#ue4-general

1 messages · Page 758 of 1

rustic panther
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fak

heady moon
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but Im having a problem too, intellisense won't work for 2 files

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idk if that's a 4.25 prob in general

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but the other files are working fine

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i have updated visual studio restarted it tried everything possible

rustic panther
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it happens in other 4.25 projects

heady moon
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That's weird

rustic panther
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I restarted computer, I wonder if it's a network drive or something

heady moon
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I hope these issues get fixed in a new patch or something

rustic panther
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doesnt happen in 4.24

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happens in a brand new project

alpine sand
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What node do you use to cancel the input of one key?

grim ore
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@ember shadow yes if you want to sell/give away items on the Marketplace you need to create an account and submit content that epic will review and approve.

barren flume
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so confused

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i keep getting spawned at 0

heady moon
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can someone really help

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intellisense isn't working

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in some files

barren flume
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no matter where i set my playerstart

grim ore
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@plush yew in the bottom right of the content browser is the options, you can disable favorites from there.

bold bay
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Im wrecking my brain, why the AI dont follow me up the stairs......
I mess with slope settings, disabled collision, ....im lost
(Recast Nav Mesh)

ember shadow
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@grim ore Ah ok that makes alot more sense. thank you very much

heady moon
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tons of errors

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and one header and cpp file

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dont have intellisense

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working

grim ore
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does it compile tho ?

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VS Code has an issue with the generate project files being broken in .25, perhaps its a similar issue in VS

heady moon
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it does compile but

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i cant code without intellisense

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~_~

grim ore
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yep just a visual issue then, probably the same issue with vs code

still pawn
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@heady moon Have you tried Rider for UE? Intellisense breaks a lot of less for me in

late stag
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hey

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im new to unreal

barren flume
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Unhandled Exception: 0x80320012

KERNELBASE
rpcrt4
rpcrt4
rpcrt4
rpcrt4
rpcrt4
FWPUCLNT
ws2_32
ws2_32
ws2_32
ws2_32
ws2_32
ws2_32
UE4Editor_HTTP
UE4Editor_HTTP
ucrtbase
kernel32
ntdll

grim ore
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you will have to install the debug symbols, without them that's near useless

barren flume
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it says it's already installed

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someone told me to do that already

grim ore
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well if it was installed and working there would be info on what crashed in each of those parts

heady moon
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@still pawn I prefer visual studio because it's free hehe

barren flume
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oh wait nvm

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it's not installed

rocky radish
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bruh

heady moon
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Ah yes I could've regenerated the files from the beginning

barren flume
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unreal engine isn't even opened

still pawn
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@heady moon I feel you, they're giving a year free which is why Im using it. Then I'll be back to VS. Hopefully intellisense will be more stable then :/

heady moon
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@grim ore Thanks the post helped me

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@still pawn hmm maybe ill use it

rustic panther
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is swarm open or anything? @barren flume

heady moon
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ill look into it

barren flume
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no

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it's weird

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the project opens up fine

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but after around 10 or 15 seconds

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it crashes

supple wyvern
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here is a file with an M9 bayonet i just designed. feel free to use it in your games!

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no textures yet

supple wyvern
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interesting

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it looks fine in the engine

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lemme open it in 3d viewer

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yeah

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yeah its... not looking right in 3d viewer

barren flume
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i don't know why but i thought when you said bayonet I thought of bayonette

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like this

ember shadow
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Hello all, is anyone willing to check over my marketplace submission and check i done the zipped folder correctly?

barren flume
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oh yeah this also happens when I click the project I want to open

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but the project still opens

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hmm

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if i don't close that the project stays open

supple wyvern
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i don't know why but i thought when you said bayonet I thought of bayonette
@barren flume lmao

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it looks wierd in 3d viewer but fine in unreal just poiting out

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pointing*

barren flume
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if you look you can see that little ue4 crash thing on the taskbar

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and towards the end you see

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the project runs perfectly fine until I close that

supple wyvern
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well i gotta go

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have fun with my knife!

flat scroll
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Any suggestion for a plugin for commenting in blueprints? The standard comment boxes aren't always the best for that.
Prefebly free

jolly jungle
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guys, i need help doing uvs with blender, i made a basic landscape plane for a scene i was going to try to make (Not having made one before) but when i put it into unreal and threw a megascans surface on it, it showed up as a solid color. @rocky radish said i needed to do uvs, could someone help me?

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also, im stuck trying to figure out how to make colisions that actually work

carmine sorrel
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Is there a reason my Cine Camera can't see the (new) Thin Translucency Material) but my regular camera can? Is there something I need to enable? The Cine Camera is picking up the shadows, but not the material itself.

rocky radish
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@jolly jungle there's a video on blender official video from blender teaching you how to make uv unwrapping https://www.youtube.com/watch?v=Y7M-B6xnaEM

Blender is Free and Open Source Software
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org

--

This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu.

Find more free tutorials on: https://blender.org/t...

▶ Play video
jolly jungle
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ok cool

sudden forge
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is there any way to move around files once created in the content browser?

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i miustakenly crated a cpp class in the wrong directory and i wanna move it

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i cant drag them into a subfolder or anything

carmine sorrel
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In most cases you can simply drag the object (or folder) into another folder in the content browser (You'll see an option to move or copy). Be warned though - this can be a bit unstable if you're moving a ton of things that are referenced that you're moving. Further, you'll want to clean up things up with a 'fix up redirectors' (right click on affected folders and choose 'Fix up Redirectors in Folders') - fixes references.

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that said - some stuff doesn't work like that, like levels. Not sure about CPP stuff either.

sudden forge
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damn. is there no way to move those?

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i might have to delete and remake then?

carmine sorrel
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you may need to move them from the actual project directory (which can also be tricky depending)- but I have no idea on that type specifically. I doubt you'd have to recreate. Hopefully if you can't do the standard process, someone can jump in and guide on that specific.

sudden forge
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okay, ill try it

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yeah moving them in file explorer doesnt update their content browser positions and i can use the fix up redirectors on cpp class folders

hexed jasper
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What is the difference between flat and pn triangles for tessellation

carmine sorrel
hexed jasper
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Ty I’ll read it 😃

carmine sorrel
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I think the main difference is that PN Triangles use a smoothing group.

supple wyvern
barren flume
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i figured it out

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when i open my project from epic games launcher

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is when I get the first crash message

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but if I open my project from file explorer

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it doesn't crash at all

gaunt tide
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Lol all my brushify Forest assets look like noodles flopping around lmao

barren flume
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nvm

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i also noticed in gears 5 it also randomly freezes

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so I think it might be something with my gpu

pallid ivy
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So I tried out unreal today, but this time longer than 15 minutes and running away screaming in C++. I tried blueprints and it's super fun to prototype so quickly without writing code. Now I have the banana from the pinned tutorial but it also spins randomly, and glows and is audio reactive... 😅 I got a bit carried away 🌚

lime girder
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Does anyone know why this error happens

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For the record, "List of Maps to include in a packaged build" I am specifying the only map in my game

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and its also setup under maps & modes correctly

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Can I specify a commandline perhaps for UE4 to run on the cooked build?

jolly jungle
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once i import a mesh i made in blender, how do i make the collisions actually somewhat accurate instead of just being a big box around the space that the mesh takes up

hexed jasper
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Yo... I was about to ask that too haha @jolly jungle

jolly jungle
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lol

hexed jasper
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Expect I can’t even get collisions I just still walk thru my walls

jolly jungle
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lol

fallen marten
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Easy, use the naming convention in the ue4 docs and add your own collision meshes in blender - or - open the mesh In ue4, and add collision capsules or boxes etc and scale them to fit your mesh

barren gyro
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Hello everyone, found this discord by chance while looking for UE tutorials, hope to learn from others here

hexed jasper
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thank you ! confucious

modest crest
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Anyone got a quick solution for input-debouncing? The shoulder-buttons for my controller seem to easily trigger multiple times when I press them, making it quite annoying to use.
I'd use a "last time pressed" timestamp, but not sure if there's an easier solution

hexed jasper
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hello dhaos this is a great place to learn new things ! Welcome

barren gyro
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Hi found it while trying to find if there was a way to import a .txt file into UE4.22.

steep sandal
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when i delete the folder in ue4 only the stuff inside the folder are deleted not the whole folder

gaunt tide
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Who here in familiar with using Brushify assets?

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My trees are noodles

barren flume
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fixed the issue

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I think it had to do something with my gpu

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I ddu and reinstalled drivers and now it doesn't crash

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What are some ways to optimize?

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I thought there was some stuff in project settings that could help

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but I'm not sure

harsh tiger
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hello everyone, having a very strange issue. i have 2 editor utility widgets. both have an event construct. but it only fires on one of the EUW? why could this happen? it literally makes zero sense haha

marsh swallow
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This has been haunting us for a few years through different sky systems and I can never seem to find an answer on this. We use Dynamic Lighting (UDS to be exact) and in dark caves / Dungeons underground, etc we get lighting issues like this during the daytime.

