#ue4-general

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frank oar
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well

patent apex
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basically each child of that panel will have its own index

frank oar
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the widget that I want to oggle on/off vis/invis uses a widget switcher..

patent apex
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you can put a widget switcher inside of a widget switcher

frank oar
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one widget is the power button and the other is the tv which has several channels (one way to explain it)

patent apex
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if you dont want to use a widget switcher, just call set visible to true on one and set visible to false on the other and switch when you can it again

frank oar
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that's all I want to do, Use one widget to change the visibility of the other

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how can I achieve that ?

patent apex
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you have one button that is always visible and if you press it, it will display widget A and hides B, if you press it again, it hides A and shows B right?

wintry silo
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sounds like flip flop node

frank oar
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@wintry silo I have been trying to use a flip flop the whole time ๐Ÿ˜„

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its just that toggling visibility seems to be beyone my ability.

patent apex
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you dont even need to use a flip flop node, just get the visibility of one of the widgets and toggle its visibility, than set the other one to use the reverse

frank oar
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@patent apex the idea is that the top of this pedastall is a button, when pressed, the text above it will appear (as well as a static mesh I am using to look like a tv screen)

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@patent apex I cant seem to get toggle visibility to work like that though, at least I dont know how, I have been trying so many different ways..

patent apex
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but that button is umg or its an actor?

wintry silo
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that event has nothing in the list.

frank oar
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the button is a widget component on an actor placed in the level.

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what do you mean @wintry silo if I can make it work then I would love to know how XD

patent apex
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just pm me and you can share the screen

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its easier that way

frozen pond
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is here way to sculp landscape to look like floating island ?

midnight root
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Not sure, but I think voxel plugin could do that https://voxelplugin.com/#ptp-4754 , but not sure its non physics feature in free would allow that, BUT short of that plugin, no reason you couldn't place such an island in your world at a given 'z' , and no , no way to sculpt it to look like its floating , that I'm aware of

voxel pluginโ„ข

Create infinite terrains procedurally using in-engine tools. Edit landscapes in realtime. Join an active community and benefit from frequent updates!

whole aspen
midnight root
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@frozen pond ya 'enable physics' is disabled there via 'basic' , free, but that still doesnt preclude you're using that anyway , or manually doing it yourself with stock ue4

lapis ferry
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Is there any benefit in using spawn points instead of just placing the characters in the editor

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when not respawning anything

reef fractal
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Iโ€™m having an issue where builds are freezing my unreal engine instance. It freezes at 100% when trying to initialize swarm. Swarm is launched in the system tray, and this is why the swarm logs look like:

9:21:13 PM: Starting up SwarmAgent ...
9:21:13 PM: ... registering SwarmAgent with remoting service
9:21:13 PM: ... registering SwarmAgent network channels
9:21:13 PM: ... initializing SwarmAgent
9:21:13 PM: ......... certificate check has failed
9:21:13 PM: ...... initializing cache
9:21:13 PM: ......... using cache folder 'C:/Users/me/AppData/Local/UnrealEngine/4.25/Saved/Swarm\SwarmCache'
9:21:13 PM: ......... recreating SwarmAgent cache staging area
9:21:13 PM: ...... initializing connection to SwarmCoordinator
9:21:13 PM: ......... using SwarmCoordinator on RENDER-01
9:21:15 PM: ......... SwarmCoordinator failed to be initialized
9:21:15 PM: ...... initializing local performance monitoring subsystem

midnight root
#

permission issues by any chance ?

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no direct help here necessarioly as I've never had those issues

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also check swarm settings

reef torrent
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Sorry, are editor settings supposed to save between projects?

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It never does for me

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I searched this on google and just got dead ends

midnight root
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don't think that would be the expected outcome

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those settings are there for a reason, per project as necessary,,no clue if yo u can make them 'global', doubt it but never say never

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@lapis ferry that offers flexiblity in allowing developer freedom to place spawn point anywhere to reflect game design

lapis ferry
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"to reflect game design"?

midnight root
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swan here, in front of fountain near base of mouintain

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etc

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spawn

lapis ferry
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All that can be done in the editor tho

frozen pond
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any good tutorial to retarget paragon characters to default skeleton mesh ?

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for now i'm getting werid stuffs

midnight root
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@lapis ferry well you can also spawn dynamically via plot points

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just one example

lapis ferry
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what do you mean by that

midnight root
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if you need to translate google can do that

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or bing

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etc.

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otherwise what is question specifically

lapis ferry
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I mean what do you mean by plot points in this context

midnight root
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well , player goes to found, says magic word, transports player to new spot

modern ginkgo
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guys what is c++ and blueprint used for in ue4?

serene birch
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EVERYTHING

midnight root
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but URL shown prob. gives you a nice idea of why they are helpful

modern ginkgo
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no really

lapis ferry
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@modern ginkgo yes

midnight root
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LOIL

modern ginkgo
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i mean the differences

lapis ferry
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other than that one is visual and one is a programming language little

midnight root
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one is easy one is 'harder;' like quantum leap harder

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basically ๐Ÿ˜‰

serene birch
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ok that's a different question

lapis ferry
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subjective

modern ginkgo
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E

midnight root
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no

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no its not

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many avoid c++, most love bp's as they are easier entry to game dev

serene birch
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you can basically do nearly everything without C++, aka full blueprints but experience seems to say it's not a good idea if your project isn't a small toy project

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something like 90% C++ and 10% blueprint

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blueprints make for the best "glue" for the gameplay code in C++

lapis ferry
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there are those who already know c++ or c

midnight root
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depends on project obviouslky

serene birch
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so that you can tweak in editor parameters without recompiling and place everything you code in C++

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the ratio between the two is up to you really

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blueprints have the major issue that they can be pretty slow compared to C++ and they are horrible to edit with multiple coders at the same time since they are a binary file format

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so as your team of coder gets bigger and bigger you'll tend to write more and more C++

midnight root
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pros and cons always

serene birch
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also I'm pretty sure it's impossible to use the GameplayAbilitySystem without C++ from what I see ๐Ÿ˜›

reef torrent
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@midnight root ah okay, that sucks I guess, since in unity that was default behaviour. But I guess it's better for collaboration?

midnight root
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please elaborate, not that 'familiar' with that part of Unity

wintry silo
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can you do big projects with blueprints?

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because it feels like to me that blueprints aint optimized when you compare them with games like rachet 'n' clank that run lighting fast speeds.

lapis ferry
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@wintry silo yes, but don't do big projects alone or as a beginner

midnight root
lapis ferry
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that goes for any engine

midnight root
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he might have to , if he's solo ๐Ÿ™‚

reef torrent
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@midnight root in unity, the editor settings are per-computer, not per-project

midnight root
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subjective therefore

reef torrent
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project settings are per-project, not editor settings

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which makes sense

midnight root
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yhes

reef torrent
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since editor settings includes things like preferred code editor, which is per-computer

midnight root
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yes exACTLy

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exactly

reef torrent
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is there any pros to ue's way of saving editor settings then?

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or is it just something most people dislike

midnight root
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@reef torrent ic

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yes per project settings ๐Ÿ˜‰

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so you're not forced into one size fits ALL

reef torrent
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yeah but that means i'll have to change my settings every time... :(

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wait... there's export isn't it?

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i guess i can do that HAHA

midnight root
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๐Ÿ™‚

reef torrent
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๐Ÿ˜›

midnight root
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lol

wintry silo
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well i did get animated widgets working with movies. But it needs to be dynamically done through data table. I was thinking of having my party members in a mini chat system that pops in from time to time during the game.

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and i don't know if we can create sub movie folders in the movie folder either.

midnight root
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far from a bp expert,. but nothing coming up for you in right click menu ?

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@plush yew again , I'm not using this yet, but does

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makefloat2 etc do any good, to get you where yu want to be ?

manic pawn
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use the if node

midnight root
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ah

manic pawn
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it will be written that way in the hlsl then

midnight root
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nice ty zeblote

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good to know things

manic pawn
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myfloat > a, x > b

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a > b and a < b are your outputs

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don't connect a == b

midnight root
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sounds rightg

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right

torn burrow
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Hi, I have been having an issue with ue2.24 and up, could I ask it here?

wintry silo
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hmm I put more than 1 movie widget on the screen and it plays the same movie in both of them instead of playing two different movies.

midnight root
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of course

torn burrow
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Okay so my unreal editor has been crashing on start up ever since 2.24, like it shows the window and then my gpu crashes (or something of the sort, my screens freeze but I can still hear audio if I am watching a video, or can still talk to a friend on discord), but after a couple more seconds my computer just gives up and nothing works anymore

midnight root
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you mean 4.24 ?

torn burrow
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oh sorry, yes

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4.24

midnight root
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np at all

wintry silo
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the engine has an undo feature that seems to capture everything in the engine, the problem is it allocates maybe too much memory and causes the engine to crash when it can't find enough space. Maybe its to do with paging file because i had the engine crash on me six times yesterday..

