#ue4-general

1 messages · Page 757 of 1

viral flame
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i will never make it to the realm of "superior" programming

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there are ZERO good or actually real LUA game engines

gaunt tide
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Autocorrect but whatever antways

viral flame
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well i guess then ill have to just observe the "supreme" programmers and not learn anything at all since in the end i wont be able to handle or comprehend it

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Roblox is "too childish" and makes me look like a 6 year old

gaunt tide
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So ig I’m going to have to restart with my trees and rocks for my terrain @plush yew :/

viral flame
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oh then you'd be damned if youve seen like a billion people point their fingers at me and laughing cause i use RBLXLUA

gaunt tide
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Oh had to do with object references and even using the foliage from inside the Brushify folder it doesn’t simulate the trees on the map. So maybe starting over on that wouldn’t be a bad idea

viral flame
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gamemaker isnt any childish if youd compare it to what i use

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and well besides that

gaunt tide
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Ahhh

viral flame
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i dont have any money

gaunt tide
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Now I know and it shall be taken note of

viral flame
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to actually invest into an engine

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well i dont feel like using unity cause "unity - "good enough for bad games""

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but of course

untold wedge
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@plush yew Scale of object ,you mean the XYZ ? thats set to 1

viral flame
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theres cities: skylines or whatever which is on unity and is a good game

heady quartz
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Surely you don't expect yourself to make the next fortnite with the first 3 or 4 years of programming @shadept ?

viral flame
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but "the chance that youll be making the next cities: skylines with a game engine like that is really doubtful"

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i dont

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i just want to make an FPS for the sake of learning experience

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ive already made an FPS controller with blueprints but it has some shit that bugs me out of it

heady quartz
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I mean programming is programming no matter what engine you're using

viral flame
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crouching is impossible

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i mean

heady quartz
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It doesn't matter which one

viral flame
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no it is possible

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but its just snapping you immediately

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and does not slow you down

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and when i looked for tuts on how to make something like smooth crouching

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they had a bit different code

scarlet birch
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Do I need to do something with scale when moving a rigged fbx from Blender to UE? I'm seeing an issue with a rope I've rigged and modeled that I think has something to do with scale on the bones. I've applied all transforms.

viral flame
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from what ive made up

untold wedge
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@plush yew Yes ,its just mess ,the tesselation doesnt work at all ,dont know if the size of object is problem or its something esle

heady quartz
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For smooth crouching i assume that you can make the character max walk speed and capsule height gradually decrease overtime with a timeline @viral flame

viral flame
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i just feel like id be shamed if i used blueprints or anything like that for a game

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i never knew games even used that stuff

heady quartz
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Literally everyone in this discord server uses blueprint. Even fortnite

viral flame
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but im sure they use c++ for the character controller

untold wedge
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@plush yew I try ,but after many tutorials and trying everything ,nothing ,I think the problem is something else ,but cant figure it out what

heady quartz
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For the base controller yes they use c++ but otherthings are mostly blueprints

teal sparrow
plush yew
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how long should it be taking to build a project on a different engine version?

untold wedge
viral flame
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yea fuck it going back to blueprints

gaunt tide
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Damn just noticed my trees collision is like 20ft instead of its actual size

quiet token
dawn kelp
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Welchen suchalgorythmus verwendet die UE array contains?

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What searching alogrythm des Array contains use?

spiral island
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when I try to package my project, the packaging fails, because this field is not set

if I type anything into this field, it gets blanked out as soon as I close the window. How can I set this field?

dawn kelp
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Thanks

spiral island
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pressing enter selects the text @plush yew

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but that did seem to keep the value, i'll try packaging now

scarlet birch
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Do I need to do something with scale when moving a rigged fbx from Blender to UE? I'm seeing an issue with a rope I've rigged and modeled that I think has something to do with scale on the bones. I've applied all transforms.
@scarlet birch Answering my own question, part of the problem had nothing to do with scale. The joint I was attaching the character to didn't have a physics body attached. Using a joint that did fixed one issue. I still have a weird issue with attaching anything to the joint with inherited scale that I don't know the cause of.

heady quartz
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Did you really not try pressing enter before 😂😂

untold wedge
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@plush yew Nothing :/

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@plush yew I tried many textures ,but nothing worked properly , POM - I'll try 🙂

weary basalt
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Does anyone know if the ShooterGame project has Steam Achievements?

scarlet birch
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I don't think it has Steam setup

fallen marten
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Generic shooter does

viral flame
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okay, i tried to go back to blueprints and now am wondering: why cant i go back from crouching to standing?

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heres the blueprint

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perhaps i forgot something?

scarlet birch
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@weary basalt I was wrong. It does have it and the achievements stuff should work.

weary basalt
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👍

viral flame
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uhh

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did i set up something wrong

scarlet birch
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What's wrong with the built in crouch/uncrouch?

viral flame
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it's too snappy

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and isnt smooth

fallen marten
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@viral flame you haven't set a value for it to stand back to

scarlet birch
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Your mesh is snapping?

viral flame
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im not using ANY meshes

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only a capsule

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it just doesnt have any smooth animation for crouching

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once you crouch

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your camera just snaps down

scarlet birch
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Is the capsule going to be your final pawn?

viral flame
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i dont think i plan to make a static mesh for the character

scarlet birch
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Then the issue is the camera moving, not the capsule change

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You might be making it harder than it needs to be to fix

untold wedge
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@plush yew So the material is not the problem ,its something else

viral flame
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@plush yew still nothing

scarlet birch
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Are you using a spring arm?

viral flame
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using what?

scarlet birch
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...

fallen marten
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@viral flame disconnect your capsule from lerp b and set a new variable

viral flame
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im making AN FPS CONTROLLER

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not a third person controller

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@fallen marten a completely new one?

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or changing the old one?

fallen marten
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Yes. Once you set it on the first timeline play, it is trying to lerp back to the Hight you've already set it

scarlet birch
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Get capsule scaled half height feed that into a lerp and use the output to set the half height

viral flame
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im having a hard time visualizing this to actually understand it

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oh

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so im not lerping it to the actual height the capsule is by default without crouching

scarlet birch
fallen marten
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Boom

viral flame
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my brain is exploding

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so i guess scrap whatever i was doing with the crouching

untold wedge
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@plush yew If you look at the object it looks it should work ,but then I apply it to landscape and it doesnt work

fallen marten
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No just add a variable. One to stand, one to the Crouch hieght. Lerp between them

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Easy

viral flame
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crouchheight

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standheight

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so i disconnect the crouched half height and?

scarlet birch
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I'd rename those so they explicitly inform you they're target values and not current

viral flame
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so swap the names?

scarlet birch
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If you're storing your target halfheigt in a var it will be easier to understand later if it's named something like Target_

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maybe that's just me though

viral flame
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well im confused and gotta go anyway since its like 2:27 am and i have been staying up a lot

fallen marten
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Just be logical

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And Keep it simple

viral flame
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well im not logical at all and just watched a video since i completely dont understand how to make smooth crouching

dense hatch
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I'm trying to make and use a post process material and it works... but only in 16:9 aspect ratio. in any other aspect ratio it breaks, like it's aligned to the left side of the screen

viral flame
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well i know that from LUA i think

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lerp is basically a thing that turns the objects, say, position from A to B

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in LUA you can lerp CFrame and thats mainly what its used for

scarlet birch
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Interpolating from one value to another

viral flame
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yea

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interpolation

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thats the word

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okay Lua then

scarlet birch
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The L is for linear. It's describing how it gets there.

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or what's changing

untold wedge
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@plush yew I tried to place the texture to some objects and still doesnt work properly

viral flame
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i just dont get it at all

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what i have to do

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to actually achieve what i need to

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since i have limited time pleasehelpmemyparentsaregoingtofuckingkillmeforstayinguplateyesidohaveparentsdontcallmeoutforthatyesimnot18

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okay so i go from standing to crouching

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okay

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now

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B = desired TARGET "standing height"?

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like the actual height of the capsule without being crouched?

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ah so i have to swap them or something?

scarlet birch
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You need to be using the current value and moving towards a value. That setup is not good because it's not using the current value.

viral flame
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so only one

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yea this is totally not making me want to die

scarlet birch
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That depends on the direction of the value coming out of the timeline

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It's also not the current value

viral flame
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i just dont understand what i fucking have to do

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make a new variable?