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there is a square box around the camera essentially that moves around with it. I know its something to do with Occlusion, I just cant seem to fully understand now to correct this. lol

jolly jungle
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guys, ik this is technically in blender but im making it for unreal so how do i get uvs that arent atrocious for a model with a bunch of tris and no obvious places to make seams

sleek spear
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i want to render a sequence that reacts to audio and then sync it with the audio in a video editor. its a particle simulation that reacts to audio. but its heavy and doesnt render in real time so it soon gets out of sync with the audio. what could be the solution to that?

jolly jungle
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cuz ive tried multiple things, just unwrapping without marking seams, marking general seams of the general shape of the mesh, project from view, everything i try ends up looking terrible in certain places once i have a texture on it

hexed jasper
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Can someone help me out here? My walls with tessellation are flashing.

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Some other walls are doing this too not just these 2.

plush yew
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For some reason out of nowhere the engine has started telling me that my projects are out of date. Even the new ones I create. Is this happening to anyone else?

safe mortar
heady quartz
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Its the scene root for your actor

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I'm guessing its the door actor

safe mortar
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It’s the door handle actor, It’s really used as a static obj, do I need to use an actor in that situation

heady quartz
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Everything in the game is an actor

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Anything you place

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The sphere will disappear in-game

safe mortar
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I just looked at what the default doors and stuff are and they’re static meshes, I’ll try and use that because they don’t have the sphere I don’t think.

heady quartz
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If you want you can set the actor root as the static mesh component

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And it'll dis

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Disappear

safe mortar
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How do I do that?

heady quartz
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Open the actor

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Edit*

safe mortar
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Yep

heady quartz
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Then in the left You’ll see "Scene Root"

safe mortar
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Yea

heady quartz
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And i'm guessing "Static Mesh Component" under it

safe mortar
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I have default scene root and underneath it it has cube and sphere

fallen marten
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@hexed jasper looks like the wall planes are fighting for screen space priority

heady quartz
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Drag the cube and drop it in the root

fallen marten
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If that sphere is a mesh, just set it's visibility to hide in game

safe mortar
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Thanks it worked

heady quartz
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Np

steep sandal
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HELP PLZ when i delete the folder in ue4 only the stuff inside the folder are deleted not the whole folder

fallen marten
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Right click, fix redirectors

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Then delete in your windows explorer if the engine won't delete it

ripe saffron
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I updated my engine from 4.24.3 to 4.25.1 for Niagara improvements and when I loaded my game persistent level from my menu persistent level I was getting an assertion error. So after lots of time it seems like its because of a material instance on the text render. If I change to a master material so far it seems fine. Is there a better alternative for text than the text render ? ...because 1.. I dont trust it now and 2 ..it seems to always be a bit blurry anyway

slow scarab
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Could anyone recommend me some 3D cartoony/anime games on Unreal?

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I've been looking for a cel-shader for some time but after searching for so long, I gave up and decided to just try regular, smooth lighting 🤷‍♂️

kind dew
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Okay noob question. What are the common reasons why I can't see "add call to parent" in BP? Other than the class not deriving from the parent

fervent kernel
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Is there a way to stop the camera from stuttering at long distances after origin shift? The origin will move but the camera stutters regardless.

modest crest
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how long are we tallking about? If it's several km from the world origin, it may be floating point errors

open eagle
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I am trying to set a player's view target to their new pawn when they die

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their player controller remains intact

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I destroy the old player pawn, spawn a new one, set view target with blend to the new one, then make the player controller possess the new one

little falcon
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Hi guys, if i want to use material tessellation on my mesh, do i need to sub-divided enough times in 3D Program before imported into UE4? or is there any way UE4 can handle the sub-D?

unique timber
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what does the "I" prefix mean on class names?

pseudo pulsar
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How do you make it so when you open a new tab; it's automatically docked?

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I thought I changed the setting to allow for it, but it still seems to be popping up. lol

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Oh wait I got it I just hadn't set it to default I guess.

uneven fractal
hexed jasper
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Hey Richard I was having this problem too a couple of days ago and I just went into blender and subdivided a cube a lot of times. I would not recommend going over 50k triangles if you are going for a big scene. Then export that into an FBX then import it in UE. @little falcon

little falcon
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Thanks for replying, i was planning to use a landscape mesh with adaptive tessellation material, but since landscape it huge, sub-D in Blender and then import to UE4 seems not a good choice..

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@hexed jasper

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So how did other people do with something like World machine generated landscape mesh, do they also sub-d first and the nimported into UE4?

hexed jasper
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Hmm I’ve never worked in landscape but I don’t think you would use tessellation for that large of an area because that would be pretty hard on the engine. I’m not familiar with landscaping I would not know sorry

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Because you would usually cover the landscape with grass and rocks so that small of detail isn’t necessary unless you are trying to achieve ultra photorealism @little falcon

little falcon
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Yes, that make sense, so i want to use adaptive tessellation.

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thank you anyway, i will figure that out tomorrow.😂

errant venture
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Is now an okay time for me to ask a question?

hexed jasper
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No problemo sorry I couldn’t help , just don’t know that much about landscaping but I wish you luck in you project !👍

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go ahead 🙂

little falcon
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No problem, thanks mate

errant venture
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I want to add a force to a static mesh in one actor in the direction of a static mesh in another actor,

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How do I reference a specific static mesh of another actor?

exotic thicket
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Assuming you have a reference to the actor in question, you can cast it to the specific actor class, and then you should be able to access the specific components

errant venture
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Actor class?

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okay.

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I been trying to cast to actor.

exotic thicket
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Yeah I mean if you have staticmeshes meshA and meshB in MyActor, you can use "cast to MyActor" and then you should be able to just do "add impulse on meshA" or whatever

thin tendon
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Is there a way I can disable the default navigation for gamepads? So that way d pad buttons aren't consumed by widget navigation.

fresh rampart
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Has anyone managed to spawn a niagara system using c++? Im a bit confused, i cant even include the .h for some reason

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as soon as I put this
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
class UNiagaraSystem* HitParticle;
it stops compiling

exotic thicket
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Is that supposed to be a member variable of a class? If so I don't think class is right

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It would probably be helpful if you actually can show the error you're getting, also #cpp might have more people who actually know about the C++ side :)

fresh rampart
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oh sry didnt even knew there was a cpp part

karmic stratus
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not sure if this is the right channel, but is anyone able to help me and a friend set up a multi user session

ashen vapor
floral knoll
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join general voice?

karmic stratus
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ok

exotic thicket
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Are there any best practices for things like working with NPC sounds? For example, my NPC can make pain and death sounds, and under some circumstances they could trigger several of them in very rapid sequence.

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I can see the options for this would be using a sound concurrency setting which would limit it to 1, or using an audio component where I could keep track of what sound is currently playing

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Is there any particular upsides/downsides to those?

quasi tendon
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Hey, i'd like to reduce the material size (i don't know how to explain) here's what I have now : https://i.imgur.com/p1CPGlM.jpg
and you'll see that the grass is way too big for the car size.
I hope you understood 😂
(sry for the english)

rich helm
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Why does my ray not destroy the actor when it is hit

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Im just starting UE4 so yeah, following a tutorial but cant figure out what I did wrong

timid grotto
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You're only drawing a debug line, the linetrace isn't connected to the execution line so it never fires. That's the white line that connects the nodes.

mortal cedar
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@uneven fractal shadow bias

timid grotto
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And if you're not -that- new, make sure the box blocks the visibility channel in its collision settings.

rich helm
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Im literally newest new lol

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You're only drawing a debug line, the linetrace isn't connected to the execution line so it never fires. That's the white line that connects the nodes.
How do I make it connect to the execution line?

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OH wait

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Thank you so much! : )

timid grotto
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The execution line determine the order in which functions are called. So if you linetrace into the air, you'l get an error saying "accessed none.. blabla destroy Actor node". So that's because the linetrace didn't hit anything, finished execution, which causes the Destroy Actor node to execute, but with an invalid reference.
So we must handle the execution flow, and we do that with flow control nodes. If you rightclick in your event graph and type "flow", you'll see what types there are. Though mostly 2 or 3 are commonly used. The most common one is the "branch" node, which is like an if- statement.
So you should add a branch node and connect its condition pin to the return value pin of the trace node. That then says "perform a linetrace. If return value is true (ie if the trace hit something), destroy that actor. Else do nothing (that's the false execution path).

rich helm
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Ok thanks! : )

plush yew
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Base10 or Power of two grid, snap and sizes. Which do you prefer?

rich helm
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Hm Ive added the branch but it gives me the same error

timid grotto
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@rich helm Okay, so maybe you're hitting something that isn't an actor. It is good to do an is valid check on objects that you're not 100% sure on if they are valid. So drag off the Hit Actor result and type "is valid".

rich helm
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Where do I connecy the "is valid" node pins

leaden dust
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I just came. Whats up?

timid grotto
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before the destroy actor

rich helm
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Ok thx

restive yarrow
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I have a procedural mesh door, attached to a procedural mesh car body, both simulate physics, but the problem is that the car door is colliding with the car body and making it fly around ( both the components are set to vehicle )

leaden dust
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@rich helm do you still need help mate?

rich helm
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Yes

leaden dust
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What are you trying to do if I may ask

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Trying to destroy the actor?