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whatst he settings for that because i running an old graphics card.

lapis ferry
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Are there any guidelines on how code should be split between gamemode, level blueprint and actors?

cosmic matrix
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Hello,
Does anyone could run the eos sdk sample?

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i get this error:

modern ginkgo
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how do i change the cameras position?

wintry silo
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i can get animated little chat snippets with talking movies working, but only can have one movie showing at the same time.

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How do I can different movies to pop up. Its not dynamic from the data table unfortunately. Its just a little mini simulated chat system to introduce the level..

modern ginkgo
grim ore
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it tells you why. The camera is part of the parent and it's setup in the parent and you can't change it because the parent controls it.

modern ginkgo
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hhow do i disable it?

grim ore
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disable the camera, disable the error, disable the parent?

modern ginkgo
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the parent

grim ore
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you don't, you would have to redo this blueprint with a different parent or change the parent itself to fit your needs

frank oasis
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hello im new in the scene of unreal engine and a completely noob creator so my target is to make an world enough big like the the skyrim map is there any random generator for such thing ? i saw some tool that can generate terain from a real world map

modern ginkgo
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how?

grim ore
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how what?

modern ginkgo
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i mean how do i redo the blueprint

grim ore
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you start it over from scratch, how did you create it in the first place?

runic fern
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Hello

midnight root
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hi there

opaque plover
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I just solved all my loading problems with AsyncTask(ENamedThreads::AnyBackgroundThreadNormalTask. This thing is amazing. Game thread is left alone, everything is smooth most of the time.

modern ginkgo
grim ore
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you can see the parent class that is there, that is the one that you want to change if you want the camera to be somewhere else

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otherwise remake the character using a parent that does not have the camera and then you can add it yourself wherever you want it

runic fern
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Mr MathewW i sent you the Function of HP Bar but we went offline

wintry silo
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all the constant restarts causing the engine to crash after a hour or two.

modern ginkgo
wintry silo
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can't take the memory allocation of constant restarting pie all the time.

plush yew
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UE4 license permits free games but you can't redistribute the engine code with it? you can't distribute modding tools?

runic fern
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This is the event called from Player Login from GameMode
its here

frank oasis
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guys are there a terain generator big as skyrim map and automaticaly painted ?

wintry silo
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it took unreal engine 670 seconds of time to load in a big landscape. And that's without all the meshes.

midnight root
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o-0

frank oasis
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well the 8kx8k is legit one that i loaded in some minute

midnight root
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details

wintry silo
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it took me 15-20 minutes to load it in.

midnight root
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ya I hear KITE takes a bit, depending on system of course

wintry silo
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its not Kite, kite is much more bigger than 4196 or 8192.

midnight root
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hence why I quoted it :heh

wintry silo
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I was loading alien landscape from the marketplace. My machine can't handle it, its slows everything down.

midnight root
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never tried

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rig ?

frank oasis
wintry silo
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not the market generated one, it took too long to load. By the time it loaded it, the game was too slow.

frank oasis
wintry silo
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oh and the CPU was reading really high and the HDD at 100%

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the hdd is always stuck at 100 most of the time when working with unreal engine in editing things.

frank oasis
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well

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what you use ?

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the most popular by today is an nvme ssd

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which have 2k+ read and writes in mb/s

wheat hare
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I bought an ssd the day after I decided to use ue4 for a project
Couldn't deal

wintry silo
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its an hp computer, i don't think its sutiable for unreal engine.

frank oasis
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well if its an hp thats explains it

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if you want performance i would not suggest less than an nvme ssd with with some ryzen 7 8core and some good gpu

wintry silo
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i been having trouble with this computer. I don't think this brand is a games machine. Because everything is just too slow with the editor..

frank oasis
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which the unreal engine ?

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or you mean other editor >?

wintry silo
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yes, loading windows up and then unreal engine on top of it chews up all the memory.

frank oasis
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i see

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for this problem you should have some fast memory if not big memory

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the minimum would be 8gb in most engines

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but the more you go on designing your game some 16gb would be more of an requirement

wintry silo
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i'll just check the memory

midnight root
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@frank oasis depends or project, my 8gb is doing fine'atm' hehe

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but ya I'm looking decisively at getting a mtb that can do 64gb o_0

wintry silo
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16 gb

midnight root
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not for multitasking

frank oasis
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well i remember when i had 8gb ddr3 was just fine in unreal

midnight root
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yup

wintry silo
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using windows 8

midnight root
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lkorash this

wintry silo
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don't have 32 gb

midnight root
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ditto

wintry silo
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and also unreal engine windows keep getting stuck behind each other. And won't always open up.

frank oasis
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well atm i have 15 tabs on chrome using alot clients like steam etc etc and all this with 16gb also i just rebuilded the light in a 8k terain

midnight root
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ya well your cpu /gpu areup to it is why

wintry silo
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and sometimes when I click in the window the mouse don't work in it. the buttons don't work. and I have to hit Alt Tab and switch back to the window again and then click in and then the mouse works again.

midnight root
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and 16 doesn't hurt ๐Ÿ˜‰

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otherwise you'd be waiting like hours , with me at 8gb and non HIGH end rig

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๐Ÿ™‚

frank oasis
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thats true just someone mentioned the 32 gb to be honestly memory arent too pricey nowadays you can buy 16 for what 70$ ?

midnight root
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tho i5-3570 is far from NON high end 'atm' anyway

frank oasis
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just saying that 16 is enough too

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lol speaking of intel

midnight root
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๐Ÿ™‚

wintry silo
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well ic an only put about 100 meshes in the map and then the level all starts to slow down.

frank oasis
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i did hit the 2700x in christmas for 130$ while now its again somewhere at 250

midnight root
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NICE

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Im gearing up for am4 myself

frank oasis
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oh

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there will be new gen at 2022

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just try to buy the most non expensive cpu you can

midnight root
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I dont have much choice ๐Ÿ™‚

frank oasis
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even an am4+ probably will be compatible

midnight root
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?

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you mean ue5 ?

frank oasis
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no the socket

midnight root
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ya well thats 2 yrs

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but ya nobody likes wasting money

frank oasis
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am4 and am4+ will be compatible so better buy now something cheap and later when the new architecture come

wintry silo
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the gpu is 4 years old.

midnight root
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sure enough,,plus my budget won't tolerate much more anyway

frank oasis
midnight root
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ya mine is in there somewhere I guess

frank oasis
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i think its problem of the cc3

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cause it uses some dumb plugin its saying headshot to make some of the face details realistic

wintry silo
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Geforce will run on Unreal Engine, but won't run well with it.

midnight root
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just so you know what image is probably 2. No NSFW (Not Safe For Work) content of any kind, period.

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.............................that

wintry silo
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stalling frame rates is the result, so you can't put alot of stuff in the map.

fallen wing
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(I'm sorry for the hastle, but I accidentally posted looking for talent in the #looking-for-work channel, would one of the <@&213101288538374145> be able to delete it? thanks. and sorry again.)

upper heart
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Yes, I can do that for you

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Done, no hassle at all ๐Ÿ™‚

fallen wing
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Thank you :)

runic fern
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idk i can see the animation just for server for somehow i want each client see the animation

dense hatch
frank oasis
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pff i cant even export a normal char from the character creator 3

wintry silo
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looks like a couple of panners with a perlin noise texture with transparency and blending maybe a sine wave is used in it..

frank oasis
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reallusion have really confusing way of things

dense hatch
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thanks @wintry silo I'll give that a shot

wintry silo
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i didn't buy iclone.

frank oasis
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neither i do i use the trial version for 30 days and i can export max 10 chars

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but until now i have 2nd char and both of the first and this one is ugly despite i choose high quality etc

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also im noob when its come to blender

wintry silo
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I think for commercial projects you have to pay for the full license to that program I think trial periods are only avaliable for demonstration purposes only instead of commercial usage depends on the license.. But Crazy Talk gives me the creeps. It makes my game characters look more like midnight stalkers than friendly characters.

frank oasis
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lol i dont do any commercial thing just a game for hobby

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lol crazy talk sound crazy XD

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here see its ultra hd the hairs arent the best point of the reallusion you must buy some if you want good hairs but as for me i dont want any ultra hd hairs like of final fantasy

wintry silo
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i need to know how to get 3d animated models to lip synch in the game. I don't know how to do that with unreal engine yet. For when I import the lip synch in from Blender, the animation plays over and over in the engine, how do we stop it from looping?

