#ue4-general
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Yea I think i figured it out
When I go lower in the landscape it crashes
I gotta change the height of the landscape
What should I change it to?
That value determines at what height to destroy your pawn.
Make is as low as you need.
@white relic
A few things.
- It could be that the material simply looks better on a rounded surface.
- your lighting is different in your scene than in the material preview. The preview is using dynamic lighting while your scene appears to have unbuilt static lighting and it looks very flat. So that's another thing to keep in mind.
Np Sean
i personally use Dynamic lighting instead of Static because it looks nicer imo
Mirko. Any tips for optimizing performance with dynamic lighting?
i personally use Dynamic lighting instead of Static because it looks nicer imo
@cerulean sandal ^
Dynamic lighting didnt impact performance hugely on my game, just a couple frames
oh
man I am getting so frustrated...my editor crashes CONSTANTLY
literally every few minutes I have to be so careful
how much ram do you have
I can't figure out what is causing it. I don't use anti virus software..I turned off my gpu overclocking (I just read on the ue forums this can cause it to crash a lot) ..only other program I have running is the megascan bridge thing
16gb ..I thought it was a ram issue at first but only 8gb are even being sued
used
How do I make a cartoon sky of sorts?
Like I have barely even done anything
8gb used by unreal etc, or by the pc? just being clear
by the entire pc
Ok, and the pc is recognising that 16 is available? If so, describe the crash - freezing, or quit to desktop, no warning?
ok
ok, I don't know 100% enough about UE specifically to diagnose that, but from the sounds of that error message (third line in the second box) I advise downloading a newer version of UE or going back one version if already on most recent
basically a test is failing
but unless you've got unit tests somewhere in some C++ code, and run tests upon compilation, I don't know why it would be occuring
Try repairing unreal
i think it was this
"Verify", in english
@white relic
No
i do that everytime
i have a small post process box with "Global" enabled so it works everywhere
then, where i need custom post process in a specific area, i just put another post process value NON Global and boom done
@white relic
oh yeah sorry forgot how it was called ๐
also how can i fade overall volume out? (in a widget bp)
Am bored
@sharp crest Hi bored, i'm dad!
lol
also how can i fade overall volume out? (in a widget bp)
no idea what u r talking about but if u explain more maybe I can hepl
i need to make volume (of whole game) fade out when a button is clicked
Hey, is there a proper/specific channel related to unreal modding here? Or am I barking up the wrong tree?
Thanks Mirko ๐ Also another thing. If I can placing vegetation and I have a dynamically lit outdoor scene. Should I uncheck 'static lighting' in the foilage painter
if I am placing*

My guess would be #engine-source ?
Hey, is there a proper/specific channel related to unreal modding here? Or am I barking up the wrong tree?
@rapid yacht
For modding unreal engine games, correct?
Oh, I thought you were talking about modding unreal engine itself.
I can't find an option in the foilage painter for a cutoff distance rendering the grass/rocks
hmm
If there is a game modding channel I'm not aware of it. Usually the game itself would have a mod community.
Lol nope. I'm scouring the web looking for where I can ask for help unpacking a .pak or whatever to look into model/texture asset replacing etc
Well the game is only like 2 months old and there's like zero mod community for it
I've seen it's POSSIBLE, with screenshots and videos on YouTube, but the people that have modded it I can count on one hand, and they haven't said anything about sharing details
For modding unreal engine games, correct?
@rapid yacht Hey I made mods
Hm let me read ur question lol
unpacking a .pak oo u rnt talking about adding mod support
ok nv Idk how to unpack stuff from paks
well it's general so u can ask anything unreal related here 
ok nv Idk how to unpack stuff from paks
also it's a bit illegal

Oh?
@white relic If you're using dynamic lighting it doesn't matter if your foliage is static or set to moveable. Also you specify the cull distance per assigned foliage instance.
Idk tbh I'm just rumbling Idk what u want to do
kbye.. gl
K
I don't know how I missed that, thank you
how to enable this? i dont see it on my static mesh?
You need to have the mesh component selected in the blueprint editor. While it's selected you can then right click in the event graph and search "on begin cursor over"
@frozen pond
thanks !
The reason is because this event is specific to that component so if you don't have a static mesh component selected it won't know which one to do the event for.
Same thing with collision events.
hmmmmmmmm. There has to be a way to fade the foilage in
instead of a sudden cut off
ohhhhh
nevermind
my foilage settings don't save when I restart the editor..
