#ue4-general
1 messages Β· Page 749 of 1
is there any websites that are good for texture samples packs for making materials
@safe field Materials are per project based. A project is its own container of content.
@pseudo star try using the Megascans library with Mixer!
Hey there, I am making a simple inventory system, I have created a structure where I am keeping the object classes, names and inventory icons, the problem is that I can't assign a image file to the icon array elements (they simply do not appear in selection menu). Can anyone help me with assigning images to the icons array ?
@bold aurora try asking in the "Blueprint" channel under "Programming" π There is also some really good YouTube tutorials on this!
@desert flare Alright thanks π
Hello!
Maybe somebody know: is it possible to import "panoramic" jpg as TextureCube directly into UE4 (without converting to hdr in advance)?
I have a jpg texture for a sky and would like to make a skysphere with custom texture, but don't see how I can do it from jpg.
"Pure virtual function being called while application was running" is a really horrible error. No matter the cause you can't find where in execution it happened in the logs, it can never be reproduced easily, and on top of that if you google it all you see are posts of players encountering this in games developed with UE. Only viable way to fix it seems to rollback in time with your VCS until you find when the bug was introduced.
is there a place to ask questions about problems in the installation process? (already tried googling and looking on the website)
@short stirrup forums or email directly to the unreal dev team would probably be the best
Cool, thanks π
btw i read the pinned messages and this message seems no longer relevant :)
https://discordapp.com/channels/187217643009212416/225448446956404738/636581604214439938
@desert flare How could I export them so I can use them in other projects?
Or did I start off on the wrong premise and I should have built them a different way from the start?
@safe field You can right click on all the files you want to use in another project and then choose the "Migrate" option and choose the root folder of the new project.
Hello!
Maybe somebody know: is it possible to import "panoramic" jpg as TextureCube directly into UE4 (without converting to hdr in advance)?
I have a jpg texture for a sky and would like to make a skysphere with custom texture, but don't see how I can do it from jpg.
@bold lantern I don't think so, I think having is as a HDR is required. I did that for all my projects at least. There is probably some work arounds though, but I'm not 100% on sure on them.
"Pure virtual function being called while application was running" is a really horrible error. No matter the cause you can't find where in execution it happened in the logs, it can never be reproduced easily, and on top of that if you google it all you see are posts of players encountering this in games developed with UE. Only viable way to fix it seems to rollback in time with your VCS until you find when the bug was introduced.
@opaque plover Install engine symbols and have your project run through visual studio while you get the error, you should often see the source problem then.
@desert flare do you know easiest ways to convert jpg to hdr? I tried few online converters and photoshop and found that quality a significantly worse. But I'm not a master of photoshop, just tried default values.
there is no good way to convert from JPG to HDR without losing a lot of information that I know of. I take raw pictures with a DSLR camera to create HDRs. I suggest getting raw file formats or already made HDRs for it. Quality will always suffer from jpg to HDR because jpg is a lot less information than HDR. Maybe some AI upscaling software could handle it but I don't know where to get a hold of that π
can jpg even store HDR data? π
JPEG might be able to @serene birch
JPEG XT (ISO/IEC 18477) is an image compression standard which specifies backward-compatible extensions of the base JPEG standard (ISO/IEC 10918-1 and ITU Rec. T.81).
JPEG XT extends JPEG with support for higher integer bit depths, high dynamic range imaging and floating-point...
My problem is that I'm trying to make milkyway sky texture, which could be quite problematic to make by myself π but I found free to use hi-res textures which I would like to use, but they are in jpg :(
Example https://www.solarsystemscope.com/textures/download/8k_stars_milky_way.jpg
And similar for planets textures
Newbie here with a quick question: I have a PlayerCharacter blueprint class which has an InputAxisMoveForward node in its Event Graph which controls movement.. When I add another InputAxisMoveForward node in the PlayerCharacterController class's Event Graph, my PlayerCharacter Pawn no longer moves.. why is this so?
@bold lantern try to convert from JPG to JPEG and then from JPEG to HDR and see what happens. Not sure how the result will be but it might be better than JPG to HDR.
@glacial ember this is a great question for the "Blueprint" section under "Programming" π
since when is JPG a different format than JPEG and not just a way to write file extensions in 3 chars? oO
I thought too that JPG and JPEG are the same π
Need JPEG XT format :/ Which I don't think will be possible
Maybe converting from raster to vector and then to the HDR will work?
So from JPG to SVG and then HDR.
I'll try, thank you for trying to help!
hey
soo orient movement to movement doesnt work
for actors thats using rvo
how do i make actors rotate to face the direction it is actually moving
the actors are moving sidways
but it faces forward
@plush yew ask the people in "Blueprint" under the "Programming" section π
I have a camera attached to a socket of a moving object. I have it set that the character sees through the camera when a key is pressed. The camera moves along with the object but the player can not look around with the mouse for the camera. Is this possible to program?
hi there
does anyone know if a material setup with virtual textures is always having a higher shader complexity in comparison to the same material with standard textures?
It will always have a higher shader complexity
Because the texture chunk look up is done in shaders.
can someone help me with my game? It will be an open world/gta game but in my hometown XD. but i actuly dont know where to start i am really noob in ue can someone help me who did this earlyer? pm me
So i'm desperate of getting some help here, bene trying for hours... I'm simply trying to set the text of a hud class to update the text every frame but i can't get it to work the text is set but it dosnt update it. any help?
@plush yew Have you ever made a game?
@opaque basin Are you using UMG to display the text? Blueprint / C++?
Blueprint
thank u @lucid socket
@opaque basin UMG?
OK, so first, is the UMG widget instanced on your HUD?
So what i did was that in the hud event tick it executes a delay and the variable is reloadtime and is set to 1772 sec and it shows up at screen but i wan't it to update the text every frame but unsure how todo this.
yes
@ruby folio not really i tried to make a game and everything worked but i could not really make the map
You need to get the right variable.
@plush yew Then I would start with making something much smaller scale.
Make a small outdoor scene. Then experiment with level streaming to load in an interior
You can get access to the HUD in UMG by doing "GetPlayerOwner", and then "Get HUD"
Cast the HUD to your HUD type and if that stores the ReloadTime grab the ReloadTime
That's not the most ideal set up, but that'll get to your next place.
I'll try that thanks!
okay
can someone tell me how I can fix these weird shadows in the corners? theyΒ΄re almost everywhere in my room. some edges look better, some look worse π¦ the lightmap density should definitely be high enough
@lucid socket does that mean shader complexity isn't a good indicator for measuring performance when using virtual textures? because i thought virtual textures would boost performance and now my green material turned all red in shader complexity view.