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how did you import the particle hair into unreal engine with the mesh? I've been always wanting to know how to do that.

frank oasis
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pretty much anything you use in unreal is alway looping you just need to write bp for it to not loop im not sure also im noob in these matters just started making some beginer things

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well its in the reallusion options that you can export the hairs clothes

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into 1 fbx

wintry silo
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I'm not sure how to do that yet. I'll get a pic of the model's hair I want to import.... Because when I try to import this guy into unreal engine, he ends up importing in bald.

frank oasis
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the mixamo one can animate the models

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lol show me what you have i go to smoke fast and will check whats going on unless someone else will help you before me

grim ore
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@wintry silo is this a skeletal animation? if so how are you playing it

wintry silo
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I imported it from Blender with F-Curves animation. Yeah I think it did import in as a skeletal mesh, but the problem is, I not sure how you can import lip synching in onto a fully animated rig without getting unreal engine saying that the skeleton has been changed if you try to import in the Blend Shape Keys if you add them to the rig.

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So I got a problem I don't know how to solve because I don't have enough knowlede of this engine to do with this area.

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So it imported it in as an animation along with the skeletal mesh. But my worry is, if I do all my animations of my commander, and then get someone to give him blend shape keys to his rig so he can be able to talk in the game and then import him back in, it could destroy all his animations in the engine. that's what I'm worried about..... Because Mixamo will not animate rigs with Blend Shape Keys or Face Bones because it deletes them when it auto rigs them.

grim ore
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Might need to get some professional help in #animation then

wintry silo
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Yep, beause I'm not sure how they did it in mass effect for the lip synching with fully animated rigs because you can't have a rig that only moves its mouth and not its limbs or you got South Park syndrome.

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I can't do different camera shot angles for the dialog until I get talking rigs working in the game. Otherwise it just looks lifeless., so the alternative to this if you can't get the characters talking in real time with 3d rigs is use crazy talk with 2d pictures so you got animated talking pictures, but crazy talk makes the lip synching look unnatural. Its probably needs more tweaking in that program. And I also don't know if Unreal Engine supports sub movies folders in the movies folder, or just only recognizes only movies put into only the main movie folder and not sub folders. There's a lot I don't know about this engine, and not all the info is on google on these things because most of the info that is on google is to do with what the engine is best designed for, shooters..

digital anchor
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you can't have a rig that only moves its mouth and not its limbs
have it all in the rig, but blend mouth only

wintry silo
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I don't know how to do that yet but it sounds like you have to add it to the actual existing animation but that's not gonna work as you have to drive the lip synching directly from the data table with the audio file, so you can't hard code the lip synching into the animation. You can, but if your game has alot of dialog, you end up with too many animation files. So it has to be driven from the data table.

digital anchor
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not gonna work as you have to drive the lip synching directly from the data table with the audio file, so you can't hard code the lip synching into the animation.
i dont see a problem, thats possible

wintry silo
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If we can drive all the text dialog with the data table using just one widget, without needing to create extra widgets for every single dialog of text , surely the same can be done with the lip synching. I'm not sure how though. The engine does not have a speech engine in it. .

fast stratus
#

Hey everyone, I'm new to game engines and was wondering if anyone had any YouTube videos that they would recommend me to watch.

grim ore
#

Check out the pinned message at the top of this channel

spice cliff
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hello ive got a problem

hidden knoll
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So I'm making a camera that moves when you move your mouse, I used ConvertMouseLocationToWorldSpace and attached it to the camera rotation, but the problem is that when I move my mouse right, the camera goes left, and when I move my mouse up, the camera actor goes down.

gleaming creek
#

Invert the movement speed

grim ore
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It sounds like you could simply multiply the axis value from your mouse input and it will reverse it

wintry silo
storm terrace
wintry silo
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This is one of my game characters. But his hair is particle generated in Blender.

storm terrace
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I don't see it for some reason...

grim ore
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in .25 the modes tab is now a modes button on the toolbar

frank oasis
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well blender export them as separate

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you need either do it yourself on the unreal

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or use some programm to attach the hairs so he stays like this permanently

wintry silo
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hmm is that the only way we can do it to export the hair, it has to be exported separately from the mesh?

storm terrace
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thanks @grim ore !!

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Tomatos!!

frank oasis
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well i never used blenter so i cant say more prob you need to ask someone more experienced

spice cliff
#

ive just finished the bare minimum of a third person game mode with camera but i want to use my controller, UE4 does not know im using a controller, ive done the character blueprint with all the event stuff but im getting nothing, also i tried it with a keyboard and WSAD works find but not my controller, any reason why??

frank oasis
#

as i know blender is like some magic tool just you need to know how to do these things

wintry silo
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blender has issues with skeletons.

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its not magic to me.

frank oasis
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also your controller need a blueprint and if im not mistaken you need to tweak the unreal settings for the project there are some thing that you assign keys but appart from it you need the bp either way

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wait

hidden knoll
wintry silo
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check world settings to make sure you have selected your controller

frank oasis
wintry silo
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when you make new player controller BP, you have to assign them to the world settings under game mode override or unreal engine will just use the default third person controller and just completely ignore all your changes in the new controller because its not linked up..

spice cliff
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just to let you know i have put my inputs in for my controller also i mean game controll im using a Dual Shock 4 (sorry if i did not make thet clear)

wintry silo
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Unreal Engine is like a thousand little islands, you have to make sure every link is connected before anything will work.

frank oasis
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well dual shock

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is ps3

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ps4 i mean

spice cliff
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yes

frank oasis
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so 1st

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have you installed drivers for it ?

spice cliff
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also @frank oasis i do have the blueprint yes

#

oh drivers ....??

frank oasis
#

firstly my concern now is the controller

spice cliff
#

could you tell my what driver please

frank oasis
#

yea dual shocks arent xbox plug and play

wintry silo
#

oh, so the drivers don't come with the engine.

spice cliff
#

one second

frank oasis
#

at the best you must install a prog that the pc translates the dual shock to the xbox 360

#

let me give you a link for a programm

#
#

here

#

and what exastly it does ?

spice cliff
#

thanks

frank oasis
#

its just convert the dual shock into an xbox360

#

the dual shock arent actualy supposed to go in pcs sony never made any driver for windows

#

all these works are like unoficials

#

sony did some dumb marketing for money

#

they released some usb stick with bluetooth to work with dualshocks on pc

#

also do you use the cable right ?

spice cliff
#

yes i do

frank oasis
#

ok then you are good to go after you install the programm

#

dont modify anything just let the programm install and run it then try a game do you have a game now ?

spice cliff
#

so ive just got to install this program

frank oasis
#

wait a sec

#

do you have a game now that support xbox 360 controller ?

spice cliff
#

is there anythink else i need to do after the installion ??

frank oasis
#

no you dont thats all

spice cliff
#

ok im still waiting for the installion

frank oasis
#

actualy do you have any game now that support the xbox gamepad ?

spice cliff
#

nope ive just started learning UE4

#

if that answers your question

frank oasis
#

oh thats too bad cause even after installation maybe the ue wont work

#

and thats hard to define if its the controller or the ue itself

#

but continue install it try it and tell us

spice cliff
#

ok thanks

frank oasis
#

im sure its mostly the driver cause the pc never had any official drivers from sony for the controller

#

xbox on the other side is another story they are itself microsoft so they integrated the drivers anyway

vital cosmos
#

is the skylight thats in a new level by default not turned on or something?

#

because I dont see the effect of a skylight unless I remove that skylight and add a new skylight in

frank oasis
#

well its a new level itself so you need to do new one i think unless you can still see the skylight from other level that you mention you remove and put a new one

#

but im not experienced to tell you

#

so did you install the drivers did they worked for your controller ?

spice cliff
#

i think im still wait for it to install

frank oasis
#

lol how big it is

spice cliff
#

not sure

vital cosmos
#

I mean when you create a new level from the file-> new level and select the one with the sky and stuff

spice cliff
#

im just going to restart my pc

frank oasis
#

it asked you to restard your pc ?