I must be missing a step
wait @white relic are you still getting that crash issue?
it sounds extremely similar to an issue i've been having
Yes I keep crashing ๐ฆ
I seems to crash when I do something too fast..but too fast as in every move I do I need to wait a few seconds..it's totally impractical. I am trying to import assets from quixel bridge and it usually crashes when done importing as well
My cpu usage/gpu usage/ram is way more than fine so it's not that. I just need to try an older version of ue4
I am googling that 4.25.1 is riddled with crashes
https://i.imgur.com/xQ0yPAP.jpg ๐ฎ my ue5 thinks this is rtx
if i disable ray tracing there the shadows are there!
I am trying 4.23.1
Here's the current main menu I'm working with. I'd like to add a background image to the top nav, behind the buttons. How is this possible?
would you be willing to take a look at my answerhub post and see if it matches? if you shoot an upvote and comment that you're experiencing the same maybe it will catch the attention of somebody who can actually help us https://answers.unrealengine.com/questions/964049/ue4-ui-urgent-freeze-followed-by-system-crash-how.html
I mean I just don't know what else to do but it's crashing every few minutes it's just awful
okay
I've got uni deadlines due in four days and this bug's been putting my whole module in jeopardy
several people have looked at the issue but have been unable to help
i've tried older versions but to no avail (the full list of my attempted fixes is in the answerhub post)
@tired lynx Can you paste the link to your answerhub post again?
I'm curious as to what all you've tried thus-far.
i'm currently trying a deep uninstall of absolutely everything epic & unreal related from my computer. roaming files, registry entries, etc
an upvote would be greatly appreciated too ^^
Yes, I was going to say, if you do have a deadline and need to get this done, I'd try a fresh OS install.
will let y'all know if the deep clean changes anything
A bit drastic but you do what you have to.
i really can't afford to do that either. got other programs that other projects are relying on
it's all super complicated
gives me a headache even thinking about the implications of wiping so close to the end of semester
I'm on 4.24.3 and I've never once had it crash.
yeah, neither have i. unreal has been super stable (on 4.24.3 and then 4.25 when it first came up) and just generally a joy to use. this issue appeared a few hours between use sessions and just hasn't gone away.
Attempting to end the process via task manager will cause my entire system to freeze, requiring me to force a shutdown. I have tried versions 1.25.1, 1.25, and 1.4.3, and they all experience this issue. Unreal was working fine a few days ago. As far as I am aware nothing has changed between then and now.
I mean, that there sounds like hardware or another piece of software interfering in a catastrophic manner with your machine.
another piece of software seems like the culprit
I'd try a different box entirely for troubleshooting purposes.
But the OS not to be able to kill the task.
That's pretty grim.
if it was hardware i'd be seeing issues w/ octane and other far more resource intensive tasks
yeah it's super strange alright
i've shared all the logs so i'm hoping somebody with keener eyes than i and an understanding of unreal jargon will be able to identify the exact error/interference that's causing all this
Well not necessarily, as a network admin I've encountered issues where a machine had a few bytes of bad ram within one DDR module and certain applications would die.
And not others.
hmm, curious
Do you look at the windows-specific logs when it crashes?
Event Viewer?
The Application log and the System log are the important ones.
i actually haven't looked at event viewer yet. haven't had to use it in a longg time
i'll take a look now
Yeah, generate the crash so you know the timestamp, then look at the Application and System event logs.
See what that says.
unreal's reinstalling now. will try to reinitiate the crash once that's done (though my hope is that i will never be able to initiate that crash again. like not ever. period.)
filter for warnings and errors.
I mean look at them all around the timestamp, but at the end of the day, if too much noise, filter for warnings and errors.
If you've tried that many versions of UE4 and it's crashing on boot after a fresh install of the app, and not only that, but killing the task in task manager takes the whole machine down, that's pretty grim.
how can i check for bits of faulty ram or do I just remove a stick of ram and see if that is the cause
Doubt it has anything to do with UE.
Which is likely why no one has been able to help thus-far.
@white relic search memtest on google
what nodes would I use to destroy a mesh once a level sequence is done playing?
nice thanks already downloaded gets usb
so are you guys thinking RAM may be the likely culprit here?
unbelievably my RAM is newish and still under warranty so that'd be a hella easy fix if so
it may also make sense if i got sent some faulty sticks
Hey, my game has instantiated battles (pretty much like HoM&M). The player encounters an enemy which determines which battle level would be open (atm). Now the question is: How to avoid transitioning back and forth between the world and battle levels? It's all good at the moment. But I figured if I actually build the level with everything in it and respawn everything, it's going to take some time, especially to exit the battle and go back to world level if it needs to reload from scratch. ๐ฆ
@tired lynx There are RAM diagnostic tools, your BIOS might have one built-in.