Virtual texturing is not for improving performance, it's to improve texel uniqueness within a scene
hi guys, why isnt there a drop down option for my cameras anymore? ive pointed the issue out in red. its available for my other cameras but not any new ones I add. would really appreciate some advice!
virtual textures will reduce performance when used incorrectly
ok. seems like i should do some more research before i use virtual textures π thanks again @lucid socket
@manic pawn I don't believe virtual texture will ever improve performance for the most part. The texture look up itself is the expensive part.
well, they will improve performance over cursed workarounds
sampling a runtime virtual texture is much better than 40 landscape layers
Is it something in my eye? what is this abomination? π
i watched the live stream about virtual textures and i thought landscape materials would be a perfect setting for using them. but regarding my material this doesn't seem to be the case. i thought i could just switch all textures to virtual and i'm fine π
it is supposed to be -server -game but the documentation parser decided -a- means a
@lucid socket thanks for the help it worked!
its stopping me from being able to keyframe any camera movement
Oh right, there will be some specific instances where virtual texturing can help. That's quite the landscape material to have 40 layers.
no, replacing all your texture samples with virtual ones will just make everything worse
the idea is to sample a single virtual texture which has the others baked into it
aaaah ok.
now i get it. or let's say i'm getting a bigger part of it then before π
thank you all! that's more useful information then i was able to find on the web during the last 2 days.
That would be a neat plugin to write where you can auto bake landscape materials to a really high resolution texture.
the HLOD stuff can do it, but at normal sizes
i think it's a bit misleading that in the live stream users are being told that they just have to convert a texture to virtual and the engine will take care of the rest.
i mean - it does in a way. it switches all texture nodes to virtual. but that's basically it.
(I don't know how you actually go about setting up a runtime virtual texture, this is just info I saw from reading #graphics )
i'm using streamed virtual textures. i didn't do anything with runtime vts yet as well.
Can anyone help?
@sinful pivot seems like you didn't add any tracks
if you click on the plus you can add tracks for that camera.
thats the weird thing, i added it that way via camera cuts at the top
and what happens if you add the tracks you need manually?
im really new to unreal so apologies if im ignorant. this is where im adding my cameras from
from there im clicking new binding>"camera3"
fixed it. i just dragged the camera in. strange that fixed it because dragging them in usually ends with the same issue
thank you π
in general: the drop down appears if the camera actor has tracks. you can have tracks for various things like transform, camera view settings, etc.
and you can always add these tracks with the plus on the right of each track
okay great, thank you
i wouldnt have known the issue was missing tracks
appreciate it!
does anyone know how to change sound attenuation settings in game?
in normal cases all basic tracks you need to control a camera should be added automatically when you add a new camera actor to the sequencer. so i don't know what went wrong there. glad you could fix it! π
hello guys I have other problem
after I tried to package the game I started it again and I don't see my models on the location
how I can fix this problem?
I am workin right now on a little project (A super hot kinda game)... and does someone know how to make a death screen?
or how to restart the game
I know that ShooterGame example is old but I was trying to get it so it works in third person but after adding a camera so i can see in thirdperson the third person mesh is invisible. I tried going to rendering and turning OwnerNoSee off but does nothing and all I can see is the first person arms. I tried replacing the arms with the thirdperson mesh but when I look up and down it moves the entire mesh up and down, which makes it either float off the ground or go under the ground. I tried following an old tutorial on how to get shootergame to work in thirdperson but I get compile errors so I'm not sure if I'm doing it right. Any help is appreciated
@plush yew check this out https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1417286-game-jam-toolkit
Download HERE (https://epicgames.box.com/v/GameJamKit)
What is the UE4 Game Jam Toolkit?
Time is the enemy - Equip yourself and your Game Jam team with the UE4
it's made for game jams but it contains a basic start screen, level loading, game over screen, pause menu, etc.
so that should be exactly what you're searching for
https://gyazo.com/5a8c50c8ced32b84a60210aeb4fa4dba if I replace the first person mesh
I had Unreal Engine installed on another drive but recently I reinstalled windows 10. How do I reinstall the Unreal engine launcher and point it to this olde directory without downloading around 30gb again? ANy help is much appreciated.
https://gyazo.com/8f1e8a885f8631a0ab52df8e1731db9c if I set the regular third person mesh to owner no see off
okay I was kind of able to get it to work
hello , I am new to unreal have worked in unity since past 4 years can anyone help with the character animations.
Hey, anyone got some clue, just from the visuals, of what could be causing this?: https://gyazo.com/cc7a056340b7f07bde7ba48849150c39
The issue only occures when moving forward, not to the sides. It only happens after reaching X speed, i.e gallop & sprint modes. I checked the animations, but they're not corrupted. I'm pulling apart everything to spot the issue, but since I haven't changed anything within the horse in a while and it was working fine last time I checked, I'm pretty confused hehe.
so I implemented the ragdoll in my project, however...anyone know how to get some weight on the ragdolls, my character can kick them around like they are a bag of feathers
@floral ivy try here https://www.youtube.com/playlist?list=PLL0cLF8gjBpqpCGt9ayn4Ip1p6kvgXYi2
Can anybody direct me to a realistic projectile tutorial?
Lol more questions than answers xd
@mint umbra i cant help you but i just want to say it looks very awesome!
@digital ginkgo I had a question can I just get basic animation of third person and use it in another character or is there any other way
is quixel bridge slow for anyone else, or just me?
@barren flume they actually recently updated the shooter example for ue4.25
How stable is it?
Nice. I'll definitely check it out then
is there a way in Unreal to get rotations in 0 to 360 degrees rather than 0 to 180
hello
Why do drugs when you can just solve week-long bugs that have been plaguing your sleeping patterns?
i have an issue where a game instance wont initialize in a shipping build, but will in a development build
ive checked the config files
and its set as game instance
but the default ue4 game instance is used in the shipping build
can someone explain how i can paint on a landscape with a material?
I nvr had this problem b4, despite having a player start, it keeps spawning me at 0,0. https://gyazo.com/ca695eac33f02b975e1028acfc0996e1
@solemn orbit u have to make a landscape material, there are plenty of tutorials online
@tiny sonnet It looks like you have a custom sky sphere, make sure the collision is set to no collision on the sphere, when the player start detects that it is colliding with something, it will always spawn the controller at the world origin
@solemn orbit https://www.youtube.com/watch?v=XMIXGzdq3mk check this out
i have materials
not sure if this is the right palce to ask but i cant generate visual studio files , i cant figure out why its been a week!
do i really have to re-create the materials?
, unreal says source is installed and files are there but visual studio says project has no source
you dont need to recreate, you need to have layer nodes for landscape in material , and create layer info for painting, so Engine knows where to store painted data.
check the video its simple
okay
how can i open the graph
for making the material
the new ue4 4.25 version is weird
its material instance, open parent material and change it there
where ?
yes, in the right pannel
double click that material inside parent
not the default material
Hey y'all, programmer here, there any designated getting started with UE docs/links somewhere?
u cant use regular material for landscape, it must be prepared, with layers and all stuff to use with landscape
instance materials are based on that default material, so if you change anything there it will change for every instance that is its 'child'
Hey y'all, programmer here, there any designated getting started with UE docs/links somewhere?
@shell hinge https://docs.unrealengine.com/en-US/Programming/index.html
Information for programmers developing with Unreal Engine.
thanks
if you dont want to change original, as i guess its quixell default material, just duplicate it and create one for landscape version
@solemn orbit but if you want to change anything on THAT specific material use the things in the details panel
i just want to paint with that material
then you'll have to make a landscape material that includes that material
Could anyone help me a bit? so everytime i play in editor i spawn the player pawn at the location of the camera in editor even thought i have the player pawn dragged into a position on the map?
@opaque basin do you have player start in level?