#

i dont know shuby sorry

tribal lark
#

anybody have issues with Distance Field Ambient Occlusion? No matter what settings I change in my skylight, they seem to have no effect when I'm viewing the DFAO visualizer

spice cliff
#

im back

#

so ive restarted my pc

#

i wanted to say again @frank oasis id there anything else i mean to do

frank oasis
#

nope just make sure the scp tool work

#

and try now your unreal

#

if your project are rightly programmed etc

#

you should be fine

#

also bear in mind that the unreal engine reads only xbox gamepads and thats what is the scp tool

#

if its show you xbox buttons instead of ps controller dont freak up there is no other way

spice cliff
#

its werid tho cuz why to hell do i see PS4 input forthe touch pad??

frank oasis
#

well the touch pad is another story

spice cliff
#

like why so i have the go 3rd party just so i can use a ps4 controll

#

ah well got thing the pad is useless

frank oasis
#

yea

#

and for the games still you cant play or do anything without drivers

#

since most games read only xbox controllers they did it this way a driver that converts your controller

#

so did you try it its work in unreal now ?

spice cliff
#

ok

compact halo
#

im trying to load my project but its stuck on 39%, i've left it on for hours but still nothing

frank oasis
#

hmm i would guess your project are corrupted or what

#

or your pc cant load it

compact halo
#

idk, all my projects aren't loading

frank oasis
#

it was big ?

#

oh all ?

compact halo
#

not really

frank oasis
#

hmmm

#

then maybe you need to reinstall unreal

spice cliff
#

nop nothing ...... :/

frank oasis
#

lol really ?

somber quail
#

im trying to load my project but its stuck on 39%, i've left it on for hours but still nothing
@compact halo Have you checked task manager? Check to see if there are ShaderCompilerWorkers running under the UE4 process

compact halo
#

yeah there are

somber quail
#

how many?

compact halo
#

1

somber quail
#

Okay 2 secs I may have a fix

frank oasis
#

@spice cliff i send you a private message can we speak there ? try to upload some photos

somber quail
#

@compact halo Close UE4. Go to "Engine\Config" and open up ConsoleVariables.ini. Search for "XGEShaderCompile"

Uncomment the line ";r.XGEShaderCompile = 0" Reopen UE4

#

Then check task manager and tell me how many shadercompileworkers there are

plush yew
#

Um can anyone help me with something?

tulip oak
#

hey first time on this channel still trying to find my way around if theres anyone on here that would like to chat I would like to meet new friends

compact halo
#

theres 3 @somber quail

plush yew
#

@tulip oak sure

somber quail
#

@compact halo That suggests you're CPU limited then. What CPU have you got?

compact halo
#

i7-7700

kind dew
#

any idea why this is happening when i try to play in mobile preview? 4.23

somber quail
#

i7-7700
@compact halo Hmm you should still have more than 3... What's your CPU useage % at?

exotic thicket
#

I'm getting this warning when editing a CameraAnim - Are CameraAnims or shakes deprecated? I don't see a way to use a sequencer based animation with CameraShakes

compact halo
#

23% @somber quail

somber quail
#

can you send me a screenshot of your consolevariable.ini?

compact halo
somber quail
#

Hmm I guess you need to try changing the process priority in Task Manager. I'm not sure why it wouldn't be using all available CPU resources.. Unless you've got other stuff open in the background that has already claimed some of the CPU?

modern sinew
exotic thicket
#

When do you get that error?

wintry silo
#

uh oh

compact halo
#

hey @somber quail its using 100% of the CPU, will it load now?

somber quail
#

should do

#

Shader compiling takes time

#

I have a 4790k and even with overclocking I still have to wait upwards of 30mins for only 2-3k shaders

#

My work PC can chew threw that in like 3 mins - it has a Ryzen

wintry silo
#

shaders are compiling..
1 hour later, Shaders are still compiling.
2 Hours, Shaders are still compiling.

modern sinew
#

@exotic thicket After clicking "Launch". I did the File Verify and I still got that error

exotic thicket
#

It could be a DirectX issue, try reinstalling or update those

modern sinew
#

how do you reinstall those (on Win7)

tulip oak
#

hey looking for an idea about witch would be more biginner friendly Unity or UE

fallow cedar
#

Do you want to make 2D games or 3D games?

#

2D games are usually best for beginners, so in that case, Unity would be better

heady moon
digital cloud
#

Hey all, I'm having trouble getting OnClick events delivered to an Blueprint Actor subclass that contains a StaticMesh child actor. The mesh has collision, and I've tried both standard and custom block-all collision for the child actor. I've verified that hover and click events are enabled for my player controller during play. Does my parent actor need to somehow "adopt" the collision of its child actor in order to get click events?

heady moon
#

Ugh how doesn't it recognize DYNAMIC_CAST

digital cloud
#

Answering my own question: yes I needed to add a box collision to the parent actor. I should probably use a static mesh component rather than a child actor...

#

Yep, using a mesh component rather than a child actor worked without needing to duplicate the mesh collision.

hidden knoll
#

Anyone know how to have a camera actor display to a widget?

heady quartz
#

How do i give the weapon its own FOV ? because when i increase the FOV the weapon looks weird?

hidden knoll
#

Nvm I got it

cold sluice
#

Guys, I'm a beginner and I need some help, anyone is currently available for a small chat?

plush yew
#

for some reason my model is importing as a bunch of pieces rather than a single model, anyone know why?

heady quartz
#

import with an option called "Combine Mesh"

plush yew
#

it was an issue with my modeling program i figured it out

eternal rain
#

Trying to use Animation Starter Pack only to discover it only supports 4.24 or older projects. how do I get a 4.24 project with only 4.25 installed?

barren flume
#

still haven't been able to fix

atomic forge
#

Do I need xcode to build for mac?

plush yew
#

Do any online summer classes exist with the focus on virtual production for UE4? I'm looking for more than the documentation and online training the site provides and don't mind paying. Also if anyone knows a experienced teacher/tutor in the field, feel free to tell me so I can get in contact with them!

summer verge
#

Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets;
When they say "Draw count budgets" do they mean they are somehow eliminating draw calls?

barren flume
#

this seems like the most simple thing but i can't get it to work

#

been trying to fix for hours

#

I'm just trying to get it so when you press enter it opens a different widget

#

so it opens this widget

ember cliff
#

Anywhere I should go to get quick help with a crash loop for a project?

#

(As in the editor is crashing)

#

Huh, fixed it by moving an uasset into and out of my content folder.

humble ridge
#

Everytime i try package for linux it just directs me to the tool chain webpage even though i have installed the toolchain already, Anyone know what causes this?

viscid bolt
#

installing UE4 now

#

and oh my lord

#

the verifying stage takes so long

#

the last 5% has taken longer than the 95% that preceded it

digital rover
#

anyone know how to reduce the size of media plate in composure?

humble ridge
#

Anyone know what this is about also trying to compile U4.25 from source 65>E:\UnrealEngine-release\Engine\Source\Programs\UnrealInsightsCLI\Private\UnrealInsightsCLI.cpp(9): fatal error C1083: Cannot open include file: 'TraceServices/SessionService.h': No such file or directory

wooden forge
#

Hi, i'm trying to import animations from blender to ue4 but this is how it looks like

#

this is how it should look like

desert tangle
#

have you baked your animation?

wooden forge
#

yeah i have

desert tangle
#

the bones are messed up on the first picture, so whatever you've done there has stuffed it up

wooden forge
#

yeah the mannequin is still alive and moving but it seems rotation is messed up

desert tangle
#

check your bones in blender make sure its all zeroed out, ect. I havent imported animations from blender into Ue4, only maya.

wooden forge
#

i also uploaded mannequin skeleton to mixamo and downloaded an animation then directly imported it to UE4 it was still messed up like that

#

even tho all the bones has the right names

desert tangle
#

dunno then

#

check your import settings

kind dew
atomic forge
#

@plush yew Unreal Fast Track was a program started by Epic. You need to be in a college to apply though. Although at this point, I doubt if it that matters.

ember raven
atomic forge
#

@ember raven Do you plan on altering the engine? If not, then you don't need it.

spiral schooner
#

Anyone know of UActorComponent version of APawn::IsLocallyControlled() ?