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make it the ACTUAL capsule height but a duplicate or some shit?

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i dont fucking get it

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okay

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yeah

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but now

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i just dont understand anything at all

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i do understand that i have a lerp

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and i need to go from the height before crouching

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to the height where the capsule is crouched

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wdym constant forever

untold wedge
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@plush yew It really look like It should work ,but after applying it to any surface/object ,it just doesnt work

viral flame
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and for some reason it isnt

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the reverse does not make it go from crouched to standing

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i DID

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and it did nothing

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i connected it back since it did nothing

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so, i connect it to the reverse from end

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and just swap A and B

untold wedge
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@plush yew I'll do it tomorow ,had enough of this ,4 hours and still nothing 😄 need some sleep for this

viral flame
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yes it does work but

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not going back to standing

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and what instead?

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okay i made a new variable

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now what do i have to set it up from

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event beginplay?

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what if i dont know the default one?

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if i were to make my game realistic i wouldnt do this at all then

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yknow i just want something to put on a hand rig and work from there

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still wont work

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it still doesnt reverse it

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oop

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it still wont work

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goddamn

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it fucking is in b

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what is this then

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well same here

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i guess i should be an artist instead of a developer

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i have no chances without any logic

bleak widget
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just 2 textures with no alpha

viral flame
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okay i guess im not getting any help

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im too stupid

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okay

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fuck this i give up again

bleak widget
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yeap i'm too

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😄

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it will be so much problem for multilayer landscape material

viral flame
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too bad you are not allowed to hold guns in this country

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cause then id probably stop typing mid conversation

bleak widget
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oh my gun is my mind

viral flame
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yknow id love to fucking suffocate myself right now

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cause this issue has not only drained someone else's energy

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but made me want to fucking reconsider my life choices

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cause first: im illogical, i make no sense, i do not understand any fucking english and am not able to do anything besides infinitely say that i can do something

bleak widget
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hey bro, just stop

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it enougth

viral flame
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i cant

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i guess i give up yet again cause im inconsistent

quasi meteor
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Can I release/distribute a game under GNU/GPL license leaving unreal engine entirely seperate for people to obtain through proper channels?

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not asking for legal advice disclaimer this is made up scenario

viral flame
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i guess none will help me cause now everyone knows how stupid i am

quasi meteor
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Also in this scenario the game is also published and licensed properly. Its just the code that I want to run through unreal engine which i wish to make public

viral flame
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okay none fucking cares about my shit i see

sweet relic
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@quasi meteor afaik as long as you don't include any editor code/content you can release your own code under whatever license you choose

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IANAL tho

quasi meteor
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I emailed the software freedom law center waiting to hear back for sure.

viral flame
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okay none cares i guess its over

quasi meteor
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because I think the order matters maybe. If I push an update out to my commercial game containing code I didn't officially publish through GNU/GPL first what takes precidence etc lol

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but I equate it to writing down C++ code with pen and paper and then later deciding to use that code in other ways, it doesnt become someone elses that makes 0 sense

viral flame
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so i guess none can help me anymore right

plush yew
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Hello everyone, I need some help in regards to emissive Materials, I have created a character and applies an emissive mat on it, unfortunately Im getting some artifacts if I move or turn to fast. Any way to fix this issue?

hexed jasper
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How do I change the directory of the quixel download folder? Whenever I move the main folder to my D drive it puts in back in my C drive when I download a new material

manic pawn
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@quasi meteor unreal engine is incompatible with GPL

little falcon
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It seems that i cannot do vertex paint on landscape, when i select the landscape and switch to mesh paint mode, the paint button greyed out

quiet token
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how to maximize window threw console command?? or any c++ function that can do this ?

sonic bane
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Probably a dumb question - How can I code in Unreal Engine (like without block code)? This picture is the block code, so how can I make with code?

runic quiver
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I usually put all my games publicly on github. If I get some paid marketplace assets, I won't be able to do that anymore right? How do you guys deal with that?

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@plush yew good idea, thanks

exotic thicket
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Well this is a bit disappointing... paper sprites apparently do not support getting UV's on hit, even though it's pretty much just a plane

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Slap the sprite on a static mesh plane and hey look it works 🤔

plush yew
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I'm making meshes in blender. Do I have to unwrap cylinders and other shapes?

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the default texture is stretched

scarlet birch
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Yes. Unless you use materials that are aligned some other way

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Unwrapping is probably a lot cheaper though

sharp kindle
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So I have 2 problems with packing for android, first as you can see is the textures don't load in all the way for the ground, (don't worry about the buildings they are not textures atm) and second as you can also see is that some of the grass/tree foliage is really dark almost black.. What could be the problem here?

barren flume
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I was wondering what the difference between Resonance Audio by Google vs Steam Audio is

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or what would be the better choice

empty oracle
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can you combine different projects into one?

scarlet birch
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migrate

gilded plinth
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Has anyone tried to package for win64 on 4.25.1 yet? I'm getting consistent crashes in all projects as soon as the package location window pops up

fierce lance
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@gilded plinth looks like the compiler is not finding the api stuff for windows might check compiler settings ???

bold wyvern
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If I am working on a long-term project in Unreal that I intend to publish, should I stick to one version of the engine, or keep upgrading as new versions come out? I have been encountering compatibility issues with the latter approach.

gilded plinth
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@fierce lance I just tested on a freshly created project and same crash

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where would i check compiler settings?

fierce lance
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what are you working on

gilded plinth
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In what sense?

fierce lance
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windows ios ???

gilded plinth
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i'm on win 10 and packaging for win 64

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I was packaging fine no problem this morning

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only thing i changed on my comp was 4.25.1

fierce lance
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by packaging what are you talking about l

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finished game type

gilded plinth
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development

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should i try other types?

fierce lance
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you compiling from sorce

gilded plinth
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nope

fierce lance
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ok so just launch editor and then load project any at all crash

gilded plinth
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and then in 1 second it will crash

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before i have a chance to select folder

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I just tried creating a new project through the launcher/editor also and that new project also crashes the same

fierce lance
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I am updating it now lol just seen it was there not 5 min ago lol

gilded plinth
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I have a second computer and I just got my big project onto it through source control. The second computer has 4.25 (without the hotfix) and i can package!

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i'm freaking out lol, deadline hehe

fierce lance
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ok use the editor to migrate your project crap i don't have one to test all mine are 4.25 and compiled so i can play with chaos

kind dew
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can i migrate assets to a folder inside of the content folder? It gives me that warning saying it needs to be in the content folder so I am worried

gilded plinth
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Not sure what you are suggesting Seth

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@kind dew no i don't believe you can. but migrating respects files structure

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so if you migrate a file inside a folder /Content/Folder/Foo.uasset, It will appear in the new project as /Content/Folder/Foo.uasset

kind dew
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yea okay

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I wanted to keep my content folder clean

gilded plinth
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don't we all : )

kind dew
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oh well. Seems like a wierd thing to enforce

gilded plinth
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There's a lot going on behind the scenes in the Content folder with redirectors especially

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I'm sure there are reasons : )

shell bay
lusty night
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if anyone here knows how to create a UTexture2DArray asset in the editor please tell me. Or even knows how to create a class that extends from UTexture2DArray

fierce lance
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@gilded plinth do you have visual studio

gilded plinth
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yes

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community 2019 and code

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i build in visual studio community sometimes because i do c++ UE4

fierce lance
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well i am using 17 and i created new 3rd and the started package win 64

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so far so good

gilded plinth
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gotcha. I was just chatting in packaging channel and we decided it could be my installation

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so i uninstalled ue4 4.25.1

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rebooted and i'm now downloading it again/installing

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will be done in 10 min and i'll make a third person and try and package

gilded plinth
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@fierce lance still crashing : /

fierce lance
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@gilded plinth do you have the windows sdk installed to vs19

gilded plinth
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Yes, i'll tell you the version

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btw 4.24.3 packages no problem!

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There is one new version in individual compoonents

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which version are you using?

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I also have .net framework 4.8 sdk

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@fierce lance are you on the same version?

