#ue4-general

1 messages ยท Page 759 of 1

wheat hare
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rebooting, thanks

scarlet birch
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Might be a good idea to move the project to a shorter path anyway. I'm not sure if that's referring to the source or destination file path. I know I've run into it before but don't recall which method fixed it.

sharp crest
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Assertion failed: false [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1852] Pin named StructOut was serialized while trashed - requesting pin named StructRef owned by node K2Node_SetFieldsInStruct_650
any idea how to fix this crash when loading my player controller file?

sharp crest
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Ok so for some reason all of the structs that had a variable of another struct in them now cause that error when I load them...
Any idea how to fix that? <_>

marsh swallow
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Cpp? or BP?

sharp crest
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Blueprint @marsh swallow

marsh swallow
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open the BPs causing the issues (look at your logs to find them or use Reference Finder)

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go to File > Refresh all Nodes

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its a long crappy manual process.

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especially if you used the struct in a bunch of different places.

sharp crest
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When I right click a struct that is referencing another struct, it crashes, how would I use the reference finder?

marsh swallow
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Ohhhhh.

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Hmm dragonthink

sharp crest
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๐Ÿ˜ญ

marsh swallow
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When did you update it?

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Recently today

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or awhile back?

sharp crest
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Idk I didnt open the project in a while time

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lol

marsh swallow
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Yeahh.... see this is why i highly recommend building before and after BP Struct edits

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for that reason.

sharp crest
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wdym building?

marsh swallow
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packaging

sharp crest
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how would that help

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my project is still fked

marsh swallow
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it confirms no errors before build

sharp crest
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ah

marsh swallow
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and then confirms you didnt fk your structs after edit

sharp crest
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well any idea what to do now? PikaRun

marsh swallow
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well can you remember all the places you used it?

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or just run a build

sharp crest
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well I have a lot of structs

marsh swallow
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and it should error out all the BPs

sharp crest
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all the ones that were referencing a struct are crashing

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it's not one file

marsh swallow
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thats 1 way of finding it

sharp crest
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o ok

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well

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I mean I will try but Idk how that will help

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Ik what's crashing, not how to fix it tho

marsh swallow
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when you buiild, it will error out the BPs that have the reference. Look at which ones they are and open those BPs

sharp crest
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trying to package, see what it tells me

marsh swallow
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File > Refresh all Nodes

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and just keep building and finding them

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like i said, its a crap process but ive been through it enough

sharp crest
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bro I just wish I can fix it

marsh swallow
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4/5 times i will usually just roll back

sharp crest
#

better than recoding everything

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I dont have

marsh swallow
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Perforce FTW

sharp crest
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๐Ÿ˜ข

marsh swallow
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i suggest you get a move on

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๐Ÿ˜›

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for real tho, its frustrating as hell

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good luck!

sharp crest
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thx bro

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so u think it's an issue with one bp?

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not a struct?

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so I just need to find the bp and refresh all nodes there and it will fix it?

marsh swallow
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if this was caused by a struct edit, then yes

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however if your struct itself is corrupted

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then no

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so you need to restore a backup

sharp crest
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I have a backup

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I mean

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it's the backup

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I'm thinking maybe it's cuz some plugin

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omg I hate this ๐Ÿ˜ข

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ty for ur help I will try lots of stuff hopefully I will manage to fix

marsh swallow
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also you might be able to just copy out the struct file from the project and open the project without it. See whats all broken and rebuilt it from scratch updating your BPs.

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either way... sounds like you have a long road, but it doesnt sound like your borked yet

sharp crest
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so remove all the structs out of the project and see if my bps crash?

marsh swallow
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if our Items Struct corrupted with no restore... i would just quit. dragonlol

sharp crest
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๐Ÿ˜“

marsh swallow
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no! Just the 1 you think is causing the issue

sharp crest
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well Idk which one

marsh swallow
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Oh! i thought you said you knew which one was causing it

sharp crest
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I dont know whats going on

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Idk if it's even the structs

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๐Ÿ˜ญ

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ok, it seems to be the player controller

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I think now 100% it's a plugin issue

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mmm

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omg I think I found the issue

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diaCompositing/', '/OculusVR/', '/PostSplashScreen/', '/SteamVR/', '/Config/', '/Script/', '/Memory/', or '/Temp/'```
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I think it's because this plugin

marsh swallow
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question....

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where do you keep your project?

sharp crest
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wdym where

marsh swallow
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C:\Projects

sharp crest
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well it was in a lot of places overtime

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lol

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but yes now it's there

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I got new 2tb ssd yesterday

marsh swallow
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or something like... C:\REALLY LONG INITIAL FILE NAME\USELESS NAMES\CAUSING LOTS OF PROBLEMS

sharp crest
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finally no more space issues

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na that was never the case

marsh swallow
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okay. lol

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however i have learned... even though plugins can flag issues... its not always the plugin

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Reallusion had a LiveLink issue with running a build awhile back if enabled when building, but it would say that our Ocean plugin was the issue

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but it wasnt

primal coral
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Hi Skilled people, I am just curious if any of you can help me out here before I lose my mind... WHY is my first BP screen with everything it needs or how it's supposed to be however my second is blank.,...

sharp crest
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I copied the player controller with I'm sure was using that plugin to a new project and packaged (awesome tip <3) and it gave me that error (and a bunch of others) but I think thats the only one that would have crashed it

primal coral
sharp crest
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window -> graph or something @primal coral

primal coral
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T.T

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looking trough it for the past 5 min

sharp crest
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did u try restarting the project?

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lol

primal coral
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I swear to god if this is an issue that can be fixed by restart I'm switching to fucking Cryengine

sharp crest
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๐Ÿ˜‚

primal coral
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ok

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phew

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it's not

sharp crest
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lol

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send me ur file I will try to run

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whats the parent of that file?
is it a new file?

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need more details

primal coral
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I can't deal with this Shit man T.T
everytime I am trying to create things there is something that STOPS me

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WHY T.T

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new

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just created it

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fucking following a tutorial

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and everything is the same

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..

sharp crest
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seems like ur ue4 is a little bugged

primal coral
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except the fucking blank screen of nervwrecking

sharp crest
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try creating a new one?

primal coral
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xD

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you\re kidding right?

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xD

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๐Ÿ˜„

sharp crest
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nop

primal coral
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thing is I had this issue before

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and idk what the fuck is going on

sharp crest
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have u tried window -> load layout -> default?

primal coral
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because on another bp

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even the window tab is different

sharp crest
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u probably created it wrongly

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show how u created it

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what r u trying to create

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I will show u how

open wadi
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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?

primal coral
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So what I have done

open wadi
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Or is doing such redundant?

primal coral
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is simple,, right click.> Bp class-> Character

sharp crest
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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?
@open wadi no u dont need to do that, but u should, so u can keymap later on (control settings)

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^

open wadi
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@sharp crest Thank you for the response. What do you mean exactly?

sharp crest
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u should do the thing in the settings so u can have control settings later

open wadi
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so that, for a given keymap, it will be available outside the blueprint I'm creating the keymap for?

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Or the key event rather.

sharp crest
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once you create it you will see the node of it

open wadi
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The tip under step 6 reads as follows: To add the ability to reload, add an R key event, alt drag in the ammo variable, ctrl drag in the max ammo variable and connect it as shown in the image below:

primal coral
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OK @sharp crest I have deleted that one and created another one as it was blank..and it now is Fine..

don't really understand what has happened and it drives me mad

sharp crest
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okay what is the question? @open wadi

primal coral
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appreciate the support

sharp crest
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๐Ÿ˜…

primal coral
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also, are you working on any project atm @sharp crest ?

open wadi
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@sharp crest I suppose, in this Pluralsight training I went through, he had us mapping the keys via Project Settings > Inputs, but this here is simply adding an individual Key event in the BP itself.

sharp crest
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yes I'm working on an epic project
but my whole project is corrupted so I'm trying to fix it rn @primal coral

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sad story rly

open wadi
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And I find that confusing as to the advantages / disadvantages of doing such.

primal coral
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I trully feel your pain

sharp crest
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@sharp crest I suppose, in this Pluralsight training I went through, he had us mapping the keys via Project Settings > Inputs, but this here is simply adding an individual Key event in the BP itself.
@open wadi as I said twice already, you should add it in the settings inputs, so you can have control settings later on in your game

open wadi
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Right, but can you translate "have control settings later on in your game" by chance?