#

or Actor version

ember raven
#

@ember raven Do you plan on altering the engine? If not, then you don't need it.
@atomic forge im just beginning and following tutorials how to make realistic surround

atomic forge
#

You don't need it

ember raven
#

okay!

atomic forge
#

๐Ÿ‘

reef fractal
#

my build is failing on any project, including the starter sample projects. i'm getting "unreal engine starting up swarm connection... (100%)" and then the editor freezes. swarm logs:

9:21:13 PM: Starting up SwarmAgent ...
9:21:13 PM: ... registering SwarmAgent with remoting service
9:21:13 PM: ... registering SwarmAgent network channels
9:21:13 PM: ... initializing SwarmAgent
9:21:13 PM: ......... certificate check has failed
9:21:13 PM: ...... initializing cache
9:21:13 PM: ......... using cache folder 'C:/Users/me/AppData/Local/UnrealEngine/4.25/Saved/Swarm\SwarmCache'
9:21:13 PM: ......... recreating SwarmAgent cache staging area
9:21:13 PM: ...... initializing connection to SwarmCoordinator
9:21:13 PM: ......... using SwarmCoordinator on RENDER-01
9:21:15 PM: ......... SwarmCoordinator failed to be initialized
9:21:15 PM: ...... initializing local performance monitoring subsystem

#

installing ue4 on a new computer and unable to build anything

stuck linden
#

Does anyone know where u download shootergame template?

reef fractal
#

it comes built into ue4 if you start a blueprint project

stuck linden
reef fractal
#

First Person

#

or maybe Twin Stick Shooter depending on what kind of shootergame you're looking for

stuck linden
reef fractal
#

go to the market place and type "shooter" and you can probably get a lot of assets related to shooting for free, including some maps and guns that are preloaded

stuck linden
#

thank u ๐Ÿ˜„

spiral schooner
#

That shooter looks nice

signal jetty
#

Damm

#

Dj

#

how did u add collision?

#

I mean like what type

plush yew
#

Hello I want to make when I press F and I am on the trigger box to open the note, when I press F again will disappear but with animation

kind dew
#

Other than here and answer hub is there any other way to get support? I'm not getting my question answered :/

compact halo
#

how do i add a shader?

#

i downloaded a few from the marketplace

alpine laurel
#

I am trying to import the halo ring into my project, but am running into a texture issue.
The ring is 2 pieces. one for each texture (inner and outer), the problem is that the textures will assign themselves to the wrong ring

plush yew
#

hello I can't make 2 box collusions which are one over other

#

I made it

#

but I want to make on both of them actor begin overlap but for the second box collusion it doesn't see ๐Ÿ˜ฆ

#

nvm

sturdy star
#

what are you building there, looks nice

plush yew
#

note with more info about the virus

sturdy star
#

oh i mean the game itself

plush yew
#

first location in the game-lol

#

but having troubles with the stuff I want to create

#

someone can help me?

#

when I enter the location I can press F whenever I want but I want to can open the note info when I am in the trigger

frank oar
#

is it possible to change the shape of a widget button ?
Just from a square to a circle...

plush yew
#

with image or texture?

versed yarrow
#

sup all

frank oar
#

well what ever is the most simple, at the moment i have it placed in a circle so when the rectangle (the button is transparent untill hovered, on hover and select the rectanle cuts through the object it is sat on @plush yew

random grail
plush yew
#

have not idea-xD

plush yew
#

does someone know how to make a cutscene where u can interact with things? ping or pm me

short stirrup
#

I installed unreal engine on my laptop and actually got surprisingly good performance (kudos unreal team!), but my gpu still goes to a 100% and my fan goes a little crazy haha, i wonder if there's something i can do to make it a little bit easier on my innocent laptop? ๐Ÿ˜„

foggy jetty
#

Hi, we're planning to buy a server for our company - and I have a question:

Does Unreal use the GPU for packaging projects?

oblique tangle
#

Yo, can I get some opinions/advice on this? I'm trying to emulate a cel-shaded comic style as seen in Ultimate Spider-Man, but I feel like the textures and my character model aren't really merging together well

leaden dust
#

where can I find a list of all RPC declaration mactos

#

macros*

oblique tangle
#

This is what I'm trying to emulate

leaden dust
#

@oblique tangle I don't know much about art but what I can see is that your character is more emissive than surroundings

#

or its just the brightness

#

and the post process doesnt look right either

#

the contrast between environment and character is quite high

#

and the character seems to be glowing

#

unlike in the example you sent

#

@oblique tangle

#

oh sorry for pinging twice

#

reflex

oblique tangle
leaden dust
#

@oblique tangle do you need it exactly like the example?

#

I think it looks pretty alright now

#

altho the cel shaded shadows on the character are a little off-putting

#

this shadow seems a bit wonky to me

#

and the shadows on the legs aren't as dark in the example

#

these are like almost black

late loom
#

guys can any1 tell me why does our animation gets messedup if i enable root motion

modern sinew
#

Is it possible to have a system where each player's spaceship is in their own worldspace, with their "location" relative to eachother tracked, and then when they get within physics range (IIRC 5 KM) of another ship, they both get dumped into a combined worldspace?

#

And would that be noticeable? Or could it be smooth?

dim arch
#

I mean its possible, but the extent current UE systems can do that is limited

wooden forge
#

what's the best way to do melee attacks? should i use line traces or overlap events, performance and practical wise?

dim arch
#

you should look at : ue4 mmo, galaxia project, level streaming @modern sinew

#

generally overlap @wooden forge

modern sinew
#

would that work better @dim arch ? Because space is big, and forcing everyone into a 10 km sphere still feels not right

dim arch
#

attach hitbox to socket, on overlap even for said hitbox, update animation graphs and variables

wooden forge
#

aight thanks

dim arch
#

@modern sinew I dont know how to make a multiplayer space-sized object/scene manager in UE, There MMO template is probably the most robust solution for now

#

you probably need to make a custom server which can process large amounts of data and handle sharding, object streaming etc

modern sinew
#

I think level streaming would still give you a floating point limit, wouldn't it?

#

if I'm reading it right

dim arch
#

making umap files to represent a cube of space in a space-size sim would be the wrong way to do it

modern sinew
#

?

dim arch
#

you basically have one map and the objects move relative to the player

modern sinew
#

well yes, but that doesn't work with multiple players I would think

dim arch
#

it does, you just need to calculate the scene representation for those players when they are close enough together

modern sinew
#

Is it possible to have each client be the origin of their own version of the worldspace client-side?

dim arch
#

well yes, but the replication system isnt really made to run like that

#

basically space sims are an uphill battle in the engine

#

maybe someone else knows the best solution or if there is one already

smoky crescent
#

Left.

wooden forge
#

guys if i use capsule collision to detect when the sword hits the target, how can i use different capsule collisions for different sword shapes? should i use actorbp for each sword instead using them as static mesh inside my character?

frank oar
#

anyone here have experience with the Materialize VFX that is currently free on the marketplace ?

#

please @ me

steep verge
#

character keep spawning at 0,0,0 the spawn points a player start location or player camera the location im trying to spawn at is -13k z my kill z is set to -30k any ideas ?

wanton lotus
#

@frank oar there is a support discord for Materialize VFX listed on the marketplace page.

frank oar
#

that sounds great but its absolutely dead in there, no reply what so ever :/

#

@wanton lotus

wanton lotus
#

Ah. I do plan to use it myself at some point, but haven't messed with it yet. Hopefully someone here knows something then.

frank oar
#

taking full days for me to figure out simple things they could tell me in moments XD

steep verge
#

@wanton lotus know how to fix my spawning at 0,0,0 issue ?

#

google hasnt helped

ruby folio
#

@steep verge I assume you are using world composition?

steep verge
#

nope

#

just 1 level tile

#

havent had this issue before

#

@ruby folio

ruby folio
#

Do you have sublevels?

steep verge
#

no

ruby folio
#

Youre gonna need to show us a screenshot me thinks

steep verge
#

ok

#

will do when editors is responsive

#

reloading same landscape in a fresh level

ruby folio
#

It could be something to do with world bound checks or kill z. But you said youve checked that

steep verge
#

its working now in a fresh level

#

just have to wait 30 mins for this bs

ruby folio
#

Why would you need it to spawn the player 13km below 0 anyway?