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yours may be older if you're using vs 2017

fierce lance
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yup i am using a older compiler and i know they are still working in 17

gilded plinth
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just tested my advanced project

fierce lance
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@gilded plinth got me

candid falcon
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am I the only one who kinda wishes there was native .blend support?

frosty perch
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im trying to drop grass

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i will drop it and it wont do anything

gilded plinth
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Could anyone 4.25.1 go to project settings/package and click the three dots on staging directory and let me know if they crash or not? I'm crashing consistently in any project new or old

frosty perch
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@gilded plinth ok i will

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I'm in project settings and I can't find this "staging directory" you're talking about

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oh I found it

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no I'm not crashing

gilded plinth
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@frosty perch do you have vs community installed? do you mind telling me what .net framework sdk you have installed?

frosty perch
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I'm new here... all I did was install epic games launcher and install unreal engine

gilded plinth
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and what win 10 sdk

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ahh ok

frosty perch
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hey

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please dont go

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do you think maybe you can help me now ?

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I cant drag and drop foliage

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im new

gilded plinth
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you gotta look up the foliage tutorials : ) there are multiple ways to use foliage

hexed jasper
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dragging in foliage into that section shouldn’t be hard I just did that like 10 minutes ago : P

frosty perch
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no no no I did that already

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I know

hexed jasper
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I don’t see why it wouldn’t work

frosty perch
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i drag it there and release it and nothing happens

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i just want to use grass

hexed jasper
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Where did you download the grass

gilded plinth
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you need to make sure you're trying to put the right type of asset there

hexed jasper
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^^

frosty perch
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startercontent/media

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startercontent/materials* grass

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i didnt download the grass it came with the engine

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its a stock grass

gilded plinth
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what type of asset it is?

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hover over it

frosty perch
hexed jasper
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Ah there’s your problem, that is a material, you need to drag in an actual 3D model into the foliage section

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If you are trying to get that grass texture onto an object just drag that material onto the object in your viewport

frosty perch
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so how do i find the 3d model

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and im so happy right now that you know whats wrong ty sm

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ive been at this for hours

hexed jasper
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Haha all good man

frosty perch
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unistalling reinstalling even tried old versions of unreal engine

hexed jasper
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You gotta find a 3D model that you like, the best bet is to find one on Quixel Megascans

frosty perch
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what button do I click to use it

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well to open up third party 3d models

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im assuming thats what quixel is

hexed jasper
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This is something you gotta do outside of Unreal Engine

frosty perch
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and thanks this is all i wanted to know i just wanted to use grass I want to make a spooky house in a forest

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always wanted to make maps

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spooky maps

hexed jasper
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Yoo im trying to do the same thing

gilded plinth
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hehe that's cool, but wvm, take it slow. You have a lot of basics to cover

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i suggest finding some tutorials that take you through it step by step

frosty perch
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i tried but they are so boring no offense

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well

gilded plinth
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you're definitely trying to shortcut too much if you don't know what a material asset is

frosty perch
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i guess thats why im here though

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yeah true

hexed jasper
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Yeah I made that mistake of just trying to make my idea without tutorials

frosty perch
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sorry

gilded plinth
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and i'm not gonna indulge that : )

frosty perch
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they got like 40 part series just for 3 of the videos to be what i actually wanted to know

hexed jasper
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Well you wanna learn how to make some sort of horror forest i presume?

frosty perch
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wooden small dilapidated shack house in a forest at dusk or dawn whichever is almost dark but not exactly

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not a ton of trees around the house

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it'll be fun to make i think

hexed jasper
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I would learn the basics of how to put a material onto a cube at first

frosty perch
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yeah sorry, its just the guy was taking so long to get to the point in the video even at x2 speed I almost fell asleep

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and i wont get anything done if im asleep

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not his fault its just hard for me to pay attention to things I'm not particularly interested in at the moment

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im just like, let me play around in the engine and see where it goes

hexed jasper
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I was in the same page man I couldn’t make it thru a tutorial without giving up but you say that “it will be fun to make” and I gotta say that it will be even more fun when you learn new things. You may not get your spooky forest on the first attempt but if you keep on learning new ideas and watching tutorials on YouTube you will progress faster 👍

frosty perch
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thanks

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I'll finish the tutorials. Just wanted to scratch the itch of creation for a second and place some grace on terrain for fun I guess. I know I need to finish them.

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Thanks for your words and especially your help my dude

hexed jasper
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Yeah no problem if you need any help just DM me or ask some people around here 👍👍

gilded plinth
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FML, I thought my crashes had to do specifically with the staging directory for packaging but actually, these three dots are crashing also

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Just trying to create a project!

brittle gulch
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The Launcher needs hell of an update! It's so slow...

ashen ermine
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Anyone experiencing crashed on compile - sometimes - after modifying structs?

brave pebble
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Why does my UE4 crash whenever there is anything compiling when I press inside viewport

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Is this normal or it's just me

ember raven
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Is it possible to bring Schematic(minecraft Buildings etc) to unreal engine?

brave pebble
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i can't find anything online

timid grotto
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Anyone on win7 upgraded to 4.25.1? Can you launch the project? In the forum someone wrote that they get a crash before the interface error we're now getting.

exotic cave
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I installed 4.25. No project upgrades yet.

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It was a beast to launch it first time.

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I have a bonzo i9/2080/ssd rig and it still took forever to launch, but it seems spicy so far 😄

exotic thicket
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I wonder why do the docs etc. on the cheatmanager class talk about how it's a blueprint but... you can't even do anything with it in BP's :P All of the useful stuff like... cheats with console commands... is just C++

exotic cave
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I wish the volumetric sky was built into the starter content, it really deserves it

frank oar
#

Is it possible to make a Navmeshbounds volume ignore a mesh ?

I ask because I am using this mesh for another navmeshbounds volume in the air, but it is blocking the one on the floor and
creating an area which I can not get into/move around in (if that makes sense)

wary wave
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actors should have a flag on them somewhere that says how they should be treated when generating nav meshes

scarlet birch
#

@gilded plinth My guess would be some temp file, cache, or other intermediate file held over from before you updated is causing an issue. If you haven't already I'd delete what you can in Saved, Build, and Intermediate directories. Maybe also the .Vs directory.

frank oar
#

@wary wave the higher mesh Is invisible in play, I need to be able to navigate under as well as on top of it.

wary wave
#

you may want to change your generation settings if you need to be able to navigate over it

scarlet birch
#

Use a nav mesh filter

wary wave
#

it sounds more like the agent is taller than the characters it's generating for

scarlet birch
#

or the collision on the platform is bigger than the visible mesh

wary wave
#

also possible

merry flower
#

How can i copy some objects transform (location, rotation, scale) and copy to another object?

summer musk
#

@merry flower right click on the word transform and select copy, then do the same on the other object and select paste

merry flower
#

right click the one in details?

frank oar
#

@scarlet birch looks like the collision is tightly bound to the actual geometry.

#

I haven't heard of a nav mesh filter before, Ill look

scarlet birch
#

Vanilla likely had it right with first comment.

merry flower
#

am i dumb xd

#

yeah i am

#

lol

#

figuured it out thx

frank oar
#

@wary wave I need to be able to navigate below as well as above.

merry flower
#

damn im dumbo

scarlet birch
#

Look at the nav mesh settings there's something about height or area needed.

frank oar
#

would that be in project settings ? thats where I am currently looking.

scarlet birch
#

no idea, more likely it's on the nav mesh volume

#

I don't recall exactly and don't have an editor open

frank oar
#

thank you anyway, I am going to keep messing with it for a little while.

exotic thicket
#

What's the licensing with Marketplace plugins? I'm noticing that if I add a plugin which my other team members don't have, they get a nag screen about it... I notice I can just send the files for the plugin over, but not sure if that's gonna break some license or something :P

#

Oh nevermind of course I find the answer to it immediately after asking

#

Yes, you can share Marketplace products with your team but only for the limited purpose of the project that you are jointly developing.