No i had that but not anymore dosnt seem todo anything
or auto posess player
yea
Where can i disable that?
disable auto possses and set player start
in pawn class, detail -> Pawn -> auto possess player -> Disabled
It is disabled yet it spawns?
and then place a player start in the level after disabling auto possess player
also check in game mode, for default pawn to be set your pawn class
Ah okay got it now thanks! but if i no longer have a player as a player but ratehr spawn as a pawn how can i then get the reference from the player?
in level blueprint
@opaque basin You mean have reference to pawn from level blueprint?
yes as i want when i enter a tirggerbox to set the player transform or global position but how can i then reference the pawn if it dosnt exist before i spawn?
I'm sure this question is asked many times, but I'm really having issues learning Unreal Enigne. I first started with Unity 2 years ago and think that the engine is easy to understand and C# a pretty easy language. However Unreal Engine has such a bad documentation and almost all tutorials are outdated or just about the blueprints. Can anybody recommened a good way to "learn" Unreal Engine?
in level blueprint begin play event u can get reference like , this, GetPlayerPawn and then cast to your pawn class, now u will get reference to your spawned pawn and can manipulate it
Ahh thanks! i understand now
@cloud flicker https://docs.unrealengine.com/en-US/GettingStarted/index.html dont know , but for starters its documented well, yea there is some parts where its outdated or lack of info, but overral its ok
Introductory information for developers starting out creating games with Unreal Engine.
Sure, the basics are there. But can't do much with just the basics in C++
@rocky radish For C++ also?
@fresh forum Thank you π
Can you somehow limit in editor FPS to 60 without having to type t.maxfps 60 every time you launch it?
@frail jewel PRoject Settings-> General Settings -> Use fixed framerate
@frail jewel but if your fps drops bellow 60 when doing that the engine will basically go in slow motion to maintain 60 fps
at least for me that happened
@tranquil hare Doesn't that limit it in the build only?
@rocky radish Hm interesting.
I didn't have it drop below 60 yet.
@frail jewel not only, its limiting in editor aswell
@rocky radish For C++ also?
@cloud flicker i think so
Ah I see. Thank you.
@cloud flicker https://docs.unrealengine.com/en-US/Programming/index.html check this for C++, or if u want more advanced than that, u can always download example projects of epic and reverse engineer code to see how they do things, u can check FirstPersonShooter Project for example
Information for programmers developing with Unreal Engine.
is anyone here familiar with quixel bridge
unreal engine 4.25 seems to have just broken everything i can't blend materials i can't even change the override base material
i can't even use the brush tool to manually paint the world
yes
Still cannot figure it out.. I don't understand how can i reference a player pawn that is not a widget but a pawn? i'm simply trying to teleport the object on triggerbox enter but i can't seem to understand how to cast to the player... nothing works
make 'other actor' as target
@opaque basin u want to move pawn or widget , i dont get?
Move the pawn on trigger box enter but how can i reference the spawned player? i don't understand
its single player?
Huh yes? not sure what that has todo with my failing to cast to the player
i cant see your trigger box binding event connected anywhere
the red custom event i tohught on actor overlap it's supposed to fire of next event?
yeah
connect to begin play and try again
The white wires, the execute wires, have to be connected to something on the left or they are not ran/fired/executed is what they are saying.
oh so the "bind event" is the one i need to connect?
yep
that would be hooked up to the event begin play normally yes
Event begin play -> Hey I want you to bind to the overlap event on something else, so when that something else has the overlap event let me know and then I can do something here
ah yes now it works thankyou! been sitting here for 20 mins figuring out why and it was that simple... Thankyou!
then the red wire is the "do something here" trigger
oh, i'm still learning but thanks for the help
does anyone know how to really change the origin of an actor so that the rotation isn't messed up in sequencer? It seems when I rotate on one axis, it moves the mesh all the way around the original origin of the object and then it finally arrives at the rotated position.
@wheat hare u can change pivot temporarly, in level u can click on actor Right Click->Pivot->Set Pivot offset here
but if u using it in sequencer better to change pivot in 3d software and reimport it , i guess its better
ahh, try to make key frames linear
I can't really control that except for exporting each component individually in fbx or something and reassembling my scene from there
try not to key frame all axis just Y on Rotation
did u tried to change key frame interpolation mode?
yeah I changes that to linear...and I can manually remove all the transformation keyframes but it sill rotates around the original origin of the object
like I can delete all transformations except Y and it still doesn't rotate around the origin
thanks for the tips tho, I guess I can go back and export it on its own
kinda defeats the purpose of datasmith
@wheat hare all your assets attached to DatasmithSceneActor right?
Well I made this a Blueprint Class because I need to manipulate it
But when I go to edit the blueprint class, I can't change the origin of the static mesh, it's off the floor and I don't have location transform options
oh not all of it, just that sign
I reimported it just now, respawned deleted actors to see if I messed something up at some stage, but nope, when I select that sign, it's still got that origin waaaay down there...
i had similar problem when trying to manipulate objects when imported from datasmith, i just reattached geo from DatasmihSceneActor to level Root and the problem gone, dont know maybe here is same situation
you know what, I had to do that in another project to fix somthing else
trying that, maybe I need to break that geometry out or just delete the datasmithsceneactor since I don't necessarily need it
Hello
didn't help.
I guess I could make a blank blueprint class and just add the meshes to it, surely it wouldn't inherit an origin...
thats a 1 solution
also
did u change pivot in editor?
when u trying to keyframe?
try to reset if so, maybe thats the problem
nope I deleted the whole thing and readded it
it's like that set pivot point is only temporary
yea it is
works for the transform you want to do and that's it
its for temporarly adjustment, in editor for lvl designers, but its not changing actual pivot of mesh
no idea man π
try bp variant, or maybe change pivot in 3ds max
i'm getting way too frustrated is there a tutorial for unreal 4.25 because to me at face value it seems like there's features and tools removed/they have made the engine more complicated to use
and reimport
I think that's the only way my man...thanks for your help. I'll blast a new one out of Sketchup
@plush yew also there isn't a lot of marketplace content for it yet
quixel stopped support for the older versions though unless you want to do everything manually
tragic
modes is at the top now next to "Source Control"
Just threw me for a loop as well
Yeah all at the top it looks like
That's where you'll find all the options etc, once you select the mode etc
this is bunk I want to use my datasmith import
yeah i know @tender obsidian but there's still features missing from the old versions of the engine
and everything is greyed out
What is missing?
literally everything
well thats not true so... what is missing?
example with landscape i only have the option to raise terrain and thats it can't lower can't smooth can't do anything else just brush size and hardness
Look under the icons, centre top
did you click the Sculpt toolbar at the top to get to the sculpt settings?
.... I mean...
its right there
^^
shows what I know lol
wait i'll show you
yup
Options that used to be in little tabs at the top of the modes panel on the left are now in little tabs in the toolbar at the top of the viewport. perhaps you disabled it?
Okay I was able to use my datasmith imports by making a new blueprint class and adding the static meshes to it, and I could put the origin anywhere I wanted to, so at least I still got my imported meshes
I am writing a small MC clone as an exercise and I spawn&destroy actors (that represent chunks of the world) a lot. Mapgen and rendering are threaded but I think the spawn&delete, done during the ticking of another permanent actor are the bottleneck.