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I'm not familiar with such.

sharp crest
open wadi
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Oh, you mean, control settings as in, allow the user to modify the keys used.

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I see what you mean, thank you much.

sharp crest
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๐Ÿ‘

primal coral
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@sharp crest

sharp crest
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Yes?

primal coral
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PM

sharp crest
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I will get to it tomorrow

primal coral
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xD

sharp crest
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Am trying to fix and sleep

primal coral
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haha

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sure

sharp crest
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๐Ÿ˜…

primal coral
#

where are you from?

sharp crest
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Israel

primal coral
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3 am?

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I feel you, 2 Am here...

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talk to you tomorrow then

sharp crest
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4am ye

primal coral
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Good luck sir

sharp crest
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gn

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thx

open wadi
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Interesting, are most users in here in Europe?

primal coral
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not necesarly

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however I guess Europe is in the Middle of the World so it would make sense to have all the best Devs

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and don't say anything about america..we have CD Project Red

open wadi
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Here's a question: If one changes for example, the "R" key in Project Settings > Input, and also creates an individual key event for "R" within a BP's Event Graph, will that cause a conflict?

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lol @primal coral, I'm American, I won't say anything about America. ๐Ÿ™‚

primal coral
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I guess the best thing is to try.. set it up now and see what happens,
I wish I would be able to help

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honestly, unfortunately I am learning myself and ..we're at the same stage

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xD

open wadi
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Indeed.

primal coral
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Doing Udemy

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FPs

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you?

open wadi
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I'm working on a project for my company where I'm basically creating what would be considered a UI "menu" to display various content.

sharp crest
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Am trying to quit

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Then got bored

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So now back

primal coral
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xD

sharp crest
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Fixing my corrupted project

open wadi
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I grew up coding in C/C++, Pascal, and ASM, and more recently Ruby and some Bash scripting, but I'm still quite new to UE4, only been working with this engine for about 2 months.

primal coral
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Don't Quit

sharp crest
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I won't, it's fun

primal coral
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you can do it

(only if I would believe that )

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yes.. it's fun

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But it hurts..

open wadi
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I'm using to coding entirely server-side where it's CLI-based, very little GUI work, the web devs usually do that.

sharp crest
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I don't know if I can but I'll give it my best try!

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๐Ÿ˜…

primal coral
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like... in Lego Land steping on LEGO

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T.T

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@open wadi it's much more easy for you as you already know C++

sharp crest
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I barely use C++

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It's rly not needed

primal coral
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I am yet to learn the structure...

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to be able to understand the BP system

open wadi
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Yes, and I was going to try to be a purist and leverage C++ entirely, but I've been advised a combination of BP and C++ is ideal.

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I watched a presentation from a 2019 Epic developer conference where there's as much as a 10X performance loss from BP in general, so I plan to use C++ wherever I can.

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I wrote Tetris in high school in C++, but things have changed a bit since then. ๐Ÿ™‚

sharp crest
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it doesnt rly matter if it's not a technical heavy game

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plus there is a naitivizvioatino

open wadi
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naitivizvioatino?

sharp crest
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Idk how to spell it

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nativization

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soemthign like that

jolly jungle
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guys, i made a basic landscape blend material, just put landscape blend nodes on the albedo roughness ao displacement and normal inputs, connected three textures to each, and created a brand new landscape with no terrain, but when i tried to apply the material to the landscape, unreal crashes. every time. I need help

open wadi
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I see.

civic saddle
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Which channel could I use if I have trouble opening a project? ._.

sharp crest
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guys, i made a basic landscape blend material, just put landscape blend nodes on the albedo roughness ao displacement and normal inputs, connected three textures to each, and created a brand new landscape with no terrain, but when i tried to apply the material to the landscape, unreal crashes. every time. I need help
@jolly jungle did u think about providing the crash error/log file

jolly jungle
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ok, will do

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lol

open wadi
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lol

sharp crest
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Which channel could I use if I have trouble opening a project? ._.
@civic saddle Idk try this one as a start

primal coral
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I like him

sharp crest
civic saddle
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My teammate updated to the newest .1 version with our project and I updated mine as well and then I synced it

sharp crest
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send him your log file from Saved/Logs
and check why his new code isnt compiling for you lol

civic saddle
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The best it gives me is LogInit: Warning: Incompatible or missing module: wailingwest

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which is the project name

sharp crest
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You need the file bro

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it's not one line

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It's in Project/Saved/Logs/ProjectName.txt

civic saddle
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Yeah but it doesn't really same much else useful

sharp crest
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send I'll find

civic saddle
sharp crest
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WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.

civic saddle
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hmm

sharp crest
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Google 'Visual Studio 2017 Installation'

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And download it

civic saddle
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I have it setup with visual studio code tho ._.

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idk why it wants visual studio

sharp crest
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Because it needs to compiler bro

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ERROR: Visual Studio 2019 must be installed in order to build this target.```
u need to install it
jolly jungle
civic saddle
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huh

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alright thanks @sharp crest ๐Ÿค 

sharp crest
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@jolly jungle u need to crash it and then send me the file

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not crash it and then reopen the project and then send me the file

jolly jungle
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i crashed it again

sharp crest
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Am not seeing any crash here

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The file is in Project/Saved/Logs/ProjectName.txt

jolly jungle
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thats the one i did

open wadi
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I have a decidedly noobish question. I'm learning UMG / Widgets, and in this tutorial, they've had me create multiple vertical boxes, etc, within a horizontal box. I'm attempting to move the box itself towards the center of the screen, but I'm only able to resize due to what appears to be a large daisy in the upper-left corner.

jolly jungle
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i literally crashed it and in the crash message clicked the link that said link to the file directory and copied the text right from that file

open wadi
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First, how does one access the upper-left corner of the horizontal box in this situation, secondly, what is that daisy-like object? It's difficult to determine what exactly to Google in this situation.

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Is that an anchor?

jolly jungle
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il try again

sharp crest
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i literally crashed it and in the crash message clicked the link that said link to the file directory and copied the text right from that file
@jolly jungle no you need the file from the path I said, not Crashes folder

jolly jungle
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oh ok

open wadi
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It appears this is the "anchor medallion"

sharp crest
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am going to sleep gl guys

open wadi
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Goodnight @sharp crest, thanks for the help earlier, much appreciated.

jolly jungle
primal coral
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@sharp crest

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Good Night

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will go myself soon

open wadi
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Disregard previous question, solved.

jolly jungle
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also can someone look at that crash report i just put? it happened when putting a landscape blend material on a landscape. nothing seemed like it was wrong.

open wadi
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So I'm incredibly new to UE4 but have been a Network Administrator for years. So just looking at this log, look at the bottom.

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Line 718

jolly jungle
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are you looking at a different line 718 cuz it seems pretty normal

open wadi
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Apologies, 720

jolly jungle
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ah ok

open wadi
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That's where shit hit the fan for your engine.

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And this here: [2020.06.06-01.30.33:503][793]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000018

jolly jungle
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yeah

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but i have no idea what the problem was

open wadi
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So then, you begin googling UE4 and an unhandled exception for EXCEPTION_ACCESS_VIOLATION

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In general, as memory serves, that's a ram error.

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But you can also see here:

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[2020.06.06-01.30.33:525][793]LogWindows: FPlatformMisc::RequestExit(1)
[2020.06.06-01.30.33:525][793]LogCore: Engine exit requested (reason: Win RequestExit)

jolly jungle
#

so shud i try assigning more ram?

open wadi
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Again, without being a UE4 expert, looks like Windows killed UE4

jolly jungle
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ok

open wadi
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well first I'd google that specific error with UE4.