In case anyone else is curious.

exotic cave
#

That is indeed good to know!

modern sinew
#

My button's "On Click" event isn't triggering, anyone know why?

astral phoenix
#

Hello, Is there any1 that knows how to do so more than 1 person can edit a project via WIFI and not LAN? like a multiplayer session 🙂

frank oasis
#

@astral phoenix you do the wrong questions here

astral phoenix
#

@frank oasis idk where that question need to go sorry :/

frank oasis
#

not its ok to post here

#

just wrong question

astral phoenix
#

what do u mean?

frank oasis
#

you mean internet not wifi lan is is a network of local computers and internet is the worldwide network of computers

astral phoenix
#

ohh.. but still the same question xD

frank oasis
#

also to do internet you must create your own server no matter if its for fun purposse or to play with friend you need a server and then you can make some programming in unreal

#

my suggest is go off to create lan option

#

and use hamachi server to play with your friends and ppls

#

thats way you still can make a room of alot ppls depend alway on the game if its co op of 4 ppls for ex you can create a server in hamachi and invite your friends

#

if its mmorp kind off i can give you a link

astral phoenix
#

i dont want to ''play'' with friends i want so i me and my team can work on a project on the same time but we are in diffrent citys

frank oasis
#

oh oh you mean the project in the unreal

#

thinked you mean game

astral phoenix
#

yeah? did u even read my text? xD

frank oasis
#

If you are in a newer version of UE4, he can just go to File -> Package project -> Zip Up Project, and then upload the project. If you want to simultaneously work on the project, you can do that using source control.

#

@astral phoenix hope thats helps you

#

im not sure how its work

#

but there arent any other option when your are across only by zip it to compress the memory and send it

#

and as you see there is a source control of how your work together

astral phoenix
#

source control? what do u mean?

frank oasis
#

im not sure its copy paste man but from what i understand its only one way zip upload wait a bit

#

it explains it

#

here its showing everything about the source controll

astral phoenix
#

this just save files?

frank oasis
#

what you mean

#

this is the purposse actualy to save your files and send them over to your friend connect somehow i dont know the way but it explains it in source control inside unreal editor and work together everytime he do something and you miss it your project will update from him and vise versa

#

just watch the video look the source control and do this File -> Package project -> Zip Up Project

astral phoenix
#

so we cant see each other like in this video?

frank oasis
#

let me check and i tell you

plush yew
#

Hi guys

#

Do you know UEFY script ?? As long as I understand, it's a script for RIGIDIFY (add-on for blender) in order to export characters' skeleton properly in UE4... Does it mean that I can't export blender's characters properly in UE without this script ?? 🤔

frank oasis
#

@astral phoenix this seem legit did you try it ? you just need to create one session on the pc with the project and the other pc which is intent to work together about the assets the same assets you have he will be able to use

#

im not sure if he can even have control over it

astral phoenix
#

@frank oasis i tried but my team could not join the session, im not sure if its because we are in diffrent citys

frank oasis
#

@astral phoenix OH NOW I REALISE IT

#

cause its only lan

#

or some vpn made connection

#

here one idea from me

#

install the hamachi thing create a server yourself maybe you need to register but its free

#

tell your friends name or ip whatever

#

actualy wait

astral phoenix
#

i will wait then

frank oasis
#

just do the install of this hamachi thing

#

and create a server invite your friend with ip

#

let him join up after this follow the guide you send me with the unreal webinar thing

#

hamachi connects your friend pc to your server and read them like they are in the same local areal

#

area *

astral phoenix
#

i see i will try that!

frank oasis
#

also

#

as you know for ex you download steam cracked games right ? some of them have local games that must be connected to steam server and play via friendlist right ?

astral phoenix
#

no, idk

frank oasis
#

and if your game are cracked it will never work on steam

#

so hamachi do the job and you can play most local games if the games are cracked

astral phoenix
#

but what have cracked games to do with anything?

frank oasis
#

just logic

#

well forget it do what i just told you up and all should be fine dont forget to do the ip configuration in the unreal too

astral phoenix
#

ohh okay, i will try to see if Hamachi works ty 🙂

frank oasis
#

now about the assets i think its possible to send files over too for ex if he needs a new model or icon or something in the unreal for ex it would take time cause hamachi connection is is not made for this kind of thing your should communicate and you download any asset is needed for the project and put it in unreal yourself

#

so he can work with whatever you put there

sudden forge
#

hey guys im trying to edit the third person template to adjust the movement of the character and im having trouble figuring out how to access the code of the included character. any idea how i can get that?

frank oasis
#

@sudden forge the speed or the animation ?

sudden forge
#

just different properties of it, but mostly mechanical changes

frank oasis
#

the speed on the third person is like 300 you can lower the speed or make it higher but the animation remains the same

sudden forge
#

the speed is fine, just i wanna tweak the jumping and midair movement

#

or do i have to make a custom character to do that?

frank oasis
#

well if you want to change the way hes jumping etc

#

then yes you need to do custom char cause the animation for the manequin in the 3rd person template have its own animation you cant change anything thats already are made

#

unless you use manequins fbx to use an animator and change anything you want

#

but the code is surely changeable just the animation wont change by any way not even if you try to code

sudden forge
#

im not interested in changing the animations really. i think they are fine for now

#

i just need to edit the code

#

how can i do that

frank oasis
#

then its possible go into the third person BP

#

oops wrong

#

go into the Manequin file

#

Animations

#

and choose the ThirdPersonAnimBP

#

there should be all the code on how the manequin behave

sudden forge
#

would that not be changning how the animations work, not the character itself?

plush yew
#

Is it mandatory to download the unreal engine nvidia wave work version for nvidia wave work or is there something plugin style

sudden forge
#

yeah @frank oasis this is animation controlling

frank oasis
#

@sudden forge did i indicate you the wrong thing ?

#

i mean you asked to change th mechanics of the character

sudden forge
#

yes

#

not the animations

#

its also called ThirdPerson_AnimBP

frank oasis
#

yes ?

sudden forge
#

this is animations, not behavior

#

i want to edit the behavior

next badger
#

to edit movement you have to use c++ and make custom movement component
or take a look on functions that let you hook to it in BP, if there any

sudden forge
#

im totally fine with using c++

#

i just need to know how

next badger
#

well, it's all in CMC

#

if it's not included in original, you have to inherit, override and pass it back to character

#

afaik it's possible to edit air control w/o c++

sudden forge
#

what do you mean "CMC"? im not familiar

next badger
#

Character Movement Component

sudden forge
#

ah alright

#

so just make a class that inherits that, then override what i need

#

then i can replace the current class on my character with my custom one

next badger
#

no just, you also need to pass that component back to character and add few custom functions

sudden forge
#

oh so i can do everything inside the current component?

next badger
sudden forge
#

oh cool thanks

jaunty wadi
#

Is it normal with flickering when resetting location of something to 0 0 0?

#

It does that 10 times per second

#

I am just starting out from the official UE4 learning courses, and I came across this

#

Issue disappears if I use 0 0 -1 or 0 0 1

rocky radish
#

it's because the object in 0 0 0 is intersecting with the grid

#

so it will cause the flickering in 0 0 0

jaunty wadi
#

Yes, what is the workaround?

#

Should I not use 0 0 0 as he said in the video?

rocky radish
#

it won't happen in game

#

but you can simply put it at 0 0 1 or 0 0 -1

#

if it's bothering you

jaunty wadi
#

I see, thank you! 🙂

rocky radish
#

you're welcome 😄

cold venture
#

I am having a wee bit issue with alpha brushes can I dm anyone with the issue?

