#ue4-general
1 messages · Page 751 of 1
Ok, makes sense, I've been coding in C++ for years but am very new to UE4, I didn't know if that was a static term, a Google search wasn't particularly helpful.
That makes sense @worn granite, thank you.
I might be a bit obbssessed with structs and data tables
pretty much every QOL thing like sounds vs sound cues use up more resources
however sounds use up so little processing power to begin with making them into cues is pretty much entirely neligible
if you couldn't use cues for some reason you can pretty much do everything a cue can do with bp
the shadow is way off, any ideas where i did wrong, i am using directional light and sky light only
this is after bulidng the light
but if i moved a little a bit, it will work, and get weird once baked...
the sun icon doesn't actually produce light it's just the symbol for the actor
Like here, the preview always look right
ah your talking about the slates
seems like some sort of light baking optimization is removing those small details?
have you tried messing around with the building quality for your static lighting?
it will significantly increase build time just fyi
I'm just saying don't be suprised if it spends 2 hours building if you increase the build quality
it's up to you to decide if it's worth it
is this the one you are talking about?
Indirect lighting quality in World setting
Since i didn find it in directional light details panel
😅
Oh,,, ok. this one..
But since my scene is pretty simple. i think it may not be the problem. BTW, i bump up the indirect light quality to 5, and the result still nasty
I will try change to high
if I have a question about unreal engine, should I ask here or somewhere else?
i guess you could ask here, many people would help
ok
your more likely to get answers here in #ue4-general |
but you will get higher quality answers in the channel most related to your issue
gets a little bit better, but i guess i may mess up something...
Here is my Directional light setting
oh, wrong one..
here is the setting
yeah I'm not sure how you can improve the resolution of your slates further if you've already set it to production quality
no problem I'm mainly here to avoid filling out a 256 row lookup table for generating procedural meshes
I have no idea what is that, i just started learning UE4😅
basically I have 8 vertices I am looking at
they can either be on or off
so 2^8 = 256 different variations like 1000000 or 11110000
😂
ok how about
I have 8 lightswitches on a wall
each of them can either be on or off
dynamic lighting makes it work?
yes
even in previewmode
so it should not be the problem of lightmap
dynamic light
thats not confusing or anything
came from blender without any knowldege of Game engine, its painful tostart.
😂
Wait,,, it worked..
i have no idea why, i just baked again,,
well if you came from blender you should know all about the fun of figuring out what unlabeled settings actually do
is there a way to check if a bullet is overlapping geometry?
Hello there,
So there's been something that's been bugging me a lot over the years: The Epic Games Launcher Vault.
After adding a couple marketplace assets and educational packages (+150 and counting) I start to lose track of the packages, thus making it a nasty thing to look for that one package you know you have but you don't remember what it's called. And I don't think I'm alone here.
Even if that's not the case I do think adding a sort and filter function to the Vault would be a big usability improvement.
I've just opened an issue about this on the forums. Please vote it up and add your own comments on the issue.
Here's the link: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1766210-filterview-for-epic-games-launcher-vault
Let's make Unreal Engine and the ecosystem surrounding it even better!
link to the original reddit post on r/unrealengine:
https://www.reddit.com/r/unrealengine/comments/gpvc71/calling_for_your_votes/
Dose anyone know the name for this style building?
Looks somehow like mexican style
it's not unlike something you'd find in Venice (LA)
I don't think it has a name in terms of architectural style
I've got a question but it may be too vague - I'm working through the lighting section of this Pluralsight UE4 tutorial I purchased, and in the tutorial, he has us adding directional lights, then point lights, and for whatever reason, the lighting isn't changing in my default "house", even when I rebuild lighting. The point light isn't lighting up at all, for example, even when placed in the house.
“Mediterranean Revival architecture” maybe
Anyone know why this might be? The little "house" that is present for demo purposes just remains normally lit, it's as if it isn't recognizing lighting changes, even when I manually click "build all" or "rebuild lighting"
Example screenshot
I have a "point light" literally in the room and I'm seeing no effect
idk because im new to ue but it looks like there is light everywhere in that level
try raising intensity to see if thats the case
it seems so
So raise the intensity of my placed lighting?
Of the directional light
I'm confused, I'm guessing this is the "picking on the noobs" part of the sequence.
it's a view mode, so you can see the level without lighting
ohhhhhhhhh
you can also view just the lighting, the wireframes etc
Interesting, ok.
just click through it, it will make sense
The person in this tutorial is using a subversion back of UE4, perhaps this change was implemented as a default since then.
Ok, thank you @wary wave
viewmodes have been a thing since forever, but I think it will default to unlit if you have no lights in your scene (kinda makes sense)
Most definitely.
hello can someone help me
i want to create streets with the spline but
it looks like this
can someone help?
Anyone know what's going on with TrueSky and the new sky atmosphere system? Are they going to be compatible with eachother?
guys i want to ask something i exported a char with 2 motions walk and run in fbx but when i import the char in unreal and replace the third person manequin example project the char can move but he is in T pose and his feet arent moving
@uneven fractal Problems solved,
someone helped me and figure out its actually my lightmap res setting.
do i need to do something else ?
i set it wrong
Me is have question
can is you use blueprint for all game and no bad?
pls is answering me
what you mean only 1 blueprint for all the game ?
(can you make a whole game using only blueprints)
yes you can without C++
and nothing bad will happen?
only blueprints but that depent on your game
nope nothing happen just depent on the pc and the performance
Dont*
Can anyone pls tell me what this does?
don ask how my english got better
thats no problem just hope you understand me
@patent fjord also you can use google translator sometimes to help you
_>
idk why, but when you act like you dont know english, more people answer you xD
...
if you ask questions above peoples skill levels youll never get an answer like whenever i ask for anything lol
you almost have to post something completely incorrect as fact and wait for people to correct you
I'm watching the feature highlight on ambisonics, and it got me thinking. Couldn't we capture those not with physical equipment in real locations, but rather in 3D environments? Since they get captured only once and don't need to be recaptured in runtime, even "rendering" them for an hour or so, using raytraced sound waves or some such would be acceptable.
yea like before i asked that i exported one of my chars in fbx with 2 motions walk and run from the character creator 3 made by reallusion but when i import them on unreal and replace it with the manequin of the 3rd person example
the char is perma T pose standing even with the wasd working and he move
@patent fjord also i dont know if you played borderland 3 but they did partly blueprint and partly C++ and the reason was they use big varieties of enemies that do different things
so if your game is simple and doesnt need complex coding then you are ok with blueprint
you can always nativize the blueprints after tho....
Bill, thats how its suppoused to be made
UE said that them selves
its just that C++ is easy, but the way they made it in UE4 confuses me
bill is typing...
Maybe this is why "This guide is about learning how to write C++ code in Unreal Engine 4 (UE4). Don't worry, C++ programming in Unreal Engine is fun, and actually not hard to get started with! We like to think of Unreal C++ as "assisted C++", because we have so many features to help make C++ easier for everyone."
@sly coyote thats true @patent fjord i see then you can use the bp i dont know a single line of code for C++ but i do an 3rd person in bp i almost done all the ui and all working with the bp for me its seem very flexible i dont know if later it still will be flexible
OFC
ty
i looked the link its seem interesting and alot different than C# in unity since as i said above i dont know even a single line of code except the hello world thing in visual studio i did like 10 years before in highschool maybe i will start learning
I upgraded to 4.25 and now I can't open my widgets in the editor
does anybody know how to set up an animation blueprint ?
With Epic upping it's game services has there been any indication of expanding publishing new games on EGS?
Or blogs/posts regarding opening up the platform?