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you hit with trace?

rich helm
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Im making a debug line, then if that object hits an actor, that actor will be destroyed. Now Im getting an error when the ray is not hitting anything

leaden dust
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ohk

timid grotto
leaden dust
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let me make an example for you

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What error are you getting btw

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robin is pointing you in the right direction

restive yarrow
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@leaden dust can you help me with my collision issue?

rich helm
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@-Cool_da_noob Blueprint Runtime Error: "Accessed None trying to read property CallFunc_BreakHitResult_HitActor". Blueprint: MyCharacter Function: Execute Ubergraph My Character Graph: EventGraph Node: DestroyActor

leaden dust
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@restive yarrow sorry I am not good with the engine myself. I struggle with collsions

rich helm
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Robin, what is that "actions taking... " node, where can I find it?

timid grotto
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You should get it automatically when dragging off the Hit actor node. It's what you get when you right click the event graph.

restive yarrow
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@leaden dust hmm ok

leaden dust
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just make it like this @rich helm

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you could even remove the first branch

rich helm
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Ohh I was using the wrong node

leaden dust
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it most likely would still work

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@rich helm it works now?

rich helm
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Im trying, gimme a sec

leaden dust
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@restive yarrow I believe you need a physics constraint

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between the car and the door

restive yarrow
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thats making it worse

ember cliff
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Anyone know of a way to increase time dilation above 20x?

rich helm
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@leaden dust Which "is valid" node did you use

leaden dust
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@rich helm what is your engine version

rich helm
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The newest one

leaden dust
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4.25?

rich helm
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4.25.1

leaden dust
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ok nice

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it should work then

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you should not just right click on the blank space

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drag out the hit actor pin

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and then right click

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so it will show only valid nodes

rich helm
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Ohhh

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Thanks!

leaden dust
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@rich helm it should show you two different 'is valid' nodes

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any will work

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this one needs a branch

rich helm
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Ahm now it destroys the player though

ember cliff
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Scratch that, not 20x, 50x. Time dilation seems to ignore the max setting if it is above 50

rich helm
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Oh nvm

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I didnt connect the hit actor pin to target pin

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First day in unreal engine 4 lol

leaden dust
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@rich helm its ok

rich helm
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Ok

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@-Cool_da_noob Any good tutorials you know of for UE4? Im using one tutorial now but do you have any good ones?

dim merlin
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hello, so i was thinking about 'steaming actors', is this possible? (like spawning / removing AI) Maybe a good example would be gta 5.. (i dont believe all pawns are spawned??)

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like.. how does gta5 handles a city full of people ? i dont think its only streaming levels right

plush yew
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guys where is export to html5 in 4.25

manic pawn
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deleted

fallen marten
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@dim merlin you can have an actor that spawns AI and depsawns them after you leave an overlap sphere or whatever

plush yew
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really goddamn

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ah well cheers

dim merlin
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@fallen marten yeah i was aware of something like that 🙂 but i was looking for something more solid..

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note its not a first or third person game, more like a strategy game @fallen marten

rich helm
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Yayyyy I finished my first UE4 tutorial!

restive vale
#

Hi! One question about google ads for android. If you create a Remove Ad purchase, do you have to code a boolean in your game to prevent the ad to be displayed or it is internaly driven by android and they just dont reproduce the ads anymore?

cerulean sandal
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i guess...

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i found my performance problems

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this is my wireframe

keen pawn
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could anyone give us some direction as to why emmisive materials appear to be washed out

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we have looked into it abit

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and see that there was a tone mapper change

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but I cannot get the reds to look decent at all

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they just go orange right away

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we really want to get some reds

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like this

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but seems unacheivable

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🤔

restive vale
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less emmisive maybe

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look that here in this example, the parts that are really emissive are more yellow, the others keep more red but are less emissive

dim merlin
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@keen pawn the actual lines of the mercedes lights are orange right? just the background part of it aint???

keen pawn
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yeah

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im trying to get the red to come through more

restive vale
keen pawn
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and it seems to just want to go orange or white

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yeah i think i read this 🤔

dim merlin
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so the emissive is overmaking the background @keen pawn ?

serene birch
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standard film reaction to very powerful lights

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and UE4 implements a "filmic" tone mapper to simulate that effect

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note that without that you'd get something rather more ugly typically : your super bright orange color would saturate to yellow quickly

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I've posted on #graphics a rather simple way you can resurrect the old tone mapper if you want

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something like that could work

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custom tone mapper shaders are considered experimental though

karmic cipher
#

Hi,
Im wondering if there's a way to apply smooth mesh similar to the one we have in DCC packages to get more rounded polygon surface?

The reason for that is to import light-weight mid poly animated cache from DCC and then apply smooth tesselation before capturing the movie in UE

jolly jungle
#

guys, i need help. I made a landscape in blender (which i am pretty new to) for a scene that i was gonna try to make in unreal (i have not made that much stuff in unreal but i have watched a ton of vids of peeps making stuff so i kinda know how things work) but i cant get uvs that arent horrendous. there are no obvious places to make seams and i don't know what to do.

sharp parrot
#

hey

#

does the sphere mask only mask a part of the material

#

say if you put it in the middle of a mesh

#

will it "slice" the mesh or will it mask everything in the z axis

exotic cave
#

@jolly jungle : Why not explore UE's own landscape features?

#

They're really pretty robust. You can do spot modeling for Blender for particular features rather than wrestling with UV's for every single portion of a huge mesh.

jolly jungle
#

@exotic cave the reason that I was using blender was because i wanted to use the vertex paint materials generated by megascans, and as far as i know u have to have materials specific to the landscape system

exotic cave
#

Let me research those materials a bit. It's definitely possible to use Megascans textures in landscapes, but this probably isn't how I'd do it. 😄

jolly jungle
#

what if i made a copy of the normal master material megascans generates, then replace the texture nodes with landscape blend nodes with all of the textures connected to it

exotic cave
#

I've done a bit of Megascans integration work - not a huge amount - I love their textures and models, but their autogenerated materials in my experience can be a bit overengineered.

#

I found it difficult to work with them, but I also didn't put in a huge amount of time on it yet. Maybe they're great, and it was on me. 😄

#

I tend to take their textures and run them through my own materials, but that's not as feasible for a new user.

jolly jungle
#

the thing is that i know nothing about materials and how to make them look nice so its nice to have an easy good material that is made for me

exotic cave
#

Which particular Megascans assets are you trying to get integrated? Maybe I can take a look

jolly jungle
#

im just trying to make a blend of a couple of gravel materials

exotic cave
#

Yeah, but like, which ones? I can download them and run some tests

jolly jungle
#

just use any two surfaces it doesnt matter

exotic cave
#

Will help me too, I need to do some basic work on ensuring my own plugin integrates well with Megascans 😄

#

But when you say "surfaces" I don't know if you're talking about the raw textures, the autogenerated material, and so forth. 🙂

jolly jungle
#

auto generated materials

exotic cave
#

Are you using Mixer?

jolly jungle
#

no

exotic cave
#

K

jolly jungle
#

gtg for now

plush yew
#

can i use marketplace asset for the game jam?

quick star
#

guys, what happened with some engine feature packs? I cant find landscape with kite in launcher

#

or particles

jolly jungle
#

@quick star ik at least for particles, they have switched over to the niagara system

#

why does the editor say lighting needs to be rebuilt even tho im using raytracing

rocky radish
#

why does the editor say lighting needs to be rebuilt even tho im using raytracing
@jolly jungle are your lights either static or stationary?

jolly jungle
#

my lights just sit there

plush yew
#

Hey guys, I'm new to VR/Unreal. Could someone tell me if it possible to create a vr app wiht only having a mouse and keyboard available? In Unity you've got VRTK, is there maybe an equivalent to that?

rocky radish
#

my lights just sit there
@jolly jungle i meant in the mobility settings of the light

primal furnace
wooden forge
#

hi, does EQS works inside blueprint actors?

barren gyro
#

So I am trying to do one of three things, either make UE accept a .txt file to cook into an .uasset/.uexp, use a converter to do the same thing, or import a .csv coma delimited file and make a structure in order to cook it as well. The first 2 have been difficult to do/find, the third one I have been able to get to work a bit except for the fact that it will not accept the first column [STT] which is the timing for the text file.

digital anchor
#

@primal furnace your actor is getting culled

#

you can try setting actor bounds to something like 10 to test if its really it

primal furnace
#

@digital anchor That totally solved it thanks a lot! Now for it to work for me I had to set it at 70.. will that affect performance that much, knowing that I will only have 1 or 2 sprites on the screen at a time?

digital anchor
#

just means it wont get culled, shouldnt be a problem

serene birch
#

not sure you should play that much with custom depth offset?

