#ue4-general
1 messages ยท Page 750 of 1
basically each child of that panel will have its own index
the widget that I want to oggle on/off vis/invis uses a widget switcher..
you can put a widget switcher inside of a widget switcher
one widget is the power button and the other is the tv which has several channels (one way to explain it)
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
that's all I want to do, Use one widget to change the visibility of the other
how can I achieve that ?
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?
sounds like flip flop node
@wintry silo I have been trying to use a flip flop the whole time ๐
its just that toggling visibility seems to be beyone my ability.
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
@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)
@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..
but that button is umg or its an actor?
that event has nothing in the list.
the button is a widget component on an actor placed in the level.
what do you mean @wintry silo if I can make it work then I would love to know how XD
is here way to sculp landscape to look like floating island ?
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
hey, im having some strange issues with my control rig in 4.25. Am I missing something?
@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
This https://www.unrealengine.com/marketplace/en-US/product/voxel-plugin is cheaper by far , never used it, no free version
Is there any benefit in using spawn points instead of just placing the characters in the editor
when not respawning anything
Iโm 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
permission issues by any chance ?
no direct help here necessarioly as I've never had those issues
also check swarm settings
Sorry, are editor settings supposed to save between projects?
It never does for me
I searched this on google and just got dead ends
don't think that would be the expected outcome
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
@lapis ferry that offers flexiblity in allowing developer freedom to place spawn point anywhere to reflect game design
"to reflect game design"?
All that can be done in the editor tho
any good tutorial to retarget paragon characters to default skeleton mesh ?
for now i'm getting werid stuffs
what do you mean by that
if you need to translate google can do that
or bing
etc.
otherwise what is question specifically
I mean what do you mean by plot points in this context
well , player goes to found, says magic word, transports player to new spot
guys what is c++ and blueprint used for in ue4?
EVERYTHING
but URL shown prob. gives you a nice idea of why they are helpful
no really
@modern ginkgo yes
LOIL
i mean the differences
other than that one is visual and one is a programming language little
ok that's a different question
subjective
E
no
no its not
many avoid c++, most love bp's as they are easier entry to game dev
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
something like 90% C++ and 10% blueprint
blueprints make for the best "glue" for the gameplay code in C++
there are those who already know c++ or c
depends on project obviouslky
so that you can tweak in editor parameters without recompiling and place everything you code in C++
the ratio between the two is up to you really
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
so as your team of coder gets bigger and bigger you'll tend to write more and more C++
pros and cons always
also I'm pretty sure it's impossible to use the GameplayAbilitySystem without C++ from what I see ๐
@midnight root ah okay, that sucks I guess, since in unity that was default behaviour. But I guess it's better for collaboration?
please elaborate, not that 'familiar' with that part of Unity
can you do big projects with blueprints?
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.
@wintry silo yes, but don't do big projects alone or as a beginner
Describe how to make a combination Blueprint/C++ game, and decisions you might make along the way.
that goes for any engine
he might have to , if he's solo ๐
@midnight root in unity, the editor settings are per-computer, not per-project
subjective therefore
yhes
since editor settings includes things like preferred code editor, which is per-computer
is there any pros to ue's way of saving editor settings then?
or is it just something most people dislike
@reef torrent ic
yes per project settings ๐
so you're not forced into one size fits ALL
yeah but that means i'll have to change my settings every time... :(
wait... there's export isn't it?
i guess i can do that HAHA
๐
๐
lol
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.
and i don't know if we can create sub movie folders in the movie folder either.
far from a bp expert,. but nothing coming up for you in right click menu ?
@plush yew again , I'm not using this yet, but does
makefloat2 etc do any good, to get you where yu want to be ?
use the if node
ah
it will be written that way in the hlsl then
Hi, I have been having an issue with ue2.24 and up, could I ask it here?
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.
of course
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
you mean 4.24 ?
np at all
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..
whatst he settings for that because i running an old graphics card.
Are there any guidelines on how code should be split between gamemode, level blueprint and actors?
how do i change the cameras position?
i can get animated little chat snippets with talking movies working, but only can have one movie showing at the same time.