#

please @ me I might miss it thank you

fiery moat
#

THANK THE LORD OF CODE AND EPIC, MY UNREAL UPDATED!

rocky radish
#

lol

fiery moat
#

thank you too for sharing my happiness

rocky radish
#

😄

fiery moat
#

now I must make the starting area of my game

#

a spaceship good thing I got all those packs

#

uh oh I need help how can i make building parts snap on each other?

merry flower
#

i dont want to go one by one in there XDD

fiery moat
#

I think you should be able to box-select them

#

I dunno if it works tho

rocky radish
#

uh oh I need help how can i make building parts snap on each other?
@fiery moat snap?

fiery moat
#

stick to the sides or top so that they shape a proper building-ish object

rocky radish
#

i think you can, hold up

fiery moat
#

hold up?

rocky radish
#

no i meant for you to wait

#

so i check if you can

merry flower
#

cant box-select idk :/

rocky radish
#

i forgot the comma

fiery moat
#

oh ok lol

rocky radish
#

done now it makes sense

#

wow my pc is slow today

#

if you press v it snaps to other objects aparently (pressing v while moving an object )

#

it feels really weird to use tho

fiery moat
#

oh thx

rocky radish
#

its vertex snapping

fiery moat
#

I saw

#

it is doable

merry flower
#

umm

fiery moat
#

how can i make the player see from a different camera until the character hits a trigger?

merry flower
fallen marten
#

@fiery moat set view target with blend. It blends between whatever cameras are referenced

fiery moat
#

how can I do that?

fallen marten
#

That page was almost first google search man -vjew blend is a simple thing to setup

fiery moat
#

I just started

#

also how can I teleport the character?

merry flower
#

can someone help me with the animation?

fiery moat
#

where do I apply those node commands you showed me @fallen marten ? (sorry for pinging)

runic yoke
#

Hi. I need widget to have both text and image and I need to place it on a grid. How can I do so? What container should I use for image and text?

fiery moat
#

I am having massive trouble trying to put together those nodes from the link help

merry flower
ember shadow
#

hello, for some reason when i import my mesh from blender the light only appears when put in the mesh and doesnt show when ontop of the mesh. Any fixes please?

restive vale
#

Could it be a flip normals problem?

ember shadow
#

how do i fix that?

ember shadow
#

cheers

fiery moat
#

help I am having big trouble blending cameras, my head is about to explode

gaunt spoke
#

Hello! Does anyone know if you can edit an existing data table in UE4? I want to edit the existing rows, not add a new one. But wasn't sure if you could edit existing ones or if I need to make a new one from scratch in Excel and import. Thanks in advance!

ember shadow
#

@restive vale nope, doesnt fix it 😭

restive vale
#

😦

#

@gaunt spoke In editor or runtime?

fleet cosmos
#

@gaunt spoke can't edit datatable in runtime

gaunt spoke
#

Sorry for the confusion. Was not trying to edit in run time. Was simply trying to change an existing one.

#

I exported and realized the data table was pulling info from a struct. So all I had to do was add a variable to the struct to get it to populate in the data table.

midnight gate
fiery moat
#

I have created a very basic teleportation node series but it is not working what am i doing wrong? (how can I take a screenshot?)

fleet cosmos
#

press print screen on your keyboard and paste in MSPaint

fiery moat
#

nvm I found out how

#

ok now I need help. I want to add a node to the player character to start an event once the character touches a trigger

fleet cosmos
#

depending what you want, the best thing is make the trigger make the action

#

and not add stuff inside your character blueprint that other object can have

fiery moat
#

ok

fleet cosmos
#

make a blueprint, add a collision to it, than add a event "On overlap" and make sure only the character trigger it

fiery moat
#

well I need the teleport node

#

ok

fleet cosmos
#

you want to teleport the character between triggers?

fiery moat
#

no from the trigger to a location

fleet cosmos
#

you need a reference for this location, position or object

fiery moat
#

I placed a cube to that spot

#

and got the coordinates

fleet cosmos
#

make a blueprint only for the teleport position

fiery moat
#

on what actor?

fleet cosmos
#

a actor, yes

#

for the teleport trigger too

fiery moat
#

um could you be more descriptive?

fleet cosmos
#

than add a variable like "teleport name", than when you go teleport you can find this other actor in the world and see if is the name you want

#

this is a easy and good way

#

2 actors, 1 to start the teleport and other the position for the teleport

#

than you add a variable of "name" type inside each of those actors, when you trigger the first actor it find with "get all actors from actor class" the other actor type and see if is the same name

#

if you want to go back to the position other the other teleport, you make it only 1 actor

#

than you add 2 of this actor, and they teleport between each other

fiery moat
#

I don't want the player to teleport to its previous spot

fleet cosmos
#

its good to know how to use Interface, than you create a interface of Teleporter type and make tha communication easier

fiery moat
#

what type of variable should teleport name be?

#

also the teleport variable should be a public node/

fleet cosmos
#

you can use "Name" variable type and dont need to be public because you will set it and don't change in the level

#

the way to trigger only characters is to set the trigger to only overlap with pawn

fiery moat
#

ok

fresh rampart
#

Hi everyone, I just started using Unreal and started with the First person project, and im trying to do some first person sword skyrim'y stuff
I have my mesh with attack animations, and because the first person project used an Animation Montage to play the fire animation, i kept with it for the slash animation
but now, i want to only allow a second slash animation after the first ends.
I having trouble understanding the docs if there is a "anim montage ended" so i can code it, or if I should go and put the attack animation in the animation blueprint

rocky radish
#

Hi everyone, I just started using Unreal and started with the First person project, and im trying to do some first person sword skyrim'y stuff
I have my mesh with attack animations, and because the first person project used an Animation Montage to play the fire animation, i kept with it for the slash animation
but now, i want to only allow a second slash animation after the first ends.
I having trouble understanding the docs if there is a "anim montage ended" so i can code it, or if I should go and put the attack animation in the animation blueprint
@fresh rampart do you want the second animation to play right after the first ends or do you want to alternate the animations each time you press the attack button?

fresh rampart
#

alternate

rocky radish
#

you can use a flipflop node or a boolean to check if it is the first animation

#

in the flipflop case in the A you can put the first animation and in the B you can put the second one

fresh rampart
#

im using c++

rocky radish
#

ok, you can make a bool in c++

#

and a switch

#

case true it's the first animation case false the second one

#

and you toggle that bool each time you press the button

fresh rampart
#

but i dont want the player to press attack while the first animation is still running because it will cut it short and play the second animation

rocky radish
#

you can just make a timer for the time between each slash

fresh rampart
#

i have that bool and an if, to alternate already

fiery moat
#

@fleet cosmos I am sorry for pinging but the text is hard to make out (I am not so good at understanding stuff in general) could you show me the blueprint itself?

#

if you have time to make a makeshift one of course

fresh rampart
#

Danielll, how would i make that timer
currently i have binded to lmb a function that does this

        if (!alternateAttack) {
            AnimInstance->Montage_Play(AttackAnimation, 1.f);
        } else {
            AnimInstance->Montage_Play(AlternateAttackAnimation, 1.f);
        }
        alternateAttack = !alternateAttack;

But this means if you press twice very fast, it will play the AttackAnimation and then halfway it will blend out and play the AlternateAttackAnimation, without letting the first animation finish completely

fleet cosmos
#

Later I will show you something, I am trying to fix a crash here right now

rocky radish
#

let me open visual studio cuz i already have a timer set up to tell you how to do it

fiery moat
#

oh ok

knotty grail
#

hi anyone can help me why my 3persongamemode looks like this what can i do ??

rocky radish
#

wubbalubbadubdub just gonna check how to fit that code in this situation

fresh rampart
#

kk, no rush, thanks for the help 🙂

merry flower
fleet cosmos
#

@knotty grail click on "window" at the top and reopen the viewport, toolbar and details

fiery moat
#

um could I have that blueprint pls?

#

I need to have something done in my project

rocky radish
#

@fresh rampart you can use GetWorldTimerManager().SetTimer but to tell you the exact code you're gonna need i'm gonna need some time

fresh rampart
#

to know the length of the animations

knotty grail
#

@fleet cosmos thnx but do u know how can i put blocks on it im a little noob on unreal srry

fresh rampart
#

before setting the timer?

fleet cosmos
#

to trigget is something like this

fresh rampart
#

its weird there is no "OnAnimationEnd" or something?

fiery moat
#

oh thx

rocky radish
#

to know the length of the animations
@fresh rampart yes, and you can make the timer based on that

#

i'm not an experienced c++ programmer not gonna lie

fresh rampart
#

its hard to understand what tools are at my disposal with unreal c++ honestly
thanks for the help, ill try doing that, if i find another way ill refactor or something

rocky radish
#

ok

fiery moat
#

um on which actor should I have that blueprint?

fleet cosmos
#

in the trigger actor

fiery moat
#

the trigger box for example?

fleet cosmos
#

the actor will trigger and teleport the character

fiery moat
#

ok got it

fleet cosmos
#

the trigger box is inside the actor

grim ore
#

there is an on animation end you can bind you for animations andd montages

hexed jasper
dawn kelp
#

Hey
How would I tackle a problem, where objects should have physics but relative to a parent?
For example, I have an airship. And I want to load gargo onto it. I would like to attach the cargo as a child object to the parent (airship), so once the airship flies up, the cargo gets a relative transform and doesn't use physics to get pushed up.
However, while the airship moves up, I want to move into the cargo and it moves around (physics like).