#

Max world bounds is 20

steep verge
#

its a landscape i made in world creator

#

alot of mountains

ruby folio
#

Yes. But you have a total altitude of 27km??

steep verge
#

i can check

ruby folio
#

Just as a reference, Mount Everest is 8k high

steep verge
#

-21870-21750

ruby folio
#

What is your landscapes z scale?

steep verge
#

thats the z

ruby folio
#

No the scale

#

When you import it, you can set the x y and z scale

steep verge
#

100 100 68.74

ruby folio
#

OK. So your landscape cant possibly be below 13km on z

steep verge
#

i double the scaling for increased map size

ruby folio
#

When the Z scale of a landscape component is at 100%, the maximum elevation is 512 meters

#

So for example. If you wanted a maximum height range of 2048 (just over 2km) you would set the z % to 400

steep verge
#

dont think so

ruby folio
#

I know so

#

@steep verge I sculpted the landscape to its highest and lowest point. Then measured it. Its 256 meters above z, and 256 meters below. This is at 100% z scale

#

One thing to bear in mind is the total rangeof your landscape may not take up the total range of the heightmap.

steep verge
#

all good ue4 cant handle the map scale im after

ruby folio
#

Yeah it can

#

I'm currently working on a map that is 80km x 80km with an altitude of 4 km

steep verge
#

if i double my maps originl on import i spawn at 0,0,0

ruby folio
#

Thats most likely due to being outside of the world bounds

#

You will need to use world composition if you are planning on making a large map

#

World composition + origin rebasing.

#

@steep verge How big is the world you are trying to create?

steep verge
#

roughly 400km of land

ruby folio
#

400 x 400?

steep verge
#

8129x8129 scaled x3 with a total of 4 sections same size

#

working on a mmo

ruby folio
#

I'm sorry. But I think something is off with your math

steep verge
#

1200km srry

#

havent slept

ruby folio
#

well 8 x 3 is 24

#

Regardless, for a world that size, you will need to split it up into tiles

steep verge
#

8x8=64x3=204 i think x4 816km

#

its tiled just using 8x8 main sizes and tiling it off

#

working on a better alternative than world comp

ruby folio
#

There is no better.

steep verge
#

chunk loading is horrible though having massive chunks missing when i test in a seperate windows horrible

#

had it tiled in 1009 sections couldnt see anything except the flats none of the distant mountains

ruby folio
#

You need to tell it how to load the landscape

#

By default, levels are loaded in by distance, and the default distance is half a kilometer.

#

You can set that to whatever you want. But you will be much better off loading the levels in only when they are close to the player, and creating level LOD's for far off distances.

steep verge
#

will read more on it

ruby folio
#

I would yeah

#

Big worlds = You need world composition and origin rebasing

#

You will also need to look into multiplayer origin rebasing.
If you are planning on making a huge world AND have it work in multiplayer. You are going to struggle.

serene birch
#

you should be able to build a "long distance lod" version of your level to display when closer world chunks are missing

ruby folio
#

@serene birch You can

#

Thats what I use for my world.
The levels load in 1km from the player. But the level LOD's which are created automatically load in 1km + whatever number. Which I have set to 20km.

#

I just cleared my shader cache. Else I would show you.

rigid belfry
#

hello everybody, i recently moved to unreal from unity. i was just wondering wether there's some good tutorials i could watch to kinda get me started on unreal and that maybe helps me familiarize with the engine

reef torrent
#

hi, i'm a new user too from unity

#

the ray weinderlich's tutorials are really good imo

#

also there's that official unity to unreal guide you can search up

#

built into the engine there's also that graduation hat you can click for interactive tutorials

ruby folio
#

@rigid belfry Look at the unreal academy

abstract frigate
#

Hi
Can i ask a question about migrating in here?

ruby folio
#

Sure

abstract frigate
#

I migrated a material from a project to another one

#

Thin i added the material on a mesh but the texture of the material has disappeared

#

Even though i opened the material editor and there is not texture

midnight root
#

Mordy, what is your world size must be huge to need such high #'s ?

#

but Im all for getting rid of level loading hickups

upbeat lake
#

Is there an solution for transparency sort ordering on a large single mesh with many surfaces set to transparent materials? I get some surfaces drawing in front of others where they shouldn't be.

#

Custom Depth causes issues with shadowing no longer working..

#

so how do you even render objects with opacity set on them in their texture atlas? large objects like a building with windows etc..?

#

deferred renderer..

rigid belfry
#

can you guys recommend a tutorial for learning enviromental art using quixel?

ruby folio
#

@rigid belfry Quixel youtube channel

gleaming creek
#

Unreal Engine YouTube channel had one a few five days ago

#

Looked interesting but I haven't got around to watching it yet so I can't comment on how useful it is

ruby folio
#

@midnight root You can see in the corner of the world composition window. Its 70x80 km

#

Roughly

rigid belfry
#

@ruby folio maybe its just me, but i dont understand what they are doing in those videos. and if i do, then its a rest of the fucking owl kinda situation

#

they go from exporting a decal to building an entire level

gleaming creek
#

Not sure where to put this question, so I'll ask it here.
I'm wondering if there's a way to detect a decal on a surface when tracing?

ruby folio
#

@rigid belfry I don't know how to help really. You export assets from quixel bridge to unreal engine. Then drag those objects into the level

gleaming creek
#

I'm trying to think how to do this, I want to adjust footstep/collision sounds for surfaces with decals on them

ruby folio
#

@gleaming creek Normally you would use a physics asset. Not sure if they work for decals though

gleaming creek
#

I was thinking of that, but it has a weird edge case

rigid belfry
#

maybe a better question would be how to get started in level design in unreal?

#

i think thats more fitting

gleaming creek
#

Which is that if a decal is only half on a surface, the other half cut off by an edge

#

Then it should only have half as much physics

#

Otherwise you could stand on the decal in mid-air

ruby folio
#

@rigid belfry Avoid quixel until you understand the basics. There are tonnes of level design tutorials online. The unreal youtube channel has loads, as does the unreal academy

gleaming creek
#

Good way to start with level design is with boxes

#

Either using CSG geometry, or simple primitives

#

You want to get the playable space feeling right first, then you can worry about making it look pretty

rigid belfry
#

while we are on topic unreal academy, what do you guys think of the official learn.unreal webpage?

#

i think that must be still in the works?

ruby folio
#

@rigid belfry It is new yes. But it works very well

#

@rigid belfry If you are just starting out then look on the launcher. There are stacks of free assets you can grab to play about with

#

Take a look at the Infinity blade packs. Tonnes of assets in there, enough to start throwing about in a level to create a scene.

covert pollen
#

how do i get the editor to recognise mouse clicks when setting "keyboard" shortcuts, not sure if thats an option or whether i would need to modify some ini file somwhere

#

i'd like to do ctrl + mousewheel up/down for some shortcuts

ruby folio
#

@covert pollen Set the mousewheel as an input.

#

Use ctrl as a modifier

covert pollen
#

i mean like editor shortcuts 'Editor Preferences > Keyboard Shortcuts'

unborn folio
#

every time i use world displacement and tessalation the material flickers in some angels anyne know how to fix that

ruby folio
#

@unborn folio What type of tesselation are you using? Does it flicker in the level, or just the material editor viewport?

#

@covert pollen Not sure about that one sorry.

unborn folio
#

the level

#

@unborn folio What type of tesselation are you using? Does it flicker in the level, or just the material editor viewport?
@ruby folio level

ruby folio
#

You using flat tesselation or PN?
Have you enabled crack free displacement?

unborn folio
#

yes

#

flat

#

flat and cracks enabled

midnight root
#

@ruby folio do you find that stops most of the load hickups

#

Im prob. not as optimized as I should be but ya

wheat hare
#

Whattup mane weedvrSnoop

#

Can anyone here please recommend a guide or tutorial about how to use actor sequences inside blueprints?

ruby folio
#

@midnight root Im not sure what load hiccups you mean. I imagine you mean when its loading landscape tiles?

#

@wheat hare Check the docs

wheat hare
#

Seems like a really powerful feature to spawn an actor that auto-plays an animation and then disappears

#

Thanks man, I will definitely check the docs, but I was asking for tutorials, videos, etc.

midnight root
#

@ruby folio yes for lack of a better word

#

transitions whichever

#

you could call it lag

ruby folio
#

Yeah its a case of finding a balance. My landscape tiles are scaled up to 200% x and y. Which makes them 2 meters per pixel instead of 1.
Its lower quality but you can't tell. The textures on the landscape are world aligned anyway. So they stay the same scale.

My landscape tiles are 1009x1009, at 200% which makes them cover 2km each tile.
I only load in landscape tiles right next to the player. The composition layer is set to 2km distance. Then LOD's are created for all of those levels which load in 20km from the player. For distant landscapes.

The landscape levels only contain landscape and nothing else. All static meshes are in sub levels with a shorter streaming distance.