- How can I be sure this is indeed the bottleneck? Editor profiler does not provide info on function durations, can I use an external CPP profiler?
- Is there a way to spawn or delete a lot of actors in a performance-friendly way?
Mousing over the sculpt icon says Ctrl+Click to raise Shift+Ctrl+Click to lower
@plush yew no one is arguing with you that the Landscape Mode panel looks like that now. All of the previous options and tabs are in the Active Modes Toolbar above the viewport now. ALL of them
i know and they are all greyed out
is there a way to make a minecraftish world but in a sense that is made out of blocks but not random generated>
i'm going back to the old version of the engine the new version probably has features i wouldn't utilise at my level
they will be greyed out if you dont have the landscape mode selected as the active mode
yes it did nothing a ! just flashed on the preview screen like i said i'm going back to the old version if i can get Quixel bridge to work it doesn't seem to want to
well I can say bridge works fine here on .25 and .24 for me right now, same with landscape modes
the older version i have is .17 i keep getting the data port error
i got it i had the download set to 8k but the export set to 4k i changed them both to 4k and its working fine now
how do you create a cutscene like those in gta sa where you have a player talking and specific player animations for that cutscene
You can use the Sequencer feature to make cutscenes like that
@vital cosmos use Level Sequence
alr ill take a look at it ty
Why is a level i'm currently making bright even if it doesn't have any lights in it?
nvm i found the solution
what help do you need? did you rebuild it?
it has instructions, did you follow them? https://wiki.voxelplugin.com/Quick_Start
Well, i put the folder on plugins as its says and all that
then this missing prototype thing appears and when i rebuild it cant do it
it says i should see in logs if its missing VCRUNTIME140
but there is a bunch of things missing aswell but i dont think i saw that one specifically
so you are using which version of the plugin? the regular one should not need to build
uh, the basic version|?
I dont know lol, that was a question for you. and which version of the engine
There is a free version, a pro version, a version you get from gitlab, a beta version, etc.
yep it shouldnt give that error then unless it was installed wrong
@tranquil hare https://www.youtube.com/watch?v=zOcoUj1uNlM got it, thanks again mane
nice
@grim ore maybe i need to download the binary version?
binary version of the engine or the plugin?
plugin
the one from gumroad is the binary version
@grim ore do you know if there's any way to have a stream going down a hill/incline or is it not possible without dynamic fluid
normally you would use just a simple texture and mesh to simulate it, if you want more then yes dynamic fluid or a more advanced material effect. Particles could work but I think would be expensive
i cant the proof of concept world is 8km2 its already going to be taxing with mega scans
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is that directed at me or are you just saying hey this is cool
Hey its cool and its UE4 related
since UE3 there visual set
Check out Cinetracer and Matt Workman's work for those interested in using UE for film
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Yeah he's doing some highly hype realtime chroma key and virtual set layout stuff
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Wow, big help guys.
Was working on my project, and suddently, after a restart :
Anyone already got a similar issue ? all my map are "flat" like in 2D
or totally dark
it's my worst nightmare honestly π’
Oh god, i just remember i change near clipping plane value
damn
π
Why does my "PhysicsActor" not generate overlap events with a box with "OverlappAllDynamic"?
@dawn kelp does it have collisions enabled?
2nd reason may be the lack of collision mesh, in that case ue4 throws a warning in the log
I use a box volume for this.
This should work
PhyicsActor is a mesh and box volume for the overlaps
so you have a box mesh and a box collider attached to it??
Actually you are right yes
I think that might be the issue.
I have 2 phys actor. 1 is a small object, the other one is the "table".
And the table has a box as a child (the mesh child) which I want to generate overlap events
I have a base class with only one mesh
Then I have the item which derives from base class and I just change the mesh.
The table also derives from base class but adds the box to it
I think I need multi body overlap for that or os
If I remember that right. That was 5 years ago, so
open world? you mean a tutorial that teaches you stuff in a big map?
is there a fast way to input the datea I am pointing at into the screen I have floating next to it ?
I have to do quite a lot of this so if there is a way I would love to know!
(since copying and pasting doesnt seem to work very well
you should be able to copy all 3 at once and paste all 3 at once. R/click where the arrow is ie not in the coordinate boxes but just to the right of the field name. Or you could create an editor widget π
who here, like me, is old enough to remember Battlefield 2142?
Remember in the Titan mode, they had those pods which shot the player up to the Titan
if I'm trying to replicate that in my game, what am I looking for...
this is in cpp, btw
I know about LaunchCharacter, but I want to launch the character to a specific location
for example, from the ground, up onto an area on the titan
Is there any way except for binding to make a custom tooltip?
for example, from the ground, up onto an area on the titan
@hexed eagle You could define points in space and lerp the character from point to point.
Or calculating a polynomic function that goes through your 2 points (start and end)
With that mathematical function you can calculate every point of that "function"
so I have to calculate the Trajectory
but in a normal trajectory function, you provide it the velocity and angle
with that, you can calculate the end point
so i'll need to reverse engineer the sum, to calculate the velocity and angle required to end up on the end point
I would just create something like that
And then you know how many x are from start to end. You can then insert an x into that function and get an output.
So lerp between 0 to xMax ( 20 or so) over a time.
That gives you an output (for example the altitude)
I might not have thought that out pretty well
You must know the positons infron for that
Sry its late
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did epic made a facial capture software about to be public?
Hello Friends ..
The health Bar Showing the Value for Server but not showing for client just empty bar for clients..
what is the wrong with this
The Function who showing the bar when player is login this
@plush yew A quick youtube search or would do that
π
Any ideas if landscape heightmap information is stored inside the UMAP asset ?
Is there a way I can get it so I have to press multiple keys at the same time to perform an action?
Like press A key and the spacebar at the same time to do an action
@plush yew Well I know of the docs and courses, they're both good places
Is there a way I can get it so I have to press multiple keys at the same time to perform an action?
@barren flume IsInputKeyDown
That should work
One triggers the event and with the IsKey you check the other. Should work
so just have 1 action input key for the spacebar and getting it to get which key i'm pressing, if i press w and spacebar it rolls forward, if i press spacebar and a it rolls left, and on and on
Watching "Anatomy of Unreal" by Sjoerd De Jong, he often shows and talks about schematics in his presentations
https://youtu.be/ScjXxjDMNao
There's also a forum thread about this with questions that aren't answered yet
https://forums.unrealengine.com/unreal-engine/events/1764732
Does anybody know where to get that schematics?
so just have 1 action input key for the spacebar and getting it to get which key i'm pressing, if i press w and spacebar it rolls forward, if i press spacebar and a it rolls left, and on and on
@barren flume I would do that yes. The key all of those inputs have in common triggers, and then you can check
Okay thank you so much
For "getworldlocation", it returns the location of the center of the target, right?
wdym learn blueprints?
Learning how to use blueprints together, that kind of stuff.
and obviously here
Unreal Engine itself?
noob question but is there an 'enable movement' node? There's a disable movement node but I can't find a node to enable movement, is there an equivalent to that node?