#

for that scene you should consider turning off culling entirely in fact 🙂

primal furnace
#

@serene birch Damn I'm still such a newbie, I guess I don't understand culling all that well

serene birch
primal furnace
#

Ah ok, sorry, a little slow this morning: of course I know what culling is. What made you deduce I should turn it off entirely?

serene birch
#

if you start putting giant culling volumes to your objects, it's a sign 😛

primal furnace
#

*I know what it is, that said I don't know all about it!

violet goblet
#

Hy there :)
Is it somehow possible to convert a already created material into an instance of another material?
(instead delete it, and then create a new one)

primal furnace
#

Haven't used any culling volumes yet... hell I'm confused now. Should I or not? Wasn't it done automatically (what is not on screen is not being calculated) ?

#

when it's not on screen, sorry for the bad english..

serene birch
#

I mean, you changed the actors culling bounds to prevent them from getting culled

#

if you increase those so much that the occlusion culling doesn't cull anything much, that step is wasted time

primal furnace
#

Yeah but that will only be for a single actor though

#

All the rest of the geometry still requires to be culled doesn't it?

#

(Trying to learn here so my apologies if I sound any dumb)

dawn kelp
#

I created box (simple) colliders for my mesh in mesh editor

rocky radish
#

do you have 'complex collision as simple' on the mesh settings?

#

if so, change it

#

@dawn kelp

dawn kelp
#

Where can I find that option?

#

Oh my bad I didn't see the scroll bar damn. I 'm awake for too long

#

Thanks found it

rocky radish
#

you're welcome

dawn kelp
#

I have to annoy you again 😄 @rocky radish

rocky radish
#

I have to annoy you again 😄
@dawn kelp lol you're not annoying me

#

that doc page is from 4.11 it probably changed the name

dawn kelp
#

Maybe I should just remove the complex collision mesh?

rocky radish
#

try removing it because ue4 can't simulate physics with complex collisions

dawn kelp
#

That worked

#

Yeah I know that. But the thing is, it does simulate it. The error only occures after I re-simulate them in code.

#

Thanks. Removing that worked.

rocky radish
#

you're welcome

drifting goblet
#

is it possible to make a new mesh of a group of single objects they stay single objects and not combined like "convert actors to static mesh" ?

wary wave
#

that will depend on the license for the assets in question

jovial pollen
#

How would someone go about making a multiplayer respawning script. Say if you were shot by another player you would respawn

#

Like a 2 second delay then you would respawn

plush yew
#

hello guys I work now with the cinmeatics

#

I created cinematics for these 2 doors but why I can't make t when the event begin play to start moving?

jaunty wadi
#

Is there any performance differences between scaling an object compared to copy pasting objects to take up the same amount of space?

hexed jasper
#

@dawn kelp I know the problem for no collision, did you figure it out or do you still need help?

dawn kelp
#

@dawn kelp I know the problem for no collision, did you figure it out or do you still need help?
@hexed jasper The error doesn't show up anymore, thanks. Although I still have a bug, but that is one in my code.

hexed jasper
#

Hm well as long as it works that's what matters. Could just be that it's a complicated object to put collissions around.

wary wave
#

it's usually included somewhere with the assets, where ever you got them from

#

that's kind of a 'how long is a piece of string' question, I really can't answer it

plush yew
#

anyone can help me with my problem?

crisp hawk
#

can you prevent widgets from being removed when joining a session?

#

i have a loading screen widget which i add to the viewport before i join a game session, but its removed once i'm joined. i added teh widget back in both the player controller and level's begin play event, but there's a flicker of the level before the loading screen pops back up

#

the game mode is set to use seamless travel, which from my understanding should not cause widgets to be removed from the viewport, but its happening

viral flame
#

how does one disable texture filtering for pixel art stuff?

#

i cant change mipmap level

gritty marsh
#

Hi Slackers

#

I have a strange problem. Adding a TArray <AActor *> to one of the classes I'm working on The editor breaks. However if I run the code from Vs2019 everything works correctly. O.o ?? What could be happening with this?

plush yew
#

I did this but the door doesn't open 😦

viral flame
#

hello?

plush yew
rocky radish
#

hello?
@viral flame hello

grim ore
#

@plush yew that looks right for playing the sequence, does your overlap actually work?

plush yew
#

idk

rocky radish
#

@viral flame there's a filter option in the texture settings

viral flame
#

um

#

where?

plush yew
#

@grim ore

viral flame
plush yew
#

I created this

grim ore
#

put a print string after the on overlap before you play your sequence and see if it prints out

viral flame
#

@rocky radish where is the filter option?

plush yew
#

okay

grim ore
#

and you should have no reason to tell the play rate to go to 0 after you stop overlapping if you dont set the sequence to loop, it should play once and stay open

plush yew
rocky radish
#

@rocky radish where is the filter option?
@viral flame in the texture options (by double clicking the texture)

viral flame
plush yew
#

I followed this tutorial but nothing 😦

#

I put print string and it doesn't overlap it, hmm 😦

grim ore
#

then you are not overlapping the item to trigger the event, that is an issue

plush yew
#

oo shit I am so stupid

#

I need to add referene for the trigger box

#

not on the sequencer-lol

grim ore
#

that would do it

viral flame
#

@rocky radish hi?

#

i dont see any filtering options besides the one i already mentioned (mipmap level)

rocky radish
#

@viral flame just search for it

#

in the details pannel

#

in the search option

plush yew
#

yeah but actually no

viral flame
#

cant find it

#

i entered "filtering"

plush yew
rocky radish
#

see?

plush yew
#

it prints that it overlap is

viral flame
#

nvm

#

found it

#

yea

#

rhx

#

thx

plush yew
#

oo shit guys I can't write for my stuff it is one message then other person is writing ...

ember shadow
#

my unreal market place submission didnt get approved and they said there wasnt enought content.... is there a minimun amount of content that there needs to be?

rocky radish
#

thx
@viral flame you're welcome

dense hatch
#

@plush yew then type it all in one message lol

plush yew
#

yeah but I need to get pictures and stuff

#

I can't do it for 1 second

#

xD

dense hatch
#

as for your overlapping, you have generate overlap events on for both actors meshes?

plush yew
#

they are 2 doors

#

with one sequencer

dense hatch
#

What are you using to trigger it

plush yew
#

??

dense hatch
#

Ok

plush yew
#

I have this trigger box and the 2 doors

dense hatch
#

Right

plush yew
#

and upper is the bp for it

#

you want to go in DM not to spam the people here?

dense hatch
#

So you want the doors to overlap the box?

grim ore
#

are you sure you are using the correct sequencer in the level? it says 2 at the end so do you have more than 1 sequencer in your level?

dense hatch
#

wait you got to the print?

plush yew
#

hmmm

dense hatch
#

ignore me then

plush yew
#

a shit

#

I have 2-lol

#

I did this and I got error 😦

#

it overlaps

grim ore
#

try dragging off the sequence reference you put in, the correct one, and find the correct play node again

plush yew
#

which is the correct play node?

opal totem
#

is there any good tutorials on using multiple hitboxes for a character. I can't seem to get it to work or find any good tutorials

grim ore
#

the play (Sequencer Player)

plush yew
#

I used it the same

#

lol

#

but okay

grim ore
#

so did you delete that sequence by accident from the level ?

plush yew
#

I deleted the second one and I put this new one

#

will delete again the whole sequencer and do it agaion-holly molly, so easy thing it makes me problem and doesn't work 😦

grim ore
#

unhook the nodes for overlap, go to the sequence player in your level, scroll down in the details and check auto play and see if it plays back

plush yew
#

does it matter the location of the sequencer?

grim ore
#

no it doesnt, it just has to be in the level

midnight bolt
#

any idea why i cant see sphere preview of some of my existing light blueprints? they used to work before, now i cant see preview on certain BPs

plush yew
grim ore
#

yes check auto play and when you hit play in the editor it should play and open the doors

#

this weill atleast let you know the sequence is in the level and works

gritty marsh
#

Hello, I have a strange problem. Adding a TArray <AActor *> to one of the classes I'm working on The editor breaks. However if I run the code from Vs2019 everything works correctly. O.o ?? What could be happening with this?🤖

grim ore
#

then you can try hooking it up again after knowing it works

plush yew
#

okay

#

yeah it works now the animation

#

let's try with the reverse

#

finally it works

viral flame
#

how can i give GUI elements a white outline

storm venture
viral flame
#

any attempt at creating more inside of it fails

open eagle
#

I am trying to set a player's view target to their new pawn when they die
their player controller remains intact
I destroy the old player pawn, spawn a new one, set view target with blend to the new one, then make the player controller possess the new one

#

it seems to do nothing

viral flame
#

uhh is there a way to give a border some sort of black bg

short gale
#

would anyone know how to make a game like Power and revolution or something of that sort? i cant find any tutorials or any thing

viral flame
#

like both box and border

plush yew
#

Hello

viral flame
#

i guess none will help me

terse shell
plush yew
#

Can I have some assistance with a particle effects not showing up in my editor? It is Cascade and is from the Science Lab assets

grim ore
#

@open eagle the act of possessing a new pawn if it has a camera should automatically switch that camera to the current one that the player camera manager is using, no need to set it by hand