#

Then I have a layer for markers. Which loads in 20km from the player. But these levels only contain very simple actors.

midnight root
#

I chose badly as a new ued4 user few yrs ago , with terrain @5101x5101, doesn't seem '' to be causing me many issues, atm I think my i5-3570 is prob. doing the most damage tho it holds up reasonly well

#

not sure what you mean static mesh wize,,how are they in sub levels yet places on terrain where they need to be

#

I should read up on that obviously

#

oh , the markers do that,,another term I'm not familiar with at ll

#

all

#

you mean streaming distance ?

ruby folio
#

The markers are just blueprint actors that I place in levels that stream in miles away from the player. I use them for various gameplay stuff

midnight root
#

ah k

vast pine
#

whats up with unreal source always having an error outa the box to compile :<

#

turning into bethesda

midnight root
#

heh

ruby folio
#

As for the static meshes. I drag and drop them all into the world. Then I create a new level using them. So the static meshes stream in independently of the landscape levels.

midnight root
#

Ive no idea how that even works but I believe you ๐Ÿ™‚

#

oh..you mean they are in the distance

#

sublevel docs ๐Ÿ˜‰

#

is this for collaboration or something else

wintry silo
#

whats the shortcut key for windows shutdown

midnight root
#

I need that one too as my new M$ keyboard has no such key that I know of just got it so who knows , the 4000 I had did

#

progress 2 steps back ;0-

#

mine are mostly useless

ruby folio
#

@wintry silo Alt+F4

unborn folio
#

@ruby folio flat tessalation and crack free enabled what do i do to stop flickering ?

ruby folio
#

@unborn folio I'm honestly not sure. Might be worth investigating on google.

unborn folio
#

okay thank you for helping

ruby folio
#

Anyone know if I can disable auto navmesh rebuild in editor?

plush yew
#

Anyone know what could be the problem?

#

I thought UE could build lightning with 32 ram :/

thin tendon
#

Does anyone know why this provides a different 3 digit number each time I enter back into my game? According to documentation it should be providing the player's unique steam id which is consistent. I'm not using plugins and I am using the stuff built into Unreal 4.24 by default.

errant lichen
#

hi I'm new here and new to all this.. I'm having a problem with a scene, where my streetlights cast weird shadows. I realized that it happens when 2 IES lights overlap. Since I'm focusing on a realistic light environment, I feel that I need the cast shadow option. Is there anyway to fix this issue?I am using UE 4.24

sour slate
#

guys is possible to increase vertices of plane mesh inside ue4 to use vertex painting succesfully?

rugged helm
#

Does anyone use unreal for video production rather then gaming? I am curious on pipeline.

ruby folio
#

@sour slate No. You need to crate it externally

frank oar
#

The materialize VFX I got from the MP is absolutely awesome but i cant seem to stop this band forming...
I was told to adjust my offset so I tried using the one here (see picture)

It only seems to move the band and doesnt get rid of it..

ruby folio
#

@rugged helm Kite Demo

frank oar
#

basically it looks as though the mesh is spawning in two halves when it should be all at once

rugged helm
#

I understand it's possible, again, it was more trying to figure out pipeline

#

like if I build a scene and want to get 4 angles of coverage in other software I would just setup a batch render to get those 4 scenes and have them render in the background, but unreal only seems to have a simple sequence exporter and it feels a bit clunky

#

so I am trying to see if anyone had some work arounds

ruby folio
rugged helm
#

will try, thanks

sour slate
#

@sour slate No. You need to crate it externally
@ruby folio is it hard? i have very low knowledge of 3d modelling software

ruby folio
#

No. Would take seconds in blender

#

Want me to do it?

sour slate
#

oh i have blender on pc is too long to explain how?

ruby folio
#

No not really

#

Is it just a plane you want?

sour slate
#

yep

#

for now i successfully added the plane

#

to editor ๐Ÿ˜„

hard arrow
#

hi

ruby folio
#

@sour slate And you have the verts you need?

sour slate
#

i was trying to understand how to increase decrease them

ruby folio
#

In UE or blender?

balmy rose
#

Hey there, does anyone had also problems with niagara by creating a package (generating playable .exe) - actually running 4.24.3 and iam getting an niagara compline error

sour slate
#

@ruby folio in blender m8

#

i have basically 0 knowledge of blender lol

ruby folio
#

ok. You know how to go into edit mode?

sour slate
#

i can't change from here right?

#

@ruby folio yep found it

#

i am in edit mode

ruby folio
#

Ok. There are two ways of doing it. You can either add a modifier (best way) or in edit mode hover over the mesh, and click ctrl R

frank oar
#

I need to change the pivot point of a SM which I am spawning through a BP
Can I do this by simply dragging one of the SM into the view port and setting it ? (will it be changed in the BP too ?

barren flume
#

So I was able to get that on key down thing to work but how can I add another key to it since on key down can only take one node at a time

#

since I'm doing a prompt

#

enter to continue and esc to cancel

sour slate
#

Ok. There are two ways of doing it. You can either add a modifier (best way) or in edit mode hover over the mesh, and click ctrl R
@ruby folio for adding the modifier i must be in object mode?

#

using the ctrl+r i cutted in 100 slices

vale silo
#

still no 4.25.1 in sight

barren flume
#

this works but i'm trying to add another key for a different option

#

but not sure how

#

since I can't add another node to the on key down

flat spear
#

i'm having some trouble with importing (fbx), first time this problem occurs and no idea where to turn to. i have redone the model texture mapping in blender several times. to no avail. the textures focus on the hands and just tiles super small.

signal jetty
#

Where are u exporting from

flat spear
#

Blender.

signal jetty
#

What the issue

flat spear
#

The texture is tiling multiple times on the hands and not over the entire model as its supposed to

signal jetty
#

The texture the fbx model?

#

Ahh I see

whole quarry
#

Did you UV the model?

flat spear
#

yes i did

next ivy
#

Had to relearn differential equations but I finally got my custom pawn gravity and jumping code to work! Feels pretty good now that I can fully move the characters around - I feel like I can tackle things in any order I want to now that I have the essentials in.

flat spear
signal jetty
#

Can I see ur export settings

flat spear
#

to note, i have made multiple models before with these settings working without problem.

signal jetty
#

Huh so why wonโ€™t it work now

flat spear
#

That's exactly the question i have, its specifically when i import to unreal as well.

signal jetty
#

So u canโ€™t get the textures

#

To UE4 with the model?

flat spear
#

i can the problem is the texture seems to be locked on the uv maps of the hands only.

signal jetty
#

There

#

Ohhh

whole quarry
#

How does the UV look in ue4?

flat spear
near panther
#

Hey there, I need someone to help me link a lib / dll into my project, who's up?

lavish perch
#

are you able to port forward a multi user session?

near panther
#

Nop, I was thinking just with discord share screen and chat

thick herald
#

lol I think that was a seperate question

desert jay
#

Where will they post the unreal engine maps from the video?

barren flume
#

i'm having some issues with using keyboard and gamepad on hovering over buttons

#

when I hover over with a mouse it shows the info widget

#

but when I just use the keyboard it doesn't show

#

I noticed in some gamaes

#

games

#

where when you use the arrow keys the mouse switches to the button

#

kind of like this

#

the mouse cursor switches to the next button

flat spear
#

Alright it took a bit but i figured to my problem, the problem was that i had 2 UV channels likely one created by accidental shortcut. It's all fixed now!

plush yew
#

finished downloading UE4 from epic store

#

it's been verifying for 20 minutes now

next ivy
#

Is a pawn this engine's version of a "dynamic" mesh or is there something more primitive that can still move around and has mass?

#

as opposed to static meshes which of course you can move dynamically but they are not designed to do so

blissful trail
grim ore
#

If it's a default engine plugin yes, if not no

thin tendon
#

Using blueprint (without advanced sessions plugin, Ue4.24) is there a way I can query if steam is connected and working? I try using the is logged in but it just keeps saying true no matter what. I want to be able to set the players ID to thier steam name. But when Steam isn't available set it to the platform name.

dire coral
#

so i have a hud made on start it makes all the widgets then sets the input mode to ui only and always lock. When you start it works but as soon as you click somewhere the mouse desapears help

grim ore
#

did you tell it to show the mouse cursor?