Guys, while I play my game with my 3thpersoncharacter, My camera gets into rocks, trees etc and shows insides of the meshes.. How can solve this problem ?
@wise rain try moving the camera to a different position or put it on a spring arm and reduce the distance between it and the character
is there any tutorial about it? I am kind of a beginner 😦
What is the UE4 viewport setting so that I don't have to manually build light over and over to preview lighting changes?
@wise rain n https://www.youtube.com/watch?v=-0ilHFjykqc
In this Patron/Member voted on Poll video for September; we create a dynamic camera that has a camera track and follow the player. Commonly seen in third person action adventure games such as the Last of Us, Uncharted, Tomb Raider and more.
Support me on Patreon and get acces...
@muted trail Thank you alot mate !!
aye matey
@open wadi i'm not really sure about lighting but i think you can reduce the quality of lighting and of the project using the cog wheel at the top taskbar
If I shine a spot light against my mesh, its all good... When I build lighting, the light goes away?
@soft fiber does the lighting go away in the viewport and have you tried running the game as a standalone
No, I'm just running it in the editor.
try making sure the spotlight is activated from the details panel or try attaching it to a blueprint and having the spotlight activate on an event construct
how about I go about filling a datatable with every row being the name of every possible value an array of 8 bools can have ei 00000000-11111111
Ok, I'll give that a try.
means the template is defective
What does that mean exactly?
it has code in it that doesn't work therefore the engine can't open it
Maybe this is not the place for this however i will say it as i could use a teammate or mentor.
Hello and good day my name is Alex new to unreal engine 4. I'm currently looking for someone who would be interested in struggling with me to learn and make a a basic 3d Multiplayer FPS game. (inspired by arma and tarkov) then will be released on steam for free.
currently I'm messing around with learning blueprints. as I'm attempting to make a fully functional helicopter with realistic moment and light and sound ( just like the kids toys) anyways. if your interested in making some friends and maybe want to help me out or teach me or struggle learning give me a pm and add me here on discord.
note that we can also use this to edit one project:https://docs.unrealengine.com/en-US/Engine/Editor/MultiUser/index.html
Get multiple users on different computers into a shared Unreal Editor session, collaborating live to build content together.
Ah ok
it's a very generic error message though so the list of possible causes are endless
Ok, thanks
ah the aoe particle effect?
Anyone know a way I can check if steam is actually running? I'm just using blueprint no plugins other then what comes already with unreal 4.24.
@thin tendon are you asking about whether your game is running on steam or ??
I can see that its running. And its using the steam sub system. But there is no way to check if steam itself is running. So it just acts like it thinks it is running.
I think the word is authenticate. I want to authenticate steam and the player.
i think you shoulld try running it as a standalone game or packaging it as a debug build to check
I already have
The problem is when trying to get the player's steam name or ID. If steam isn't running it gives you a random value each time. But there is no way I can see to check if it is running
have any of you worked with procedural meshes before?
@thin tendon I'm not sure what to do but try checking in the bottom right,click on the arrow next to your WIFI symbol it should show the steam icon if steam is open
Thats not what I need at all. I need to do it from inside unreal lol
then I'm not sure
I have a question - I'm interested in, for fun, adding a key combination "easter egg" to the main menu of my UE4 project - how might one go about doing that? Is there a tutorial or some such one could recommend?
@open wadi You could use a button down over ride. Then if certain buttons are pressed. Change variable values. Then if all the variables are = to what you want. Run a custom event
Thank you @thin tendon.
Did anyone else just see a disappearing face?
I think I'm having a stroke.
Is anyone working on UE5, or have those dev kits not been released to the general public? I assume major developers have access.
Do you guys know why unreal would not launch on a mac? My friend is trying to boot it up and it just says please wait and than never opens?
I was thinking you would need vscode code or some ide in order for it to launch but I'm not sure
you only need visual studio if you want to use C++ but is his mac powerful enough to run unreal ?
The graphics are NVIDIA Geforce gt 755M 1 gb
8GB of ram and 3.2GHz intel core i5
I saw someone who had the same exact specs able to run it but it was a few years ago so maybe the reuirements went up?
Could I accidentaly turn off Tick event in widgets somehow? It worked before but after I added a few more widgets it stopped working. Same with timers
What is the definition of an orthographic camera?
@marble hazel May not be required, but I'd get that ram up to 16 GB stat
that processor is fine of course
Than what would be the problem? The ram is maxed out and it crashes?
Well, the problem is, what you've described is incredibly vague. An application simply saying "please wait" and not launching could be one of 10 million potential issues.
There could be issues with the disk, issues with HD space, he could have malware, system resources could be an issue, his cat could have pissed on his motherboard.
In the sysadmin world, the first thing you do is examine logs. One of the experts here could point you towards increasing verbosity, if needed, in UE4 logging, and then accessing said logs for proper diagnosis, if such logs exist.
AIDS
it's all coming together bit by bit
@uneven fractal what are you making
a voxel mesher
the spheres are there for visualizing the grid array of the terrain
green is air and blue is ground
meshes are generated at the boundary between the two
nice
Hey guys - I asked a question in animation chat, was just wondering if anyone in the know might have a look and give me a direction to go in? Just having a mental block on this one 😐
Hey guys, i have some problems that my material wont show up when i assign to a mesh
Set material to two sided, or reverse your mesh normals
in the mesh setting?
thanks, i wil check it
emm, not working
and the same material i apply to the wall, only show up after building up the light
Still not working
and the material on the wall has no details,
i tried adjsut the tiling, not working
so weird..
Is the material set to lit?
is this a crash or just compilation time? I tried launching the default fps game, after 15 min the editor was still frozen. I just forced it to close
have not touch the node...
yes, for the wall, only work after building the light, for the cube, not even showing up...
@fallen marten No problem, thanks!
Oh!!!
i set it to lighting only... forget to switch it back
😩
how dump i am
but why does it need to compile shaders when the map has no materials at all?
@plush yew did you just make a change to something or import an item?
when i try to import my fbx model (the model is in 2 parts. One for the outside texture and one for the inside texture), the textures apply to the opposite part (inside is out and outside is in) and they are warped
any ideas?
I"m going to force shut down again
still running those shader workers
took almost 30 minutes
Anyone here know what trademark / copyright law is for old video game music? For example, say I wanted to include a single song from an old Genesis / Mega Drive game, what's the general rule there? OK to use or subject to a lawsuit?
For example, this game here is nearly 30 years old, release date of 1992.
Anyone seen this before when joining a packaged dedicated server from PIE
I'm using a sound cue for a .wav I have of a burning candle, and for some reason when I place the cue on the viewport, I don't get the radius that shows me how far outside of the area the sound will be played, is there a hotkey or some such to enable this, or a setting?
Essentially, the radius isn't showing. I can set it manually by overriding attenuation, but I don't see the radius lines in the viewport.
@little falcon do you have the lighting only viewport on?
like does it show up as white in game?
Check the top of the viewport make sure it says Lit not LightingOnly or something
guys since I do not have that much powerful laptop just i3 with 4gb ram and a nvidia gpu and ue4 needs much higher end stuff can I just go with Ue3 ? Can anyone tell me how can I compile the code for Ue3 ? Don't laugh at me for asking for Ue3 because MK11 was also made using ue3. So it's definately good for me. I just want to get into Game Development waters.
using unreal engine
like where can I find the ue3 repository? if i need to compile ue3 I heard unreal engine is open source in fact
unreal engine is not open source
i give this error. how to fix it
but ppl are using it ?