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..
why cant i put the camera in the mesh
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.
hhow do i disable it?
disable the camera, disable the error, disable the parent?
the parent
you don't, you would have to redo this blueprint with a different parent or change the parent itself to fit your needs
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
how?
how what?
i mean how do i redo the blueprint
you start it over from scratch, how did you create it in the first place?
Hello
hi there
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.
i just clicked on
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
otherwise remake the character using a parent that does not have the camera and then you can add it yourself wherever you want it
Mr MathewW i sent you the Function of HP Bar but we went offline
all the constant restarts causing the engine to crash after a hour or two.
@grim ore this?
can't take the memory allocation of constant restarting pie all the time.
UE4 license permits free games but you can't redistribute the engine code with it? you can't distribute modding tools?
This is the event called from Player Login from GameMode
its here
guys are there a terain generator big as skyrim map and automaticaly painted ?
it took unreal engine 670 seconds of time to load in a big landscape. And that's without all the meshes.
o-0
well the 8kx8k is legit one that i loaded in some minute
details
it took me 15-20 minutes to load it in.
ya I hear KITE takes a bit, depending on system of course
its not Kite, kite is much more bigger than 4196 or 8192.
hence why I quoted it :heh
I was loading alien landscape from the marketplace. My machine can't handle it, its slows everything down.
i can load it without problem
not the market generated one, it took too long to load. By the time it loaded it, the game was too slow.
here a 8k
oh and the CPU was reading really high and the HDD at 100%
the hdd is always stuck at 100 most of the time when working with unreal engine in editing things.
well
what you use ?
the most popular by today is an nvme ssd
which have 2k+ read and writes in mb/s
I bought an ssd the day after I decided to use ue4 for a project
Couldn't deal
its an hp computer, i don't think its sutiable for unreal engine.
well if its an hp thats explains it
if you want performance i would not suggest less than an nvme ssd with with some ryzen 7 8core and some good gpu
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..
yes, loading windows up and then unreal engine on top of it chews up all the memory.
i see
for this problem you should have some fast memory if not big memory
the minimum would be 8gb in most engines
but the more you go on designing your game some 16gb would be more of an requirement
i'll just check the memory
@frank oasis depends or project, my 8gb is doing fine'atm' hehe
but ya I'm looking decisively at getting a mtb that can do 64gb o_0
16 gb
not for multitasking
well i remember when i had 8gb ddr3 was just fine in unreal
yup
using windows 8
lkorash this
don't have 32 gb
ditto
and also unreal engine windows keep getting stuck behind each other. And won't always open up.
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
ya well your cpu /gpu areup to it is why
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.
and 16 doesn't hurt ๐
otherwise you'd be waiting like hours , with me at 8gb and non HIGH end rig
๐
thats true just someone mentioned the 32 gb to be honestly memory arent too pricey nowadays you can buy 16 for what 70$ ?
tho i5-3570 is far from NON high end 'atm' anyway
๐
well ic an only put about 100 meshes in the map and then the level all starts to slow down.
i did hit the 2700x in christmas for 130$ while now its again somewhere at 250
oh
there will be new gen at 2022
just try to buy the most non expensive cpu you can
I dont have much choice ๐
even an am4+ probably will be compatible
no the socket
am4 and am4+ will be compatible so better buy now something cheap and later when the new architecture come
the gpu is 4 years old.
sure enough,,plus my budget won't tolerate much more anyway
just look how her face look apart from her body
ya mine is in there somewhere I guess
i think its problem of the cc3
cause it uses some dumb plugin its saying headshot to make some of the face details realistic
Geforce will run on Unreal Engine, but won't run well with it.
just so you know what image is probably 2. No NSFW (Not Safe For Work) content of any kind, period.
.............................that
stalling frame rates is the result, so you can't put alot of stuff in the map.
(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.)