What class/target are you affecting for that 'enable movement' node to appear?
my character's 'character movement component'
Has anybody dealt with an issue where your post process render time grows exponentially ingame?
I have no idea why tonemapper is taking this long to render
@vagrant iris
tooltip in Disable Movement mentions "sets movement mode to MOVE_None"
and looks like there's a 'SetMovementMode' where you can manually change the movement mode as desired.
ah I see. I tried a whole host of different search combos in the bp registry to try and find something like that
thanks mate
Question regarding casting then promoting GameState to variable -
In my GameMode, I was casting and promoting my GameState to a variable for later use throughout the blueprint. I was doing this in the OnPostLogin event call.
Everything is/was working fine; but I got curious about moving the variable creation outside of OnPostLogin, because OnPostLogin gets called every time a player connects and it seems goofy to set the gamestate variable every time someone connects.
I tried moving the gamestate variable creation to GameMode's construction script, as well as BeginPlay event, but both seem to result in GameState variable becoming null, thus causing problems throughout the rest of the gamemode blueprint.
Hitting Play in the editor causes immediate player connection to the server, so maybe there's a race condition?
Is there a safest place/time in a GameMode blueprint to cast and promote GameState to a variable?
@errant venture No the location on an object is its axis/pivot point, it is not always going to be it's center
@grand cradle unless you have constant connects and disconnects I wouldnt worry about redoing it on every connect but if you are worried about that do an is valid check before you get and set and such and only do that code if it's not valid (the first time) and the rest of the time it will keep the old value
if you really really only want it set one just set the variable from the game state, when its created have it set the variable in the game mode
I seem to have a problem with a specific level where I cant load it into the editor because of some FName issue and it just crashes. How can I get access to that level
I am using the Top Down template on UE4 so I can learn Blueprints, but I need a little bit of help with something. I was able to add the controls to move the character with WASD, but I wanna remove the left click to walk/run control. How can I do that? Sorry if I am interrupting anything.
@trail grotto look in the input settings for the input event that uses the left mouse click, or look in the blueprint for that as well. You can also do a blueprint find. My guess is the input is in the player controller
@grim ore Do you think this is it?
Sorry if some of my questions seems silly, just trying to learn about BP.
that is the command to move, but not the command that takes the input. The input event will call that
Anyone have any idea how much faster builds would be on a 3950x vs a 3700x? Will all the extra cores shave enough time off to be worth it?
So I don't delete that, only the input event right?
you dont even need to delete the input event, you can just unhook the execute wire
Hm maybe this?
@tacit moon worth it is up to you. Its double the cores and threads, possibly higher clocks if you can manage it. % wise could be 50% or more decrease in compile time but at some point drive io becomes an issue
@grim ore That's a good point but I'm going with a M.2 with 3500/3300 sequential io.
Surely no CPU could keep up with that.
@trail grotto in the input for the left mouse we have
so we need to find Set Destination in code
@grim ore I just dont' have a feel for Unreal and how long builds take. I've worked through some tutorials, and so far the only thing I've done that takes a long time is re-bake lighting. But it does take a while.
@tacit moon its not the sequential that matters, its the random io
32 programs hitting the drive at once to compile is the issue when you get that high
It's $450 more to get the 3950x over the 3900x....That's hard to justify if it is only going to be slightly faster.
I can say that I have a 2700x and I take about 38 minutes to compile master from scratch at 4ghz locked. I have a laptop here, 3700u which is 8/8 so no threads and it locks at 3.7ghz and it does it in about 58 minutes. I plan on getting a 3950x here this week and am hoping for a 25 minute compile time or less. From what I see from other people the threadrippers do about 15 minutes at the top end
it should be less than $450 now if you are in the US atleast, its ~410 for 3900 and ~700 for the 3950. I cant justify 4 more cores for $400 but double the cores for $700 seems good for me
I also do alot of video encoding so the more threads/cores help with that
Thanks, friend.
Its really hard to apples to apples compare against other peoples engine compiles just due to engine changes between versions and peoples specs
Hey guys. How do I ensure that the procedural slice mesh is cut in the angle of my sword? I'm currently slicing with the use of a collision cube attached to the length of my sword's blade: https://gyazo.com/2ac4291af99c9797523058bfdb506e6f - guess I need to setup something with the Plane Normal?
@trail grotto Did you find the nodes to disconnect?
@grim ore Thanks for those numbers. If that's the build times on a 2700x then I'd definitely pay for the 3950x.
It's the builds times for me with my specs. 32gb of slow 3200mhz ddr4, wd black nvme, 4.0ghz locked on all cores for the cpu, master branch from the github, and nothing else running at the same time
Yeah I did.
so I am hoping for ~25m or less with the 3950x with a mild overclock, seriously thinking of replacing the memory with real 3600mhz low latency stuff as well
Thought the 3950x only uses 3200mhz?
nah, you can use higher if the board supports it and ryzen really likes higher speed. 3600 is the recommended sweet spot
the problem is getting stable 3600 with low latency and settings is not cheap and we are only talking a few percent more in the end but gains are gains if you need it faster lol
Any plans on supporting Engine on Nvidia GeForce Now(TM)?
How do you make sure that one item in a UI widget always shows up above another item?
there is canvas order / z order settings on most panels you can adjust
can't find one
Also, @grim ore , for your Keybind tutorial, if I wanted to have an image instead of text, how would I go about that? Would I have to use buttons? or?
because I don't think that InputKeySelector or whatever can take an image
Any possible way to have particles be on the widget?
so that way that overlay doesn't block it
Is there any way to do this in runtime? I can't find anything on this:
I want to switch left slot to right and vice-versa in runtime
so that slot 0 becomes 1 and slot 1 becomes 0
Anyone know of a good tutorial for making a projectile travel to the crosshair in an fps?
quick question, what's the reverse of create widget > add to viewport? Basically I just want to get rid of it so it's not just invisible
thanks that worked π π
the reason is because if when you add a widget to the viewport the viewport itself is the parent
if you add a widget to another widget this node will not remove it from the viewport but from the widget you added it to
I see, would the viewport be considered on "object"
for casting I know there's a user widget object
well cast to viewport does exsist I suppose
Recently watched a video by Corridor Crew, where they showed behind the scenes of their virtual production video, and they had access to a unreal engine made app that had face tracking and allowed you to connect the phone movements to a ue4 camera. Anyone have a idea when this app will be released
@uneven fractal it would look like this - https://images.app.goo.gl/AzAa3ioYUvopFoQY8
aww I thought you seriously made it at first
I'm trying to make some simplex noise in blueprint
I'm not too sure how to go about that tbh
Well I've got this lovely c# code that does it but converting it into blueprint is miserable
terrain generation
I'm wanting to do some voxel terrain like astroneer
but so far I've only made laggy minecraft
so there is a ways to go
Hey I'm having an issue. I'm following a tutorial right now to be able to rotate my camera and it worked, however I changed my controls to WASD instead of left click to move. Now, if I rotate my camera, my WASD controls messes up. For example, if I rotate the camera to the right I'll have to use A to go foward, D to go back, W to go left and S to go right. Can someone help me please?
Here is the tutorial: https://www.youtube.com/watch?v=b39XZfLK-J0
Don't forget to like and subscribe!