Does that work? I would like to avoid handling transform stuff on top of physics stuff myself. For example, doing the "parenting" manual, force sleeping the child, just setting the "parent" in child, and every tick check for movement and then apply that to the child, and once I have some sort of physics event, unsleep it and apply physics to it.
Any "design idea" or "unreal way to do this" type of idea for me? please ping me.

#

Decided to post here as its more of a "whats the unreal way" or "design" question

fleet cosmos
#

you can attach the cargo to the airship, it will follow the air ship. the biggest problema you will have is the physics of the cargo inside the a object that is moving

dawn kelp
#

Doesn't physic simulated objects auto detach from parent? I have something like that in my mind

jolly jungle
#

guys, i made a simple landscape mesh with blender sculpting, imported it into unreal, tried to put a megascans surface on it, but it just shows up as a solid color, help?

fleet cosmos
#

yes, I think it will be attached but the physics overwrite it

fiery moat
#

um what is that get with the squares node? i can't find it

rocky radish
#

guys, i made a simple landscape mesh with blender sculpting, imported it into unreal, tried to put a megascans surface on it, but it just shows up as a solid color, help?
@jolly jungle did you make the UVs properly?

fleet cosmos
#

make a small test, with a block moving and attach a physics object to it

jolly jungle
#

dunno, i didn't know that was a thing i had to do

rocky radish
#

dunno, i didn't know that was a thing i had to do
@jolly jungle it is, otherwise the texture will be wrong

jolly jungle
#

okay, i will look at that

#

is there a tutorial or something?

fleet cosmos
#

click the collision and in details at the bottom "on overlap", @fiery moat

#

its a multiplayer game?

rocky radish
#

is there a tutorial or something?
@jolly jungle it has to be done in blender

#

i'm sure there are tutorials

jolly jungle
#

yes i know

#

thanks

fleet cosmos
#

physics in multiplier is TERRIBLE

fiery moat
#

I am not plannign on making a multiplayer game

#

I want to make a side scroller shooter

#

and the player leaves the starting area by teleporting

#

physics are almost inexistent btw

#

just the player gravity when he jumps nothing more related to physics

dawn kelp
#

make a small test, with a block moving and attach a physics object to it
@fleet cosmos Good idea actually lol. THanks for your help

fiery moat
#

oops I confused the messages XD

fleet cosmos
#

@dawn kelp I remember, now it don't follow the objected attached, the physics will need to contain the object inside the airship

dawn kelp
#

, the physics will need to contain the object inside the airship
What do you mean with that?

#

I remember, now it don't follow the objected attached,
Then it wont make sense to attach them

fleet cosmos
dawn kelp
#

I just hoped that the attachment handles relative physics

fleet cosmos
#

it means that the object will be inside the airship and will move around and stay inside based on the collisions

fiery moat
#

I know but I want to know what that GET node with the squares is called

plush yew
#

so um

#

Ark was supposed to be free today

dawn kelp
#

it means that the object will be inside the airship and will move around and stay inside based on the collisions
but that would also be able with normal physics

fleet cosmos
#

it get all actor of a class you created, you will put "end of the teleport class" there @fiery moat

dawn kelp
#

Ah I understand

plush yew
#

anyone???????

rocky radish
#

anyone???????
@plush yew leaks were wrong lol or maybe it will be the next game

plush yew
#

RIOT

rocky radish
#

that's not related to ue4 though so you should go to #lounge

grim ore
#

did Epic say Ark was supposed to be free today?

plush yew
#

on r/freegames

#

it was leaked with accurate leaks

grim ore
#

so Epic posted on there saying it was going to be free today?

plush yew
#

well its Overcooked

#

which was already free awhile ago

#

bamboozled

rocky radish
#

did Epic say Ark was supposed to be free today?
@grim ore nope, the leaks that got the other games right did

grim ore
#

I am posting on Discord saying GTA6 is the next free game on the epic store. QUICK! repost it as fact!

grim ore
#

so on the RUMOURS website.... it was wrong..... A RUMOUR

plush yew
#

75% true

grim ore
#

ru·mor
/ˈro͞omər/
noun
noun: rumour
a currently circulating story or report of uncertain or doubtful truth.

plush yew
#

not likely

grim ore
#

anywhoo like they said, this is not UE4 related so #lounge if you want to find out why epic didnt release the game for free like they said they would

rocky radish
#

I am posting on Discord saying GTA6 is the next free game on the epic store. QUICK! repost it as fact!
lol you're wrong, half life 3 will be the next free game

grim ore
#

poor HL3, always the target of being picked on lol

rocky radish
#

lol

fleet cosmos
#

I will be at blueprints

shrewd lantern
#

i cant find a help channel, are we free to just ask stuff here?

rigid belfry
#

yes

shrewd lantern
#

awesome, so im looking to make a non-moving 2d game which for the most part is just ui. Would i still go for an orthographic camera and put most clickable objects in my world because the ui can be limiting? Think of a game like cookie clicker or adventure capitalist where you basically play a hud

grim ore
#

as long as the question is not appropriate for another channel, if it is the mods will ban you for not being a good person

shrewd lantern
#

lets hope im a good person then, but i feel like its a very general question

grim ore
#

what is limiting about the UI system in UE4 that would stop the game?

shrewd lantern
#

im thinking of the hud elements that cant have a free shape and are limiting in their material, i think its called umg?

grim ore
#

so having non square clicky parts?

shrewd lantern
#

exactly

grim ore
#

yeah for the most part out of the box it doesnt support that, if you really need that then you might have to go with sprite actors or mesh actors you can click on

shrewd lantern
#

thats what i thought, thanks!

grim ore
#

you could code your own click detection and there are plugins docs out there to do it but it's a pain for the most part 😦

shrewd lantern
#

im up for the pain, have a lot of free time and want to get back into ue, its been some time

grim ore
shrewd lantern
#

that looks great, thanks!

dawn plover
#

I'm having a big problem. Once every while UE crashes, when it does and I re-open my projectfile, the objects are still listed in the outliner, but the actual assets are gone from both the viewer and the content browser. Anybody knows why this is? If this keeps happening, it kinda is a dealbreaker considering the trust that UE can keep everything together is gone.

merry flower
dawn plover
#

😢 unbelievable, a full day of work, gone. UE crashed and all the assets and the settings adjustments, gone!

cold venture
#

Can anyone help me with a query related to Alpha brushes? I ran into an error

slate basalt
#

so i have a custom C++ actor that encapsulate a custom C++ ComponentA which encapsulates a custom C++ ComponentB.

#

if i modify ComponentA, it seems to get saved with the actor. if i modify componentB... whatever gets modified doesn't seem to get saved

#

any common issues regarding this?

#

sorry, componentB is not custom. it's a UWidgetComponent

cold venture
kind robin
#

Hey, does anyone know if Unreal 4.25 will be the last version before UE5?

cold venture
#

Probably not

dawn plover
#

Can someone from UE please help me out here???? I lost a full day of work due to a crash!!! OMG

cold venture
#

Eh

kind robin
#

There's no much anyone can do about that, unfortunately @dawn plover
Try to save often and use source control

dawn plover
#

Yes I saved many time, yes I saved multiple levels. But with the assets gone, the settings I adjusted for each individual mesh is gone as well

fiery moat
#

I have managed to make the character teleport but now I can't make the camera go back to normal again

dawn plover
#

How on earth is this acceptable?! When a program crashes AFTER saving, everything should still be there when you relaunch

cold venture
#

Thats the exact opposite of crash

dawn plover
#

In my case UE crashes, I relaunch the project, and the actual assets, are gone, only the folders are there???

grim ore
#

maybe give it some time to reload the asets, it might be scanning. Make sure they are actually gone

#

or search for the assets in one of the content browsers to force a refresh, like go into the character and look at the meshes assigned to it

cold venture
#

@grim ore Yo

dawn plover
#

Oh they are gone alright, every last one of them. Just the folders of where the files used to be are there.

fiery moat
#

um hello?

grim ore
#

is this inside of the content browser in the editor or in the file explorer in your operating system?

cold venture
#

@fiery moat Uh hey

fiery moat
#

I have made a blending mechanism so that the horror of the outside of the starting area is not visible but when the player teleports the blended camera remains there I want to make it so that the original camera get turned back on when the player stops overlaping with the trigger that causes the camera blend

dawn plover
#

@grim ore both, it looks like UE deleted the files in the engine and on my hdd

grim ore
#

thats very unlikely that UE4 did that from a crash

fiery moat
#

what happens now is that the player gets teleported but the standard camera is not activating and the current blended room camera remains active instead

dawn plover
#

well I dont know what I can tell you, Im looking at my hdd folder, and only the folders exist, the actual files are gone as well

fiery moat
#

could someone pls help me?

grim ore
#

might need to submit that as a bug, seems weird that UE4 would start crashing, delete all the files while crashing, then finish crashing.