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One sec

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First result, someone else on a forum, from 2019 so it's recent

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Now having said this, I've been through a couple Udemy and Pluralsight UE4 course and I know there are specific behaviors you can do that will cause UE4 to crash, I don't recall them offhand.

jolly jungle
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this seems like a pretty general error that happens on many occasions

open wadi
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What were you doing when it crashed?

jolly jungle
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i put a landscape blend material on a landscape.

open wadi
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Ok

jolly jungle
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the landscape was fine when i put other materials on it

open wadi
jolly jungle
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and as far as i can tell there is nothing wrong with the material because i have made other materials exacly the same as them

open wadi
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"Landscape Layer Blend node causes the editor to crash. This is a known issue and i have reported it here and Epic is looking into it. So at the moment you must use Layer Weight node."

jolly jungle
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okay, thats weird thouhg because i have used landscape layer blend before without issues

open wadi
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Yeah, beyond that, I might post on the forums so some of the guys who regularly deal with this type of granularity can help.

jolly jungle
#

ok

open wadi
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Right, I mean that post was from 2014, that bug might have long been resolved.

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But, it could be relevant, perhaps there's something about your specific material that causes the editor to reproduce that error.

copper pike
#

hi everyone!

jolly jungle
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hi

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im gonna go to bed, talk to yall tomorrow

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gn

open wadi
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Alright.

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lol

white relic
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Hello

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someone who has never used unreal before <00

sharp crest
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Am still awake

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Idk why

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I might stay awake until I fix it

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Am rly dumb

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Oh well

open wadi
#

"Am rly dumb"

sharp crest
open wadi
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lol

sharp crest
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Pin named StructOut was serialized while trashed - requesting pin named StructRef owned by node K2Node_SetFieldsInStruct_274

open wadi
#

Did that smiley just commit suicide?

sharp crest
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Yes.

marsh swallow
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These are around 13-40K per "Modular Part"

wheat sphinx
#

Anyone got any ideas why games packaged with 4.25.1 now crash always in windows 7

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Installed a virtual machine to confirm but something is definitely broken in 4.25.1 for Win 7 support

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Win 10 works perfectly

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Havent tested 8.0 or 8.1 yet

marsh swallow
#

have you updated that VM to be fully patched?

wheat sphinx
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Yes and Twitch streamers and others are reporting it

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its widespread

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From any user that runs our game on Win 7

marsh swallow
#

DX11 or DX12?

wheat sphinx
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DX10 and DX11

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I had them try both

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and in a fresh VM install i get the same error they are

marsh swallow
#

Question... do you use something called SweetFX?

wheat sphinx
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No i dont

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Plus its a brand new Win 7 install so nothing third party installed

marsh swallow
wheat sphinx
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But the needed engine runtimes

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Well there isnt a dxgi.dll? far as i know

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that ive found

marsh swallow
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If you build a debug build and package the symbols with it, what do the logs say when it crashes?

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might give some more information

wheat sphinx
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i can try, but the odd part is theres no log files even in the shipping on in appdata

marsh swallow
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shipping doesnt make them i dont think

wheat sphinx
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hmmm

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Well see the thing is

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If i revert the game back to 4.22.3 it works in Win 7

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gives this error message instead

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But it just might be the 4.25.0 as a whole for win 7

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as i saw people on the forums and here talking about it

open eagle
#

I have an annoying issue

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for some reason

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when I try to set view target with blend, and I make my new pawn I just spawned as the target, it does not move over to where the pawn's camera is

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it goes to the pawn, but not where it's camera is

shadow osprey
#

Are there any highly suggested books out there for people starting to use UE4 that already have a fairly comprehensive base with programming?

wheat sphinx
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@marsh swallow I can confirm it is infact 4.25.1

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4.25.0 Win 7 worked perfectly

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I reverted the build and tested it and with no changes other then engine version it works without any extra work

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But the current Epic Launcher forces you to use the highest hotfix version so how do i even go about fixing something like that? Since its not like we can downgrade to 4.25.0

marsh swallow
#

You file a bug report

wheat sphinx
#

Ok!

marsh swallow
#

if it works with 4.25.0 and not 4.25.1 that means something happened and they need to take a look.

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Someone else may have the same issue

wheat sphinx
#

o they do i have found others by searching Win 7 on here and google with 4.25

marsh swallow
#

I always wait to migrate until the .2 ๐Ÿ˜…

wheat sphinx
#

xD

marsh swallow
#

mainly cause we have to update the scripts we use to keep our stuff in sync and its a pain. lol

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so undoing things just for testing isnt fun.

wheat sphinx
#

๐Ÿ˜ฆ

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I filed a bug report

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and gave them a cdkey so they can test and see it

sharp crest
#

How is your day?

ruby surge
#

lol @ Tbj

rich helm
#

I can scale the geometry shape's texture in the first pic using the UV scale, but how do I make the textures scale 1 to 1, so they arent streched out in the actor blueprint model, the 2nd pic

hybrid ferry
#

Hello, does anyone have some advice on how to detect water volume depth so I can have the player walk in shallow water and dive into deep water? I have water mechanics setup so that my player can swim differently when underwater and on surface. But the player starts to swim as soon as it enters the water volume no matter how deep it is ๐Ÿ˜ฉ

fallen marten
#

Maybe try some kind of trace that detects deprh

grim ore
#

@rich helm you didnt mention which shape is the issue? the circle, the square, the ground?

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but the UV map on the mesh determines how the material scales the texture, if you are using geometry brushes and you need it exact you might need to turn it into a static mesh and edit it in an external program or use the new mesh editing tools

rich helm
#

@rich helm you didnt mention which shape is the issue? the circle, the square, the ground?
I learnt to scale the texture of the ground to the "correct scale" but how do I scale the square's texture in the 2nd pic to be 1:1

grim ore
#

1:1 to what? the scale is determined by the size of the UV map and the texture you are using.

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if you dont need it perfect you can adjust the material to have a larger or smaller texture UV coordinates to scale the material on the mesh

open wadi
#

Bit of a basic question, but in the Widget Blueprint designer, I've added an Image to the canvas panel, I've downloaded the image I want to use, I'm attempting to set the image widget to use the image I downloaded, I navigate to Details > Appearance > Brush > Image, and the dropdown there gives me the options "Canvas Render Target", "Cube Render Target", "Curve Atlas", "Material", etc, and an option to browse existing assets.

I don't see any option to specify the image I just downloaded. How do I do this in this dialogue?

rich helm
#

1:1 to what? the scale is determined by the size of the UV map and the texture you are using.
If I make a rectangle for example, how do I make the texture scale so that it isn't streched out

grim ore
#

@open wadi did you import the image/png/tga/texture into your editor?

barren flume
#

I was wondering how to have a level load after the level sequence has finished?

open wadi
#

@grim ore I have not, no. How do I go about doing so?

grim ore
#

drag and drop it into your editor

open wadi
#

Hah, that easy huh?

#

Ok, well thank you!

grim ore
#

@rich helmyou would have to design the UV map on the rectangle to do that. Out of the box you really can't do that if you adjust the scale of an object its going to stretch it unless you also adjust the scale of the material

#

UV Maps on the meshes determine how the material is layed out

#

if you are using geometry brushes you should be fine with a tiling texture if you adjust the SIZE of it when you make it, not scale it. Once you scale something the texture is going to scale as well

rich helm
#

Ahm ok

#

So I can use my blueprints to create a UV map?

grim ore
#

no, its part of the mesh. You can use the new mesh editing plugin to do it or a 3rd party program

open wadi
#

Question: When sizing an image in the widget editor, I've set the anchor to full screen, is there a hotkey to automatically stretch the image to fill the screen (automatically stretch to the borders) in the editor as well?

