideas?

plush yew
#

Mobile isnt a PC or console :d
@whole quarry I know haha but I have spent so much time trying to get a house look alright

#

coronavirus makes people productive πŸ‘

teal tulip
#

SSAO is a thing in mobile ?

plush yew
#

Yes but it only works for fornite of course

teal tulip
#

I had nightmares with portable VR systems, seems to be worst than mobile this days

plush yew
#

almost everything that glows looks nice in VR

echo zealot
#

it was my call, i stand by it
@dusty scroll My nigga Lawrence.. why? 😒

dusty scroll
#

it gave me a twisted sense of satisfaction

echo zealot
#

noooo

#

lawrence

dusty scroll
#

fraid so mate

echo zealot
#

undo it

#

pleeease

bleak elk
#

Any info out there on how to enable multi bounce ray trace reflections?

dusty scroll
#

i did! but i pressed it twice, and undid my undo

echo zealot
#

use redo

#

ctrl + y

dusty scroll
#

that feature isnt there till 4.26

#

we stuck

echo zealot
#

😩

dusty scroll
#

yeap

bleak elk
#

nevermind, for anyone who cares. r.RayTracing.Reflections.MaxBounces

plush yew
#

Any info out there on how to enable multi bounce ray trace reflections?
@bleak elk r.RayTracing.Reflections.MaxBounces

teal tulip
#

@plush yew post process cannot be used on VR portable

plush yew
#

😏

#

@plush yew post process cannot be used on VR portable
@teal tulip only in Fornite

#

πŸ’©

teal tulip
#

na fortnite don't have VR mode

#

yet

plush yew
#

That just shows how bad VR actually is..

teal tulip
#

XD

plush yew
#

Epic won't invest in it making a game but we should... πŸ€”

teal tulip
#

We are like the ones that have to feed himself with the food we find around the floor and the big ones don't use/eat at all

#

well was like that always on every sector tbh

fierce forge
plush yew
#

use blender!

#

you will get 10x better animation tools + ui

fierce forge
#

i don't have any bone

plush yew
#

and auto key framing

fierce forge
#

it's just a cube

plush yew
#

adding a single bone is like 5 seconds

fierce forge
#

i don't want any bone

#

is there a way without any bone ?

plush yew
#

make a dummy object with a single bone, then attach the mesh to it?

#

you do have to have a single bone on your mesh regardless

#

ue4 actually creates one for you, it's called the root bone.

#

btw try changing the interpolation method

fierce forge
#

how ?

plush yew
#

I honestly have no idea, i use blender for animations, and i try to avoid any animation tools made by epic (they just suck at it sadly)

#

it's a game engine after all πŸ€”
if you need to animate go to blender, add a bone, assign to it's vertex group, animate however you'd like it in blender, then export to ue4 and enjoy.
If you do this way you still have at least one bone you can't avoid it...

#

What game are you making by the way? @fierce forge

fierce forge
#

survival/fighting

left ridge
#

It's my own C++ node, asking for a reference to the library?

plush yew
#

no he is asking a reference to the class instance

#

because this function is not a member of the library

#

can you show the c++ function definition?

#

for that function

#

i believe you're missing something

left ridge
plush yew
#

ok i believe it has to be a static function

#

if you require the WorldContext for a function you have to define it in a parameter and you can tell the blueprint system to pass it along automatically

#
UFUNCTION(BlueprintCallable, Category="Test", meta=(WorldContext="WorldContextObject"))
static class void TestFunction(UObject* WorldContextObject, int32 MyParam);
#

static keyword and meta=(WorldContext="WorldContextObject") is all you should need

left ridge
#

Thank you - I'll give it a go

digital rover
#

hello, does anyone know how to control ue4 pixel streaming game separately?

plush yew
#

is there anything missing here?

#

@digital rover ?

digital rover
#

I mean how we can matchmake to few clients that can control it separately?

plush yew
#

?

digital rover
#

because its default way, if one player move forward, other client also can see it

plush yew
#

i think you want to run multiple instances

digital rover
#

yes

plush yew
#

and connect the various clients to the different instances

digital rover
#

yes how can we do it.

#

by default its connecting to 8888 port

plush yew
#

so change the port

digital rover
#

how can we prevent two clients go to same port

plush yew
#

change the port?

digital rover
#

do i have to do it manual? or is there a way in unreal engine

plush yew
#

you have to do it manually

#

i can't really help you as the question is way too generic and is out of context

#

you should read up on the matter of how networking is done, what is an ip address / port etc... also learn some web development if you're doing a web based client

#

but to change the port you want to tell the client to connect to a different instance (it's dependent on your implementation)

#

to run a ue4 instance on a different port you can find the information on the documentation

#

everything is explained here tbh

digital rover
#

ok thanks ill check

noble tapir
#

hey there, I got a question for you all. In my project I need to log out a bunch of data constantly in Json format. Does anyone have any experience with this in UE4 (C++)? I'm trying to figure out the best way to make sure output file is valid even if there is a crash and how best to handle writing to file. Should I open and close file on each write or just keep it open?

