#ue4-general

1 messages · Page 751 of 1

wary wave
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it's not a UE4 term, it's just a random word the author chose

open wadi
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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.

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That makes sense @worn granite, thank you.

uneven fractal
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pretty much every QOL thing like sounds vs sound cues use up more resources

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however sounds use up so little processing power to begin with making them into cues is pretty much entirely neligible

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if you couldn't use cues for some reason you can pretty much do everything a cue can do with bp

little falcon
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the shadow is way off, any ideas where i did wrong, i am using directional light and sky light only

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this is after bulidng the light

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but if i moved a little a bit, it will work, and get weird once baked...

uneven fractal
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the sun icon doesn't actually produce light it's just the symbol for the actor

little falcon
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Like here, the preview always look right

uneven fractal
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ah your talking about the slates

little falcon
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yes

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it looks weird. but works totally fine while in preview

uneven fractal
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seems like some sort of light baking optimization is removing those small details?

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have you tried messing around with the building quality for your static lighting?

little falcon
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in the directional light details panel?

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i will give it a try

uneven fractal
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it will significantly increase build time just fyi

little falcon
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oh... so generally should i n it?

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should i increase it

uneven fractal
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I'm just saying don't be suprised if it spends 2 hours building if you increase the build quality

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it's up to you to decide if it's worth it

little falcon
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is this the one you are talking about?

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Indirect lighting quality in World setting

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Since i didn find it in directional light details panel

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😅

uneven fractal
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in the build menu

little falcon
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Oh,,, ok. this one..

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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

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I will try change to high

hazy swan
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if I have a question about unreal engine, should I ask here or somewhere else?

little falcon
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i guess you could ask here, many people would help

hazy swan
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ok

little falcon
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@uneven fractal well, not work

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so weird...

uneven fractal
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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

little falcon
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gets a little bit better, but i guess i may mess up something...

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Here is my Directional light setting

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oh, wrong one..

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here is the setting

uneven fractal
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yeah I'm not sure how you can improve the resolution of your slates further if you've already set it to production quality

little falcon
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@uneven fractal Thanks anyway.

uneven fractal
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no problem I'm mainly here to avoid filling out a 256 row lookup table for generating procedural meshes

little falcon
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I have no idea what is that, i just started learning UE4😅

uneven fractal
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basically I have 8 vertices I am looking at

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they can either be on or off

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so 2^8 = 256 different variations like 1000000 or 11110000

little falcon
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😂

uneven fractal
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ok how about

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I have 8 lightswitches on a wall

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each of them can either be on or off

little falcon
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i understood it

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BTW, if i use moveable lighting, it will work...

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😫

uneven fractal
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dynamic lighting makes it work?

little falcon
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yes

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even in previewmode

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so it should not be the problem of lightmap

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dynamic light

uneven fractal
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thats not confusing or anything

little falcon
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came from blender without any knowldege of Game engine, its painful tostart.

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😂

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Wait,,, it worked..

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i have no idea why, i just baked again,,

uneven fractal
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well if you came from blender you should know all about the fun of figuring out what unlabeled settings actually do

little falcon
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My bad,, not work..

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😂

compact halo
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is there a way to check if a bullet is overlapping geometry?

mighty cipher
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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/

torpid surge
hoary goblet
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Looks somehow like mexican style

wary wave
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it's not unlike something you'd find in Venice (LA)

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I don't think it has a name in terms of architectural style

open wadi
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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.

hoary goblet
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“Mediterranean Revival architecture” maybe

open wadi
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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"

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I have a "point light" literally in the room and I'm seeing no effect

patent fjord
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is it bad to make a game off of ONLY blueprints?

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Does it have any tolls?

open wadi
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What am I missing?

patent fjord
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idk because im new to ue but it looks like there is light everywhere in that level

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try raising intensity to see if thats the case

open wadi
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Even within the house?

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Ok

patent fjord
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it seems so

open wadi
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So raise the intensity of my placed lighting?

patent fjord
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Of the directional light

manic pawn
patent fjord
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ohhh

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^^^^^^^

wary wave
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classic

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😄

patent fjord
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OHH so thats not even a real button>

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?

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idk im new

open wadi
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I'm confused, I'm guessing this is the "picking on the noobs" part of the sequence.

patent fjord
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yeah xD

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its funny tho

wary wave
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it's a view mode, so you can see the level without lighting

patent fjord
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ohhhhhhhhh

wary wave
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you can also view just the lighting, the wireframes etc

open wadi
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Interesting, ok.

wary wave
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just click through it, it will make sense

open wadi
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The person in this tutorial is using a subversion back of UE4, perhaps this change was implemented as a default since then.

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Ok, thank you @wary wave

wary wave
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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)

open wadi
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Most definitely.

solemn orbit
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hello can someone help me

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i want to create streets with the spline but

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can someone help?

toxic gorge
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Anyone know what's going on with TrueSky and the new sky atmosphere system? Are they going to be compatible with eachother?

frank oasis
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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

little falcon
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@uneven fractal Problems solved,

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someone helped me and figure out its actually my lightmap res setting.

frank oasis
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do i need to do something else ?

little falcon
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i set it wrong

patent fjord
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Me is have question

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can is you use blueprint for all game and no bad?