#

check your auto saves folder in the saved folder, some might still be in there if it deleted your content items

fiery moat
#

I would like to know if you can choose the standard camera as an actor in the blueprints

grim ore
#

the standard camera? the one in the player character?

fiery moat
#

in the side scroller the one that follows the player yes

grim ore
#

how did you switch to the other camera ?

fiery moat
#

I used a blending mechanism on the unreal documention

#

I just an adjustment

grim ore
#

have you tried blending it back?

fiery moat
#

hmm...

#

no

grim ore
#

seems like if you did it one way to get it one way, doing it the other way to get it the other way should work

fiery moat
#

that is what i am trying to do

#

but the adjustment I made only makes the camera go to the player character's bottom end

grim ore
#

so you did try blending it back to the players camera ?

fiery moat
#

I dunno if there is a node for that hold on

grim ore
#

well you said you blended it from the player to the other camera didnt you?

dawn plover
#

how do I trigger the autosave to reload, maybe that gives me more insight (or better, my entire project)

fiery moat
#

yeah

grim ore
#

the auto saves are files in the auto save folder, you can rename them and put them back in the correct folder(s)

fiery moat
#

um I am still here

dawn plover
#

that's 133 files that I need to rename manually?! 😮

grim ore
#

you dont have to rename them, the assets internally know what they are but you should rename them probably.

#

@fiery moat I dont know what else to say. You said you changed it from the player camera to another somehow right? how did you do that

dawn plover
#

sorry but I'm not a technical engineer or programmer, just an artist, I have no clue which files need to be renamed, moved, or whatever action is required, I just like to trust my program so I can use it to do my work

fiery moat
#

just check the unreal forums on camera blending

dawn plover
#

not sure why but UE didn't even asked me to load the backup or autosave or whatever it is using for terminology to recover, it just gave me empty folders while showing a log saying that it can't find the files to load, which makes sense as UE deleted the files

forest holly
#

Hello, I'm a 32 year old 3D artist. I want to learn to code games. I can do some basic things in Blueprint but I feel like it's not good enough. I don't know how to organise code, when to use classes, any of these things. How can somebody like me learn this? I feel like Youtube isn't good enough, there's just so much garbage on it it's impossible to navigate.

For example if I wanted to have a character target something and that controls whether or not they can preform actions, or what their range is, I don't know where to put this information, how to pass it between codes.

ember shadow
#

Fully colorable arcade cabinets 🤔

grim ore
#

@forest holly look at stuff like this https://gameprogrammingpatterns.com/ for how to organize your thoughts and content when programming. Programming standards can also be looked up regardless of you using UE4 as a general idea. If you want to learn to code games then just do that. Even watching garbage might still teach you something but there are Epic courses available on the online learning portal and in the pinned messages above if you want less garbage

forest holly
#

Thank you

#

I just find most content feels mind numbingly basic or so over my head I can't comprehend it

grim ore
#

repetition for learning coding. even if it feels basic if you can't do it in your head or know what you are supposed to do before you do it then doing it again will help with that muscle memory.

hexed jasper
#

Anyone have brushify? Is it worth a buy?

fiery moat
#

ok I don't need help for now I think I found out how to fix the camera

forest holly
#

Thanks Matthew

#

Are there any GOOD courses for this? For 3D there are things like Cgmastersacademy where you learn really professionally from industry professionals, not just a guy making a game based on tutorials he's watched without an understanding of the fundamentals

grim ore
#

just keep at it. Even if you don't know the HOW to do it but you know the what you are supposed to do that's a good sign 🙂

forest holly
#

It looks like I need a BCS to study it at a university level

fiery moat
#

nope i did not

grim ore
#

figure out what you want to do and look for that. There are defintely good courses out there from Epic themselves as well as on Udemy or Pluralsight. Epic has a ton of curated content and more coming out

#

but you need to break it down to what you want to do and learn that. "making a game" is quite a few separate disciplines and things to do

forest holly
#

Good advice thank you.

#

very true

#

I'd like to make a third person warcraft style game with combat and things... but I think this is too deep to jump into because I haven't made any simple games that might teach me how to group code and things

grim ore
#

grouping code tends to come over time after you actually get to the making stuff part. Eventually you either fail over and over because stuff is broke and not organized or you start to learn how things can go together and you come up with your coding style

fiery moat
#

how can I send a screenshot of my camera blueprint?

forest holly
#

Also things like how and when to use enumerators and data structs

grim ore
#

print screen button, alt-print screen button, shift-windowskey-S. any of those work

#

then just paste the screenshot in here or in something like imgur

fiery moat
#

or paint ok

hexed jasper
#

I use Xbox game bar for screenshots

grim ore
#

@forest holly you learn those by figuring out what an enum and struct is then when you program you go "oh this would be a good spot for that"

fiery moat
#

I have a sphere trigger taking up the entire room and once the player leaves he stops overlapping with it I want to change to the normal camera once the character has stopped overlapping

grim ore
#

plug the Get Player Character node into the New View Target when they stop overlapping?

fiery moat
#

u mean duplicate the node on the right?

grim ore
#

well if your goal is to set the new view target like you did before, then yep you probably want that node again

forest holly
#

@grim ore Cheers man. I'm gonna practice then!

fiery moat
#

well it does go to the player but not to the side

grim ore
#

when you move your character now is it still messed up? what do you do with the character or camera when you are using the other camera?

fiery moat
#

I mean everything else works just fine the camera however gets placed between the legs and not the side

grim ore
#

did you change the camera or do anything weird? is the camera colliding with something in the world now?

fiery moat
#

ok let me describe the situation in the starting area there is a trigger that covers the entire area but when the player teleports outside of that part as they are supposed to be, (according to my tries) the camera either remains in the starting area or goes between the character's legs.

grim ore
#

so it sounds like your might have something blocking the camera which is causing it to have to collapse down the spring arm

fiery moat
#

almost exactly the same but the 1st get player controller is connected to the top one only ( that is what I currently have)

grim ore
#

yeah it doesnt matter if you re use that pure node

fiery moat
#

so if I make it like that it will work?

grim ore
#

no, it will not change it. it doesnt matter if you use the get player controller node 1 time or twice

#

i am just showing that this code, which you say you have, should work so something else is causing the issue. If the camera is in the crotch it sounds like your spring arm is colliding with something else

fiery moat
#

oh wow thx that code works out just fine

#

no it really does

grim ore
#

then yours was slightly different

fiery moat
#

things are turning out as planned

#

mine was broken

#

I had 2 get player controller nodes

grim ore
#

I bet you set the New View Target to Get Player Controller

#

and not Get Player Character

fiery moat
#

yeah I made an oopsi

#

anyways thx

#

now on to make the shooty part

#

can anyone show me a guide on a tutorial on how to make a side scrolling character use a gun? thx

#

Note: I already have the animation and weapons packs I am going to need

grim ore
#

assuming you are using the 3d side scrolling template its not different to use animations than any other 3d template like the first or third person so start there

fiery moat
#

ok

#

I mean my project started from the template

unreal sable
#

I got some problems after respawning the player and most widget binds don't seem to function.
In errors it says it can't find PlayerCharacterRef. (Get Player Pawn > Cast > Set PlayerCharacterRef)
I believe it has something to do with player pawn, but i'm not sure if it gets set automatically when you possess a new pawn?
In that case how do i set the new player pawn?

grim ore
#

how are you respawning the character?

unreal sable
#

Through gamemode, just like the unreal documentation example.