#

Or some option to do so?

rich helm
#

Can you give me a link for the mesh editing plugin?

grim ore
#

@open wadi if there are any hotkeys it would be in the editor prefs, but none that I know of I just click the anchors button to set it to full screen then edit the offsets so its full full screen every time I have to do it

barren flume
#

should I use a delay?

open wadi
#

@grim ore Perfect, thank you.

grim ore
#

@rich helm i dont know if there are any docs for it, its mentioned in the release notes. At one point there was docs but that was when it was part of datasmith

rich helm
#

Release notes for 4.25?

grim ore
#

its been in the engine for a few versions now, trying to get a screenshot of it

rich helm
#

Ok, sry its my 2nd day learning UE4

grim ore
rich helm
#

Where can I enable it?

grim ore
#

the top screenshot is the plugins, Edit -> Plugins

#

what you are trying to do might be out of your skillset right now. Whats the actual issue?

rich helm
#

I am just asking so I can learn how to scale properly

#

Probably out of my skillset

#

I guess I'll learn it on a later date

grim ore
#

well properly would be making sure the mesh is created in a proper DCC program like blender and the UV maps are created correctly for the mesh

rich helm
#

Thanks for trying to help me

#

Im using basic UE4 shapes and textures

grim ore
#

look into materials, material instances, and the texture coordinates.

#

in theory you could make a material instance with the ability to adjust the scale in the editor on each mesh so you can scale the mesh, then scale the material on it till it looks right

#

if you are using the geometry brushes tho if you make them the correct size, no scaling, you should get normal scaling

rich helm
#

What is geometry brushes

grim ore
#

its the way to create stuff in the engine, are you using like the default cube and stuff and editing them?

rich helm
#

Ok

steep sandal
#

When i click the play button this message pop up i have to double click the map to get away from this , this happened when i change the color of the text in the widget ? any help to fix that

spare flax
#

Is there a shortcut to quickly reset non-looping emitters in the scene without having to press the button from the emitter? (Sort of like a refresh button) I have a vague memory of someone doing so in a unreal livestream ages ago ๐Ÿ˜…

quiet meteor
#

Hi, does particles effect not work well in RTX scene?

upper wigeon
#

Hello. Newbie dev here. Trying to build a server project in VS2019 and getting this error error MSB3073: The command "chcp 65001

grim ore
#

what is the rest of the error

upper wigeon
#

error MSB3073: The command "chcp 65001 >NUL && D:\Games\UE_4.25\Engine\Build\BatchFiles\Build.bat MultiplayerTestServer Win64 Development -Project="C:\Users\xloca\Unreal Projects\MultiplayerTest\MultiplayerTest.uproject" -WaitMutex -FromMsBuild" exited with code 6.

#

Is this the right channel to ask such questions or should i go to cpp channel and try there?

grim ore
#

you could try in cpp but most of the answers for that seem to be a permission error. Bad folder permissions, bad location for the project, stuff like that

upper wigeon
#

trying with permissions first

#

Thanks for pointing me to some direction

grim ore
#

yeah starting it up in admin mode might help as well. I think it has to do with the chcp code but the actual build.bat might be failing earlier and this is just the error message at the end

upper wigeon
#

Running as admin didn't help

true nexus
#

Is there a way to reduce the packaged project size? My engine directory seems to be bloated. The project is <20mb while Engine is >80mb

#

I did the basic documentation instructions already

empty smelt
#

Hello everyone, I hope youโ€™re all well, Iโ€™m a trainer and Iโ€™m doing online live courses for unreal engine, are there any recommended platforms where I can upload the recorded live sessions, where the students can access them during the a certain period without being able to download the videos?

modern sinew
#

I'm trying to follow @grim ore 's Circular Progress Bar tutorial, anyone know what this is?

#

I don't know what the name of that node is

stable vale
#

@empty smelt YouTube?

empty smelt
#

@stable vale but you can download YouTube videos

stable vale
#

Any video sharing platform can be screen recorded

plush yew
#

@modern sinew Maybe this is constant4vector in materials

modern sinew
#

ok, found it

upper wigeon
#

Hello. Newbie dev here. Trying to build a server project in VS2019 and getting this error error MSB3073: The command "chcp 65001
The solution for this is to remove both .vc and Intermediate folders and Generate Visual Studio project files again

modern sinew
#

So I have an image with a material as a brush, how do I get that material from the image in the event graph?

stable vale
modern sinew
#

nvm

rancid lynx
#

Is it possible to change material instance variables from a blueprint? I have an unlit emissive texture, that i want to brighten and darken from a blueprint. Over a timeline.

plush yew
#

hello I want to learn how I can do this:
https://www.youtube.com/watch?v=zcfeE3P8qeU&feature=share&fbclid=IwAR3LZjJ51KapzRcaCLREsqLSRSJFLRvDTEPGmQBeZ2CkYiLBRBH9MIDYG1M
2:03 of the video
how I can make to click on each furtniture and change it's color

So what is this series all about?
I will teach you to import scenes from 3ds max to unreal 4 and add interactions like switching on lights, changing object materials in real time and so much more!

Here is a Link to the Walk through Itself , if you want to give it a try:
http...

โ–ถ Play video
inner torrent
#

I would like to play with the blizzard example from here:
https://docs.unrealengine.com/en-US/Resources/Showcases/Effects/SnowExamples/index.html
(the "Particle Effects example included with UE4")

It doesn't seem to show up in the Learning tab in the launcher.

Last time I had a similar problem (with the Tower Defense / Strategy game example), it was because the example wasn't compatible with 4.25. So I switched to 4.24 and someone here (thanks again @steep crystal ) kindly exported a version he had saved from before.

  1. will this example still work with 4.24? If not, what's the latest version with which it'll work? The minimum version appears to be 4.9 so it's been around for a while.
  2. Does anyone have a copy of this example locally and is willing to share it with me (on something like a Google Drive folder I can provide)

An overview of the Snow Effects that exist as a part of the Particle Effects example included with UE4.

upper wigeon
#

Any professional UE4 dedicated server here? Want to ask some questions regarding compiling UE from sources

modern sinew
steep crystal
#

@inner torrent Sadly I don't have this one in the vault. Though, I think in this case you might try to look for more modern examples anyway, as the particle effect examples used the older Cascade system that's being phased out in favour of the new Niagara system, and they are different enough that you might start learning niagara immediately anyway. I imagine sooner or later we'll see a new particle effects example with niagara as base instead.

inner torrent
#

@inner torrent ... look for more modern examples anyway, ... I imagine sooner or later we'll see a new particle effects example with niagara as base instead.
@steep crystal so you're saying I should actually make an effort and learn this rather than blindly copying an example? aint nobody got time for that, #game-jam-chat ๐Ÿ˜†

okay, I guess I'll bite the bullet and actually learn how to make a snow storm in Niagara. or maybe the storm is not so important for now.

anyway, thanks as always

steep crystal
#

Haha, if you're doing it for the jam then for sure search up an older youtube vid or something if you're using cascade for it, there's plenty out there

upbeat lake
#

Is there a blueprint ready marketplace asset I can buy to achieve multiplayer cloud saves with Steam anywhere? Anyone have any advice to offer for best path to achieving this?

#

I'm using steam lobbies and not dedicated servers..

inner torrent
#

@steep crystal I'll give it a shot and try and recreate something just from the docs linked, without the "safety net" of having an actual project

plush yew
#

i opene ue4. compiled shaders. after 2 hours ue4 freezed. i terminated ue4. now i started ue4 and it again compiles all shdaers

fiery moat
#

I want to make my character do the death animation when his health is down to 0 but instead he dies with the 1st shot with full health can someone pls help me?

#

also I need to make the enemy projectiles (there aren't any btw) to take time before reaching and damaging the player

hybrid ferry
#

Hello, does anyone have some advice on how to detect water volume depth so I can have the player walk in shallow water and dive into deep water? I have water mechanics setup so that my player can swim differently when underwater and on surface. But the player starts to swim as soon as it enters the water volume no matter how deep it is ๐Ÿ˜ฉ

jolly jungle
wind bronze
#

so hey is it possible to customize the veiwport navigation controls. btw just so you know i dont mean the keyboard controls i mean the mouse controls

jolly jungle
#

no idea

fiery moat
#

how can I make my character hold a gun?