Previous videos:
How to install Unreal Engine: https://youtu.be/NKt03BhcKDQ
How to setup Visual Studio with Unreal Engine: https://youtu.be/89_f7Ss3ye8
In this video, we go over how to build Unreal Engine from its source code on Epic Games' github. We go over everything from ...
it's for ue4 but I want to go for Ue3
an older version of Unreal engine
guys i want use some fire circle for life
it is possible to make it spining during the gameplay ?
Hi everyone, Is there a release date for 4.25.1? On github it looks already "ready" (version number changed in some header), but is there something official (with a proper changelog)?
guys I want to download Ue3 how can I do it? @upper heart
I know that they do not ship updates anymore but my laptop can run ue3 smoothly
Enabling Steam Controller plugin gives an error each time about Steam API not loading properly. Is there an extra thing in the set up I have to add thats different from the normal steam plugin set up?
@fluid dragon https://www.moddb.com/engines/unreal-development-kit/downloads/february-2015-unreal-development-kit-udk
@frigid matrix what is this for
@fluid dragon Said he was looking for UE3/UDK
thank you so much @frigid matrix I really wanted to get into game dev waters and you helped me
💖
I don't know anything about the site nor am I affiliated with it. Just did some searching on Google and that's what came up. Use at your own risk.
ok
guys lets say i use this circle of fire as mana bar that are filling from the bottom to the top
its possible to make it spining during the gameplay ?
yes
Maybe this is not the place for this however i will say it as i could use a teammate or mentor.
Hello and good day my name is Alex new to unreal engine 4. I'm currently looking for someone who would be interested in struggling with me to learn and make a a basic 3d Multiplayer FPS game. (inspired by arma and tarkov) then will be released on steam for free.
currently I'm messing around with learning blueprints. as I'm attempting to make a fully functional helicopter with realistic moment and light and sound ( just like the kids toys) anyways. if your interested in making some friends and maybe want to help me out or teach me or struggle learning give me a pm and add me here on discord.
note that we can also use this to edit one project:https://docs.unrealengine.com/en-US/Engine/Editor/MultiUser/index.html
Get multiple users on different computers into a shared Unreal Editor session, collaborating live to build content together.
@maiden ruin Please use the #looking-for-talent job board to post listings looking for team members or employees.
@weary basalt How do i get perms to chat in there ?
If you read the #more-resources channel it will tell you that you need to DM the @plush yew
ty
has anyone seen this before when viewing the lightmap density?
Doesn't seem to affect my lit view but still..
Is there a sort fucntion in content browser?
How to find island heigh map ?
here is one place https://earthexplorer.usgs.gov/
Query and order satellite images, aerial
photographs, and cartographic products through the U.S. Geological Survey
@main widget yes it can , while on that tab look all the way to the left
@tamtam another https://earthexplorer.usgs.gov/
Query and order satellite images, aerial
photographs, and cartographic products through the U.S. Geological Survey
ugh wrong paste
Does Unreal by any chance have icon prompts for each of the buttons? So I can swap icons instead of using a buttons key name?
Could you give me a screenshot? I still didn't find it @midnight root
Can anyone help me this character has dual guns I just want to change that to a rifle is it possible in UE or have to do in 3d software?
Why are the guns at his feet? If it's imported as part of the mesh, then you have to delete them in some 3d software and re-import the character @floral ivy
that terrain.party site is pretty cool for playing around with real heightmaps
even ignores the buildings (kind of) when you go over cities
guys my unreal engine is 4.25
and i saw a tutorial on how to make an diablo healthbar
and the guy had some files i need for C++
the 4.3 one and the 4.5 preview
so where this came from are there really newer versions or they are restricted to the creator content ?
Does anyone have a ready island heightmap?
just saying i know that the 4.3 and 4.5 is older versions but in case the 2 folders i have doesnt work for the newer version
@snow coral you can google one
Oh lord
can i model a character in blender export it and add bones or a skeleton in ue4
no, you'll have to add the skeleton in blender
due to the weights of the bone
you could import to ue4 and then retarget the skeleton tho
@dire coral Nope, all must be done in blender or 3ds max, etc
ok
@distant totem thats a hella cool site ill check it out
Btw does anyone know how i can make my character stop pushing other physics based objects like a car or truck that has a lot of weight?
yeah lmao
whaaat
This UI is killing me
Kismet, the level scripting tool from UE3
lol, no
Is there any way to automatically cap a variable that you are incrementing instead of constantly checking if you're at the cap?
it was introduced in 2006
I know but looks outta 1998
:/ It was quiet here a second ago
in 1998 there was no level scripting tool
@modern sinew haha XD
i hated UDK
you put triggers and stuff in the level and manually hooked them up 😄
@still moat looks like Sketchup
it was so user unfriendly
UDK looks like you can just make a rolling ball game out of it and nothing else
oh lord...
Its really cool though to see the differences and similiarities from UE3 and 4
the folder style is still the same
The graphics actually still look kinda nice
anyone here know a video on how to make a player controller for a shark?
Didnt UDK use their own scripting language instead of C++?
@plush yew dont know about a shark, but i have one for a rabbit
ah rip
@still moat yeah Kismet
you can use the same structure for any animal
oh
wait so can i just use a normal player controller and edit it?
ooh i got it now lmao
when u make the player swim u move the mouse up and it plays the sharks swimming anims ?
yeah it can all work the same way, nothing different, you just gotta modify the abilities, anims and behaviour
sorry if this has been asked a lot but
How do we make those "blend spheres" to fade post process volumes from outdoor to indoor dark lighting? I saw a video of a dev showing it and talking about it but he didnt actually say how to do it!
prop with a constraint animation on my character won't show up when i import into ue. Getting "complex animation baked" in maya on export, really need help, possible issues? I can dm screenshots. Beginner here
what's considered the better workflow
a) creating components at runtime
b) or having all needed components in BP and removing the ones I don't need at runtime?
obviously both have a load cost, but I'm leaning towards second one, so that I can actually see the components in editor
any tips?
I have a question, me and a friend want to setup multi user editing. is it LAN only?
Ran into a little problem; Currently, for my volume, I'm adding the players in it into an array, and then doing the effects of the volume accordingly. If I use a sequence node, will it do less damage per second if there is more people in the volume, because it takes time to go through the sequence?
Should I multiply the effect of my volume by the amount of players in it?
why does my terrain look like this? building does nothing and the shaders are all compiled
HE;[
I INSTALED A PLUGIN
but its disabled
and it wont let me package my game
do you know how to solve this glitchy behaviour from unreal editor? what is causing it??
this is not a skin, this is a bug in the rendering of the nodes, it only happens when a menu is displayed on top of the nodes or using one of the menus on top
Why do all the epic games store games are not OS Supported except for fortnite 🤭
those unreal 3 screens are pretty epic, I petition this as a new emoji
can you have more than 3 textures painted on terrain? i am unable to
Why do all the epic games store games are not OS Supported except for fortnite 🤭
I mean, because EoS has only really been available a couple of weeks and is still pretty early?
@rigid belfry yes, here is the material used in the epic livestream on landscapes, it should have 5 textures from the starter pack, so make sure you have that added
to at least show how its set up
why is it a txt file?
because you can copy and paste any blueprints, or materials into text
oh really?
a .txt is how they handed this out in the livestream,
yeah its really nice, you can download a copy paste clipboard history program like ditto (free, open source) and just ctrl c things every so often to have some dirty source control
make a new material and copy paste that into it
thats cool. is the livestream on their yt channel?
ah the Unreal dragon icon 😄 was in Unreal 1 already
General discussion about the game industry and the Unreal Engine community.
it doesn't say if it is a Dragon or not really 🙂
it's because the original engine demo had a dragon in it
probably the dragon spawn point at the time then
Hey guys, Im executing a python script using the execute console command function. However, my game freezes until the script is done running, which is not what I need. Does anyone know of way to execute a python script from unreal engine in the background?