Thank you :)
Guys anyone can help me with This Even Replication ?
idk i can see the animation just for server for somehow i want each client see the animation
trying to get a noise or fractal like this (the ground) in a material. is there a name for this pattern or a material node i could use to generate this? https://gyazo.com/628b93f60b90fc93c46c69e9e1529108
pff i cant even export a normal char from the character creator 3
looks like a couple of panners with a perlin noise texture with transparency and blending maybe a sine wave is used in it..
reallusion have really confusing way of things
thanks @wintry silo I'll give that a shot
i didn't buy iclone.
neither i do i use the trial version for 30 days and i can export max 10 chars
but until now i have 2nd char and both of the first and this one is ugly despite i choose high quality etc
also im noob when its come to blender
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.
lol i dont do any commercial thing just a game for hobby
lol crazy talk sound crazy XD
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
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?
how did you import the particle hair into unreal engine with the mesh? I've been always wanting to know how to do that.
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
well its in the reallusion options that you can export the hairs clothes
into 1 fbx
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.
the mixamo one can animate the models
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
@wintry silo is this a skeletal animation? if so how are you playing it
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.
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.
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.
Might need to get some professional help in #animation then
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.
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..
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
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.
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
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. .
Hey everyone, I'm new to game engines and was wondering if anyone had any YouTube videos that they would recommend me to watch.
Check out the pinned message at the top of this channel
hello ive got a problem
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.
Invert the movement speed
It sounds like you could simply multiply the axis value from your mouse input and it will reverse it
Ok how do I import this guy out of blender without losing all his hair ?
does the Modes tab still exist?
This is one of my game characters. But his hair is particle generated in Blender.
I don't see it for some reason...
in .25 the modes tab is now a modes button on the toolbar
well blender export them as separate
you need either do it yourself on the unreal
or use some programm to attach the hairs so he stays like this permanently
hmm is that the only way we can do it to export the hair, it has to be exported separately from the mesh?
well i never used blenter so i cant say more prob you need to ask someone more experienced
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??
as i know blender is like some magic tool just you need to know how to do these things
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
wait
@grim ore How would I do that right here?
check world settings to make sure you have selected your controller
have you this bp asside with the settings ? if yes then check the world settings as tozan said
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..
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)
Unreal Engine is like a thousand little islands, you have to make sure every link is connected before anything will work.
yes
firstly my concern now is the controller
could you tell my what driver please
yea dual shocks arent xbox plug and play
oh, so the drivers don't come with the engine.
one second
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 ?
thanks
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 ?
yes i do
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 ?
so ive just got to install this program
is there anythink else i need to do after the installion ??
no you dont thats all
ok im still waiting for the installion
actualy do you have any game now that support the xbox gamepad ?
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
ok thanks
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
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
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 ?
i think im still wait for it to install
lol how big it is
not sure
I mean when you create a new level from the file-> new level and select the one with the sky and stuff
im just going to restart my pc
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
im back
so ive restarted my pc
i wanted to say again @frank oasis id there anything else i mean to do
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
its werid tho cuz why to hell do i see PS4 input forthe touch pad??
well the touch pad is another story
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
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 ?
ok
im trying to load my project but its stuck on 39%, i've left it on for hours but still nothing
idk, all my projects aren't loading
not really
nop nothing ...... :/
lol really ?
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
yeah there are
how many?
1
Okay 2 secs I may have a fix
@spice cliff i send you a private message can we speak there ? try to upload some photos
@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
Um can anyone help me with something?
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
theres 3 @somber quail
@tulip oak sure
@compact halo That suggests you're CPU limited then. What CPU have you got?
i7-7700
i7-7700
@compact halo Hmm you should still have more than 3... What's your CPU useage % at?
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
23% @somber quail
can you send me a screenshot of your consolevariable.ini?
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?
I keep getting this error with 4.25, what does it mean?
When do you get that error?
uh oh
hey @somber quail its using 100% of the CPU, will it load now?
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
shaders are compiling..
1 hour later, Shaders are still compiling.
2 Hours, Shaders are still compiling.
@exotic thicket After clicking "Launch". I did the File Verify and I still got that error
It could be a DirectX issue, try reinstalling or update those
how do you reinstall those (on Win7)
hey looking for an idea about witch would be more biginner friendly Unity or UE
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
unreal is giving me a compiler error in this part of the file 'ApexDefs.h'
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?