#

@terse shell the biggest difference is you install the codeworks included with the engine from the same android folder. so the first part about getting the current version, then going to the folder to set it up is basically skipped as you go to the folder, install the codeworks from there, then restart and the correct software should be set up

viral flame
#

i guess none fucking cares about my problem cause its too amateurish

terse shell
#

@viral flame there is UMG and slate channels for that stuff

unique kraken
#

left is 4.25 right 4.23
anyone knows why the bloom is so different? its supposed to be the exact same lol

viral flame
#

actually found a better way of doing what ive wanted

open eagle
#

@grim ore I want it to slide over to the new pawn, not just teleport to it

viral flame
#

im very very very very very new and very very very very very very fucking dumb

#

and probably mentally challenged

open eagle
#

I want a smooth transition

terse shell
#

@grim ore for this thing only you put out, do you mind if i DM you for any issues I run into with that (again, only that part, nothing more)

#

I respect your time and resource availability

grim ore
#

@open eagle gotcha. Weird if you are using the set view target correctly it should swap to the new pawn then. I've never tried it without a possessed pawn tho lets see if that breaks it

#

@terse shell you could try but I have DM's off so it wouldnt work lol

terse shell
#

LOL 🙂 I totally understand that

#

ok, lets give it a whirl

grim ore
#

@open eagle when you destroy the old pawn where do you move the camera to at that point?

#

perhaps your code is inside that pawn and that is why it fails?

open eagle
#

when my dead pawn gets destroyed, the camera just faces forward

grim ore
#

its possible your new actor is not in the world completely when you run the blend

open eagle
#

it definitely is

#

this is s multiplayer game and I used another client to check

#

it spawns, but only possessing it will get the camera over to it

#

maybe it is because there is no camera

#

does it need a pawn to set view target with blend?

drowsy turtle
#

can someone send me a link to a good tutorial on how to make a car? The UE4 one is really bad, so I decided to make a car pawn myself, but I can't find any tutorial.

grim ore
#

I just tested it and yep if you dont have an active camera in the player camera manager it cant blend out to the new one.

#

I spawned in a new actor with a camera and set that as the current view target, then blended over to the new one fine

open eagle
#

so.. should i make a spectator pawn

#

Ok

#

I deleted the "destroy actor" node and now it works

grim ore
#

thats what I did so I had a new camera to use when i destroyed the first pawn, after that I could blend without issue

open eagle
#

Wait

#

I know what to do

terse shell
#

btw, BIG SHOUTOUT TO @grim ore @gleaming narwhal AWESOME PEOPLE!!!!!

open eagle
#

I will wait to destroy the old pawn until I possess the new one

grim ore
#

that would work as well

open eagle
#

yep it works

#

thabks!

grim ore
#

yep yep, good to know tho and it makes sense on why its failing. never tested it this way before 🙂

terse shell
#

Mr. Wadstein, do you still work at Epic?

grim ore
#

I don't work at epic, I am a contractor for the Online Learning Team

tight prawn
#

is it possible to edit Animation Sequence pose in UE ?

#

I mean I created Aim Offset Poses, 1 frame each

#

but now i want to change the pose a bit

#

i've been changing the skeleton bones position to what I want, hit save

terse shell
#

I apologize for that assumption, whoops. That explains the composition of your youtube channel, now i have context

#

I will never get that minute back 🙂

tight prawn
#

reopen it again to find that none of my changes are applied

grim ore
#

well the youtube channel is all me, nothing to do with them. I've only been doing the contract stuff with them for a few years now

copper pike
#

hi

plush yew
#

hey

terse shell
#

right, but the composition is about introduction of a wide range of aspects of the unreal engine features and gameplay with emphasis on short burst learning and introduction

grim ore
#

ah yeah. It's goal is to just be a supplement to the docs since the docs needed help heh

plush yew
#

Sorry for interrupt your chat... um....
I am having trouble starting the engine. I Just installed. It says unhandled exception: EXCEPTION_ACCESS_VIOLATION
Is there a proper channel where I can ask this?

grim ore
#

this channel is probably best but we might need more context or a crash log. you should be able to check in the saved folder for logs that might give more info

#

@tight prawn are you adding new key frames after moving/before moving your bones? the anim system when you are editing in the engine is keyframe based if you are editing it in there.

plush yew
#

Where's the saved folder for logs?

grim ore
#

If you do it correctly you should see an Additive Layer Track show up that references the bones you are changing.

#

@plush yew is it the engine crashing when launching it, or a project?

plush yew
#

launching it.

terse shell
#

Launching from Epic Games Launcher?

grim ore
#

try looking in <C:\Users\USERNAME\AppData\Local\UnrealEngine> and then the version of the engine you are using

#

then it's under Saved\Logs

terse shell
#

Antivirus / Security software could be hosing the process somehow, Personally, if you're on windows, I would give the machine a reboot to test the easiest thing if you have NOT rebooted since you downloaded / installed the engine. Stepping back into the void now. Good luck

plush yew
#

I tried to install UE4 in my linux environment, it was a failure. So.. I had to flip to windows lol. What OS do you use?

#

There are no anti-virus. I already rebooted.

terse shell
#

Check out MathewW's question and lets see what you come back with. the crash log will also tell a story to evaluate

#

I use Windows, waiting installing Android stuff atm

plush yew
#

Already found the files. I am installing a decent notepad so I can open them XD

tight prawn
#

If you do it correctly you should see an Additive Layer Track show up that references the bones you are changing.
@grim ore Yes i've figured that part out thank you

#

problem now is

#

can i copy these Additive Layer Tracks to other animations ?

grim ore
#

I dont beleive so

tight prawn
#

so I have to copy the changes one by one ?

grim ore
#

ok I take that back

#

if you open the curve editor itself in there you can copy/paste the curve keys. that might work

#

but you cant copy the entire track as far as I know

#

that technically worked, open the original animation. open the curve editor for that bone, grab the keys and copy them out (ctrl-c). then open the 2nd animation, it should still have that bone selected. Add key, go to the curve editor in there, go to the correct spot in the timeframe and paste in the keys (ctrl-v)

#

its... not elegant but lol

plush yew
#

The file has 712 lines 😦

grim ore
#

upload it to pastebin or check out the last parts of it

plush yew
#

Apparently it was an assertion which failed.

#

Inside EditorAnalyticsSession.cpp

#

Let me open pastebin lol.

grim ore
#

well the whole thing might be more beneficial, and at this point you might need to install the debug symbols from the launcher to get the full crash stack

plush yew
#

sadly.. it is not my laptop..

#

most of the log is in the wrong language (not english).

#

you want it anyway?

open eagle
#

How can I reset my player controller

#

because when I posess my new pawn, the mouse position transfers over to the new pawn camera

grim ore
#

you can paste it if you want, my guess tho is its a graphics issue. What laptop is this?

#

@open eagle reset it how? you can set the mouse position if you need it otherwise you destroy the old player controller and create a new one

open eagle
#

If I move my mouse on my old pawn before it dies, the same mouse position/camera position transfers over to the new pawn when I posess it

grim ore
#

you are moving it when it should be "dead" is what you are saying? if so disable input so it doesnt happen

open eagle
#

No, like if I move my mouse 30 degrees left, and then someone shoots my player dead, my new pawn's camera is also rotated 30 degrees when i posess it

grim ore
#

that's weird, it shouldnt be doing that 😦

open eagle
#

wait

#

maybe its because I am not unposessing

grim ore
#

might be, I know when I destroy and possess here its no issue since the old offsets are gone on the destroy

digital rover
#

unreal mobile build quality is very very low. someone know why is that? is there any settings to be adjusted?

terse shell
#

@grim ore going back to android stuff. 4.25 does not use codeworks, and 4.23 does not use android sdk, but in 4.25 instructions i was asked to follow, it starts with installing android studio, does that still apply for 4.23, and, do i also install codeworks?

plush yew
#

hello guys I decided to create it again but the animation node doesn't show, idk why

terse shell
#

@digital rover unsure what you mean by build quality, but the documentation does contain mobile performance docs

plush yew
digital rover
#

that means it's like very low scale factor@terse shell

#

texture qualities also dropped

plush yew
digital rover
#

when we build default third person map for mobile it's look like very bad graphics

#

It has very low res graphics with jagged edges

grim ore
#

@terse shell technically they both use codeworks and the ndk, you just use android studio to install it in the newer version. You dont need android studio for .24 and before, just the codeworks installer in the android folder in the engine folder

copper pike
#

im just curious what does Compiling a blueprint actually do?

#

And how often should I do it

hexed dock
#

Trying to get 4.25 up and working (oculus fork version). Main stumbling block when I tried this before was sdk/ndk. UE's guidance at https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/Setup/AndroidStudio/index.html seems to be wrong. I don't get the "verify settings", where it shows the SDK would be downloaded. And once installed, it says it hasn't installed any sdk at all. (And yes, I did specifically get 3.5.3.) And that's pretty much the end of the instructions there, so it seems to assume that it will get the SDK all on its own correctly.