So you want the keys to change depending on which way the character is facing?
I want it to remain to WASD, but if I look on the right I wanna keep using W to go foward. Not switch from W to A.
Sounds like you want to uncheck the orient rotation to movement bool
And change rotation yaw bool
Makes it like fps controls
Alright I'll try. You know where I can find those?
Character BP. One of them is in the movement component. Can't remember off the top of my head
I'm in phone atm otherwise I'd look in my project and tell you exactly
No worries - hope it works for you
I don't think I'm able to find them. I'm looking in "TopDown Character" but can't find anything.
I'm on lunch in 10, will boot up my project and try point you in the right direction
Thank you very much, man, very appreciated.
I also have a different issue, but I'll talk about it after fixing that.
Imma try and re-do the blueprints.
Almost loaded up
@trail grotto select movement component - search for 'orient rotation to movement' - set false
Alright, gonna look for it.
Movement component is in the TopDown Character or TopDown Controller?
The character -
Select self - then search for 'Use control rotation yaw' - set true
Is "movement component" part in the camera?
Oh wait I found the orient rotation part.
What is "self"?
self is a reference to the blueprint/class you are in
It didn't work exactly.
Now he won't run left or right. He keeps running foward and when I do try and go right or left, he doesn't actually turn to go that side.
Ok.. I'm just trying to visualise what you are trying to do. Sorry about that
Ok yeah that's expected behaviour for fps controls, you would use the camera to give yaw and rotate the character. So how exactly do you want it to handle? Third person controls aren't what you need? Those bools would be set opposite to what I said to make it like that
Actually I think I know what you want to do - have the fps bool settings, but for your a and d buttons, have them change the yaw of the character
Do you know how I could do that? Where I could find those options?
Suple there is an add yaw node in the character, normally in third person the mouse axis would be connected to it. Instead for you, you use the A/D axis value. If you are unsure, just open a standard new third person project and you'll see what I mean
Lunch is over so I cant screen shot you anything
I'll try and check that out. Thanks again, man.
Hope it's what you need man - I hate being wrong lol
is anyone here well-accustomed with AI configuration? i need to build an ecosystem, i do have designed the animals but im having trouble developing the AI. i'm a little bit experienced in C++ .
How involved does the AI behaviour have to be?
I really need some help here, where the heck is this Weapon:Weapon_Sword_3 coming from in ActionRPG??????
https://cdn.discordapp.com/attachments/307697678278590465/714330583177887795/unknown.png
I've got an almost identical setup for data assets, but whenever I view my asset in the asset audit window, it says Total Usages 0
And if I check out an asset in ActionRPG, the only reference is this strange Weapon:Weapon_Sword_3 (This is when viewing with the "Show Management References" enabled)
Actors for camera control? Like what? Move to a spot and have the character stop being controlled and instead you are controlling a camera?
Does anyone know why my camera rotation won't work in the game?
I really can't figure it out, I'm trying, but I can't find the stuff. I'm probably gonna give up with WASD, even if I really don't want to. I basically wanna use the Third Person controls, just as a top down cam.
Hey I got a ittle problem(I am new to unreal)! When I double click a static mesh i get into the editor but there should be a second editing tap but its not there. Someone can help me with this? Thank you very much!
@fallen marten now it's noisy minecraft
can't find exact figures, is there, and if so what is, a limit on sphere masks in a material
@opal valve is it a seperate window?
im new too haha but first thing i changed was Editor Settings > something something Main Window
I'll check my settings, thx
i tried it and seem to have no idea how it works
@reef torrent You mean these settings?
yeah the Asset Editor Open Location
oh ok thats something but not what I actually wanted, Thank you anyways π
I'm searching for this
mesh editing
@opal valve did you enable the mesh editing plugins?
should be under settings
plugins window
and there are 3-4 of them, i dont know which is which
one enables the editing you want
another is editing in-viewport
search for mesh editing or "editable:
"
Editable Mesh is activated
editing in-viewport too
i have to open this up somewhere?
oh i found it
thank you huffle!
working with procedural generation with Perlin Simplex noise in UE4, I'm new to UE4 been using Godot for ages but I'm liking the results after 24 hours of studying. I need to implement quad trees now and wrap it into a planet now. https://gyazo.com/f8aa92a66bbfe9c81f91bf87683586db
Taking me a little bit to get used to the low level nature of c++ haven't used it since college
Too spoiled with languages like Python
Hey everyone, I am trying to get the Chaos content examples map to work on a source build of 4.23 but if i try to open it makes me recompile the map which always fails... anyone has an idea how to get it running? Also I didn't know which channel this belongs into... so sorry for posting here
hey can anyone help me with this im trying to spawn an actor in front of me where my crooshair is pointing but i cnt do it anyone can help me i really dnt know what to put here
is there any option to turn off widgets? every widget interface in my scene isnt visible anymore :/
its only not visible in editor
Can i use starter animation pack for different character that is properly rigged?
folks am i going crazy here? - when im importing meshes now the Auto Generate Collision checkbox is ticked, and greyed out - so I can't uncheck it
just moved to 4.24 - had it working fine on 4.22 - but i have a feeling i'm missing something basic i need to change elsewhere to be able to have the checkbox not greyed-out
any clues would be super appreciated π
@plush yew look at the video i just want to change walking animation from a different one from mixamo
So, I found a tutorial for a sorta like, spraypainting system? How would you have it so that when the player is done, all the stuff they painted on is added to the texture for the object instead of staying as a bunch of seperate images
but how to swap the walking animations?
from where I need to do that
but then how will it detect that as the walking one only I want to change some more animations or add few in the character
Anyone encountered an issue where when you go to package a project it builds fine but then when you open the .exe nothing happens?
yes, many times
mesh colliders can not be used for physics
you must create an approximation using boxes and convex shapes
Ah thanks.
So, Do i create the colliders in my modelling tool or in mesh viewer?
I could also create boxes inside the actor, but that sounds bad practice and then I have to think about getting rid of the current box collider thing thats there
@dawn kelp
If you adding a box collider to a child class, make sure it's the only thing you want overlap with to avoid unintentional issues.
Check the collision channels.
Make sure it can be triggered by simplest interaction.
Make sure the other interactable can trigger, simpler actors overlaps.
I can use my pawn and it overlaps with that
Sorry if this is the wrong channel to ask in, only picked up UE a few days ago so not very knowledgeable about the best places to get help
Does anyone have experience with Pose Snapshotting? Specifically the setup given in this video https://www.youtube.com/watch?v=nkj6PAbGYtM
Wes Bunn walks through how to set up and use Animation Pose Snapshot to create more natural looking ragdoll-to-standing animations. Ragdolls are fun, but snapping back to an animation can look really out of place, so Wes has the solution for you.
I've got the core of that vid working even though some work arounds are needed because of changes to UE since it was released but i'm having some trouble getting the ragdolling effect to work in a general case instead of just triggering it with a button
I've got it working so the ragdoll state is triggered when the player collides with a bouncing ball but it doesn't react to the actual impact and doesn't take an impulse even after I set all the bones to enable physics, the ragdoll is just enabled and you drop to the ground
I assume it's because the root bone is set to kinematic and doesn't have collision enabled but If I change it to simulate physics/collision it just freaks out and my character gets suspended in the air
is there a way to simulate the physical response and move it kinematicaly by frame or is there a know work around for this?
does anyone know if the LOD feature of UE5 will affect projects targeting lower end hardware? or is that using some technology that won't be feasible on, say, mobile vr?