#

he already has the animations but he is holding no gun at all

wind bronze
#

darn hope it is possible

fiery moat
#

help pls

mint umbra
#

Got a dense MAWI forest scene running at 60-80 FPS in 4.24, but in 4.25 it runs at 20-30 FPS...

wind bronze
#

I appologise for not replying. i didnt know the answer to your problem @fiery moat

mint umbra
#

@fiery moat Attach the gun to a socket in your player's hand.

jolly jungle
#

@fiery moat , there is a vid in an fps series hold on im pulling it up:

fiery moat
#

my game is a side scrolling shooter and the ai use the same character as the player

jolly jungle
#

We take a look at how we can set up a gun for the character, more specifically the AK-47. We show you how to import the weapon into the game and have it spawn inside of the player's hands.

We also go over how to align the gun and set up the socket for it.

โ–บ Resources: https:...

โ–ถ Play video
#

its designed for fps but shud work fine for anything

mint umbra
#

@wind bronze Pretty sure you can customize that in Input under Editor or Project settings

#

@fiery moat Make a socket in your players hand skeleton bone, get the socket and AttachToComponent, the location being your socket actor location.

fiery moat
#

when I open up my character skeleton the ai one shows up instead

mint umbra
#

Are they using the same skeleton then

fiery moat
#

yeah...

wind bronze
#

@mint umbra hey bud i wanted to configure these controls but i didnt see them anywhere listed in the navigation controls list

mint umbra
#

Thats completely fine, just add a socket for the gun and use it in the BP to get socket location

fiery moat
#

BP?

mint umbra
#

@wind bronze Hmm no clue then

#

@fiery moat Blueprint

#

Best bet is to watch that video ^

wind bronze
#

ok man id be kinda let down if its not possible. im coming from blender and the veiw port controls really slow down my workflow in unreal.

#

they seem so extra is all

#

a bit wonky too

fiery moat
#

I have already attached a gun to the skeletal mesh but it is not showing up

wind bronze
#

thanks for your help tho @mint umbra

mint umbra
#

@fiery moat image of code please

fiery moat
#

as you may notice I have also been trying to make the character die when health =<0

#

but I don't know why I can't

#

what am I doing wrong?

#

ok 1st of all I want to make the character die when is depleted and then we will continue about the gun

mint umbra
#

@fiery moat You can also just make a static mesh in the bp and attach it to the socket, unless you want it in code, i.e different weapons etc

cerulean sandal
mint umbra
#

Hmm.. maybe because the target thats made to spectate is the gamemode and not the player? Just brainstorming here

#

@cerulean sandal

cerulean sandal
#

i just changed that to spectator for testing, but no matter what i put nothing works

#

and sorry if i may be misunderstanding you, but im not the best at english

mint umbra
#

Try getting player pawn into target of set pawn class

cerulean sandal
#

hm

#

Oh

#

no wait get player pawn cant be inserted as target

mint umbra
#

Hmm, what can be the target then?

#

Oh, Game Mode Base Object... yeah never touched GMs so someone else gotta step in on that one :)

cerulean sandal
#

it can only be "get gamemode"

#

Oh, Game Mode Base Object... yeah never touched GMs so someone else gotta step in on that one :)
its fine

fiery moat
#

quick question how can I make my character die when his health reaches 0?

cerulean sandal
#

depends on how you want him to die

#

to make it disappear just destroy it

tacit onyx
#

I always creates a separate game mode with different classes for menus. Never attempted to mess with a game mode's default class on load.

fiery moat
#

it will disable input and do the death animation

cerulean sandal
#

I always creates a separate game mode with different classes for menus. Never attempted to mess with a game mode's default class on load.
@tacit onyx the problem is, whatever gamemode i set it sets globally

tacit onyx
#

Override it on the map.

cerulean sandal
#

how?

tacit onyx
#

Open a map and look at the world settings. Should see a GameMode Override setting there.

cerulean sandal
#

yea, thats global though

#

wait

#

oh it worked

#

lol im so dumb, Thank you @tacit onyx !

tired lynx
#

haha, epic fortnite connection error go brrrrr

ember quest
#

in my level I placed blueprints with static meshes to do level design faster. However the meshes are flickering in game. Any idea why is this happenning?

fiery moat
cerulean sandal
#

in my level I placed blueprints with static meshes to do level design faster. However the meshes are flickering in game. Any idea why is this happenning?
@ember quest i did something very very similar in the past, from what im seeing thats a culling problem but idk

fiery moat
#

can someone answer me pls? I gtg

cerulean sandal
#

why do you have a branch without any condition?

trim silo
#

create custom event on death

ember quest
#

hope I can smh solve it. I dont want to manually place dozens of bricks

fiery moat
#

red node?

trim silo
#

yes

#

so you have Custom event = Death then if pllayer HP reaches 0 then you firre the death event

#

and the death even plays whatever you want to do, animation, sound etc

cerulean sandal
#

hope I can smh solve it. I dont want to manually place dozens of bricks
@ember quest wait so one wall of that is a blueprint made of a lot of little bricks?

trim silo
fiery moat
#

ok thx

cerulean sandal
#

da hec is that node curve valefor

cosmic veldt
#

Do not install 4.25.1 Animation Compression is broken.

trim silo
#

๐Ÿ˜ฎ

tired lynx
#

real talk does anybody know what i can try in order to resolve my issue? i have uni deadlines coming up and really can't afford the time i'm losing over this. i'm sure epic support will give a proper response once they realise but they can be pretty slow to respond. any thoughts?

cerulean sandal
#

Do not install 4.25.1 Animation Compression is broken.
@cosmic veldt pffffffft as if i ever used animations

#

srsly i never use anims

trim silo
#

i have pretty nodes, didn't straighten this one out yet haha

ember quest
#

@cerulean sandal yeah I am participating in a spring jam so I dont have much time

cerulean sandal
#

having little bricks is extremely performance killing bruh.

ember quest
#

I could do that wall in blender but it's just easier for now to use my brick models in a few different ways

fiery moat
#

finally did it thx man

trim silo
#

Also guys i also have a question and i need help. So i have a destructible mesh and when i break the mesh my character can stand on those pieces. How to disable collision on those pieces? It doesn't work when i do set collision to no collision

#

any ideas?

cosmic veldt
#

you gonna get no scale keys error on animations with no problem and editor will shut down. workaround is moving animations into another folder while opening the project. then moving it back to content folder and resaving with 4.25.1

cerulean sandal
#

i have pretty nodes, didn't straighten this one out yet haha
@trim silo yeah but like how do you get those curves like that lol?

tired lynx
#

ah wait i have the crash logs and system specs that i can send. forgot to share with the image post sorry

trim silo
#

best plugin ever

tired lynx
#

(wasn't sure which log would be relevant. those were all logs recorded at the time and they seem to show different events so i thought it may be best to provide them all)

trim silo
#

Any idea how to turn off collision on the destructible chunks?

#

My character gets sent to space

#

i want the barrel to break and have no collision, setting collision to none doens't seeem to work

cerulean sandal
#

damn lol everyone here is like 10 thousand times more skilled than me lol

tired lynx
#

ah, i'll give the game ready one a go, and the downgrade failing that

#

this is super helpful, thank you!

#

and what you say lines up with what i experienced in the editor now that i think about it

#

the crashes seemed to be UI related, as opposed the viewport related. ie almost always occurring as i skim over ui elements that highlight and then unhighlight

#

i am force running the editor on my dedicated gpu, i don't know if that would also include the UI?