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pls is answering me

frank oasis
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what you mean only 1 blueprint for all the game ?

patent fjord
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(can you make a whole game using only blueprints)

frank oasis
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yes you can without C++

patent fjord
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and nothing bad will happen?

frank oasis
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only blueprints but that depent on your game

patent fjord
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such as lag, or anything at all?

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Alr, thanks

frank oasis
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nope nothing happen just depent on the pc and the performance

patent fjord
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Dont*

ashen ermine
patent fjord
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don ask how my english got better

frank oasis
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thats no problem just hope you understand me

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@patent fjord also you can use google translator sometimes to help you

patent fjord
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I was joking, I know almost perfect english

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xD

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,but thanks

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@frank oasis

sly coyote
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_>

patent fjord
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idk why, but when you act like you dont know english, more people answer you xD

frank oasis
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...

sly coyote
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if you ask questions above peoples skill levels youll never get an answer like whenever i ask for anything lol

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you almost have to post something completely incorrect as fact and wait for people to correct you

oblique sorrel
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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.

frank oasis
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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

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the char is perma T pose standing even with the wasd working and he move

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@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

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so if your game is simple and doesnt need complex coding then you are ok with blueprint

sly coyote
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you can always nativize the blueprints after tho....

patent fjord
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Bill, thats how its suppoused to be made

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UE said that them selves

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its just that C++ is easy, but the way they made it in UE4 confuses me

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bill is typing...

midnight root
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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."

frank oasis
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@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

patent fjord
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ye

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also, @midnight root mind linking me to the full guive

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guide

midnight root
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OFC

patent fjord
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ty

midnight root
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yw

frank oasis
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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

dense hatch
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I upgraded to 4.25 and now I can't open my widgets in the editor

muted trail
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does anybody know how to set up an animation blueprint ?

wet berry
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With Epic upping it's game services has there been any indication of expanding publishing new games on EGS?

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Or blogs/posts regarding opening up the platform?

wise rain
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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 ?

muted trail
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@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

wise rain
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is there any tutorial about it? I am kind of a beginner 😦

open wadi
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What is the UE4 viewport setting so that I don't have to manually build light over and over to preview lighting changes?

muted trail
wise rain
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@muted trail Thank you alot mate !!

open wadi
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aye matey

muted trail
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@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

soft fiber
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If I shine a spot light against my mesh, its all good... When I build lighting, the light goes away?

muted trail
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@soft fiber does the lighting go away in the viewport and have you tried running the game as a standalone

soft fiber
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No, I'm just running it in the editor.

muted trail
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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

uneven fractal
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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

soft fiber
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Ok, I'll give that a try.

fallen wing
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Hey, I tried downloading a template project online, and I always get this error.

uneven fractal
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means the template is defective

fallen wing
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What does that mean exactly?

uneven fractal
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it has code in it that doesn't work therefore the engine can't open it

maiden ruin
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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.

fallen wing
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Ah ok

uneven fractal
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it's a very generic error message though so the list of possible causes are endless

fallen wing
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Ok, thanks

uneven fractal
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ah the aoe particle effect?

thin tendon
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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.

muted trail
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@thin tendon are you asking about whether your game is running on steam or ??

thin tendon
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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.

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I think the word is authenticate. I want to authenticate steam and the player.

muted trail
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i think you shoulld try running it as a standalone game or packaging it as a debug build to check

thin tendon
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I already have

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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

uneven fractal
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have any of you worked with procedural meshes before?

muted trail
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@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

thin tendon
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Thats not what I need at all. I need to do it from inside unreal lol

muted trail
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then I'm not sure

open wadi
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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?

thin tendon
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@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

open wadi
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Thank you @thin tendon.

uneven fractal
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hmm I appear to have tortured the editor to death

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it froze after I pressed play

open wadi
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Did anyone else just see a disappearing face?

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I think I'm having a stroke.

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Is anyone working on UE5, or have those dev kits not been released to the general public? I assume major developers have access.

marble hazel
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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?

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I was thinking you would need vscode code or some ide in order for it to launch but I'm not sure

muted trail
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you only need visual studio if you want to use C++ but is his mac powerful enough to run unreal ?

marble hazel
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The graphics are NVIDIA Geforce gt 755M 1 gb

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8GB of ram and 3.2GHz intel core i5

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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?

plush yew
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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

open wadi
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What is the definition of an orthographic camera?

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@marble hazel May not be required, but I'd get that ram up to 16 GB stat

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that processor is fine of course

marble hazel
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Than what would be the problem? The ram is maxed out and it crashes?

open wadi
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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.

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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.

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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.