Ugh how doesn't it recognize DYNAMIC_CAST
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.
Anyone know how to have a camera actor display to a widget?
How do i give the weapon its own FOV ? because when i increase the FOV the weapon looks weird?
Nvm I got it
Guys, I'm a beginner and I need some help, anyone is currently available for a small chat?
for some reason my model is importing as a bunch of pieces rather than a single model, anyone know why?
import with an option called "Combine Mesh"
it was an issue with my modeling program i figured it out
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?
still haven't been able to fix
Do I need xcode to build for mac?
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!
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?
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
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.
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?
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
anyone know how to reduce the size of media plate in composure?
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
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
have you baked your animation?
yeah i have
the bones are messed up on the first picture, so whatever you've done there has stuffed it up
yeah the mannequin is still alive and moving but it seems rotation is messed up
check your bones in blender make sure its all zeroed out, ect. I havent imported animations from blender into Ue4, only maya.
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
I'll try again!
any idea why this is happening when i try to play in mobile preview? 4.23
https://cdn.discordapp.com/attachments/221799368884355072/713483245420806295/unknown.png
@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.
do i need engine source _?
@ember raven Do you plan on altering the engine? If not, then you don't need it.
Anyone know of UActorComponent version of APawn::IsLocallyControlled() ?
or Actor version
@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
You don't need it
okay!
๐
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
Does anyone know where u download shootergame template?
it comes built into ue4 if you start a blueprint project
is it any of these ? srry im new
First Person
or maybe Twin Stick Shooter depending on what kind of shootergame you're looking for
i thought shootergame was like this from some videos
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
thank u ๐
That shooter looks nice
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
Other than here and answer hub is there any other way to get support? I'm not getting my question answered :/
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
You can see in the video that when I try to correct the textures, they will become warped. any ideas?
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 ๐ฆ
nvm
what are you building there, looks nice
note with more info about the virus
oh i mean the game itself
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
is it possible to change the shape of a widget button ?
Just from a square to a circle...
with image or texture?
sup all
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
like this.
Little hs sorry but if it's can help youtube to get aware of his retard system. https://twitter.com/gamefromscratch/status/1265105083106295814
Please RT, this is broken!
Unfortunately GameFromScratch lost the ability to post to @YouTube because their systems can't defeat a script kiddy attack. Warned them after I was blackmailed, and now awaiting the long manual appeal process while locked out. Really @YTCreators...
233
301
have not idea-xD
does someone know how to make a cutscene where u can interact with things? ping or pm me
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? ๐
Hi, we're planning to buy a server for our company - and I have a question:
Does Unreal use the GPU for packaging projects?
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
@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 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
guys can any1 tell me why does our animation gets messedup if i enable root motion
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?
I mean its possible, but the extent current UE systems can do that is limited
what's the best way to do melee attacks? should i use line traces or overlap events, performance and practical wise?
you should look at : ue4 mmo, galaxia project, level streaming @modern sinew
generally overlap @wooden forge
would that work better @dim arch ? Because space is big, and forcing everyone into a 10 km sphere still feels not right
attach hitbox to socket, on overlap even for said hitbox, update animation graphs and variables
aight thanks
@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
I think level streaming would still give you a floating point limit, wouldn't it?
if I'm reading it right
making umap files to represent a cube of space in a space-size sim would be the wrong way to do it
?
you basically have one map and the objects move relative to the player
well yes, but that doesn't work with multiple players I would think
it does, you just need to calculate the scene representation for those players when they are close enough together
Is it possible to have each client be the origin of their own version of the worldspace client-side?
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
4 votes and 8 comments so far on Reddit
Left.
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?
anyone here have experience with the Materialize VFX that is currently free on the marketplace ?
please @ me
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 ?
@frank oar there is a support discord for Materialize VFX listed on the marketplace page.
that sounds great but its absolutely dead in there, no reply what so ever :/
@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.
taking full days for me to figure out simple things they could tell me in moments XD
@steep verge I assume you are using world composition?
Do you have sublevels?
no
Youre gonna need to show us a screenshot me thinks
It could be something to do with world bound checks or kill z. But you said youve checked that
Why would you need it to spawn the player 13km below 0 anyway?