The code basicly send a string over the COM serial port to an arduino
I added a light, why does it gently glows?
After level load my pawn takes a second to spawn and poses; during that time to camera is locked at 0,0,0 - how do I gain access to this camera, prior to the first tick, to set it to block?
What is the possible smallest UE exe you can have ?
There was a gamejam where a category was about having a small game (under 100mb)
hello I want to make one thing in the project but I can't do it, so I have phone cabin and note model, in the phone cabin there is note model
I did it when the player overlaps the note it popups this text "Press F for more info", when end overlap it removes-all good and working, but I want to make it when I am on this overlap to can press F and open the info, I did it but I can click F whenever I want wherever I am, which is problem
idk how to do it, noone can help me, I read docs and watched tutorials but I can't find it
@plush yew You want to make it so pressing F only works when you're overlapped?
hey guys, does anyone of you have also problem using depth of field with the cinematic camera inside the engine?
@plush yew You want to make it so pressing F only works when you're overlapped?
@thin tendon exactly
Between main menu and ingame, should i use different game modes and/or just change different player controller.
If so how do i even do it? I can't seem to find the node in blueprint.
@plush yew On your player create a variable for example a bool called "CanUseInteract?". Make sure its default value is false. Drag out from your input event and add a branch. Then plug your new bool into the branch. Then from the true drag out to the code you already have. Then on your overlap Set the new bool on the player to True. And on end overlap set it to false. Doing it this way you can use your already existing code but only while overlapped.
@unreal sable There are a bunch of different ways to handle a main menu. It mostly depends on how big your maps are and if you think your menu stuff will interfere. Me personally I have separate maps, game mode and player controller. Effectively keeping my Menu and Main game separate at all times.
Hey there! What are the best Courses/tutorial lists you recommend for UE Environment Art? I want to get started using it focused on environment art. Not the game dev approach
do you know how to solve this glitchy behaviour from unreal editor? what is causing it??
@plush yew no one? plz
@plush yew You could try deleting the folders that are needed to rebuild your project. You could also try restarting your computer. And you could also not have enough ram or cpu or GPU. Unreal can become glitchy for many reasons.
Ahh i figured it out now by looking at the Unreal Documentation on Game Mode.
I'm gonna start using the doc before google from now on 😛
Hey there! What are the best Courses/tutorial lists you recommend for UE Environment Art? I want to get started using it focused on environment art. Not the game dev approach
@loud eagle if anybody knows then ping me so I know!
@plush yew You could try deleting the folders that are needed to rebuild your project. You could also try restarting your computer. And you could also not have enough ram or cpu or GPU. Unreal can become glitchy for many reasons.
@thin tendon i tried, it is something related to rendering, i dont know what is going on
@plush yew You could try deleting the folders that are needed to rebuild your project. You could also try restarting your computer. And you could also not have enough ram or cpu or GPU. Unreal can become glitchy for many reasons.
@thin tendon only happens with one project, not the others, will need to make a diff in the config
If its only one project are you getting any kinds of warnings or errors? I would check those first
no errors or warnings
it is just that like the GPU memory gets corrupted and it displays glitches in the unreal editor interface everywhere
like it cant clear before draw and it is drawing the same thing on top
Have you tried checking all of your different stat windows?
what do you mean? , like "stat unit"
Like stat memory, Stat GPU etc
what should I search for?
hey guys, does anyone here use ue4 with a 4k display? how does the UI holdup, is it blurry at all? (I'm thinking about getting a 4k display on a laptop, wondering if I should stick with 1080p)
Check them all anything red or yellow is a problem everything green is good.
uhm, i dont think the game part should be related to the ue interface, but ok
Its effectively checking your open scene. Another way to check I guess is create an empty map. Open that in the broken project. If it runs fine its something in your scene.
yes, the problem persists in an empty scene, that s why
it happens in a blueprint editor too
But a new project is fine?
yes
Then the only things I can suggest are check all your project's settings and try rebuilding the project.
yea, i was expecting an answer like that, ...anyway i ll make a diff to checkout, thanks for helping
what do you mean on your player to create this variable? you mean in the level blueprint or? @thin tendon
You could even migrate your assets into a new project. In chunks. If the new project breaks after a certain folder your issue is inside it somewhere
@plush yew Your created character that you use to move around your map. It should have a mesh and stuff to make it look like a person.
yeah but the thing that I want to do is related with the note model
is this hdr? whenever the camera goes through a wall, the light's intensity slowly increases
What's the advantage of using blueprint input movement node instead of just taking the players posiiton and altering it to make your player move?
Unreal Engine is crashing as soon as I launch a project
Error log:
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000148
0x00007ffe6a661ad6 UE4Editor-ProjectIllDoCuzImPro-9482.dll!UDoStuffComponent::UDoStuffComponent() [C:\Users\abdul\Documents\Unreal Projects\ProjectIllDoCuzImPro\Source\ProjectIllDoCuzImPro\DoStuffComponent.h:33]
0x00007ffe89c5191a UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ffe89ee1ddf UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ffe89ec119f UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ffe89df57b5 UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ffe8a4ac487 UE4Editor-Core.dll!UnknownFunction []
0x00007ffe8a4caa1b UE4Editor-Core.dll!UnknownFunction []
0x00007ffec33caf37 UE4Editor-Projects.dll!UnknownFunction []
0x00007ffec33cb229 UE4Editor-Projects.dll!UnknownFunction []
0x00007ff7fff6f671 UE4Editor.exe!UnknownFunction []
0x00007ff7fff7204b UE4Editor.exe!UnknownFunction []
0x00007ff7fff6c17c UE4Editor.exe!UnknownFunction []
0x00007ff7fff6c4ca UE4Editor.exe!UnknownFunction []
0x00007ff7fff7ceae UE4Editor.exe!UnknownFunction []
0x00007ff7fff7fcbe UE4Editor.exe!UnknownFunction []
0x00007ffed92b7bd4 KERNEL32.DLL!UnknownFunction []
0x00007ffed994ce51 ntdll.dll!UnknownFunction []
@heady moon Install the debug sysmbols from the launcher -> Engine version -> options and get it to crash again. Beyond that we cant see what is crashing.
ok
Hello there Fellow Unreal-Devs!
I've become desperate with a problem.
I'm referencing C++ plugin types in a TMap in Blueprints and after hot reload I received the subsequent errors but couldn't find a way to track down the variable and delete it, as it is appearently not there.
Does anyone know what to do?
See image for relevant errors:
I can find the entry to "AttachedProducts" in the uasset's binary file, but as it's binary, manual changes will corrupt everything...
Hello... im new to UE... I simply want to take my Cine Camera and make it the complete view/viewport when playing in my project, fullscreen. Is there a way to achieve this?
the viewport in the editor when editing or when playing?
@grim ore Can I just take a second to thank you, I have learned so much from your videos!
howdy folks.. anyone knows why unreal movement input is not working if applied via TICK, in another object.. that's spawned by a blueprint?
something like this... works fine when I position this guy manually in the scene
is there some default value that stops that movement input... when spawned by bp?
actor rotation works fine
I'm using a projectile movement component btw
Hello, i try to update an old project to unreal 4.25 (from 4.23) and i have an issue with emisisve material. You can see bellow an video.
My question : how i can fix that ?
Thanks for your help.
@lapis bronze Yes, exactly what i did, i forget to switch back to lit mode
Thanks!
haha np
@grim ore Yes, when playing... sorry for not being clear.
and right now it's using a different camera is the issue or its not full screen or ?