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AIDS

uneven fractal
muted trail
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@uneven fractal what are you making

uneven fractal
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a voxel mesher

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the spheres are there for visualizing the grid array of the terrain

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green is air and blue is ground

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meshes are generated at the boundary between the two

muted trail
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nice

fallen marten
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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 😐

little falcon
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Hey guys, i have some problems that my material wont show up when i assign to a mesh

fallen marten
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Set material to two sided, or reverse your mesh normals

little falcon
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in the mesh setting?

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thanks, i wil check it

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emm, not working

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and the same material i apply to the wall, only show up after building up the light

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Still not working

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and the material on the wall has no details,

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i tried adjsut the tiling, not working

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so weird..

fallen marten
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Is the material set to lit?

little falcon
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material from Quixel

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Material should be dine

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fine

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directly import from bridge

plush yew
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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

little falcon
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have not touch the node...

fallen marten
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Funny it only shows after building light

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Idk - sorry man

alpine laurel
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anyone here know why my materials are not working right?

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posted the problem above

little falcon
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yes, for the wall, only work after building the light, for the cube, not even showing up...

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@fallen marten No problem, thanks!

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Oh!!!
i set it to lighting only... forget to switch it back
😩
how dump i am

plush yew
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oh it's not crashing

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it's compiling shaders

uneven fractal
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now with significantly less bits missing

plush yew
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but why does it need to compile shaders when the map has no materials at all?

alpine laurel
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@plush yew did you just make a change to something or import an item?

plush yew
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no

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cube room map

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Is this the right chat for widgets?

sweet relic
plush yew
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Thanks

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what is the editor doing? still compiling shaders

alpine laurel
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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

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any ideas?

plush yew
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I"m going to force shut down again

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still running those shader workers

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took almost 30 minutes

open wadi
#

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?

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For example, this game here is nearly 30 years old, release date of 1992.

humble ridge
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Anyone seen this before when joining a packaged dedicated server from PIE

open wadi
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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?

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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.

lapis bronze
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@little falcon do you have the lighting only viewport on?

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like does it show up as white in game?

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Check the top of the viewport make sure it says Lit not LightingOnly or something

fluid dragon
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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.

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using unreal engine

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like where can I find the ue3 repository? if i need to compile ue3 I heard unreal engine is open source in fact

grave nebula
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unreal engine is not open source

plush yew
fluid dragon
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it's for ue4 but I want to go for Ue3

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an older version of Unreal engine

frank oasis
#

guys i want use some fire circle for life

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it is possible to make it spining during the gameplay ?

honest vale
#

@plush yew you're using too many high res textures

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a ton of them it seems

tall gyro
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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)?

fluid dragon
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guys I want to download Ue3 how can I do it? @upper heart

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I know that they do not ship updates anymore but my laptop can run ue3 smoothly

thin tendon
#

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?

frigid matrix
#

@fluid dragon Maybe here:

fluid dragon
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I'll check it out thanks'

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Arghh the UDK isn't available to download

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😩

frigid matrix
plush yew
#

@frigid matrix what is this for

frigid matrix
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@fluid dragon Said he was looking for UE3/UDK

fluid dragon
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thank you so much @frigid matrix I really wanted to get into game dev waters and you helped me

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💖

frigid matrix
#

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.

fluid dragon
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ok

frank oasis
#

its possible to make it spining during the gameplay ?

honest vale
#

yes

maiden ruin
#

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.

weary basalt
#

@maiden ruin Please use the #looking-for-talent job board to post listings looking for team members or employees.

maiden ruin
#

@weary basalt How do i get perms to chat in there ?

weary basalt
#

If you read the #more-resources channel it will tell you that you need to DM the @plush yew

maiden ruin
#

ty

outer fossil
#

Doesn't seem to affect my lit view but still..

plush yew
#

How to find island heigh map ?

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I just learned what an enum does and my mind is blown

main widget
#

Is there a sort fucntion in content browser?

plush yew
#

How to find island heigh map ?

midnight root
#

@main widget yes it can , while on that tab look all the way to the left

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ugh wrong paste

thin tendon
#

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?

main widget
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Could you give me a screenshot? I still didn't find it @midnight root

midnight root
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bottom left

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ignore my theme of tabs , I use it to maximize viewport

floral ivy
#

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?

fallen marten
#

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

distant totem
#

that terrain.party site is pretty cool for playing around with real heightmaps

frank oasis
#

guys my unreal engine is 4.25

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and i saw a tutorial on how to make an diablo healthbar

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and the guy had some files i need for C++

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the 4.3 one and the 4.5 preview

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so where this came from are there really newer versions or they are restricted to the creator content ?

plush yew
#

Does anyone have a ready island heightmap?

frank oasis
#

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

midnight root
#

@snow coral you can google one

still moat
dire coral
#

can i model a character in blender export it and add bones or a skeleton in ue4

whole quarry
#

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

restive yarrow
#

@dire coral Nope, all must be done in blender or 3ds max, etc

dire coral
#

ok

restive yarrow
#

@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?

restive yarrow
#

@still moat Loool

#

oh boi here we go

restive yarrow
#

wha is that?