rare ivy
#

hi does someone know if you can give a tag to a landscape?

buoyant root
#

question when you make the game focus an widget and it closes, do i need to do anything after that or is it already unfocused nothing more to do?

dusty kernel
#

Hey noob here πŸ˜„ , I'm trying to add a socket to UE4_Mannequin_Skeleton because im practicing, but when i click save it gives me an error that its not possible to save it. It's not possible to save a socket on the example skeleton asset ? 😦

sonic creek
#

@dusty kernel I think that happens sometimes if you have more than one editor instance open, maybe check task manager?

dusty kernel
#

hm it doesn't seem the case

#

do you have any other ideas @sonic creek

#

(lol you changed your name and i thought i've mistaken the name tag ahah )

#

thanks in advance πŸ™‚

undone sinew
#

need to get that into that

plush yew
#

Hello, I speak Spanish, and I wanted to ask one thing. In my unreal engine 4 project, ah when importing a weapon, previously downloaded, in the object, putting the static mesh and everything, I cannot change its size, only from the perspective of the program, but ah when executing it itself, the weapon appears giant

rotund sleet
#
/** BYTE array to fill in as the response is read via didReceiveData */
TArray<uint8> Payload;
/** Caches how many bytes of the response we've read so far */
FThreadSafeCounter TotalBytesRead;

why counter is thread protected and payload is not in FCurlHttpResponse?
it is so sad, and streamed receiving is imposible 😿

#

nevermind, just crying of some parts of UE code

plush yew
#

because you're not likely to write into the payload when receiving?
and it should be safe to only read no?

rotund sleet
#

it is receiving payload, and i want to have it part until it finished receiving 10000 tb streaming data

#

http system gives data only after all data received

plush yew
#

you can override ReceiveResponseBodyCallback

#

and implement your own logic can't you? πŸ€”

rotund sleet
#

be sure what it is not virtual and private, it is UE4

plush yew
#

🧠

rotund sleet
#

even whole curl section of http module is in Private folder

plush yew
#

well the OnRequestProgress is there called righ after the above function is executed

rotund sleet
#

you think in OnRequestProgress Payload is thread safe? πŸ€”

plush yew
#

well it is a delegate

rotund sleet
#

good catch, thanks

plush yew
#

are delegates thread safe?

rotund sleet
#

no

#

but it called from http thread, and this thread is not using Payload in this time

plush yew
#

curl_easy_setopt(EasyHandle, CURLOPT_WRITEFUNCTION, StaticReceiveResponseBodyCallback);

#

this doesn't run in a separate thread afaik

rotund sleet
#

it is running from start

plush yew
#

ah and libcurl is single-threaded

#

🧠

rotund sleet
#

it is, but it is thread safe inside

#

UE have supprting thread

plush yew
#

well you may want to have a separate thread for your http calls

rotund sleet
#

it means rewrite the whole http system, i'm doing this right now, but it is a lots of code

plush yew
#

We've implemented a custom online subsystem for ue4 using the IHttpRequest interface without any issues regarding the threads

#

i wouldn't worry about it much if you're not using separate threads

rotund sleet
#

do you online subsystem supporting sending and receiving streams?

plush yew
#

yes

rotund sleet
#

good for you πŸ‘πŸ½

plush yew
#

I didn't write the code i just reviewed it (carelessly)

#

πŸ˜„

rotund sleet
#

look in private please

tulip helm
#

Does it take longer to open up projects in 4.25 compared to 4.24? Curious if the custom fork I'm using is the cause. A blank project in 4.24 opened relatively quickly - like 10 to 20 seconds or something. A blank in 4.25 takes a couple minutes.

plush yew
#

Hello?

#

@plush yew Greetings!

#

hello!!!

#

Greetings!!!

#

I have a question

#

what is it πŸ˜„

#

yes

#

Hello, I speak Spanish, and I wanted to ask one thing. In my unreal engine 4 project, ah when importing a weapon, previously downloaded, in the object, putting the static mesh and everything, I cannot change its size, only from the perspective of the program, but ah when executing it itself, the weapon appears giant
https://youtu.be/nah3WhTrsnU

eu flaco ayudame posta,no te lo estoy diciendo insultandote

β–Ά Play video
#

why are you changing mobility to static,stationary and dynamic?

#

mobility should be set to dynamic as it's a moveable object...

#

the weapon scale is setup terribly it has negative values on the Z axis.

#

as? Sorry, I do not know very well about these things, I entered a group of unreal in Spanish, and they told me to do that, to be able to put the gun, now one of them enters in English so they can help me

#

Also this is not unity, you don't scale your blueprint components in the world editor

#

Well if you don't know what somethig is then maybe learn about it

#

so you don't click on buttons that don't do any good for you