Hey folks, just wondering if anyone is aware of any music videos created entirely inside Unreal Engine? Looking at creating some avant garde visuals to go along with my album work, and would love to see if there have been any other similar creations.
(Aware of the Noisestorm one obviously)
@dawn kelp
If you adding a box collider to a child class, make sure it's the only thing you want overlap with to avoid unintentional issues.
Check the collision channels.
Make sure it can be triggered by simplest interaction.
Make sure the other interactable can trigger, simpler actors overlaps.
@next badger
Thanks. Yeah The pawn triggers the overlap event
@wicked sparrow there have been some ue4-based music videos here and there, I think someone somewhat recently posted a music-vid made in ue4 as well.
Thanks, I'm doing a bit of inspiration searching currently π
I want to export a character imported from unreal store as .fbx but when I select and click on export selected it picks some other assets anyone have fix for that?
Hello, i try to update an old project to unreal 4.25 (from 4.23) and i have an issue with emisisve material. You can see bellow an video.
My question : how i can fix that ?
Thanks for your help.
hey guys
hey
I'm still having issues with making it so when you press a key it goes to a different widget
I did override function on the onkeydown function
but does nothing
still havn't found a solution to fix this strange behaviour
i set all settings to default
when moving the UMG in the viewport of the actor i see the outline of the the UMG planes
Hey guys, I have a question, how would I go about creating these curved bits on the road, and footpath? it might be something else, like paths?
Hey all, is there a channel here that discusses networking/multiplayer?
#epic-online-services @rain knot
Thank you! π
no problem
I'm trying to get it so when you hover over a button the button color changes to show that you are hovering over it but it changes everything on the widget aswell and I'm not sure how to fix it. Any help is appreciated
oooh!
i'm not sure why it affects everything
looks sick bro!
Maybe in "target", Get the campaign button and plug it in there? @barren flume
@barren flume which widget is this On Hovered code being ran in? iots targeting self which means if its inside your main widget its going to adjust the color and opacity on the main widget. Buttons also have hovered states that you can adjust the properties of in the details panel including opacity and color
2019 should be enough and even recommended for 4.25 I think
which version are you trying to build for?
ue4 imports my bones in the wrong locations how can i fix this im exporting as fbx from blender with leaf bones
which version are you trying to build for?
@serene birch 4.24.3
install 2017 probably then
somebody help me how do i propely import my model with ok bone locations
ah i fixed it
all i had to do is apply armature transforms in blender
My bad
Anyone run into build issues when building from source on 4.25 i have this now Cannot open include file: 'TraceServices/SessionService.h': No such file or directory
@fallen wing
hi, how would one play a long image sequence (200+ frames) from inside a material and control playblack (start frame offset) in sequencer?
i'm using this set up for the camera rotation, however the rotation only works if i click the mouse button, how can i get the rotation to work without clicking the mouse, i assumed this was standard?
I'm trying to get it so you can navigate with arrow keys on keyboard but you have to manually click on the button first to do it
I'm pressing the arrow keys at the start
and nothing happens
but when I click on the button first then it lets me navigate with the arrow keys
i already did that
@humble ridge consume input?
Hey people,if anyone can help me,please check #packaging
hello everyone i am new and i know i should not do big projects like this but i really want this! does someone know how to make a gta san andreas weapon wheel? PM me... i would really like to make a own openworld game from my own tiny village
yeah I have no idea how to get it to focus on it
when I start
welp
also only works on controller when I click on a button first
@fallen wing Don't install VS2017. It's not needed
you just need to change your default code editor from UE4 settings
then regenerate the project files
Oh? Sorry, I'm a noob with this stuff. How exactly would I do that? @heady moon
You need to set keyboard focus on the button if you want it to have keyboard focus by default
would I do that in event graph in the widget
or click on the button and set is focusable
not sure
is focusable just lets it be focused, you need to tell the engine to set the current focus to the button if you want the current focus to be on the button. Get the button -> Set Focus
hi! @grim ore i'm following your tutorial: https://www.youtube.com/watch?v=DtONWE59B6Q
What are the Add Controller Pitch/Yaw/Roll Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/Epi...
but for some reason i have to click the mouse button to move the camera around?
where would I put the exec?
@barren flume anywhere you want it to be called
i'm trying to just get the rotation to work without clicking the mouse
still doesn't work
hey all, is there any way to flip/mirror widgets? Tried with -values but some widgets behave weird
It works here, I set the focus to the button in the event construct and when I use the arrow keys it moves the focus as expected
@cyan robin you are trying to rotate the camera without the mouse being pressed?
that should be the default way the camera works in the third person template
yes, exactly i was hoping this would work by default, but i have to either click the right or left mouse button to rotate, i'm not sure why
- i mean hold down
@barren flume Dunno, you can see it working here. Its a simple vertical box with 3 buttons, I set the focus to the top button on construct. The mouse is never pressed and up/down arrows move focus as expected https://i.gyazo.com/2be58f49f48deb049a18cc7b5f2c66b5.gif
@cyan robin What is your input mode set to? is it set to game only or game and ui ?
ui only
even when i switch it to game and ui it still doesn't work
are you setting focus to a widget when you set the input mode?
yes
which then.......
"widget sets focus to button" -> set input mode sets focus to a different widget.....
any problem there?
is there another way to set input mode? i don't believe i changed any default settings
@cyan robin if you are using game and ui is why you have the issue, game only will let you not hold down the mouse
@barren flume you are setting the focus twice
if you want the focus to be on the button, why are you setting it to the widget?
I don't know how to set it to a button in level blueprint
you dont need to
you dont need to put in a widget when you are setting input mode
setting no widget means when that node is called it will not focus on a widget
that means any other code, say code in your widget blueprint to focus the button, will work properly
lol similar problem at the same time
this works, but when i click the mouse, the camera goes back to the previous behavior where i have to hold down a button to rotate around
do you have show mouse cursor enabled then?
you really cant mix UI and direct game input like that
so when you want ui, turn on ui only or game and ui and expect mouse rotation to not be locked to the game viewport. If you want the mouse to be locked to the viewport as an input, set it to game only. set it to ui only if you want no game input at all
can i uninstall unreal engine and install it on my SSD and still be able to open my project what are on the other drive?
the nodes on the right zoom in the camera with the keys W and S, however the nodes on the left try to attempt to also zoom the camera with the mouse scroll wheel but nothing happens
Mouse Wheel Up != Mouse Wheel Axis
Hey guys,I have created a widget button to jump,and it works on the pc,do I need to set it up by any way so it would work on mobile?
ah, it's working just so incredibly slow i couldn't notice
yep the issue is W will show as active every frame while the scroll wheel will only be active that one frame you scrolled it
do i increase the magnitude?