How to set up your Android development environment for Unreal 4.25 and later

#

Is it because I haven't uninstalled NVPACK yet, because I'm trying not to also break my 4.24 projects?

terse shell
#

@grim ore ok, I am not familiar with Codeworks and if it contains an android emulator like Android Studio does, if not, then I hope I can have Android Studio installed with Codeworks with no issue in 4.23

#

thanks for the help 🙂

grim ore
#

@hexed dock they do mention to remove the older install if you have it and want to use .25, it can conflict 😦

hexed dock
#

Yeah, that's what I'm wondering. I mean, I can imagine it conflicting IN unreal, but it seems hard to believe that it would keep android studio from installing any sdks

grim ore
#

they do have a separate section for installing both if you need it but its more work.

#

which part of the AS part failed? I went thru it recently without issue so I know it works but that was on a clean machine

#

@terse shell technically part of codeworks can install an android emulator yep but I never used it, I always tested on device

native wharf
#

Hi, I'm fairly new to modules, and every time I try to load into UE4 with a new module added to the .uproject file, it fails to compile, but in VS2020/VS2017, it compiles fine.

I'm sorry if I missed something

hexed dock
#

@grim ore it installed, with everything in the wizard matching except the part where you decide to opt in/out of google usage statistics (okay, no biggie) and the Verify Settings screen that they say will come up (also not a big problem, per se, but I do note that screen says it will download the SDK). So AS is installed. But it says there's no SDK installed and I need to pick which one. That doesn't seem to jive with their expectations.

grim ore
#

yeah the finish part is what launches the download that is weird

#

maybe its detecting the already installed parts and failing is my only thought

hexed dock
#

the finish for me finishes the install and then launches AS with its normal startup screen

grim ore
#

yeah before that comes up it should have downloaded the default SDK's and tools

hexed dock
#

yeah. not there. Going to try uninstalling codeworks (I copied NVPACK to another dir first, so hopefully that will be workable for old projects)

grim ore
#

but ignoring that did you try the next part with the .bat file to download the ndk?

hexed dock
#

I worked on trying to get this straightened out for an entire day back when 4.25 wasn't final yet, and never did get it right

#

This time, I nuked every AS-related folder I could find under c:\users just to be sure

grim ore
#

the only issue I had on .25 was the one they mention in the docs about the cfg file needing changes but it installed fine with those changes

#

@copper pike compiling the blueprint turns those pretty nodes into usable code by the engine. You should do it whenever you want to actually use it or test if changes are good (when compiling it will check it's valid). The engine usually also compiles blueprints before playing in editor in the event you have uncompiled ones.

copper pike
#

ohhhh

#

That's really good

grim ore
#

@native wharf what is the error when it fails to compile? It should compile fine if it's set up correctly.

copper pike
#

ty

wooden forge
#

mathew is berserking the questions ❤️

grim ore
#

well easy questions so far lol

plush yew
#

and mine? XD

grim ore
#

@plush yew you are trying to get the animation node from the trigger box, not the sequencer

#

yeah I had that up but was loking thru it. I would be 99% sure this is why it's not working "HD Graphics 5500"

hexed dock
#

people who have "easy" questions (myself included) are often the people who need help the most. The people with the really hard questions are probably already close to experts. @grim ore 's WTF videos have been my UE savior, especially when they're explaining the "easy" stuff

grim ore
#

actually it has an 820m in it, do you know if it's using that or the intel GPU? @plush yew

plush yew
#

I am not sure. It says "the driver is working correctly" (the nvdia one)

copper pike
#

Wait, Mathew is the one with the WTF/HTF do I do this videos?

terse shell
#

yes

#

The one and only

hexed dock
#

the one and only.

#

hah

copper pike
#

I didnt know that that's funny a friend just recommended his videos

wooden forge
#

yeah the legend himself, flesh and blood

copper pike
#

today

#

i mean if he made 600+ videos on it I'm sure he knows what hes doing xD

grim ore
#

@plush yew I would update to the latest nvidia drivers if you can and also force it to use the nvidia card in the control panel and see what happens. I know that GPU should work, I used one a few years ago, but its been years and it just might not have valid drivers anymore 😦

copper pike
#

Just curious, is there a free animation software I can use to create my own character models?

#

and then import them to UE

wooden forge
#

yeah blender

grim ore
#

Blender, Fuse, uh... character creator?

wooden forge
#

does running EQS query inside blueprint works? or it only works in bheavior tree?

copper pike
#

I've heard good things about Blender. I'm going to give that a try thank you

plush yew
#

I was trying to update the video drivers. But, will definitely follow your suggestion: That is, to disable the other one. :)
Thanks!

hexed dock
#

@copper pike just know that Blender will be its own steep learning curve, only with way more obscure keystrokes and UI wonkiness

copper pike
#

lol alright, thanks

grim ore
#

I would try both basically, force the nvidia driver in the nvidia control panel for the ue4editor.exe and see if it works, if not force it to the intel gpu and check. The render thread is failing, the log says your nvidia driver has no driver verision which is odd, and ... its old

copper pike
#

I had it installed already but wasnt sure if it was specifically for character models

hexed dock
#

Oh, it's not specifically. It's a general 3d modelling tool

terse shell
#

@grim ore I am not sure but believe you misunderstood my original questions: its confusing b/c Epic doesn't seem to have docs for anything but 4.25. So lets see if i got this right. On windows desktop to develop for Android on UE 4.23 (using source), install codeworks found in engine\extras\android... 10-4, good there. This installs NDK needed automagically. Can I use Android Studio with these and UE to test Android UE game on Android Studio emulator? I personally don't see a problem with that, but you may know more.

hexed dock
#

But its one of the most commonly used tools, especially from people that can't afford the expensive ones.

plush yew
#

@grim ore wait.. which line did you see that it said that render thread is failing, and nvidia driver has no version?

wooden forge
#

its for general use you can basically do anything in it, but programs like character creator that is especially made for character creation is most likely easier, so you combine a bunch programs to speed up your workflow

grim ore
#

@terse shell I beleive you can, all the engine cares about is the NVPACK and correct NDK installed. There is a way if you run the AVD Manager after codeworks is installed to install the android emulator from there as well if you want to use it. with that said I have no idea if the emulator actually works for testing UE4 stuff due to the GPU requirements, I always tested on device.

#

@plush yew "[2020.06.05-17.29.15:645][ 2]LogThreadingWindows: Error: Runnable thread RenderThread 1 crashed." and "[2020.06.05-17.29.05:244][ 0]LogD3D11RHI: Adapter Name: NVIDIA GeForce 820M
[2020.06.05-17.29.05:244][ 0]LogD3D11RHI: Driver Version: Unknown (internal:Unknown, unified:Unknown)
[2020.06.05-17.29.05:244][ 0]LogD3D11RHI: Driver Date: Unknown"

native wharf
#

@grim ore It's just "<ProjectName> could not be compiled. Try rebuilding from source manually"

grim ore
#

@native wharf if you check the Saved\Logs there should be more info on why

plush yew
#

That's indeed odd.

grim ore
#

yep I think the drivers are not installed correctly, or not even at all perhaps. I cant really tell which adapater (internal or dedicated) the engine is trying to use from the log but if you force it in the nvidia control panel to test it can atleast eliminate something

plush yew
#

Right! I'll try to reinstall all drivers. If that doesn't work, I'll force one of them and see what happens. 🙂

terse shell
#

@grim ore Gotcha, yes, i feel its easier to use the emulator to test basic things like forcing crashes to happen and manage our crash system 🙂

native wharf
#

@grim ore All it says is "Still incompatible or missing module: <MyModule>"

I've rechecked my cpp and header files, but nothing seems wrong

grim ore
#

the real issue recently with the emulator is UE4 uses ES 3.1 and most emulators seem to not support that, they seem to be stuck at ES 2

#

@native wharf and when you open the .sln file, compile the project in there, and run it from VS it works fine?

hexed dock
#

@grim ore Aha! I think I figured it out. I had an ANDROID_HOME and ANDROID_SDK environment variables, I think from the last time I tried to get that to work. I went to a reinstalled and used Custom and could see the screens showing that it was NOT going to download an sdk, and that the Android SDK Location was going to be c:\android-sdk (or something similar - it's what was in that env var). I removed those variables, and re-ran it and now it decided it WAS going to install and sdk.

grim ore
#

@hexed dock ahh.. so it thought it was already isntalled perhaps?

hexed dock
#

And yeah, the Verify Settings screen ONLY comes up if you choose Custom install, not Standard, as the wizard tells you to

#

Yeah, that's my guess @grim ore

#

SDK 29 is what 4.25 expects, right?

grim ore
#

@hexed dock yeah it will probably just install the latest, thats more for which versions of android are supported more than anything

#

@plush yew by default the engine will minimize CPU use if it's in the background so tab out of the engine, or minimize it.