#

UE3?

still moat
#

yeah lmao

restive yarrow
#

whaaat

still moat
#

This UI is killing me

wary wave
#

Kismet, the level scripting tool from UE3

restive yarrow
#

ancient!!!

#

thats like straight outta 1998

wary wave
#

lol, no

modern sinew
#

Is there any way to automatically cap a variable that you are incrementing instead of constantly checking if you're at the cap?

wary wave
#

it was introduced in 2006

restive yarrow
#

I know but looks outta 1998

modern sinew
#

:/ It was quiet here a second ago

wary wave
#

in 1998 there was no level scripting tool

still moat
restive yarrow
#

@modern sinew haha XD

sudden agate
#

i hated UDK

wary wave
#

you put triggers and stuff in the level and manually hooked them up 😄

restive yarrow
#

@still moat looks like Sketchup

sudden agate
#

it was so user unfriendly

still moat
#

Now heres the asset browser

#

Complete different UI style

restive yarrow
#

UDK looks like you can just make a rolling ball game out of it and nothing else

#

oh lord...

still moat
#

Its really cool though to see the differences and similiarities from UE3 and 4

restive yarrow
#

the folder style is still the same

still moat
restive yarrow
#

yeah they do

#

almost same as ue4

plush yew
#

anyone here know a video on how to make a player controller for a shark?

still moat
#

Didnt UDK use their own scripting language instead of C++?

restive yarrow
#

@plush yew dont know about a shark, but i have one for a rabbit

plush yew
#

ah rip

restive yarrow
#

@still moat yeah Kismet

plush yew
#

cause i wanted to try make a game like man eater

#

i just love jaws also

restive yarrow
#

you can use the same structure for any animal

plush yew
#

oh

restive yarrow
#

just the movement and aims can vary

#

anims

plush yew
#

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 ?

restive yarrow
#

yeah it can all work the same way, nothing different, you just gotta modify the abilities, anims and behaviour

plush yew
#

ah okay

#

ty

slate vessel
#

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!

dapper ridge
#

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

iron wadi
#

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?

fallow jewel
#

I have a question, me and a friend want to setup multi user editing. is it LAN only?

modern sinew
#

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?

rigid belfry
#

why does my terrain look like this? building does nothing and the shaders are all compiled

midnight gate
#

HE;[

#

I INSTALED A PLUGIN

#

but its disabled

#

and it wont let me package my game

plush yew
#

do you know how to solve this glitchy behaviour from unreal editor? what is causing it??

midnight gate
#

i see nothing glitchy

#

must be a skin

plush yew
#

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

indigo crown
#

Why do all the epic games store games are not OS Supported except for fortnite 🤭

distant totem
#

those unreal 3 screens are pretty epic, I petition this as a new emoji

rigid belfry
#

can you have more than 3 textures painted on terrain? i am unable to

wary wave
#

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?

distant totem
#

@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

rigid belfry
#

why is it a txt file?

distant totem
#

because you can copy and paste any blueprints, or materials into text

rigid belfry
#

oh really?

distant totem
#

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

rigid belfry
#

thats cool. is the livestream on their yt channel?

serene birch
#

ah the Unreal dragon icon 😄 was in Unreal 1 already

honest vale
#

it's a dragon?

#

I thought it's an eagle head

wary wave
#

the dragon was never in the game

#

...but the icon persists

serene birch
#

it doesn't say if it is a Dragon or not really 🙂

wary wave
#

it's because the original engine demo had a dragon in it

serene birch
#

probably the dragon spawn point at the time then

hollow tusk
#

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

plush yew
#

I added a light, why does it gently glows?

tame aurora
#

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?

maiden sundial
#

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)

plush yew
#

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

thin tendon
#

@plush yew You want to make it so pressing F only works when you're overlapped?

balmy rose
#

hey guys, does anyone of you have also problem using depth of field with the cinematic camera inside the engine?

plush yew
#

@plush yew You want to make it so pressing F only works when you're overlapped?
@thin tendon exactly

unreal sable
#

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.

thin tendon
#

@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.

plush yew
#

okay will do it and will write you if it works

#

🙂

thin tendon
#

@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.

loud eagle
#

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

plush yew
#

do you know how to solve this glitchy behaviour from unreal editor? what is causing it??
@plush yew no one? plz

thin tendon
#

@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.

unreal sable
#

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 😛

loud eagle
#

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
#

@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

thin tendon
#

If its only one project are you getting any kinds of warnings or errors? I would check those first

plush yew
#

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

thin tendon
#

Have you tried checking all of your different stat windows?

plush yew
#

what do you mean? , like "stat unit"

thin tendon
#

Like stat memory, Stat GPU etc

plush yew
#

what should I search for?

tiny loom
#

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)

thin tendon
#

Check them all anything red or yellow is a problem everything green is good.

plush yew
#

uhm, i dont think the game part should be related to the ue interface, but ok

thin tendon
#

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.

plush yew
#

yes, the problem persists in an empty scene, that s why

#

it happens in a blueprint editor too

thin tendon
#

But a new project is fine?