#

Better if i just show maybe.

grim ore
#

so which part of that is failing on the cast? the on destroyed callback or the respawn/begin play one

#

you are talking about binds for widgets but there are none here so is this not the part that is failing?

unreal sable
#

I'll make a picture.

fresh rampart
#

Hey everyone, im currently playing a sound when my melee attack hits an object with
OnComponentHit.AddDynamic -----> and then PlaySoundAtLocation
The thing is, the OnComponentHit is triggered multiple times sometimes, so the sound repeats and sounds weird
Im sure there is a quick and easy way to fix but maybe im not seeing it, anyone knows?

unreal sable
#

Sec

grim ore
#

yep that makes sense

#

you destroy your pawn at some point so that reference is now bad

unreal sable
#

So the way i set binds in widgets for reload and other things like jet pack is the same.
But jet pack progress bar uses a bind, where as reload is a function called from the player.

grim ore
#

so you will need to tell your UI to recreate that, or have your UI make sure that is valid before using it and if it's not valid get the valid one. The issue I can see is for 4 seconds you will have no pawn at all

#

if you are going to keep the same setup you need to use a valid before using that reference as there will be times it is bad (no pawn at all in the world), and if its bad you can try and get it again and you will have to do a valid check again to see if that is bad (no pawn in the world) and fail gracefully for that time period

unreal sable
#

I don't know if this matters but:
-On possession: HUD widgets are created
-On unpossess: HUD widgets are removed from parent
So there should be no issue in between the 4 second respawn time.

#

Valid check will get rid of my errors for sure.

#

It won't help with the functionality of the HUD widgets though.

grim ore
#

removed from parent is not the same as destroyed

unreal sable
#

Oh.

grim ore
#

and the valid check would help because if it fails, you just run the code again to get the pawn -> cast -> set the reference

unreal sable
#

Ahhh good idea.

grim ore
#

you can make a function that does it all for you and just run it on construct and run it whenever it's accessed. I dont know if its the smartest but its the easiest with your design

unreal sable
#

If it works, then it's good enough for me. 😄

grim ore
#

yep. Might want to consider reworking it a small bit as well btw if you are creating and removing but still referencing it somewhere. Create makes it -> saving it as a variable refrences it -> adding to viewport lets you see it. Removing from parent removes the ability to see it but if its still referenced its still in memory

#

and if you then go back and create a new one, the old one still exists (unless the player referenced the old one then it might get removed at some point if the player is removed)

#

people thing remove from parent causes it to go away but it's still there in the background ticking away so you end up with multiple copies of the same widget if you just keep creating it over and over lol

unreal sable
#

Could be all the youtube tutorials that have created that habit lol.

wild cobalt
#

Question guys, When organizing a my project can I do that in file explorer? When doing it inside the project it doesn't always delete the old folders, However my concern is if I do the reorganization in explorer do I need to fix re directors?

unreal sable
#

If you don't do it inside UE then things can get messy i find.

gaunt spoke
#

I keep getting a compiler error in my Animation Blueprint when I attempt to use a Linked Anim Layer that caches poses. The error state "Failed to find index for a saved pose node while building ordered pose list." Any ideas what causes this issue or how to resolve?

storm venture
#

anyone recognize this cursor? im trying to do pixel streaming but ue4 keeps making its own cursor despite having ShowMouseCursor false.

fresh rampart
#

Hey everyone, im currently playing a sound when my melee attack hits an object with
OnComponentHit.AddDynamic -----> and then PlaySoundAtLocation
The thing is, the OnComponentHit is triggered multiple times sometimes, so the sound repeats and sounds weird
Im sure there is a quick and easy way to fix but maybe im not seeing it, anyone knows?

dense hatch
#

sure

#

just use a Do Once node and reset it when you don't want to play the sound anymore

fresh rampart
#

im in c++

dense hatch
#

ah

#

then you would do the c++ equivalent. set a bool canPlaySound or something

#

then if true play the sound and set it to false

spiral island
#

you can use an Audio component, and then call Activate with reset set to false

#

then if it gets spammed it won't reset the audio component and you won't get double plays

fresh rampart
#

im still a bit new to the terminology, my sound is a type USoundBase

#

im assuming if its not something "attached" to an actor, then its not a component?

spiral island
#

stuff that derives from USceneComponent or UActorComponent are components

fresh rampart
#

i see

#

ill have to think about which approach makes more sense, thanks guys

wild cobalt
#

@unreal sable is that anyother solution because when I do it inside UE4 it gets buggy and half the folders move and then the other half of folders that move move the folders but leave half of the assets in both folders

unreal sable
#

If folders won't get deleted. I usually just leave stuff for when i restart UE and then delete it.

summer geode
#

Hello! If we are in teams already its enough to register individually and then add our names in the final submission?

grim ore
#

are you referring to the spring jam?

brittle gulch
merry flower
#

@merry flower
@merry flower

still moat
#

Arm goes swoooshh

merry flower
#

XDD

plush yew
#

Guys i have a question: Can i use Unreal Engine 4 for programming small games (for example 2d flappy bird) which is after build only 20-50 MB big? Because UE4 looks too big but i want to get familiar with lot of things and dont want to use Unity for smaller games, guess you get what i try to ask 😄

grim ore
#

UE4 can build smaller built games but it takes work, by default the projects when built are not small or compact. If size is that important Unity will make smaller builds out of the box.

#

There are 2 mobile projecs on the learn tab you can download and look at, one is a 2d game

plush yew
#

Can you tell me how much work it will be and the difficulty?

#

to increase the size like you said

#

How i can change the Component Size of a landscape in 4.25?

grim ore
#

I cant its based on experience and knowledge. With none of that it will be difficult

plush yew
#

so what i need to change? i thought about some changes in the build settings and deleting not needed assets?

#

I can make basic things in UE4 if that explains my experience 😄

grim ore
#

pretty much that to start, then removing plugins that are included by default and not needed. removing engine assets that are included and not needed. optimizing assets for the target platform.

plush yew
#

How i can change the Component Size of a landscape in 4.25?

#

Okay could the game for example be under 100 MB if i do what i/you said except the asset optimizing?

grim ore
#

it could but but I dont know what your game is, etc.. There are documents on the docs portal for how they optimized match 3 and tappy bird. You can also just download the match 3 and see how big it is when built for your target

plush yew
#

Ah great, have you a link of the "docs portal"?

grim ore
#

just the documentation page for unreal engine

plush yew
#

Ah okay, thx

fading latch
#

Would you guys use dot product to detect a big change in direction? Or is there a simpler way? I have the previous velocity and the current velocity.

#

I'm trying to detect if the player made a large change in direction

tiny anvil
#

I've gotten raytracing working on my gtx 1060 pretty well. 120 fps at 720p in editor pop out preview. So far Epic's implementation has me very impressed with how pain free it is.

grim ore
ember shadow
#

Does it cost to upload stuff to the unreal market place?

grim ore
#

no, you just have to be approved

sudden forge
#

hey guys, im working through a tutorial on movement and i would like to replace the cube static mesh that we are using in the tutorial with the basic character from the base template. i migrated over the assets, but it doesnt seem like simply dragging and dropping the skeletal mesh in works. its a bit too small and hovers off the ground, and is rotated by 90 degrees. anyone have any good docs/tutorials for this or have any idea what to do?

pallid ivy
#

Hey guys, I'm pretty new to UE and I just wanted to ask if there's an essential video series every UE newbie should watch? Especially a crash course for like "first simple character controller" would be nice to get into it.

ember shadow
#

@grim ore approved? can u explain abit more

#

do u just mean the pack im uploading has to be approved

still pawn
#

@pallid ivy Im assuming you mean for the purposes of gamedev and not like archvis or anything, right?

pallid ivy
#

oh yea, I forgot that UE is widely used.

#

oh wait, I just discovered the pins. always forget about the pins

still pawn
#

It might be a little advanced, but I'd say understanding the Gameplay Framework of UE4 is a good way of getting familiar with how the engine is laid out or where you can put things

pallid ivy
#

ah many thanks! I'll have a look at this first, maybe it's already sufficient for my current needs.

plush yew
#

How i can remove this favorite thing

#

anyone?

rustic panther
#

anytime I "import new file" sort of dialog unreal 4.25.1 is crashing

#

am I alone?

#

:(

#

Unhandled Exception: 0xe0434352

heady moon
#

Probably yes, I have imported more than 1000 assets yesterday and I haven't seen this exception
I'm using 4.25.1 too