#

you could also try limiting the engine FPS by opening the console (~ key) and typing t.maxfps XXX

#

go to the editor preferences and look for background and enable that option then

#

it might be off for some odd reason

#

thats weird if you arent getting like 8fps when its not in focus

plush yew
#

you are trying to get the animation node from the trigger box, not the sequencer
@grim ore ??

grim ore
#

@plush yew you asked how to play the animation again it looks like but you were trying to play the animation from the trigger box and not the sequence player

#

yeah weird lower cpu use is like 8fps for me lol

plush yew
#

I made level sequencer, but I wanted to make animation

grim ore
#

actually in .25 I dont even get an update when its not in focus, the fps meter goes away and all animation stops in the viewport

plush yew
#

I can't write play

grim ore
#

you are trying to play the animation that is on your trigger box?

#

or play the animation on your sequence player

plush yew
#

I want to play animation for the door

grim ore
#

which your sequence player is doing?

plush yew
#

??

grim ore
#

what is doing the animation

plush yew
#

opening and closing the door

grim ore
#

how did you make the animation that you want to play

plush yew
#

I did it in sequencer

#

but I can't setup it in the trigger box to play them 😦

grim ore
#

ok so the sequencer player needs to play the animation, and you are asking how to have the trigger box play the animation

#

you have the wrong item in the blueprint to try and play from, you are trying to tell the trigger box to play the animation

plush yew
#

ok

#

so what I need to tell him to play?

grim ore
#

is that your sequencer player?

wooden forge
#

anyone know why running eqs query inside blueprints not working?

plush yew
#

no it is not @grim ore

grim ore
#

yep that needs to be your sequence player that is in your level, select it in the level then go back into here and right click and tell it to create a reference like you did before

covert pollen
#

how on earth this virtual texture thing is not an experimental feature is beyond me

#

crashes on almost anything you do

sharp terrace
#

onde ficam os brs?

viral flame
#

when and why should i make a custom character controller?

#

with everything from scratch

#

including the functions

rigid belfry
#

i am trying to understand how to set up custom animation. i've made the mannequin be upside down for his idle animation

#

deleted the blend space and connected the animation to the final pose

#

yet they still play the default animation? they both are using custom animBPs

#

even doing so doesnt get me the results i want

raven marten
#

Has anyone used "Show 3D Widget" or meta=(MakeEditWidget=true) before? Their descriptions sound like exactly what I want, but I don't see a transform widget for the property I set them on =/

hazy lake
#

Make sure you're in edit mode (shift+1 I think)

crisp hawk
#

i'm trying to add a widget to the viewport on preloadmap and it says its adding it to the viewport, but i can't see it

#

if i add it to the viewport anywhere else like beginplay of the player controller or something, it adds fine and i can see it

hazy lake
#

It doesn't show up in BSP mode, or I think the other modes either

crisp hawk
#

is there something special i have to do to add it to the viewport in onpreloadmap

#

?

errant venture
#

I accidentally closed the palette of a widget blueprint. How do I open it back up?

covert pollen
#

what do you mean pallette?

#

the 'Windows' tab usually has the things you need if you accidentally closed something that you need back

#

you can also reload the default layout

grim ore
#

@rigid belfry The animation preview doesnt seem correct when you are forcing it, are you sure you make your custom animation correctly?

rigid belfry
#

the editor seems to be crashed when i tried to remove frames from animations

raven marten
#

@hazy lake wait, does Show 3D Widget only work on actual placed instances? Like I can't edit the vector on the object itself using the editor widget?

rigid belfry
#

can someone test this too? i am on 4.25.1

grim ore
#

test which part?

rigid belfry
#

removing frames from animations

grim ore
#

no problems here right clicking and choosing remove frame X to X

rigid belfry
#

really? on 4.25.1?

grim ore
#

yep, 4.25.1. Tested using the third person idle animation, remove the first 19 frames and saved. no issues

rigid belfry
#

okay, i'll try restart the system later on the night, i'll have something to eat right now

#

thanks for the quick help

grim ore
quiet token
#

why cant i update ue4 4.24.3 to 4.25 ??

grim ore
#

you cannot update major versions, only minor. .24 and .25 are separate installs

plush yew
#

@grim ore Sorry for the ping.
Just to let you know. After updating the drivers, it worked, without the need of having to disable one of the adapters.
Thanks for your help. 🙂

grim ore
#

@plush yew yay!

plush yew
#

XD

hexed dock
#

Well, now I'm on to another issue in installing 4.25/SDK/NDK. On the NDK install, I'm running the UE SetupAndroid.bat script and I get

Warning: File C:\Users\jpierce\.android\repositories.cfg could not be loaded.
Warning: Failed to find package lldb;3.1
Update failed. Please check the Android Studio install. updates...```
#

I wiped out .android before installing AS, and it recreated it, but there is no repositories.cfg in there

grim ore
#

yep thats noted as an issue in the quick start docs and how to fix it

#

you basically will create the file and remove the reference to the lldb package

errant venture
#

@grim ore Ty!

hazy lake
#

It's been a while since I tried, but yeah I think it may only be in world @raven marten

open eagle
#

@grim ore why is Blend Time doing literally nothing

raven marten
#

Lame, that makes it not useful for what I wanted. I also still can't get MakeEditWidget to work, not sure why...

open eagle
#

I can make it 20000 and it still only blends for 0.2 seconds or something like that

#

if i make it 0 it still blends for like 0.2 seconds

#

I don't understand

covert pollen
#

if you take that node out does it still do that 😄

open eagle
#

no

#

it seems like that node has a preset blend time and ignores what I put in

hexed dock
open eagle
#

I have no idea why that node is doing that

#

I tried everything

#

it makes 0 sense

grim ore
#

I blend from a camera actor I created to the new player and no issues changing the Blend Time

open eagle
#

I... really have no idea what it could possibly be

grim ore
#

step thru the code in debugger mode and see if its getting called late

hexed dock
#

The docs say after running AndroidSetup.bat:

This script will download and install NDK r21b for you in your Android home directory. The install directory for NDK should be C:/Users/[Username]/AppData/Local/Android/SDK/ndk/, where "username" is your login name for your computer. You should see a folder containing NDK r21b.
However, after running it I only have SDK/ndk/21.1.6352462

grim ore
#

all I can is that this code when i press 1 on the player will do what you see there and the delay works as expected

#

well 21.1 would be NDK 21b I assume

#

21c is 21.2 so that makes sense to me

#

I dont think they literally meant the folder would be called r21b

hexed dock
#

heh, well, they have a hell of a way of wording these things. 😄 Thanks

open eagle
#

@grim ore I Should have expected

#

I ran the thing again but on the server and it works as expected

misty creek
#

Okay, so I know this is a really dumb question but it's got me pretty well stuck. For some reason I can't get an overlap event to fire.

#

The tree has collision when i run into it

grim ore
#

@misty creek chances are you want the hit event then, not the overlap

misty creek
#

That's the part that isn't making sense to me

#

It has collision, so I don't know what I'm doing wrong for an overlap event

grim ore
#

how can it overlap if you are stopping it from overlapping when you collide with it?

misty creek
#

I have a projectile that overlaps everything

#

And I've used the same settings, as far as I can see, for a different mesh and it works

grim ore
#

well I mean from what I can see you have that set to block all dynamic, which pretty much eliminates anything that wants to overlap with it. Did you also check the generates overlap events? it looks like you did but if it's not set to overlap anything (all I see is block checked) how can an overlap event fire?

misty creek
#

Now I feel so smart. 🤦 I had a static mesh version in the world

#

lol thank you for your help

wooden forge
#

Hi, what's the best way to control a playing sound with bp? like changing the volume and pitch while its running?

#

while the sound is playing*

grim ore
#

#audio might have people who can help better with that

wooden forge
#

oh okay thanks

half orbit
#

Hello, i'm seeking for car model with an interior for a realistic quality type of game do you think that 16k triangle is enough ?

open wadi
#

Is it possible to move a comment box in the event graph without moving the nodes within it?

#

Doesn't look like it.

rigid belfry
#

dude, what the hell? my editor is crashing when i try to remove frames from animations

grim ore
#

custom animation or one of the ones that epic supplies?

rigid belfry
#

i am making a custom one inside the engine itself

grim ore
#

I gotcha but what is your base animation you are using?

rigid belfry
#

just rotating a limp and thats it

#

3rdperson idle

grim ore
#

ah., yeah that should work 😦

rigid belfry
#

recording from that, rotating some limps, and then removing the frames i dont need

#

that's what the crash report is saying Assertion failed: KeyIndex [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/Curves/IndexedCurve.cpp] [Line: 71]

#

hold on, its working?

#

i can remove frames from the default idle animation

#

its crashing when i record it and try to remove the newly created anim

pallid ivy
#

Hey guys, noob question. I ran into "out of video memory" for the second time today. I have a 1060GTX 3GB. Is that not enough? Or can I lower the editor requirements/graphics somewhere. I'm only using the FPS template right now so no fancy environments.

twin adder
#

Hey guys, has anyone stumbled upon an issue that unreal compiles shaders like 90 000, that's like crazy numbers for just opening a plenty simple landscape from marketplace

ashen ermine
#

@twin adder It wouldn't compile 90k shaders if the landscape had less - tessellation maybe? . Anyway, this might help you: https://www.youtube.com/watch?v=_Ag21Il8C_g&t=268s

UE4 Compiling Shaders on 4.24 maybe is so huge like thousands of compiling shaders for just a simple terrain without layers, and maybe you not even try to use the new features for the Landscape Tools from Unreal 4.24.