plush yew
#

yes

thin tendon
#

Then the only things I can suggest are check all your project's settings and try rebuilding the project.

plush yew
#

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

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.

plush yew
#

yeah but the thing that I want to do is related with the note model

plush yew
#

is this hdr? whenever the camera goes through a wall, the light's intensity slowly increases

opaque basin
#

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?

heady moon
#

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 []
grim ore
#

@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.

heady moon
#

ok

warm hinge
#

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...

pliant echo
#

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?

grim ore
#

the viewport in the editor when editing or when playing?

frank oar
#

@grim ore Can I just take a second to thank you, I have learned so much from your videos!

copper flicker
#

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

onyx trout
#

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.

little falcon
#

@lapis bronze Yes, exactly what i did, i forget to switch back to lit mode

#

Thanks!

lapis bronze
#

haha np

pliant echo
#

@grim ore Yes, when playing... sorry for not being clear.

grim ore
#

and right now it's using a different camera is the issue or its not full screen or ?

hoary sphinx
#

Hello everyone, I am new to everything related to Unreal Engine. I have only one question, what should I start with? BP? or C++?

copper flicker
#

so.. what kind of difference can be between spawning manually vs from BP?

grim ore
hoary sphinx
#

Thank you

copper flicker
#

don't get why this BP fails.. just cuz it's spawned with spawn actor from class

hoary sphinx
#

lol

copper flicker
#

like.. what can be different when you position the actor manually i nthe scene?

hoary sphinx
#

@grim ore So, both 😄

grim ore
#

or one, or none you could use the C# plugin

#

use what works or what you are comfortable with

hoary sphinx
#

Thank you

copper flicker
#

SpawnDefaultController... was my problem... A m e n

plush yew
#

so the default FPS game has nothing. No UI

#

where are the graphic settings?

opaque basin
#

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.

plush yew
#

the player scale in this fps template, is it the same as UT?

opaque basin
#

What is UT? (sorry for ym bad english)

rocky radish
#

unreal tournament

opaque basin
#

Good question, assuming the player is the same as in ue4 then i would say yes.

grim ore
#

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

plush yew
#

I'm building a map using UE4 scale

grim ore
#

What is UE4 scale?

plush yew
#

fps template scale

grim ore
#

that would be for realistic proportions so that should be "ok"

opaque basin
#

the scale for ue4 in blender would be 0.01000 if you ever intent to create inthere

plush yew
#

if I want to play the map in UT, do I have to reescale everything?

rocky radish
#

if I want to play the map in UT, do I have to reescale everything?
@plush yew are you modding for UT?

grim ore
#

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

fresh bay
#

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?

grim ore
#

@fresh bay Where do you want to use it?

plush yew
#

to port the same map to another game, can I just reuse all content?

grim ore
#

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.

fresh bay
#

I see, thank you @grim ore

plush yew
#

Has anyone experienced this issue before?

loud eagle
#

yes, my flash has it's face missing too

plush yew
#

Parts of the model are black

loud eagle
#

it's a flash error, not from unreal engine

blissful trail
#

anyone know some sort of speak recognition in 4.25 ???
maybe like a plugin or somethin

plush yew
#

how do people manage to get it working?

loud eagle
#

gotta ask flash

plush yew
#

?

loud eagle
#

no but really, you probably have flipped normals there

plush yew
#

?

#

wdym?

#

im new to this stuff

loud eagle
#

do you have any experience with 3D

plush yew
#

nope

loud eagle
#

oh fuck

plush yew
#

I was just given the model

loud eagle
#

this isn't really something newcomers understand right off the bat

plush yew
#

im familiar with unreal and I have c4d but I will need to be treated like im dumb

loud eagle
#

I advise you to watch a couple tutorials on the basics of cinema 4D or Blender

#

though Blender is undoubtedly better

plush yew
#

Do you know a way I can fix it?

loud eagle
#

Recalculate model normals

#

you're getting that error likely because of backface culling

grim ore
#

technically if you have 4.25 you can edit the mesh directly in UE4 and flip the normals

loud eagle
#

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

plush yew
#

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

loud eagle
#

Recalculate model normals
@plush yew

plush yew
#

how?

dreamy thistle
#

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.

willow plank
dreamy thistle
#

Help me please 🙂

loud eagle
#

why isn't there a help channel?

lime gull
#

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 )

loud eagle
#

this gets super cluttered

lime gull
#

Yea I agree

plush yew
#

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

grim ore
#

This is a general help channel but if you have a specific topic the other channels might be more helpful for that specific topic

misty creek
#

@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.

grim ore
#

@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

lime gull
#

Thank you very much, as I said Im horrible at math so I wouldnt have been able to figure it out

grim ore
#

@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?

loud eagle
#

@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)

plush yew
#

shuts off without error

#

@grim ore

grim ore
#

@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

fossil basin
#

Anyone know a way to delete and bring back the same widget but change a variable

mental swan
#

Hi does anyone know any way to get realistic lighting? Or any tutorial? Because all I can do doesn't look too good.

grim ore
#

@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

willow plank
#

@grim ore Single Ue4 application is on right now

loud eagle
#

@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
#

@grim ore only ue4 editor is open.No any other windows

grim ore
#

@willow plank Still have no idea what you are doing to cause the error, what are you doing and what is the entire error?

willow plank
#

i can not save textures...

grim ore
#

what does the output log show?

willow plank
#

i cant save two texturs and these textures causing material saving error too

#

i cant find output log...