Max world bounds is 20
Yes. But you have a total altitude of 27km??
i can check
Just as a reference, Mount Everest is 8k high
-21870-21750
What is your landscapes z scale?
thats the z
100 100 68.74
OK. So your landscape cant possibly be below 13km on z
i double the scaling for increased map size
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
dont think so
I know so
@steep verge
@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.
all good ue4 cant handle the map scale im after
Yeah it can
I'm currently working on a map that is 80km x 80km with an altitude of 4 km
if i double my maps originl on import i spawn at 0,0,0
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?
roughly 400km of land
400 x 400?
I'm sorry. But I think something is off with your math
well 8 x 3 is 24
Regardless, for a world that size, you will need to split it up into tiles
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
There is no better.
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
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.
will read more on it
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.
you should be able to build a "long distance lod" version of your level to display when closer world chunks are missing
@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.
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
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
Hi
Can i ask a question about migrating in here?
Sure
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
Mordy, what is your world size must be huge to need such high #'s ?
but Im all for getting rid of level loading hickups
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..
can you guys recommend a tutorial for learning enviromental art using quixel?
@rigid belfry Quixel youtube channel
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
@midnight root You can see in the corner of the world composition window. Its 70x80 km
Roughly
@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
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?
@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
I'm trying to think how to do this, I want to adjust footstep/collision sounds for surfaces with decals on them
@gleaming creek Normally you would use a physics asset. Not sure if they work for decals though
I was thinking of that, but it has a weird edge case
maybe a better question would be how to get started in level design in unreal?
i think thats more fitting
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
@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
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
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?
@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.
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
@covert pollen Set the mousewheel as an input.
Use ctrl as a modifier
@covert pollen
i mean like editor shortcuts 'Editor Preferences > Keyboard Shortcuts'
every time i use world displacement and tessalation the material flickers in some angels anyne know how to fix that
@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.
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
You using flat tesselation or PN?
Have you enabled crack free displacement?
@ruby folio do you find that stops most of the load hickups
Im prob. not as optimized as I should be but ya
Whattup mane 
Can anyone here please recommend a guide or tutorial about how to use actor sequences inside blueprints?
@midnight root Im not sure what load hiccups you mean. I imagine you mean when its loading landscape tiles?
@wheat hare Check the docs
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.
@ruby folio yes for lack of a better word
transitions whichever
you could call it lag
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.
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 ?
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
ah k
whats up with unreal source always having an error outa the box to compile :<
turning into bethesda
heh
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.
Ive no idea how that even works but I believe you ๐
oh..you mean they are in the distance
sublevel docs ๐
is this for collaboration or something else
whats the shortcut key for windows shutdown
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
@wintry silo Alt+F4
@ruby folio flat tessalation and crack free enabled what do i do to stop flickering ?
@unborn folio I'm honestly not sure. Might be worth investigating on google.
okay thank you for helping
Anyone know if I can disable auto navmesh rebuild in editor?
Anyone know what could be the problem?
I thought UE could build lightning with 32 ram :/
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.
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
guys is possible to increase vertices of plane mesh inside ue4 to use vertex painting succesfully?
Does anyone use unreal for video production rather then gaming? I am curious on pipeline.
@sour slate No. You need to crate it externally
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..
@rugged helm Kite Demo
basically it looks as though the mesh is spawning in two halves when it should be all at once
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
Might be better asking in #cinematics ?
will try, thanks
@sour slate No. You need to crate it externally
@ruby folio is it hard? i have very low knowledge of 3d modelling software
oh i have blender on pc is too long to explain how?
hi
@sour slate And you have the verts you need?
i was trying to understand how to increase decrease them
In UE or blender?
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
ok. You know how to go into edit mode?
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
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 ?
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
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
still no 4.25.1 in sight
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
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.
Where are u exporting from
Blender.
What the issue
The texture is tiling multiple times on the hands and not over the entire model as its supposed to
Did you UV the model?
yes i did
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.
exporting it and importing it as fbx back into blender worked flawlessly.