To solve this problem caused in Landscape Material with La...

▶ Play video
twin adder
#

thank you, will take a look

grim ore
#

@pallid ivy go to the scalability settings in the editor, the top bar -> settings and change it to lower and see if it helps

twin adder
#

ok so looks like this 90k shaders crazy thing is 4.24 ue4 bug

#

opened in 4.25 and all of it just gone

marble hazel
#

Sorry if this is a dumb question but for a game I was making a part of the jam I was planning to have ai ducks which are always walking towards the nearest bread in the level. I was wondering how difficult this would be and what I should look into in order to implement it

alpine sand
#

Nothing seems to show as being used when playing while I have blueprints open?

rigid belfry
#

nice pasta

alpine sand
#

Don't worry about how its organised :), true professional

grim ore
#

make sure your blueprint is showing up top under the debug filter drop down

#

@marble hazel look at the EQS tutorial on the official website or the learn AI tutorial on the official unreal online learning portal. They both have something similar to that, the AI video one shows how to make a hunger value on an AI and to have it find the closest "food" and move to it when needed.

#

otherwise you can use generic behaviour trees without EQS by just looking around the duck for the closest bread and moving to it

marble hazel
#

Sounds great thankyou!

twin adder
#

Guys maybe someone knows how I can disable unreal feature, looks like it unloads particles if camera isn't looking at them (which is logical and good for optimization) but in this case I need snow to be loaded always without stopping it as you can see in the video blow. Is there any way to set it to always render no matter what? Particle is done in cascade btw. https://i.gyazo.com/b9031bf6bcedc7b6447a1a6e5aa5b004.mp4

#

particle is attached to player pawn

twin adder
#

thank you very much

steep sandal
#

I have to know everything in Blueprints or can I start to learn cpp in ue4 because I hate Blueprints I like programming

grim ore
#

blueprints is programming

#

every blueprint has a C++ function behind it, it's not "some pretty thing that does stuff" it's visual programming.

#

and no you do not need to know everything in blueprints but if you dont know the engine, dont know C++ already, and want a more reasonable way to learn the engine then learning the engine by using blueprints then diving into C++ may be better

shrewd steppe
#

So how do I fix this dxgi error

#

It's been happening since 4.25

#

I thought the new update might fix it but no

#

so I might as well ask

#

I saw someone on the forum talk about replacing it with an older version and it works just fine but I'm concerned it'd break something else I don't yet know about further down the line

rigid belfry
#

was trying the foliage tool out. clicked by mistake on the empty level while having the fill tool on, froze the editor. love it

shrewd steppe
#

this is the error btw

#

the editor works after you close popup

#

but its still annoying it happening every time I run it

open wadi
#

Question: I've been coding for decades but am quite new to UE4. I'm in the event graph and, per this UE4 tutorial, am instructed to "add an R key event". I see that I can do this by simply right-clicking in the event graph and looking for nodes - it appears I can manually create events for any given key in this event graph. Do I also need to go to project settings > inputs and add a key mapping for R?

tired lynx
#

Hey! Has anybody else experienced a bug in UE that causes one's entire OS to crash? basically what's happening is about five minutes into having the engine open the UI will crash. If I attempt to end the process via task manager my system will freeze shortly after and will not recover. I thought it may be a 4.25 issue so I attempted 4.24, same thing. I updated to the latest Nvidia drivers, no success. Disabled all other non-essential programs: no luck. Discovered that putting my computer to sleep before the OS freeze and then waking it back up fixes UE's UI for another five mins. I've trawled forums for hours but am completely stuck. For reference unreal was fine the last time I used it, a few days ago, and nothing has changed since then. The last crash did bring up the bug report screen for the first time but then that too froze before I could send one off.

Am at my tether's end. Desperately want to swap over to unreal from c4d but these issues are putting me off big-time.

(also apologies if this is the wrong channel. I'm not necessarily looking for tech support per-say, just to know if anyone else has experienced this issue)

open wadi
#

@tired lynx I mean, a UE4 expert could chime in, but the entire engine crashing could be a million things. physical disk issues, conflicts with AV software, malware, disk space issues, various hardware issues, etc.

tired lynx
#

I'm wondering if the win10 2004 update may be the cause?

#

No disk space issues or hardware issues. Can definitely rule that out

open wadi
#

As a network administrator, you're going to want to get access to those logs somehow, if at all possible. That's where troubleshooting starts with something like this, generally.

tired lynx
#

Do you know where the log files are kept by any chance?

#

Does anyone know?

grim ore
#

logs for engine or for the project? project is saved\logs. engine is users\user name\local\unreal engine\version\saved\logs

tired lynx
#

Thank youu

barren flume
#

I'm trying to hand create an animation but i can't change the red line

#

extend

#

and it's not letting me manually change it

distant totem
#

@abstract mauve please do not post errors in the introductions channel. you are having direct x errors, for me when I had those errors, it was because GPU would fall out of sync with direct x, reinstall your drivers.

if you have nvidia, download geforce experience, check for updates, if there is an update, download it and try unreal again, if there is not an update, click the 3 dot menu, reinstall driver, tick clean installation

if you have AMD, use DDU to uninstall your your graphics drivers, and the AMD software to reinstall it clean.

true nexus
grim ore
#

@barren flume How are you trying to create it?

barren flume
#

what do you mean

#

I selected the character mesh and selected create animation

#

i set working range end but I can't change the playback range stop time

grim ore
#

the working range is the range you are working with, its not the duration of the animation itself

#

you want to add frames? right click the bar at the top and add frame

grim ore
#

ok? you have 1 frame what do you expect it to do?

#

the green is your start frame, the red is the stop frame

#

if you want to add more frames you right click the time code bar at the top and add frame

#

IF you want a more robust animation editor you have to use something outside the editor or look into making sequence animations.

wheat hare
#

Do you guys know if chaos is already built into 4.25?
Or if I have to do a build from source?

ashen ermine
#

source afaik @wheat hare

wheat hare
#

thx

barren flume
#

sucks i don't have that mocap thing

#

would make things a lot easier

#

costs a lot

ashen ermine
#

mocap anims are no good for games @barren flume for artistic reasons

barren flume
#

i mean like to make things more realistic

#

like running

ashen ermine
#

wont work...not rly

barren flume
#

i know you could do it by hand

ashen ermine
#

no1 runs irl like they do in games lol

barren flume
#

i always thought mocap was cool

#

like those fight sequences

#

and the old gears of war trailer

#

with the mocap video

ashen ermine
#

after capture there's alot of work into tweakin them like that

barren flume
#

yeah

#

must be hard

ashen ermine
#

so much as for an indie it's a deal breaker

barren flume
#

what's that facefx thing

#

i've seen some games use

#

facial animations?

ashen ermine
#

crudest mocap anims you will see in a AAA game is witcher 3 and the anims thr are probably the weakest point of the game

steady lantern
#

I remember that I saw somewhere that you can simulate physics in Unreal and then freeze it to create more natural looking piles of rocks and ruble in general. I cant find how to do it anywhere, anyone knows what I am talking about?

weary basalt
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@steady lantern You maybe thinking of a Chaos feature.

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Chaos is the new physics engine thats still in development.

steady lantern
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@weary basalt No, its like been around forever.

scarlet birch
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I've never seen anything like that but you could maybe simulate something in editor, pause the simulation, keep simulation changes , turn off physics in the actors and make a BP or mesh from them.

steady lantern
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I've never seen anything like that but you could maybe simulate something in editor, pause the simulation, keep simulation changes , turn off physics in the actors and make a BP or mesh from them.
@scarlet birch Yeah yeah is something like that, I hate when I remember something from like a tweet or Pinterest or whatever and never find it again 😩

scarlet birch
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I thought they did something similar in one of the Chaos demos though.

steady lantern
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@scarlet birch In chaos they simulate the destruction of whatever and "bake it" then play the baked destruction without having to actually simulate at run time or something like that. Its similar yes.

scarlet birch
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It's pretty much the same thing if you can move to any place in the simulation. What you're talking about would just use the final state of the simulation.

marsh swallow
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Anyone have any idea how to fix this? I have been after this for many months and it seems to happen when the sun is up. We use Dynamic lighting.

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I have played with the Occlusion settings, but nothing i do seems to work.

stone kayak
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@grim ore man, I'm a massive fan! I really like your videos! Cool to know that you're here. ❤❤

marsh swallow
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I mean... what is UE4 Tutorials without Mathew?!

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dragonthink I probably would have given up on many concepts or dev all together had it not been for the many many videos that helped me understand the concepts.

wheat hare
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Anyone seen this before and know how to fix it? I'm building the source

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doesn't look like anything I can control...

scarlet birch
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You can turn on long file name support in windows 10

wheat hare
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right on