#

yes, it really is. i should've waited for a few months before i got my current blade as they put out non max-q editions later that year, sigh

#

20/20 hindsight

#

still, i've never experienced a program issue quite this.. fatal. it's like the unreal crash takes over all of my system's available resources or something

#

but either way, will try those fixes whilst i wait for support to get back to me!

#

thank you for your help ^^

vocal topaz
#

t

tired lynx
#

yeah, i definitely get the impression that whatever's happening is probably a confluence of multiple hyper-specific occurrences. i mean that's why i'm focusing my troubleshooting efforts on unreal for now as opposed to my wider system. i'm doing video encoding, PT rendering in octane, and other super intensive tasks with no instability whatsoever

#

hopefully i'll get to the bottom of this quickly. i mean there are always coursework extensions if this becomes a major issue, but hopefully it won't come to that

#

will do! thanks

#

oh god x)

#

well whatever'll get me by

plush yew
#

hello I want to learn how I can do this:
https://www.youtube.com/watch?v=zcfeE3P8qeU&feature=share&fbclid=IwAR3LZjJ51KapzRcaCLREsqLSRSJFLRvDTEPGmQBeZ2CkYiLBRBH9MIDYG1M
2:03 of the video
how I can make to click on each furtniture and change it's colo

So what is this series all about?
I will teach you to import scenes from 3ds max to unreal 4 and add interactions like switching on lights, changing object materials in real time and so much more!

Here is a Link to the Walk through Itself , if you want to give it a try:
http...

โ–ถ Play video
#

what are the best auto exposure settings for photorealism?

#

i just can't get it right

cerulean sandal
#

@cerulean sandal if your bricks are instanced static meshes it's not that bad, still worse than just a wall with fancy texturing obviously but if you want your wall to be breakable that's one way to go
@plush yew true lol

trim silo
#

@plush yew set material instance node

plush yew
#

huh? I don't know how to do this, can you send me tutorial to learn it?

ashen orbit
#

Hey, guys. I'm in my level blueprint trying to check if my character has died, and if it has i am able to press E to ressurect. I'm using casting to get data of death (either True or False) but I'm not sure what im supposed to put in "object" node of cast block?

#

there is probably some script already written for my purpose but I'm trying to learn blueprints

#

solved it like this, really disgusting

#

if someone can tell me an easier way please do tell

frozen pond
#

i'm trying to interp my hand rotation so i get smooth move but its give my bone helicopter

#

and anim bp

#

is there a way to make button in my actor so i can save world possition ?

winged cove
#

Hi to everyone!
Does anybody know how to get audio from line in to use in Niagara?
All info I find is about using an internal audio player.

pallid ivy
#

@grim ore Ah many thanks! I stumbled upon this setting in the past but never knew what it was for. It was set to epic ๐Ÿ˜…

fallen marten
#

@ashen orbit if your player is dead, handle it in your controller, not the level bp

sharp crest
#
Error: Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 1875] 
Error: Pin named StructOut was serialized while trashed - requesting pin named StructRef owned by node K2Node_SetFieldsInStruct_274```
Still looking for help fixing this crash with my player controller file. If you have any idea let me know. It seems to be caused by a struct file that is missing, it seems if I will recreate that struct file the error will be fixed but I have no idea what that missing struct is.
fallen marten
#

@frozen pond on key press, get world location, save game, make sure your save game has a vector to save the world location to

ashen orbit
#

@fallen marten you mean my character blueprint?

#

its just that when my character dies the actor is deleted

#

so i cannot press E as my character is dead you know what i mean

fallen marten
#

But your controller is persistent

#

So use E in your controller

ashen orbit
#

When you mean controller what do you mean exactly

fallen marten
#

Really?

ashen orbit
#

yes

fallen marten
#

The character controller

#

Go to details and search controller

#

If you don't use controller for anything, it's time you learned

ashen orbit
#

well good then I have something to learn

#

I will read up on that

fallen marten
#

It's what should dictate what triggers the functions you make in your character

ashen orbit
#

I don't have any functions my dude

#

ive been doing ue for 3 days

fallen marten
#

Lol

#

Well, learn about controllers, it'll help you plan your character

ashen orbit
#

yeah im using the base third person character anyway

#

its not like i made it

#

but thanks man

#

i will check it out

fallen marten
#

It's pretty handy if you are going to even contemplate multiplayer

ashen orbit
#

of course i am

fallen marten
#

And also will simplify some actions

ashen orbit
#

my game will support 1024 players at the same time mate

fallen marten
#

If MP then for sure learn about controllers

#

Lol good luck with that

ashen orbit
#

i plan to learn everything that there is to learn

#

im jk btw

#

im making an escape room game with 2 players where ppl dont know where each other spawned

#

and then you have to chat on discord to get out

dusky dirge
#

Im working on a Charecter Creator, and Im looking into. well... how many bones is "too many" lets say the customisation and fluid animation is Priority #1, enviroments are super simple, and the number of charecters ina scene are few. does anyone have insight into this. My rig In blender is fantastic, and does all the shape changes as needed, Not quite ready to export... but the fear looms

fallen marten
#

Sounds fun man

#

@dusky dirge I'd keep it under 100 lol.. logistical nightmare otherwise

dusky dirge
#

im fine with Logistical Nightmares lol, the whole project is a Logistical Nightmare

#

but around 100 should be more or less safe tho?

#

Again, not worried about increasing my workload, im just worried about out pacing the availible technology

#

I know ill need a minimum of 300, granted not all will actually be exported

#

exported count will probably be around 200-250

fallen marten
#

Dude.. 250bones? Why?

dusky dirge
#

Extreme customisation, while maintaining shapes and avoiding mesh tearing

#

again, not at all concerned about workload, just... you know.. worried if the technology can handle it.

plush yew
fallen marten
#

You would have to setup lod on the skeleton. Otherwise too many characters will drain resources with that amount of data to process

#

And on the anim bp

#

That's a fuck tonn of bones man

#

And if there is morphs with all the skin data.. then yeah you have to look at lod-ing it all

harsh tiger
#

i've made an animation in my widget which is 0.25 seconds long. but i cant move the red line to 0.25. so when the animation is played in reverse, it takes 0.75 seconds before it starts because the time starts at 1 second. does anyone know of a fix?

dusky dirge
#

@fallen marten Thats fine, I would rather that over the tearing and the lack of customisation.

#

@fallen marten thanks

fallen marten
#

@dusky dirge no Problem - it's better if guys know what they are in for before they start than going balls and all and running into drama

fallen marten
#

@harsh tiger so starting at time 0, it doesn't do what you want in reverse?

harsh tiger
#

it did. but because the red line was at 1 second. it took 0.75 seconds before hitting the 0.25 point

#

i ended up deleting the animation and remaking it, but didnt go past 0.25. wasnt ideal, but got the job done

fallen marten
#

Still a win

trim silo
#

@plush yew you need to code the interaction so when you click on object then a widget shows, then once widget shows make 3 buttons, if you press on yellow button then you set material to yellow for example

harsh tiger
#

i guess so haha. but if you happen to know a fix to move the end point of the animation, i'd love to know. i could not move it for the life of me for some reason

sharp crest
#

OMG I DID IT

#

I FIXED THE ISSUE

fallen marten
#

I'd have to check my fade in widget and see how I did it... But it ain't gonna happen rn lol.. after many drinks and games with the missus - time to crash

#

Good work Tbj

white relic
#

What's a good free normal/height/disp generator

sharp crest
#

It only took downloading the whole ue4 and source building it and removing a shit ton of lines

#

๐Ÿ˜‚

white relic
#

There's one I used years ago when texturing for source engine and idek if it exits anymore..cant find it C:

#

:C

plush yew
#

okay yeah I have idea how to make the colors to show but idk when I click on object how to react? @trim silo

trim silo
#

I'm nont sure about that since i've never made anything with mouse cursor interaction (except the widgets), i suppose it's just on clicked event or something like that

#

So you do on click/interact event, then run the code to add widget to viewport and then you interact with the widget itself to change colours

plush yew
#

okay, will try to do it, thank you โค๏ธ

trim silo
#

good luck

plush yew
#

thank you ๐Ÿ™‚

white relic
#

Can someone help me. What file type does UE4 like to use for its textures

#

wait what...ue4 can use psd files wtf

sharp crest
#

that sounds like something u should google

plush yew
#

foliage settings?

clever niche
#

is there a way to give a plugin different development platforms from target build platforms and how can i tell which each currently is

sage hinge
#

hello friends I need two people who are good at video game marketing write to me inbox

sharp crest
#

brosssssssssssss I fixed my file!!!!!!!!!!!!!!!