it depends on what you want to do. A smooth scroll is going to need more code, a sudden scroll is going to need more scale value
@craggy wraith The projects are self contained, as long as there is an engine for them to use they don't care where it is at
Thank you @grim ore
how do i just increase the magnitude (i won't attempt smooth scroll curves now)
change the scale inside the input settings is the easiest, otherwise after the input axis event, multiply that axis value and then plug that into the scale value
thats where using the mouse wheel axis would be easiest as it's only one input event and one key to track
yep since most mouse wheels are all or nothing like keys it will out put that value in positive or negative
i tried 0.1, and 50, still very slow
you are telling the engine to add that much distance every time you scroll, lets say your game is running at 60fps. Holding W for 1 second would move it 60 units.
so scrolling once and moving it 0.1 would be waaaaay too slow. Moving it 50 might not be too bad, try like 300 and see what happens
i tried 10,000 and still slow
that definitely seems wrong then
it is possible add movement input is capped tho which means it cant go past a certain value
help
okay, thank you
I will say adding movement input to make the camera scroll is odd personally, it might not be intended to do what you are doing which is why the issues
fixed it
;-;
what is the best practice for adding camera scroll?
the camera normally has a position and you just adjust it
setting its location for example, or adding relative location offsets. Using a timeline or a lerp or interp to smoothly move it from one point to another over time.
the target is the movement is the movement component, do you know which node i would use
I dont know how your character is set up which is why its weird your movement node would move the camera in and out
okay, thank you
Guys, do you know any guide to fix packaged game crashes? How to check them, how to investigate and so on. Now just logging helps.
If you have multiple interactive objects then make a base class interactive actor and make child bps of it to allow you to have variants. That way your character only has to cast or interface to the master class which reduces code via means of code inheritance
@fallen marten huh? I can't understand you, tutorial or something? sorry for the late responde
so I will try to explain to the other people
so I have note model and there is info on it, I made it when I am over the model it popups "Press E for more info". Now I want when I click E to open this note
I have not idea how to do it
I need to do it in the same event for the begin overlaping or? @grim ore
Far Cry 5 - On the Bliss Loading Screen
Song - Far Cry 5 - On the Bliss (reinterpretation)
anyone got an idea on how to create local volumetric fog that moves like that?
i know how to do the volumetric fog part but no idea on how to move it that way
are you talking about in the far background? the cloudish looking stuff?
about my question ?
If so this all just looks like a video pre rendered out and on repeat, you can see the material in the bottom right for the particles repeating. The "moving fog" in the back just looks like a material panning a texture
@plush yew There are plenty of tutorials out there for that but how you open your note is up to how you want your "note" to look. Is this a texture? a mesh? what are you trying to "open"
that looks like a mesh or a umg widget, not a texture
will it work if I do with with key E open the widget which will be this tetxure?
this is the model
with texture
yes so it is a mesh you want to display
won't be better if I make it in UI widget?
is this a separate blueprint you want to display then?
or is it part of your other blueprint
Where is the "E" key event at?
level blueprint
and when you press E nothing happens?
yes
I do it in level blueprint cus in person bp there are other things for E, with E interacts
I will try with flip flop to put after the key E to see what will happen
I'm actually not sure if level blueprint event will override player character input
try to add debug string after Pressed to see if it ever get to this
so right there you are noticing the problem
actually its roll of the dice.
you have more than one thing listening for the E key
maybe idk
you can have any given input not "consume" the event.
one of the E for interacting
but if any of them "consume" the event, the first one to process blocks the others
Far Cry 5 Faith's loading screen.
Song - Let the Water Wash Away Your Sins (reinterpretation)
@grim ore
This video shows it better
so when I have E for interact and want to do for opening this note with E what I need to do?
how does the engine know what you want to do when you press the E key and you have multiple things doing stuff with it? It's not going to just "know"
look to the corners
@long thicket the far back right? again nothing more than a texture on a mesh more than likely. Similar to a waterfall
and more than likely this is not done in engine it's all pre rendered
yeah, im sure its prerendered too, just need to know how to create in volume
but the easier solution may be to create something like fog card
You can look at stuff like Houdini which does a fluid sim for example and export it out and put it in engine. What you are trying to do is not what you see there
you are talking to me?
Is there a note that can make me access to multiple exec?
@plush yew you need to have 1 place that takes input, your player or your player controller, and then that can pass input to other things if needed. If you have one button that does different things than that button needs to keep track of what it should do.
okay so I will do this for the note in the player controller where is the other
but there what I need to do?
Your note can tell the player "Hey you are near a note, you might want to interact with me since you are near me" and in your key event you look to see if you are near a note and if so you interact with it, if not you do something else.
just like that
you can use a bool to indicate if you are near a note or not if that is what you are asking
maybe look up how to do context sensitive interaction
and if this is a multiplayer game you need a ton more work to do than just this
for now is not multiplayer-xD
can you give me some tutorial or documentation??
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this will help me or not?
for my milestone?
it might. Tutorials are to give info on how stuff works, you need to figure out if it will work for you and for your design
from the screenshot it looks like a traditional "I see something to interact with so lets interact with it" tutorial so it is different than yours since you use collision to detect if you are near something
Mr MathewW
About HP Variable its Just showing the current Value in Server but client can see just empty bar
from the screenshot it looks like a traditional "I see something to interact with so lets interact with it" tutorial so it is different than yours since you use collision to detect if you are near something
okay so what to do now?
so this won't help ?
I don't care, I changed the key bind to F and it works-XD
Is there a way to replace the roboto (default engine font) to another in all widgets?
w/o doing it manually ofc
@runic fern I dont know how your UI is set up but is that value being replicated to the clients so the client can use the correct value?
i will screen shoot it Mr one sec
this is the Bar Function in UI
This is the event called from Player Login from GameMode
I want to make it when I open the note with F and click again F to disappear I want to play animation one time, but animation is in widget UI, the function with the F is in level blueprint
what to do?
the bar is working but the amount of health on Server working normal but on Clients just empty bar
I got an editor question , potential issue.
So I have a BP open or material or whatever, thats not part of the main window
Hi guys! Does anybody know what happens with Synesthesia Plugin in ue4.25?
It shows the error when I start the project with the enabled plugin.
I hit play in selected viewport, on the main window behind the blueprint
and the blueprint stays in front of the view port i'm playing in
one thing: don't use 4.25 untill epic games released 4.26 @winged cove
cus it is bug and trash
any way to stop message log from gaining focus on play end?
I'm debugging with output log and message log keeps hiding it, since I have them side by side on tabs
unreal engine crashed again. This time it crashed when I clicked with the mouse on the custom event to edit the default value in the variable. The engine tries to allocate memory for every single mouse and keyboard operation and this constant capturing its leading to more frequent crashes.
hello, i'm trying to use set aspect ratio to create a cinematic black bar, the problem is that while i transition from 1.77 aspecto ratio to 2.4, i can see a subtle flickering, is there a way to counter that?
Having a really hard time over in Blueprints, I am basically trying to use one widget to toggle the visibility of another.
any help/ advice would be greatly appriceated .
what is the problem @frank oar ?
I have 2 widgets placed in my project... @patent apex
I would like to start with only 1 of them visible, and toggle the visibility of the other with it.
essentially it is a button which should turn on/off the screen
I have used a widget to be the button and a widget to be the screen.
if you want to toggle between 2 widgets i typically use the widget switcher panel