Hello everyone, I am new to everything related to Unreal Engine. I have only one question, what should I start with? BP? or C++?
so.. what kind of difference can be between spawning manually vs from BP?
https://www.youtube.com/watch?v=flEtQBPtBTc @hoary sphinx
Thank you
don't get why this BP fails.. just cuz it's spawned with spawn actor from class
lol
like.. what can be different when you position the actor manually i nthe scene?
@grim ore So, both 😄
or one, or none you could use the C# plugin
use what works or what you are comfortable with
Thank you
SpawnDefaultController... was my problem... A m e n
It's a template not a game just ment as a example to show you, you can alter the editor settings thru Settings-Engine scaleability settings and adjust it how you like but normaly just make the settings page and the menu yourself.
the player scale in this fps template, is it the same as UT?
What is UT? (sorry for ym bad english)
unreal tournament
Good question, assuming the player is the same as in ue4 then i would say yes.
The mesh height for each one is in the mesh editor for each mesh so you can compare. If I had to guess I would guess they are not the same height as the one in UE4 is meant to be a generic representation of a human while the UT characters are stylized and designed so they are sized to fit their environments
I'm building a map using UE4 scale
What is UE4 scale?
fps template scale
that would be for realistic proportions so that should be "ok"
the scale for ue4 in blender would be 0.01000 if you ever intent to create inthere
if I want to play the map in UT, do I have to reescale everything?
if I want to play the map in UT, do I have to reescale everything?
@plush yew are you modding for UT?
If you want to play it in UT you should be using the UT editor to do all the work and using the built in maps for templating
In every course on unreal engine c++, they write the c++ class and make a blueprint based on it. Can i just write c++ and use it without having to make blueprints?
@fresh bay Where do you want to use it?
to port the same map to another game, can I just reuse all content?
if its C++ to C++, sure no issue but if you plan on using it in the engine somehow you need to expose it which more than likely is going to be in a blueprint format.
I see, thank you @grim ore
yes, my flash has it's face missing too
Parts of the model are black
it's a flash error, not from unreal engine
anyone know some sort of speak recognition in 4.25 ???
maybe like a plugin or somethin
how do people manage to get it working?
gotta ask flash
?
no but really, you probably have flipped normals there
do you have any experience with 3D
nope
oh fuck
I was just given the model
this isn't really something newcomers understand right off the bat
im familiar with unreal and I have c4d but I will need to be treated like im dumb
I advise you to watch a couple tutorials on the basics of cinema 4D or Blender
though Blender is undoubtedly better
Do you know a way I can fix it?
Recalculate model normals
you're getting that error likely because of backface culling
technically if you have 4.25 you can edit the mesh directly in UE4 and flip the normals
Really? that's nice!
though having the original model with fucked normals isn't best
I'd edit it in a 3D software and re-export it
What do I do?
i try light buil but first time give error and i search for youtube and dowload ue4 debugger but now ue4 shuts down without error
Recalculate model normals
@plush yew
how?
Hollo all! Guys i dont know what topic i need with my problem. Help me please, i need to animate a spline in the sequencer, It will be a cable that bends under the weight of the tree.
Guys why im getting this error ? What can i do to avoid it
Help me please 🙂
why isn't there a help channel?
Im just curious, but how would you be able to get a health bar that has more than 100? Cause I know the way progress bard is from 0 - 1, so what if i want to have 150 health? Would i need to like, divide by 15 ( Im not good at math haha bare with me )
this gets super cluttered
Yea I agree
i try light buil but first time give error and i search for youtube and dowload ue4 debugger but now ue4 shuts down without error
This is a general help channel but if you have a specific topic the other channels might be more helpful for that specific topic
@lime gull Use a current health and a max health variable. Divide the current health by the max health and that will give you a number between 0 - 1.
@plush yew if you want to share your error we can try and help but other than that, we can't tell you why its shutting down
Thank you very much, as I said Im horrible at math so I wouldnt have been able to figure it out
@willow plank we dont know why it's not saving, we can't see the entire error and we dont know what you are doing to cause the error. More info might be helpful. Do you have the editor open more than once?
@grim ore Do you recommend any (beginner friendly) UE Environment art focused course? I'm quite interested in realtime level and scene design. I have solid experience in 3D but never laid a finger on UE.
Not super interested in the programming side of things (for now)
@loud eagle Nothing specific but I would check out 80.lvl as that is a site focused on art and design and has some blogs about using UE4 for what you want
Anyone know a way to delete and bring back the same widget but change a variable
Hi does anyone know any way to get realistic lighting? Or any tutorial? Because all I can do doesn't look too good.
@plush yew Check your saved logs folder for a log, you did say it was crashing with an error so what was the error and what did you install to stop the error
@grim ore Single Ue4 application is on right now
@loud eagle Nothing specific but I would check out 80.lvl as that is a site focused on art and design and has some blogs about using UE4 for what you want
@grim ore Thank you! Will do
@willow plank Still have no idea what you are doing to cause the error, what are you doing and what is the entire error?
what does the output log show?
i cant save two texturs and these textures causing material saving error too
i cant find output log...
where is it ?
go to window, developer, output log
@grim ore debugging for callstack error
@grim ore i dowload editor symbols for debugging
and now it crashes without the crash?
ive tried this but it dont work
@willow plank is this failing on importing or did you do something with them?
sorry what I mean was is this the first time you imported them? they are not older ones that stopped suddenly
@fossil basin What are you trying to do?
im trying to create a widget that takes values from a csv file
every level is a different line
i have created the widget that takes the first line of the csv file
under the variable current level
which has the default val 1
you can talk to the widget after you create it and tell it to run a function to do something. You can expose a variable in the widget and set it when you create it. That is a few options
pls elaborate
What are you doing in the widget that needs the new value?
what is the variable you want to change for example
@grim ore i give this error debugging for callstack error i dowload editor symbols for debugging
@plush yew Do you get an error now? you should have something in your saved logs.
essentially the widget takes 1 line of the csv file
but its only taking the first line
so you just need to change the Quetion Number variable when you create it?
in your widget, go to the details panel for that variable and tell it to Expose on Spawn. This will allow you to set it when you create it.
saving it is up to you, i dont know what you mean by sessions
as in when you close the game and start it up again
@fossil basin then you should look into the Save Game system to save it between closing and reopening the project.
hey
so i made a level sequence
of a spotlight turning from 0 to 1000
intensity
and i went to he level blueprint to make it play when i press lctrl
and im trying to put in an
play(sequence player)
but it doesnt appear
which part? the entire node or the play part when you use the sequence player reference?
in trying to put in a sequence player from
flashonoff
and then connect left ctrl pressed to it
but it doesnt show up
did you pull off of the level sequencer variable you have there and look for the play node?
might want to take some time to go thru some basic learning for how blueprints work. You would access the blueprint nodes that are specific to the level sequence by dragging off the blue output pin on your level sequence and using the popup to search for the blueprint nodes that are correct for that item
show me what it shows for you
play
oh nope
found it
sorry
idk why it wasnt showing up
thx for the help tho
hi !
what is polymorphisme
Anyone know how much UDN access costs, or whether it is at all accessible by a very small indie dev?
@grim ore I have a plugin that allows me to track a camera via IR cameras for virtual production... OptiTrack Cameras > Motive software > OptiTrack UE plugin. It works by simply attaching a child to an Optitrack actor... and then that child is tracked via the IR cameras will respond to the position and orientation in UE. I've attached a Cine Camera to the optitrack actor... and it responds well. but I just want that field of view of the Cine Camera to output full frame in game play.