Can I see ur export settings
to note, i have made multiple models before with these settings working without problem.
Huh so why wonโt it work now
That's exactly the question i have, its specifically when i import to unreal as well.
i can the problem is the texture seems to be locked on the uv maps of the hands only.
How does the UV look in ue4?
looks normal
Hey there, I need someone to help me link a lib / dll into my project, who's up?
are you able to port forward a multi user session?
Nop, I was thinking just with discord share screen and chat
lol I think that was a seperate question
Where will they post the unreal engine maps from the video?
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
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!
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 https://www.unrealengine.com/en-US/tech-blog/updates-to-required-setup-for-android-ndk-21-in-unreal-engine-4-25 and in the docs
If it's a default engine plugin yes, if not no
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.
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
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
@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?
Does anyone know how to cast to a UI?
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.
@grim ore thx fixed it
Grrrr figured it out. If anyone else ever has this issue, it was privacy badger add on.
@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)
That's what I was wondering too it's not anywhere on google
i need this is selected to toggle if its already visibl in the main widget so it cant be toggoled twice and duplicated
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?
and are these separate 100% widgets or different widgets placed into the same parent widget
Duckyface was asking the questions about widget -> widget communication
a bit russty
@grim ore I don't understand how to do it, do I use casting?
I don't know what creates the two UI elements
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
@plush yew GIYF
Hi guys I followed this documentation (https://docs.unrealengine.com/en-US/Engine/Sequencer/HowTo/SequenceRecorder/index.html) to record a gameplay of my game. But when I render it to a video, don't know why but video rendered doesn't follow the rotation of camera actor. Instead in the sequecer work perfectly. Does someone know why? ๐
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.
@opaque plover Use material instances?
Oh no. You mean you have a mesh that uses multiple materials?
I am using 32 material function. does it cause problems for the game
@plush yew 32 material functions where? In a single material?
@ruby folio yes landscapd material
@plush yew It shouldnt matter really. But it depends how complex they are.
Is it a single function used 32 times?
@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.
@opaque plover Afaik, you can use UV indexes for that
But you would be better off asking in #graphics
@ruby folio I couldn't fully understand what you mean.
You have a material function. Are you using that single function 32 times. Or is each function within your material unique?
Unique
I take it you are using them as material layers? Grass, Rock, Dirt etc?
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
@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
@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
Can you show the material graph?
drag a multiply from your flipbook alpha. Then right click and preview it
it's just white color
Does the texture sample youve plugged in have an alpha channel?
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
Use the same mask to multiply the normal by 0,0,1
is this what you meant?
still trying to fix it
this doesn't work either
figured it out this worked in the end
How do I get rid of this Black Ring that circles me. Only started showing up with textures. I cant Remember the way to get rid of it
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?
so would it be P2P or a dedicated server?
does Fortnite count as a multiplayer game like a Battle Royale? ๐
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.
Are you using blueprints or pure C++?
Pure C++.
hol on lemme look
@solemn drift All im finding is blueprints
I have checked the lightmap res, and think its not the problem..
anyone can help..?
๐
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
Hello. There is no more single editor window for all editor modes in 4.25?
Can not get this window in 4.25..
No only one separate window with current mode exists
And place actor window is also separate and not considered as editor mode.
I'll ask this again, maybe someone knows. Is there any way to mirror widget components/widgets?
@ashen ermine Scale -1
@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 ๐ฆ
is quixel bridge down for anyone here?
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 ๐
k thx either ways
@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! ๐
is there anything like gravity vector ?
Hello mates! Anyone know how I can add an Avatar Picture on the UE4 Forums? ๐
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
Overview of the Replication Graph feature and Replication Graph Nodes.
voxels are hard
Someone needs to teach Epic how to sort 
You only need to follow step 14
why dont the bullets destroy?
because the event hit is on the bullet so the bullet destroys itself
but the bullet doesn't destroy though
i want the bullet to be destroyed whenever it hits anything
Are you sure the Hit event gets triggered?
You may need to use ActorBeginOverlap instead
is there a way to check if the bullet is overlapping geometry?
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"
Dont assume things in the marketplace are using correct terminology