#

Get Player Controller -> Set Show Mouse Cursor (True) or edit your custom Player Controller and tick the Show Mouse Cursor checkbox in the details panel

next ivy
#

@plush yew It actually looks like mass isn't handled by any of the base classes before character. Kind of strange - you'd think they'd have a dynamic mesh class with mass and basic movement functions

#

The question is if I make my own dynamic class that extends static mesh will I have trouble later on with base behaviors not recognizing it as a static mesh...I would think it would be fine?

hidden knoll
#

Does anyone know how to cast to a UI?

past pilot
#

This has gotten real old... Its been this way for months and no amount of clearing cache and cookies and shit fixes it. Can not load any epic web page properly. The top bar is completely missing in marketplace and cant see any images. The forums page has a login link that doesnt work.

dire coral
#

@grim ore thx fixed it

past pilot
#

Grrrr figured it out. If anyone else ever has this issue, it was privacy badger add on.

hidden knoll
#

@grim ore How can I have this trigger an event on a UI? (This is inside a UI and I have a rich text block checking to see if what the user typed is equal to a command, I need it to toggle something on another UI)

dire coral
#

what do i use at the cast its in widgets

hidden knoll
#

That's what I was wondering too it's not anywhere on google

dire coral
#

i need this is selected to toggle if its already visibl in the main widget so it cant be toggoled twice and duplicated

grim ore
#

Whenever you create a widget you have a reference/variable you can save so you can talk to it later. You need some central point that keeps track of all of this if you need different items to talk between items.

#

so in the case of one UI to another what creates the 2 ui elements?

dire coral
#

oh i fixed

#

it

grim ore
#

and are these separate 100% widgets or different widgets placed into the same parent widget

dire coral
#

i dont need it

#

im just toggeling the visibilty so i dont need the check

grim ore
#

Duckyface was asking the questions about widget -> widget communication

dire coral
#

a bit russty

hidden knoll
#

@grim ore I don't understand how to do it, do I use casting?

#

I don't know what creates the two UI elements

plush yew
#

ฤฐ use 32 material function this is problem ?

#

any tutorial to make my first map in ue4?

#

I have no idea how to use ue4

ruby folio
#

@plush yew GIYF

hushed kraken
whole quarry
#

I would guess the first

#

Its in the world, usually static

#

Aha

#

Awesome

opaque plover
#

Some of my materials only differ by the texture file they use. Can I somehow merge them into one material to improve rendering?
Creating mesh sections (1/mat) is expensive.

ruby folio
#

@opaque plover Use material instances?

#

Oh no. You mean you have a mesh that uses multiple materials?

plush yew
#

I am using 32 material function. does it cause problems for the game

ruby folio
#

@plush yew 32 material functions where? In a single material?

plush yew
#

@ruby folio yes landscapd material

ruby folio
#

@plush yew It shouldnt matter really. But it depends how complex they are.

#

Is it a single function used 32 times?

opaque plover
#

@ruby folio Well yes, my mesh uses multiple materials. It is not a problem, but decreasing the number of materials would likely improve rendering speed.
And as many of my materials are very similar I thought there could be a way to do something like merging them and instead using an atlas of textures.

ruby folio
#

@opaque plover Afaik, you can use UV indexes for that

#

But you would be better off asking in #graphics

plush yew
#

@ruby folio I couldn't fully understand what you mean.

ruby folio
#

You have a material function. Are you using that single function 32 times. Or is each function within your material unique?

plush yew
#

Unique

ruby folio
#

I take it you are using them as material layers? Grass, Rock, Dirt etc?

lusty pumice
#

Hi guys. How exactly do I go about masking flipbook texture?

#

Does the alpha node have to do anything with it or not? because I can't find information about it anywhere

ruby folio
#

@lusty pumice afaik, a texture is a texture is a texture. It will always be RGB and sometimes RGBA. Typically you store an opacity map in an alpha channel

lusty pumice
#

@ruby folio the thing is I'm trying to use noise node to mask it

#

but even with normal texture I don't get how except redoing the whole texture object

#

texture samples dont work on flipbook

ruby folio
#

Can you show the material graph?

lusty pumice
ruby folio
#

drag a multiply from your flipbook alpha. Then right click and preview it

lusty pumice
#

it's just white color

ruby folio
#

Does the texture sample youve plugged in have an alpha channel?

lusty pumice
#

I was creating these puddles and made them with noise texture

#

so I'm trying to not have normal maps outside the puddles

#

you mean the texture object? no

#

but since I masked everything with noise node it's not gonna match probably

ruby folio
#

Use the same mask to multiply the normal by 0,0,1

lusty pumice
#

is this what you meant?

#

still trying to fix it

#

this doesn't work either

#

figured it out this worked in the end

hollow fjord
solemn drift
#

Is it true that Unreal Engine can run a multiplayer game like a Battle Royale? I am looking to make one to play primarily with friends and family. This means I will implement AI, thus not having 100 players networking to each other, but instead AI that are networked to the small amount of real players. Is the Unreal Engine multiplayer system able to handle that to run smoothly?

frozen lake
#

so would it be P2P or a dedicated server?

serene birch
#

does Fortnite count as a multiplayer game like a Battle Royale? ๐Ÿ˜›

solemn drift
#

Benathen, I am guessing P2P would be faster than a dedicated server? Because I am not planning to publish this work, I don't care about server authority and would rather opt for the more performant option.

#

Stof, yes, but I don't know how they have implemented their multiplayer system.

frozen lake
#

Are you using blueprints or pure C++?

solemn drift
#

Pure C++.

frozen lake
#

hol on lemme look

little falcon
#

having problem with light baking

frozen lake
#

@solemn drift All im finding is blueprints

little falcon
#

I have checked the lightmap res, and think its not the problem..

#

anyone can help..?

#

๐Ÿ˜…

#

Here is the lightmap

#

res has set to 1024 already

#

double checked again, seems to be the reason of reflection sephere???

#

I only have skylight and reflection sphere now

sour grail
#

Hello. There is no more single editor window for all editor modes in 4.25?

#

Can not get this window in 4.25..

lusty pumice
#

is it not next to content browser?

#

modes

sour grail
#

And place actor window is also separate and not considered as editor mode.

ashen ermine
#

I'll ask this again, maybe someone knows. Is there any way to mirror widget components/widgets?

ruby folio
#

@ashen ermine Scale -1

ashen ermine
#

@ruby folio I tried it, but some widgets behave weird. For instance, the one which is selected in the SS is a UniformGridPanel. If I use negatives as sizes, it stretches and children (which are added in runtime/change at runtime) don't follow alignment rules/any rules in fact ๐Ÿ˜ฆ

tiny sonnet
#

is quixel bridge down for anyone here?

ashen ermine
#

But you can probably see my problem. That panel contains buffs/debuffs which have icons which get added/removed according to game events. The Left side will get them from left to right and if not mirrored, the Right side will get them the same which is wrong

#

@tiny sonnet wanted to check but need update so sry ๐Ÿ˜›

tiny sonnet
#

k thx either ways

ashen ermine
#

@ruby folio wtf...sorry, it works but only with "scale" as you said, size destroys everything. Tyvm for ur help! You have no idea how much time I've wasted trying to find a solution for this! ๐Ÿ™‚

frozen pond
#

is there anything like gravity vector ?

fiery scroll
#

Hello mates! Anyone know how I can add an Avatar Picture on the UE4 Forums? ๐Ÿ˜„

quiet token
#

is it possible to call editor functions in blueprint editor ?

#

better question how to draw points in blueprint editor in real time since Tick() does not run ?

#

i have this fire off during construction script and having to change something by 0.0001 just to draw the path is not ideal

rugged rapids
uneven fractal
#

voxels are hard

exotic thicket
wanton lotus
#

You only need to follow step 14

compact halo
uneven fractal
#

because the event hit is on the bullet so the bullet destroys itself

compact halo
#

but the bullet doesn't destroy though

#

i want the bullet to be destroyed whenever it hits anything

exotic thicket
#

Are you sure the Hit event gets triggered?

#

You may need to use ActorBeginOverlap instead

barren flume
#

How would I even go about setting this up?

compact halo
#

is there a way to check if the bullet is overlapping geometry?

open wadi
#

What is the definition of a "channel" in UE4? I purchased this Menu from the UE4 marketplace, and in the manual it says "the main menu serves as a channel between the user and the game"

worn granite
#

Dont assume things in the marketplace are using correct terminology

open wadi
#

Ok

#

Yes, I noticed the english is a tad broken here.

worn granite
#

But here that asset just refers to a connection or way of transit?

#

I suppose?

#

It's your link to the game?