Would there be a reason that "remove from parent" wouldnt work?
how do i "remove from parent"?
thanks mathew
Why does ue4 freeze for 5 sec when i drag meshes into the world?
@pliant echo If you mean you dont want it to respect the aspect ratio you can try unchecking this box
hello
i have a question but i don't know how to explain it, is there a way that you have a sequence that is playing but so that you don't get into the sequence camera but that you can play normally but the sequence is playing, for example, you have an object and you want it to go from left to right and repeat that, that means i can go on this object and i move with the object left and right
sorry for my bad english i am from germany
any idea how to change gravity ?
become fatter
not gravity scale, gravity direction
Basic noob question here but how do you move vertically up and down when you are editing in 3D?
Q and E
Hi,can someone help me with Unreal Engine 4.25 install?
anyone know how to get speech recognition in 4.25 ???
I have the program files installed, but for some reason, they don't work and get an error. Then my laptop froze up. Help!! 🙂
where can i see saved logs
@solemn orbit You can use a sequence without a camera yes, just... dont add a camera.
@plush yew They are in the Saved\Logs folder in your project like this
Looking to trade favors -- my programming for your VFX.
I am trying to get the explosion particle to show up on my render target screen where white objects have a custom scene depth
hey guys, am I missing something or is the spiralblur shader node broken in UE 4.25?
@plush yew it seems to indicate your map is quite large with stuff and your machine didnt have enough memory to handle it correctly after the lightmap build
Does it crash when you try and open it now?
IF it does go into your project folder, then into your "ThirdPersonBP/Maps/" folder and delete the ThirdPersonExampleMap_BuiltData.uasset and try to load it again
@grim ore oh no no. I'm not referring to aspect ratio.. i think i mean I want the ViewPort of the Cine Camera to be the viewport of the game during play.
why is my cook failing FFS
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Success - 0 error(s), 239 warning(s)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:```
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see E:\UnrealEngine4_24_3\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure```
@pliant echo Is there more than one camera on the blueprint? if so disable the other one (turn off auto activate) and it should use the cine camera
like wtf, why
@grim ore When i hit Play i dont see viewport as my Cine Camera.
Hey everyone, I'd love a little bit of guidance with HISMs.
In my understanding, if I create a single HISM variable, I can add 1 specific static mesh to that HISM as many times as I want, correct? (Which would represent the amount of instances).
Is there a way for me to say: "Hey Unreal, here's an HISM, and here's a static mesh. Can you check for me if this is the static mesh that you expect?"
Simple example:
Static meshes: A strawberry and an apple.
HISM variables: StrawberryHISM, AppleHISM.
Take StrawberryHISM, add a strawberry instance to it. Take the StrawberryHISM again, ask it "do you have apples?"
Maybe I should get the first instance within the HISM and compare objects?
@grim ore Oh i see now.. i have a Camera Actor also.
but its not visible when i'm stopped.
@pliant echo you might need to delete that then and set your other actor as the default, or put your cine camera in the world or something else
ok
I dont know how your level is set up or what is spawning
@grim ore OptitrackRigidBodyActor is the parent to my Cine Camera..
https://www.reddit.com/r/gamedev/comments/grhktn/mind_blowing_noneuclidean_game_engine/
Could we do this in UE4?!
You need to look into how that plugin is supposed to be set up. I dont want to give you instructions on the wrong way. I would assume it might need to be the default pawn and if that is true then it will use the camera. Are there setup instructions?
The game mode sets up the default pawn, the default pawn is what spawns in/is used for the default player. That is the default camera. This can all be changed if you tell the engine to auto possess something else, your OptitrackRigidBodyActor but I have no idea if that is how that plugin is supposed to work. The camera you see being created when it runs is probably due to the default pawn spawning in
hmm ok. thanks.
im following their guide here: https://v22.wiki.optitrack.com/index.php?title=OptiTrack_Unreal_Engine_4_Plugin
i managed to break my cube and sphere by moving it out, it is broken in all projects now wich is kinda... well bad... anyone knows how to fix that?
however it doesn't describe how i'd apply it to become the default viewport.... or Cine Camera. Im able to get the tracking to affect other actors like Cubes or Spheres. no problem.. but I really just want to affect my Cine Camera really and have it fullscreen as the viewport
Hello im working on a equipment system and and im trying to do so i can equip a new chest on my character but the only way i know to do it is to use a socket system but i dont want it that way, i want so i just change the chest of the character, so how do i do that? 🙂
How do you set a pivot point without a mouse scroll button
ok so, im pretty new to all of this, however I am using world creator 2 to create a large height map. I want a large open world game, so im testing the limits of UE and im having trouble finding a way to increase the heightmap res. from 4k to 8k. If that is even possible, I dont know and could some pointers on how to create large height maps, or more accurately importing large height maps
@astral phoenix IS the chest a seperate mesh you can swap out?
@pliant echo at this point you probably want to look into using the Set View Target with blend so you can change from the default camera to the camera in that actor. I dont know if you can auto possess that actor since it might not be a pawn so the only other way is to just change cameras
@grim ore yes
where do i find "Set View Target options?
@coral dome You can go into the Editor Preferences and the Keyboard Shortcuts and change some of the pivot controls there. There is nothing for directly changing the middle mouse. You can also right click on an item and choose the pivot group and set from there but its not identical to the middle mouse
@pliant echo its not an options, its some code you would have to write. The docs and tutorials out there cover it. You could also ask for suport from the plugin author
@astral phoenix then assuming your mesh is a skeletal mesh you can just access that skeletal mesh component and swap out the mesh it is using
thanks for the guidance @grim ore!
@grim ore Okay thanks man
@grim ore yeah its a skeletal mesh but when i pick up a new chest piece in game and have it in my inventory and try to equip it, the chest i have on goes away and the new chest i just picked up is just in T-Pose
uh.... your chest is in t pose?
Have you looked at this, https://docs.unrealengine.com/en-US/Engine/Animation/WorkingwithModularCharacters/index.html , this is the way the system is designed to use one set of animations and multiple items using those animations
the master pose component being a key to keeping the animations and modular meshes in sync
@grim ore im guessing i need to set the Anim for the new Chest piece when i equip it but i cant get the new chest piece so its on my ''Player Chest skeletal mesh''
look at that link, it should help as the system is designed to do it that way
why is my material doing this?
turn on the wireframe mode, see if its your mesh deforming due to LOD or tesselation
it is indeed deforming because of that. will the retop tool in the sculpting mode fix it?
@grim ore okay i will do that ty!
well if your material is not using tesselation then it's doing its job. If you want it to change farther away adjust your LOD levels on the landscape
i was going to use tessellation down the line but i'll leave it as is just for now
i'll just tune the LOD threshhold. thank you very much
You can also consider if you are going to have ground covering or not, it might hide the issue 😉
Hi. I have something of an odd question.
I'm setting up Little Nightmares for streaming, I have a dual monitor setup, but the game captures the mouse (locked inside viewport) and I can't go to my other screen not even with alt tab.
Is there some setting in the engine config files I can use to disable mouse lock to viewport?
have you tried setting it to windowed mode instead of full screen?
Yes, but I can't get rid of the title bar, setting it to fullscreen-windowed mode doesn't let me move it to the screen where I need it and if I do it with win-shift-right the window is of the wrong size.
Dear friends, help me please how to make the cable stretch under the weight of a tree falling on it? I didn’t find the entire Internet 😦
It doesn't seem to respond to maximize shortcut using win-up key, unless there's some other mode to make it maximize or to make it default to the other monitor.
well alt-enter is the normal toggle fullscreen command, Dragging it to the 2nd monitor and doing that doesnt make it work? This is a general UE channel so how the dev created his setup is beyond us. There maybe the options in the .ini files for which display adapter it uses if you cant choose it in the options.