#

where is it ?

grim ore
#

go to window, developer, output log

willow plank
plush yew
#

@grim ore debugging for callstack error

willow plank
plush yew
#

@grim ore i dowload editor symbols for debugging

grim ore
#

and now it crashes without the crash?

fossil basin
grim ore
#

@willow plank is this failing on importing or did you do something with them?

willow plank
#

no any fails while importing

#

i only cant save them

grim ore
#

sorry what I mean was is this the first time you imported them? they are not older ones that stopped suddenly

willow plank
#

Nvm i'll take care of it

#

thx for trying to help

grim ore
#

@fossil basin What are you trying to do?

fossil basin
#

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

grim ore
#

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

fossil basin
#

pls elaborate

grim ore
#

on what part

#

thats what you can do

fossil basin
#

so i need to create a new variable during the code

#

?

grim ore
#

What are you doing in the widget that needs the new value?

#

what is the variable you want to change for example

plush yew
#

@grim ore i give this error debugging for callstack error i dowload editor symbols for debugging

grim ore
#

@plush yew Do you get an error now? you should have something in your saved logs.

fossil basin
#

essentially the widget takes 1 line of the csv file

#

but its only taking the first line

grim ore
#

so you just need to change the Quetion Number variable when you create it?

fossil basin
#

yes

#

and save the value of the variable

#

between sessions

grim ore
#

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

fossil basin
#

as in when you close the game and start it up again

plush yew
#

hello

#

i need help with something

grim ore
#

@fossil basin then you should look into the Save Game system to save it between closing and reopening the project.

plush yew
#

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

grim ore
#

which part? the entire node or the play part when you use the sequence player reference?

plush yew
#

in trying to put in a sequence player from

#

flashonoff

#

and then connect left ctrl pressed to it

#

but it doesnt show up

grim ore
#

did you pull off of the level sequencer variable you have there and look for the play node?

plush yew
#

the what

#

?

#

im new to unreal

grim ore
#

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

plush yew
#

it doesnt show that for me

grim ore
#

show me what it shows for you

plush yew
#

play

#

oh nope

#

found it

#

sorry

#

idk why it wasnt showing up

#

thx for the help tho

#

hi !

#

what is polymorphisme

coral spire
#

Anyone know how much UDN access costs, or whether it is at all accessible by a very small indie dev?

pliant echo
#

@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.

lime gull
#

Would there be a reason that "remove from parent" wouldnt work?

pliant echo
#

how do i "remove from parent"?

plush yew
#

thanks mathew

opaque basin
#

Why does ue4 freeze for 5 sec when i drag meshes into the world?

plush yew
#

i stop using ue4 for the next 2 years 💔

#

going to school . learning to code like a pro

lime gull
#

Hell yea man

#

Good luck

plush yew
#

where can i see saved logs

#

ty

grim ore
#

@pliant echo If you mean you dont want it to respect the aspect ratio you can try unchecking this box

solemn orbit
#

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

frozen pond
#

any idea how to change gravity ?

thick herald
#

become fatter

frozen pond
#

not gravity scale, gravity direction

coral dome
#

Basic noob question here but how do you move vertically up and down when you are editing in 3D?

still moat
#

Q and E

next drum
#

Hi,can someone help me with Unreal Engine 4.25 install?

blissful trail
#

anyone know how to get speech recognition in 4.25 ???

next drum
#

I have the program files installed, but for some reason, they don't work and get an error. Then my laptop froze up. Help!! 🙂

plush yew
#

where can i see saved logs

grim ore
#

@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

minor grove
#

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

vale wraith
#

hey guys, am I missing something or is the spiralblur shader node broken in UE 4.25?

plush yew
#

i try light render bu ue4 shutdown without error

grim ore
#

@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

pliant echo
#

@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.

spare kernel
#

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```
grim ore
#

@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

spare kernel
#

like wtf, why

pliant echo
#

@grim ore When i hit Play i dont see viewport as my Cine Camera.

forest tree
#

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?

pliant echo
#

@grim ore Oh i see now.. i have a Camera Actor also.

#

but its not visible when i'm stopped.

grim ore
#

@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

pliant echo
#

ok

grim ore
#

I dont know how your level is set up or what is spawning

pliant echo
lime girder
grim ore
#

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

pliant echo
#

hmm ok. thanks.

unique kraken
#

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?

pliant echo
#

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

astral phoenix
#

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? 🙂

coral dome
#

How do you set a pivot point without a mouse scroll button

errant zephyr
#

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

grim ore
#

@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

astral phoenix
#

@grim ore yes

pliant echo
#

where do i find "Set View Target options?

grim ore
#

@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

pliant echo
#

ok

#

thank you. i'll dig some more

grim ore
#

@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

pliant echo
#

thanks for the guidance @grim ore!

coral dome
#

@grim ore Okay thanks man

astral phoenix
#

@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

grim ore
#

uh.... your chest is in t pose?