#

like this time 100%

#

And the fucking issue was

#

the dumb Discord Rich Presence plugin that their own company provided

#

Well Ig it was kinda my fault too for forgeting to add it

#

anyways Imm post answer on my github post brb ๐Ÿ˜‚

sage hinge
#

@sharp crest but it doesn't come out to write, you don't have permissions

sharp crest
#

wdym @sage hinge

sage hinge
#

๐Ÿ˜ฉ

young bobcat
sharp crest
#

it's not something u should care about, the editor wont let you make them anything different than those

bold perch
worn granite
#

Not without engine modification

bold perch
#

Thanks

worn granite
#

@young bobcat While Tbjbu is right that the editor won't allow you to create them in other sizes, power of two is a concept that can actually be important. It's just incredibly easy for processing, so a lot of tech (landscape here) will either require you author to that or will not be 100% effective. Mips go away, for instance, if you're not power of two.

white relic
#

Chocolate Rain

coral folio
#

i have an issue with LOD displacement Landscapes

#

the bottom side of the screen isnt applied with displacement, like a sort of frustum culling issue

grave nebula
#

Material has a setting called Max Displacement

#

adjust that one

open eagle
#

I have an annoying issue where setting the view target with blend on my client does not go to the right spot

#

well

#

the camera moves over to the correct location, but not the correct rotation

#

when I run it on the server, it works fine

rain relic
#

did someone managed to implement "CloseCombatSwordsman" into "ActionRPGInventorySystem"? Or is there a Combat system in ActionRPG? Or who can i get Sword animations and that stuff into it?

still moth
#

Whelp, with Unreals recent announcement, I am done developing on their engine, good luck everyone

white relic
#

What did they announce

#

Whelp, with Unreals recent announcement, I am done developing on their engine, good luck everyone
@still moth And what did they say?

still moth
#

its on the epic store twitter feed

#

and i meant epics announcement, not unreals.. but, close enough

tight prawn
#

umm

#

anyone knows how to move editor camera to coordinates ?

plush yew
#

is there any reason to use rtx for foliage scenes?

white relic
#

Sigh* my ue4 keeps crashing

#

-_-

jade rivet
#

Hey everyone

#

im an unreal nooob!

fiery moat
#

YES! I have made my character hold a gun properly

#

and it remains at a proper position even when the character is moving! it basically snaps to his hand lol

rain relic
#

How can i get an Combat system/Sword animation into ActionRPGInventorySystem?

#

there are already swords, but you can't hit or swing them

sharp crest
#

im an unreal nooob!
@jade rivet hello!

#

is there any reason to use rtx for foliage scenes?
@plush yew sounds like something u should google

jade rivet
#

@sharp crest can u help me with a noob question

#

just one i promise

sharp crest
#

anyone knows how to move editor camera to coordinates ?
@tight prawn same, google it if cant find then prob no way hdsmiley

fiery moat
#

now could someone tell me how I can make my character aim where the mouse aims?

sharp crest
#

@sharp crest can u help me with a noob question
@jade rivet sure, even more than one maybe! post here

jade rivet
#

im doing a moonbeam effect

#

using spotlight

sharp crest
#

now could someone tell me how I can make my character aim where the mouse aims?
@fiery moat google it this is not a one line response

jade rivet
#

but everytime i stretch it down it gets wide

#

i want to keep it narrow

#

i tried googling how to narrow the spotlight to no avail

fiery moat
#

ok

sharp crest
#

Idk send screenshots I dont get what u want @jade rivet

#

ok
@fiery moat oh wait you just want the character to rotate when the mouse moves? rather than when you walk

jade rivet
#

instead of getting wide when it goes down

#

i want to keep it narrow

sharp crest
#

press the details tab

#

on the right center

jade rivet
#

k

fiery moat
#

yes I am making a side scrolling shooter

sharp crest
#

then u will have options

jade rivet
#

i see that

white relic
ember raven
#

will it be possible to bring a quixel megascan object(for example rocks, trees), as placeble block like minecraft, in a game?

jade rivet
#

which option am i looking for

ember raven
#

cause i want to make a arcitecture game

sharp crest
#

yes I am making a side scrolling shooter
@fiery moat oh ok try searching for 'rotation' settings in the movement component and the camera component, changing one of those will do that.. probably lots of people showing how to do that in google

#

will it be possible to bring a quixel megascan object(for example rocks, trees), as placeble block like minecraft, in a game?
@ember raven yes

rain relic
#

and i meant epics announcement, not unreals.. but, close enough
@still moth what do u mean? what did the announce?

jade rivet
#

?

sharp crest
#

which option am i looking for
@jade rivet Idk just mess around with them if the scale doesnt make it narrower then it must be there

jade rivet
#

lol

#

ok

#

ty

ember raven
#

@ember raven yes
@sharp crest resizing them etc will be also possible yeah? , also should it be pre-downloaded, pre packed in game folder?

jade rivet
#

Outer Cone Angle

#

was the answer

#

just for anyones future reference

sharp crest
#

@ember raven yes wil lbe possible
and yes u need to pre download the models and put them in the project before you package
you can also look on the UE4 Marketplace, there are some stuff u can buy that will help you do that without coding urself (if u just want a game that u put models and resize etc)

ember raven
#

yeah i am making Minecraft style- block placement and destruction, also little bit more details

#

and bringing Internet browser, holograms

#

for PPt, Virtual Reality conference

#

in high qualtiy.

sharp crest
#

yeah i am making Minecraft style- block placement and destruction, also little bit more details
@ember raven tbh u seem like u have no idea on how any of it is going to work so I suggest going through some ue4 basic blueprint tutorials hdsmiley no one here is going to tell u here how to do exactly what u want step by step
if u have more specific questions we can help

ember raven
#

yeah, i am just going to begin with Minecraft block placement

still moth
#

@rain relic their engagement in politics

fiery moat
#

oh nice found a guy who did it just fine

still moth
#

i have more respect for companies that just stick to doing their jobs and stay out of it

sharp crest
#

if you want to have lots of cubes like minecraft then you need to use a proceduralmeshcomponent, not actors or instancedmesh @ember raven

fiery moat
#

all I need to do is copy the code

sharp crest
#

sounds like a good plan @fiery moat

#

(rly)

fiery moat
#

my project is just taking pieces made by other people and putting them together

#

eventually something good will come out at least

sharp crest
#

haha ye thats best to do really u learn the fastest that way

#

thats how I started too

#

and at some point u just get it

fiery moat
#

ok

white relic
#

I am so confused..I paint the texture..says compiling shaders and then nothing

#

just checkerbox

sharp crest
#

what @white relic

white relic
#

scroll up

sharp crest
#

how about repost ur question

#

brb

white relic
#

using layer blend all the textures paint fine except for one

#

I relooked at it ..nothing is done differently

#

just shows this checkered box when painting and never goes away

#

fixed it

open eagle
#

I think I found why my view target with blend is not working properly

fiery moat
worn granite
#

that's an axis event node. You have to have an axis defined in the project settings by that name to use it.

fiery moat
#

thx m8

alpine sand
#

How do you change camera speed when viewing a static mesh?

#

Not exactly sure on the name of the window, wherever it is that you view and add collision

chrome summit
#

ue4 rotation snaps from -180 to 180

#

can somebody help me?