That works but the locked mouse issue remains. I can't use it outside the games window. If there were an option to disable it in the .ini files that would do it.
Chances are there is not
fullscreen windowed shouldnt restrict it to the window, should be able to alt-tab out, but the game might not support that mode
Mmmh.. I'm gonna see what I can find. Thank you anyway
@dreamy thistle you can have it be handled by physics
maybe following some cloth simulation documentation, you'll find something fitting your needs
I have a theoretical/approach question: I need to start making the "AI" or a kind of "AI" for my turn-based game. It's a jRPG which means movement isn't a concern, units are glued to their slots. The question is: how would you do it? Make a proper AI or just run conditionals/other code in the character's blueprints? They need to choose some buffs/debuffs/heals/player units to attack, that's all. Atm, they just pick attack or any ability randomly and cast it. The whole game is in BP only. Any suggestions?
Hey everyone! I'm currently doing a realistic hair pack in unreal engine with shader and such.
But I would need some general advice from the community on how I should proceed in order to make the most people happy and also interested.
So here's a link to a survey that I did. It only takes 3 min and it would be really helpful if you could give me your opinion on it.
https://surveyhero.com/c/a2ca38b6
Thanks and have a nice day!
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@ashen ermine not sure how to do this or if it's possible, but if you could run a behavior tree one time like an event maybe that would work
@ashen ermine not sure how to do this or if it's possible, but if you could run a behavior tree one time like an event maybe that would work
@rugged rapids 😮 Amazing idea...ur right...The onyl question now is if you can in fact run the tree once and then stop it, and just get the decisions out. I'm assuming it's how you imagined it. right? 🙂
yeah, I believe there's an execute behavior tree BP node
Hello Guys Can i Ask About SpatialOs installation in this Channel or ??
I just don't know how to stop it
alternatively maybe have a blackboard bool that you flip on and off to control if your tree runs it's full path or not
^^
@rugged rapids well, i'll look into the matter, haven't done any proper AI now, so i'll start over from scratch, only did some location-based simple AI for some roaming peasants once. So, i'll have to dig into AI properly this time 😛
put it in a decorator blackboard check on the first sequence or selector and it can just flip on basically and run once
Wanted to know if it was worth trying to learn AI now or just do BP conditionals and "fake AI" 🙂
might want to do a state machine style set up, have selectors check for each state in your behavior tree, then have the state behavior under each of those selectors
for just a logic state machine tho the blackboard/BT seems a bit overkill
and the state could be an enum blackboard value
while the state machine itself is controlled in the ai controller
but that might be overkill
let me show you a snapshot of what/how things will be, i have a short vid on it. https://streamable.com/at7us2
^^The link works, but for some reason, not embedded here
But running behavior tree would in the end be more efficient/robust than running bp conditionals? Since I can do the switches/same logic in bp - or?
ok yeah, a bool in your blackboard that turns on and off to control behavior tree execution is probably good
if the bool is off, do a sleep for a bit before checking or something
if you've never done behavior trees, think of it as a good opportunity to learn, as opposed to hacking some character BP logic
Ok, so AI it is then 🙂 yea, must admit I'm a little pressured by time here and wanted to avoid wasting time, but yea, I'll look into AI properly.
Any tuts/good articles/pages/stuff to follow/learn?
why does unreal blueprint just say cast to triggerbox and not cast to trigger box 5 for example
there's some official unreal live training videos on youtube
Announce Post: https://forums.unrealengine.com/showthread.php?135116
Mieszko Zilenski is back in action with Alexander to talk about how to get set up in UE4 with basic gameplay AI. We will be covering how to set up AI Controllers to properly handle your Behavior Trees and the...
@rugged rapids Good, thank you, that will do the trick, see where I end up from there 🙂
Training Content Creator Ian Shadden is joined by Lead AI Programmer Mieszko Zielinksi as they build on the Basics of AI stream and delve into more advanced AI! They show you how to create complex AI behavior using Behavior Trees and the Environment Query System (EQS).
good luck
thank you both for your help @rugged rapids @grim ore ! 😉
how many cables can you imulate in UE before getting weird artifacts ? im making a bunch of skeletal meshes cables in houdini, but they will be quite dense ...
@quartz raven Do you have an example of what you are asking? it sounds like you are asking why when it's casting you cast to the class
Im trying to detect if the players character is inside a triggerbox
so they can only jump when theyre in it
why is my terrain visible in the editor but disappears when i hit play mode?
if you have only one actor in the world that matches your characters class you can see if the actor that triggered the overlap is that class and if it passes that would be your character
otherwise you need a way to identify your character uniquely, such as the get player character node and comparing to that
i only have one actor in the world, but i dont know how to detect overlap
and would i put it on the actor's blueprint
is overlapping currently or when it starts to overlap and basically enters an overlap area
are you asking me? if so then i want to see if they are every time the player tries to jump
thats more complex, you would have to check the player bounds for example and see if they are in the area or when the player enters the area they get flagged as in the area and when they leave they get flaggs as leaving
do you know how you would do either of those blueprints?
There are "Box Overlap Actors/Components" nodes you can use to check of something is inside of a box
alright, thanks for your help! ill try and research both of those
would i have to loop that node in order to detect it more than once?
do you think there's any chance that ue5 will add support for another programming language
a more lightweight one

whats the difference between ontriggeroverlap and ontriggerenter?
@lapis ferry There is a chance of course
i like source control
Is there some particular setting with particle systems attached to actors that allow them to use the light emitter?
for some reason my cascade particle system does not seem to emit any light unless I just drop the system itself directly into the scene, but triggering it as part of an actor does not work
blueprint is problematic for that
c++ powerful but slow to compile, old and a bit unwieldy
Hi guys, i was wondering whats the best value for setting the margin when making lightmap for unreal
Try and error, really depends of things, I think I used to 5? On Blender
i am also using blender, 5? thats seems way too big..
is there a way to have a material reflect the skylight?
The default value is 0.10
Is it possible to do same-screen multiplayer with different controllers in Unreal?
I want to have one camera that observes the area, but I want to use player controllers correctly and assign one to each player, etc
Any idea on how to make a "value step" on an int in bp? (not materials) 1-30 = 1, 30-50=2, and so on. There was a node but I can't remember it 😐
map to [something] or something like that
I mean 0.05 @little falcon
Oh, that make sense.
Thanks, i think i should read through the doc to get more info. Thank you!
@ashen ermine to range
@rigid belfry the skylight is a cube map just like the reflection ones individually but global, not sure what you want
@teal tulip close enough, it's inrange but now I noticed the map one is for floats. ty 🙂
Not sure if this is the right chat, but Unreal keeps causing this one windows error sound to play and I can't figure out why or how to stop it
pls help its driving me nuts
Will binding the same event multiple times to an object that is only created once have any performance impact? I can easily set it up to bind once, but was just wondering if it mattered.
yes
not much unless there's hundreds of thousands
I'd look the a way to activate them from the same event tick
for a way *
Just a simple UI flip-flopping between visible buttons
Okay try #4! You can see my question here: https://answers.unrealengine.com/questions/961433/view.html
Mobile preview is giving me an assertion failed on clean projects 4.23 and 4.24. Anyone have any ideas?
You could probably link that straight via an action input command
F pressed does x function
@spiral island yes you can just have different inputs and different "player controller" classes and they can each listen to different inputs for actions
Btw, I feel like I need to preface this, I'm here to chat while waiting for a lighting build, I always end up having to go out of my way to help someone but, I'm not doing that today. Just drinking and chatting
@tender obsidian I doubt we can figure it out, which sound is it and is it just happening at random?