Otherwise I'm sure you can grab one offline that will confirm the integrity of each byte, byte by byte.
I'd run one against VRAM too if possible, assuming such a thing exists, never had to do that personally.
good to know. i'll see if my bios has support for that
But yeah, I'd run diags on whatever you can on your machine - disk, RAM, VRAM, hell the processor caches if possible, whatever.
And a fresh OS install never hurts, if you can back up those other project files you need for school. It's a PITA but if you're on a deadline, might have to put your head down and roll.
will be sure to do all of that ty! i'm sure there's an extensive 'find everything that could ever possibly be wrong with your pc' tutorial online i can follow.
Time for some coffee and an all-nighter.
it's looking that way
It's happened to the best of us my friend.
the worst part is i am super duper ill rn
from here-on i shall refer to this as the 'hell week'
my grandchildren will be told tales of this day
Have you done a clean install of your drivers yet?
But the Windows logs around the crash timesamp might help you narrow down the culprit.
seriously thank you for all your help though. this is the most extensive response i've had yet so it's much appreciated!
yeah, that's what i'm hoping for. i did do a search for the earlier crashes but there was too much noise.
actually, i think i may just come back to this all tomorrow anyway. the troubleshooting i can do is limited until UE4 has reinstalled and it'd be good to do the diagnostics stuff whilst i explore crash reports, so i'ma call it a night
will post updates if anything changes!
it says in your log your having d3d errors, for me, direct x was falling out of sync and causing crashes, I had to clean install the drivers to stop my crashes.
i'll add that to the list too. super helpful thank you
For example, one time I was troubleshooting a new MacBook Pro, a $4,000 machine, that kept kernel panicing, and based on the exceptions thrown in the panic logs I determined it was a bad stick of RAM.
if your editor is just freezing, have you waited for it to completely unfreeze? when the editor freezes and even reports as unresponsive in task manager, it's still thinking
it doesn't unfreeze unfortunately
And then, because the new Macs come as one big circuit board in essence so users can't upgrade their own gear, I had to send the whole damn thing off for an entire "logic board" replacement, as they call it.
i left it for five hours or so during one of my tests
No Slim, his entire machine is crashing when he attempts to terminate the UE4 process.
Something is dire, lol
i can get on with literally any other task in the background. it only bricks my system when i hit 'end task'
like i was doing archviz stuff w/ c4d and octane whilst ue was hanging in the background haha
oh man, I see.. is your laptop 5 years old? It may be time to repaste the gpu
whatever's happening is obviously not taking away from my existing resources
nope
two
razer blade pro
1060 etc etc
oh actually three years old now. time flies
Generate the crash, then look at the Application and System logs in Event Viewer, filter for Errors and Warnings, and look around the timestamp of the crash, that'll likely help you narrow it down, then if needed run hardware diags on the relevant components, and/or rewrite the OS.
That's the next step IMO.
still i'm pretty sure razer uses the stuff that lasts for 10 years
yeah they're super good on that front
Then pour gasoline on your box and set it on fire while doing a rain dance to put out the flames.
Step 3.
^
So when making a vehicle editor like stormworks, would it be suggested to go with a completely different level instance and than spawning the built object into the players world or just using an interactable object that allows editing of static meshes inside of a collision area?
@open wadi you joke but uni stress will drive people to do things. crazy things.
Haha, sure, I remember.
Been a while for me but I recall the panic.
I'd like to take this moment to thank god I am permanently out of school.
filling my motherboard with jello may well look like a feasible fix in a few days mark my words
Howdy folks, could anyone give some insight on how to get multiple weapons on my playercharacter? I would be happy with just a point to an article/tutorial/series.. anything really
I want to have
(1-2) Primary Weapon that I can switch between as well as have:
(1) Sidearm
(1) Melee.
I currently have weapons that will remember ammo counts if dropped/picked up by another player, but can't figure out how to create additional "slots" to hold weapons & switch between.
haha
anyway. i'm gonna cap the chat so i don't have to scroll back up in the morning and then hit the hay whilst ue downloads on my shitty internet. thanks again everybody! ttfn
On another topic, in case anyone in here is decent with UMG (I am new), I have a menu I'm working with and I'd like to add an image behind my top nav. My top nav is currently contained in a TabButtonBar.
My current menu.
Example of top nav with background image.
I'm having trouble finding documentation or training regarding performing such a task.
Anyone tackled anything like this?