#

the master pose component being a key to keeping the animations and modular meshes in sync

astral phoenix
#

@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''

grim ore
#

look at that link, it should help as the system is designed to do it that way

rigid belfry
grim ore
#

turn on the wireframe mode, see if its your mesh deforming due to LOD or tesselation

rigid belfry
#

it is indeed deforming because of that. will the retop tool in the sculpting mode fix it?

astral phoenix
#

@grim ore okay i will do that ty!

grim ore
#

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

rigid belfry
#

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

grim ore
#

You can also consider if you are going to have ground covering or not, it might hide the issue 😉

rigid belfry
#

oh yeah

#

this is just a quick exercise for level design after all

flat forge
#

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?

grim ore
#

have you tried setting it to windowed mode instead of full screen?

flat forge
#

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.

dreamy thistle
#

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 😦

flat forge
#

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.

grim ore
#

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.

flat forge
#

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.

grim ore
#

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

flat forge
#

Mmmh.. I'm gonna see what I can find. Thank you anyway

rigid belfry
#

@dreamy thistle you can have it be handled by physics

#

maybe following some cloth simulation documentation, you'll find something fitting your needs

ashen ermine
#

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?

plush yew
#

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!

rugged rapids
#

@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
#

@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? 🙂

rugged rapids
#

yeah, I believe there's an execute behavior tree BP node

runic fern
#

Hello Guys Can i Ask About SpatialOs installation in this Channel or ??

rugged rapids
#

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

grim ore
#

^^

ashen ermine
#

@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 😛

grim ore
#

put it in a decorator blackboard check on the first sequence or selector and it can just flip on basically and run once

ashen ermine
#

Wanted to know if it was worth trying to learn AI now or just do BP conditionals and "fake AI" 🙂

rugged rapids
#

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

grim ore
#

for just a logic state machine tho the blackboard/BT seems a bit overkill

rugged rapids
#

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

ashen ermine
#

^^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?

rugged rapids
#

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

ashen ermine
#

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?

quartz raven
#

why does unreal blueprint just say cast to triggerbox and not cast to trigger box 5 for example

rugged rapids
#

there's some official unreal live training videos on youtube

ashen ermine
#

@rugged rapids Good, thank you, that will do the trick, see where I end up from there 🙂

rugged rapids
#

good luck

ashen ermine
#

thank you both for your help @rugged rapids @grim ore ! 😉

coral folio
#

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 ...

grim ore
#

@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

quartz raven
#

Im trying to detect if the players character is inside a triggerbox

#

so they can only jump when theyre in it

rigid belfry
#

why is my terrain visible in the editor but disappears when i hit play mode?

grim ore
#

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

quartz raven
#

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

grim ore
#

is overlapping currently or when it starts to overlap and basically enters an overlap area

quartz raven
#

are you asking me? if so then i want to see if they are every time the player tries to jump

grim ore
#

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

quartz raven
#

do you know how you would do either of those blueprints?

grim ore
#

There are "Box Overlap Actors/Components" nodes you can use to check of something is inside of a box

quartz raven
#

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?

lapis ferry
#

do you think there's any chance that ue5 will add support for another programming language

#

a more lightweight one

plush yew
rigid belfry
#

whats the difference between ontriggeroverlap and ontriggerenter?

grim ore
#

@lapis ferry There is a chance of course

lapis ferry
#

i like source control

exotic thicket
#

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

lapis ferry
#

blueprint is problematic for that

#

c++ powerful but slow to compile, old and a bit unwieldy

little falcon
#

Hi guys, i was wondering whats the best value for setting the margin when making lightmap for unreal

teal tulip
#

Try and error, really depends of things, I think I used to 5? On Blender

little falcon
#

i am also using blender, 5? thats seems way too big..

rigid belfry
#

is there a way to have a material reflect the skylight?

little falcon
#

The default value is 0.10

spiral island
#

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

ashen ermine
#

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

teal tulip
#

I mean 0.05 @little falcon

little falcon
#

Oh, that make sense.