I was extending the functionality of another template. Essentially it is giving buttons multiple functions. I could directly link it, but then I would need to edit more of the template.
Anyways, just knowing it affects performance is enough of an answer for me, thanks @fervent nacelle.
@wanton lotus are you talking binding the same object to listen for the same event multiple times?
Yes
so basically running the same code multiple times
you will only incur the cost for running the code, you can only bind once so it just replaces/ignores when you do it again
That may be what you have to do. It's not unheard to to refractor, enough so that the term "refractor" exists to begin with. But It depends on in what context it's used in. Everything takes time to calculate but it in relationship to everything else calculated given the time budget available
If you have one or to things in the tick, probably not, but it really is context dependent tbh
@grim ore that is what I was thinking it would do. So basically no performance cost unless it is thousands as @fervent nacelle suggested. Thank you.
If its using normal event dispatcher rules then yes, and the docs back this up "Each event can be bound only once, even if the Bind Event node is executed multiple times."
I wouldn't say thousands, as it depends on exactly the amount of computation necessary following the Input received. Like, thousands of float value being assigned won't be much, but thousands of 1k RTs being drawn simultaneously will be brutal if it's even possible for a modern gpu. Hence the repeated sentiment of context
Gaging performance is here say without damn near every piece of info lossible6
possible*
Can someone please give me a hand with this: https://answers.unrealengine.com/questions/961433/view.html
Wish I could, but I've never developed for mobile
If you start a new blank project, and run it on the mobile preview does it crash as well?
sounds like its your video card/drivers then offhand
That's what I was thinking. Then I had a friend create a new project on their computer and they got the same error
Oh sorry no it wasn't a new project it was my project
thats why I was asking about it being tried in a blank project
your screenshot is definitely not a stock project
Yes I tried it in a blank project on my computer
and on my own project
I can take a screen shot of that too if you want
I just tried it in a new third person project, mobile preview and no issues here
Okay I'll try drivers. Maybe my drivers and my friends drivers are both out of date i guess
the noise it keeps making is this https://youtu.be/sRTvrtuuGJQ?t=177 I literally can't describe it and everything about the problem is too generic. It seems to just be random. I'm just hoping someone here might know the problem
All Windows 10 Sounds from the latest version of Windows.
@tender obsidian I don't understand what you mean
@grim ore just checking what version of Unreal did you use?
just randomly while working in the editor it makes that noise
I have no clue what causes it
usually while looking up nodes in blueprint and whatnot
@tender obsidian sounds like just a generic windows finished sound. Check your sound settings in windows for your sound theme. That is the Asterisk sound. It should not be doing that normally lol
i figured not
@kind dew .25 is what I tried it on
didnt work sadly
okay so I updated drivers and now the blank project works but not the main project.
I upgraded to 4.25 and since then, I can't open my widgets in the editor, it crashes saying "Pure virtual not implemented (UThumbnailRenderer::Draw)"
4.25 has issues ya, my 'sunsky' ctrl-L stops working after a few tries
Okay so I created a blank level in my project and even that doesn't work. It's got to be some project setting
:(
i upgraded for the better niagara
it's... an adventure : 'D
always
at least parameters work unlike in cascade
maybe offtopic but its worthy in this case,,since we're on 'that' topic https://www.imdb.com/title/tt0096794/
not seen in ages but its a solid 'adventure'
HM I can see myself using aspects of the spirit of always so it IS relevant ;)(
just a general question people, when creating a simple primitive box, are the scale values in meters?
the box you drop in as a mesh from the places tab or when you make a geometry brush?
Units in UE4 are in centimeters so a default geometry brush for example is 200 units or 200 centimeters across
the basic "Cube" is a static mesh that is 100 units across
so other than restarting is there anyway to 'reset' sunsky sphereical rotation widget when it stops working in 4.25 ?
is there a way to make the ai target higher on the player character. currently they kind of aim at the feet, but i want them to go for the head
Do all actor classes contain a camera component?
@grim ore - Wanted to say, I've been coding for years but am relatively new to UE4, and your YouTube videos have been superb for familiarizing myself with the framework, thank you much for that work.
@open wadi no - has to be added
@grim ore when i drop in a box from the geometry tab, its 1,1,1 scale
XD
@dreamy lake @dense hatch Thank you.
np
@grim ore so then each 1 is one meter?
@plush yew scale depends on your mesh size
the default cube in ue4 is 100x100x100 so it will occupy 100x100x100 in world space at 1,1,1 scale
at 0.5,0.5,0.5 scale, it will occupy 50x50x50. this all depends on the size of your mesh which you can see when you hover over your mesh asset
@plush yew Geometry brushes are special. They have a size property that determines their size in units internally, scroll down to the brush settings
scale is just a multiplier of the size
yep so that item is 200x200x200 units/centimeters and the scaling (multiplier) on it is 1x1x1
so its probably better to use the 200 centimeter scaling rather than the multiplier
@quartz raven location is based on the pivot point on the object, and in your case the characters pivot would be the base of the capsule more than likely. You can adjust the target manually (add Z to the target after you get the players location) or set something else for them to target in the player (a scene component called target for example) and use that for the location
if you are adjusting a geometry brush then yes you should adjust the brush settings units and not the scale if you want to resize it.
thanks!
If you are adjusting a mesh you probably have to scale it since you dont have access to the actual geometry data under the hood since it was brought in from another program
What would a reason for the Remove from parent node not working?
So its not my drivers, its my project. Any settings or anything that could be affecting this? @grim ore
@lime gull you arent targeting an item that has a parent? the wibbly wobblies are not lining up?
@grim ore thats giving me wierd results, i measured an object irl but recreating it using brush settings doesnt give me the right dimensions
but neither does the scaling
Hola peeps, just wondering if anyone knows a way to transition smoothly between firstperson and ADS, currently i can only think of the the interpolation node but cant seem to get that to work.
@kind dew well the error mentions a problem but I cant seem to find that image anymore lol
@plush yew well the engine units are equal to centimeters so I dont really know what is off in your stuff. How is it weird?
@tropic jasper what are you needing to transition? a camera or an animation or the FOV or ? a timeline node driving an interpolate node would allow you to smoothly transition stuff
well that is specifically calling out the post process in the first one
it sounds like you might be trying to do something in your project that is not supported ,or the shader is failing to compile for that platform due to not being supported
so i went into a blank project and exported the rendering project settings. Imported them into this project, didnt work
Its weird because I have the same code that works on a different widget
It must be something small i messed up
also. I have a completely blank level and it still gives that error.
@grim ore That is not 153centimeters (or 5 ft) across
Although actually whats happening, is it does remove it so i cant click on it, but the visuals are still there
@plush yew but how do you know its not 5 feet across? what is your reference for scale
i literally measured a window to be 5 ft across
so i made a box that would represent that space for me
that is too skinny to be 5 ft
@kind dew perhaps you changed some of the settings in your project then, you could try deleting some of your .ini files in your config or migrate some of your content over to a new blank project to test
@grim ore So i have two two cameras currently, my first person view and once i right click i zoom into the ADS camera i want to make that transition slightly delayed as you would see in a video game, you never instantly aim in, i want it to be fast but slowed down to be more realistic. (fyi ill wait till your done with the above guy if needs be haha)
@plush yew soo... because it doesnt look like 5 feet to you looking at it on a monitor without any scale of reference it could not possibly be 5 feet across in game?
The transition is camera to camera 🙂