#

i will upload a video now

#

help?

fiery moat
#

omg My higher brain functions have stopped again and I can't make out the guide you provided@worn granite (sorry for pinging) could you tell me what I need to do? I am seriously very stuck

worn granite
#

I feel like that guide explains it as well as I can :/

#

what part are you stuck on?

sharp crest
#

ue4 rotation snaps from -180 to 180
@chrome summit show ur code bro

#

How do you change camera speed when viewing a static mesh?
@alpine sand what??

fiery moat
#

um...

alpine sand
chrome summit
#

thats what i tried to fix the snapping

sharp crest
#

oh Idk

chrome summit
sharp crest
#

what snapping are you talking about? @chrome summit

chrome summit
#

take a look at the video

sharp crest
#

I did but it wont just happen randomly, it's something with ur code

worn granite
#

they're talking about euler angles in rotation

#

its part of what the engine does

sharp crest
#

mm

#

kk Idk what they are talking about gl

chrome summit
#

so i made the axe smoothly rotate different when i rotate the camera and when it reaches -180 it snaps to 180

worn granite
#

Yeah, on yaw?

#

I take it you get stuck once that happens?

#

oh it just does a weird thing.

chrome summit
#

i fixed it

worn granite
#

Yeah, you're going to have to work around the "pole" here - you can do that by incorporating the sign of the existing rotation value... I think.

fiery moat
#

so according to the guide and u I have to add axis mapping?

worn granite
#

I'd say so

fiery moat
#

ok lets see if it works now

radiant leaf
#

Hi all, just starting with unreal ๐Ÿ˜„

latent orbit
#

Could anyone tell me how to add grass simulations to Automaterials? I'm very new to Unreal Engine. I keep running into the issue of either using my auto material, or using grass simulation through the paint tool. I can't seem to figure out how to add it to my auto material.

fiery moat
#

dammit it ain't gonna work

hexed jasper
#

Can anyone tell why my tessellation is flickering?

#

There are no duplicates near by that plane.

latent orbit
#

I was having the same issue with my physical material. Hurt's my eyes.

hexed jasper
#

That video caught the better end of it. Sometimes it flickers even faster.

errant crow
#

I've got a pesky Capture Card I/O question, if anyone has any familiarity:

Having issues getting certain inputs through the card into UE. Only on some sources. Currently going HDMI into the card. Laptop as a source works, Nintendo Switch doesn't, Canon T5i doesn't... Can capture all sources in other platforms (OBS, Blackmagic Media Software) but when I go into UE, I get the pictured error.

I'm taking that to mean that if a camera doesn't natively do YUV colorspace output I can't use it, was looking for someone with a little more knowledge to verify that.

copper gulch
#

@alpine sand Use the scroll wheel to change the speed that your camera moves through the scene. Keep in mind you have to be holding the RMB already.

So this works well if you hold RMB and use WASD to fly around use the scroll wheel to change the speed you fly. This works in the static mesh viewer as well.

alpine sand
#

Ah so it was that simple, thanks!

copper gulch
#

@hexed jasper First thing that comes to mind is that is a bounding box issue. Seems to happen easily with tessellated meshes. Select the mesh and in the details panel search for "bounds scale" the default value is 1.

#

Change this value to something like 10 (which is way bigger than you need) and if it fixes the flicker you know what the problem is.

#

You'd want to fine tune this number so that it's as low as possible while still not causing the flicker.

hexed jasper
#

2 works perfect. Thanks so much!!!

copper gulch
#

@hexed jasper If you are wondering what the bounds scale is used for it's an optimization feature. Basically there is a box around every mesh known as the bounds for the mesh and the engine uses this to determine if the mesh should be hidden or not. It's a cheap form of culling geometry since if the bounding box is outside your view the engine knows that you can't see it and will not render it.

Sometimes it can't tell if the mesh is visible or not and this happens when the geometry protrudes outside of its bounds which is what looks like is happening with the displacement on your material. So the engine will flicker the mesh culling it then rendering it back and fourth.

alpine sand
#

How do you set the location of something to be a condition?

#

move camera to a second position on a button press

#

just the camera

hexed jasper
#

Hm interesting... ill look into that stuff more, thanks for the help @copper gulch

alpine sand
#

I've got both positions as variables

#

the 'before' and 'flipped pos'

#

just dont know how to smack it into the branch condition

#

third person, pressing x makes the camera go to one position, pressing again brings it back to the original

#

so you can flip between

barren flume
#

never seen this before

#

each time i click it updates the download

alpine sand
#

bugger

#

forgot

#

well thanks

open eagle
#

uggh my set view target with blend is still acting up on multiplayer

#

for some reason, when I spawn a pawn from the server, the world rotation of the camera spring arm is not in check with the pawn's rotation

#

for example

#

if my pawn is facing 60 degrees to the left, the spring arm and camera will still have 000 for all rotation axes

lucid spire
#

Hi everyone!

#

someone has experience with Render Movie Queue? it is driving me nuts!

rigid belfry
copper flicker
#

round of applause

lucid spire
#

looks pretty nice

copper flicker
#

So peoplez... I have a question

#

What happens past 10.something kilometers in Unreal

#

At around.... 1.05 million units / cm

#

away from zero, I presume, in any direction

#

I made a similar test in Unity back in the day, the shaders were starting to flicker, so on

#

what happens in UNity makes sense

#

in Unreal, I get cut off, the camera stops working or something, like there's an invisible wall

#

I disabled world margins as far as I know

#

so my char can fall forever, in a basic Unreal scene

#

so basically my question is... how to enable Unreal to allow me to walk.. and walk.. and walk... until measurements start breaking

#

cuz of 64 bit limitations, or something like that

#

I wanna find out how far you can go in Unreal

#

O o

regal mulch
#

Not sure why you would want that. The Engine has the same limitations as others. It's float based, so normal floating point errors apply.

#

You can use WorldOriginRebasing to counter that, which is a feature of UE4.

copper flicker
#

Indeed, I just wanted to understand the numbers, in terms of.. max distance

#

is 10km max?

regal mulch
#

You never want to get close to "max distance" anyway

#

Idk what is max

copper flicker
#

I presume... but look, in Unreal the results I get are very different from Unity

#

which is odd

sudden glen
copper flicker
#

Unity lets you walk so far, the shaders start flickering, and you start getting odd stuff

#

in Unreal, you get cut off suddently at 10 km

#

ok, weird, it's not 21 on my machine

#

I'll take a look

regal mulch
#

the error on 1000000+ isn't small

copper flicker
#

I wanted to know if Unreal has a hard limit

#

I loaded some of my levels at 10 km

#

and they seems to work perfectly

#

on a quick... test

regal mulch
#

If you save 1000001.6 you actually save 1000001.625

#

So much for precision

copper flicker
#

interesting

#

I don't understand how the guy got to that distance anyway

#

without the camera being broken

#

his test looks exactly like my test in Unity

#

shaders and numbers going out of whack

#

anyway, point taken, at 10 km... things are risky ๐Ÿ˜„

copper gulch
#

Dumb question but if you are suddenly "getting cut off" maybe you're running into your kill z

#

Did you check?

copper flicker
#

yeah, is it possible? I disabled kill z

#

I thought it only works for vertical

#

yea, that was it

#

-1048575.0

#

haha, odd

copper gulch
#

so my char can fall forever, in a basic Unreal scene
@copper flicker

I was skimming and saw this. Plus the "getting cut off" made me think of Kill Z in world settings.

copper flicker
#

I've forgotten the name of that.. haha

#

World Bound Checks!

#

let's see now... where mah game breaks

#

amazing, the first errors... small collison or movement errors.. at 100 KM!!

#

100/100

#

sure, it's not practical.... but it's surprising

#

๐Ÿ˜„

plush yew
#

Let's say I'm making a bullet hell game. What would be the best way to make these bullets? A projectile movement with tick disabled?

grave nebula
#

custom manager with pooling and stuff

copper flicker
#

projectile movement is very expensive in Unreal... btw... just sayin

#

I don't understand why

#

O o