#

Thanks, i think i should read through the doc to get more info. Thank you!

teal tulip
#

@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

ashen ermine
#

@teal tulip close enough, it's inrange but now I noticed the map one is for floats. ty 🙂

tender obsidian
#

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

wanton lotus
#

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.

fervent nacelle
#

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 *

wanton lotus
#

Just a simple UI flip-flopping between visible buttons

kind dew
fervent nacelle
#

You could probably link that straight via an action input command

#

F pressed does x function

grim ore
#

@spiral island yes you can just have different inputs and different "player controller" classes and they can each listen to different inputs for actions

fervent nacelle
#

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

grim ore
#

@tender obsidian I doubt we can figure it out, which sound is it and is it just happening at random?

wanton lotus
#

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.

grim ore
#

@wanton lotus are you talking binding the same object to listen for the same event multiple times?

wanton lotus
#

Yes

grim ore
#

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

fervent nacelle
#

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

wanton lotus
#

@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.

grim ore
#

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."

fervent nacelle
#

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*

kind dew
fervent nacelle
#

Wish I could, but I've never developed for mobile

grim ore
#

If you start a new blank project, and run it on the mobile preview does it crash as well?

kind dew
#

Yes

#

On different versions of unreal too

grim ore
#

sounds like its your video card/drivers then offhand

kind dew
#

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

grim ore
#

thats why I was asking about it being tried in a blank project

#

your screenshot is definitely not a stock project

kind dew
#

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

grim ore
#

I just tried it in a new third person project, mobile preview and no issues here

kind dew
#

Okay I'll try drivers. Maybe my drivers and my friends drivers are both out of date i guess

tender obsidian
fervent nacelle
#

@tender obsidian I don't understand what you mean

kind dew
#

@grim ore just checking what version of Unreal did you use?

tender obsidian
#

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

grim ore
#

@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

tender obsidian
#

i figured not

grim ore
#

@kind dew .25 is what I tried it on

tender obsidian
#

it only does it in unreal

#

its like its losing focus or something

grim ore
#

and turn off Enable Editor Sounds if it is enabled

tender obsidian
#

didnt work sadly

kind dew
#

okay so I updated drivers and now the blank project works but not the main project.

dense hatch
#

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)"

midnight root
#

4.25 has issues ya, my 'sunsky' ctrl-L stops working after a few tries

kind dew
#

Okay so I created a blank level in my project and even that doesn't work. It's got to be some project setting

dense hatch
#

:(

midnight root
#

Kinda regret upgrading

#

tho 4.24 is alive and well

dense hatch
#

i upgraded for the better niagara

midnight root
#

ya

#

why I went there myself even tho I've never used it 'yet' ;0_0

dense hatch
#

it's... an adventure : 'D

midnight root
#

always

dense hatch
#

at least parameters work unlike in cascade

midnight root
#

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 ;)(

plush yew
#

just a general question people, when creating a simple primitive box, are the scale values in meters?

grim ore
#

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

midnight root
#

so other than restarting is there anyway to 'reset' sunsky sphereical rotation widget when it stops working in 4.25 ?

quartz raven
#

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

open wadi
#

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.

dreamy lake
#

@open wadi no - has to be added

dense hatch
#

Do all actor classes contain a camera component?
@open wadi no

#

o

#

beat me to it

plush yew
#

@grim ore when i drop in a box from the geometry tab, its 1,1,1 scale

dreamy lake
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XD

open wadi
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@dreamy lake @dense hatch Thank you.

dense hatch
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np

plush yew
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@grim ore so then each 1 is one meter?

dense hatch
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@plush yew scale depends on your mesh size

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the default cube in ue4 is 100x100x100 so it will occupy 100x100x100 in world space at 1,1,1 scale

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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

grim ore
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@plush yew Geometry brushes are special. They have a size property that determines their size in units internally, scroll down to the brush settings

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scale is just a multiplier of the size

plush yew
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brush settings say 200, 200,200

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so thats centimeters?

grim ore
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yep so that item is 200x200x200 units/centimeters and the scaling (multiplier) on it is 1x1x1

plush yew
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so its probably better to use the 200 centimeter scaling rather than the multiplier

grim ore
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@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

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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.

quartz raven
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thanks!

grim ore
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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

lime gull
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What would a reason for the Remove from parent node not working?

kind dew
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So its not my drivers, its my project. Any settings or anything that could be affecting this? @grim ore

grim ore
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@lime gull you arent targeting an item that has a parent? the wibbly wobblies are not lining up?

plush yew
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@grim ore thats giving me wierd results, i measured an object irl but recreating it using brush settings doesnt give me the right dimensions

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but neither does the scaling

tropic jasper
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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.

grim ore
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@kind dew well the error mentions a problem but I cant seem to find that image anymore lol

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@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?

grim ore
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@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

kind dew
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but its the same error

grim ore
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well that is specifically calling out the post process in the first one

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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

kind dew
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so i went into a blank project and exported the rendering project settings. Imported them into this project, didnt work

lime gull
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Its weird because I have the same code that works on a different widget

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It must be something small i messed up

kind dew
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also. I have a completely blank level and it still gives that error.

plush yew
lime gull
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Although actually whats happening, is it does remove it so i cant click on it, but the visuals are still there

grim ore
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@plush yew but how do you know its not 5 feet across? what is your reference for scale

plush yew
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i literally measured a window to be 5 ft across

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so i made a box that would represent that space for me

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that is too skinny to be 5 ft

grim ore
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@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

tropic jasper
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@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)

grim ore
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@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?

tropic jasper
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The transition is camera to camera 🙂