@open wadi wrap the top buttons with a border
the set border brush to texture/material whatever you want
@ashen ermine Ok, thank you. Do I leave everything else as-is? The TabButtonBar, the buttons themselves, etc?
And I can simply wrap the TabButtonBar with a border?
Basically yes, but UMG has some nasty surprises as you'll see :p Sometimes things behave weird and it's hard to wrap your head around them at first. I still struggle sometimes after 3 years so yea...
np, just come back with additional problems, maybe I can help - idk ๐
Will do.
Anyone else having 4.25.1 crash ever 15 mins or so? Could be something as simple as saving a BP after running an exec line and poof. Its a base 3rd person template with trace logic on the character only so shouldnt be the project doing it
@past pilot I've only had crashes related to structs (but those are around since the beginning). On the other hand, line trace IS a struct. So idk. Try to narrow down what's causing it and check the log
Hm, so is 4.25.1 a little buggy? I'm still on 4.24.3
But that's a couple different users talking about 4.25.1 crashes.
i didnt crash like this in 4.25.0
Is the vehicle editor in stormworks a seperate level or simply a EditorUI? I was wanting to use something like that to be able to edit things in-game but seems difficult
@tired lynx Keep us posted, I'm curious to see what the culprit is.
Poor guy is probably having to reinstall his OS as we speak.
yea, this is unusable... cant even scroll through lists and i crash
@ashen ermine Since you ask, got another question here. I've successfully imported the top nav image via a border widget as you specified, and it seems to work quite well. The issue now is, I want to get this TabButtonBar up to the top, so the encompassed buttons overlap the top nav image.
I can't seem to control it though - Altering the pivot coordinates does nothing.
What is the advantage of having the buttons within a TabButtonBar anyway?
This is how this menu was designed before I got a hold of it, so I'm not sure the logic here.
@open wadi Is your setup similar to this? If it's not, SS the setup hierarchy.
welp I am lost agian
keep getting Assertion failed: Status < (sizeof(*RtlpNumberOf(AftermathReason))) [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11RHI.cpp] [Line: 667]
thats the exact error I get
Also guys, I am not crashing anymore after moving from 4.25.1 to 4.23.1
I recommend that Kilrath. That is the 'exact' crash I kept getting constantly
Is there a specific chat for someone who is in need of help? I need some tips for my unreal engine creation
@ashen ermine No, it was predesigned like this:
The buttons are laid out like this:
@white relic Everything you connected is 0. Ofc it's black
TabButtonBar > TabButtons
OMG
@white relic Everything you connected is 0. Ofc it's black
@ashen ermine HAHAHA I keep doing that!! I want to slap myself
Trying to force dx12 see if it goes away
@open wadi You need to wrap "HB_TabButtonBar" with a border to have the texture there. The border needs to be a parent of the HB (which stands for HorizontalBox)
I see.
Nope lol. DX12 = ```Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000018
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
D3D12
D3D12
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll```
@past pilot are your Gcard drivers up to date?
@ashen ermine So in general, is that best practice for navigation? Create a horizontal box of some type, then wrap the border there?
i can check but if they arent its maybe 1 or 2 versions
Can someone help me with a small problem i have?
Trying Vulkan first
@misty bane Step 1 is to stop licking toilets.
@shut junipertone i cant im addicted
I'm creating a worldspace UI and I need the material to be unlit so that lighting doesn't affect the color of the button. Anybody know how to do this?
lol, is this the chat where i ask for help or is there another chat or a specific person that can assist?
@open wadi nope, it depends. It's one way of doing it if you want some graphics in the background. Another way is to simply slap an IMG behind things and position+anchor it within the canvas pannel (that is, if you have one)
@ashen ermine Regarding this, how exactly do I make the border wrap HB_TabButtonBar?
@celest forum
@open wadi yep
@misty bane man, read channel instructions ๐ all of this server is for "help"
Vulkan was a mistake.... 6 weeks later it might finish recompiling shaders lol
well ok is there anyone in this chat right now that is free to help with a small problem that i have? I am new to unreal engine
Right.
@misty bane everyone has been asking so...try it lol
grass
so, basically the grass has no dirt
i have grass that has no ground
i dont know how to make another filter under that
Did you put a texture on teh landscape?
You need a landscape material and paint the ground layer on
Not bad I guess. Not even the effect I intended...used a bumpoffset with the displacement map
i think i understand what u mean
Maybe wait till the 34k shaders are done
@misty bane I think it's way easier and way less frustrating if you don't just jump in but watch some tutorials on how the engine works. At least the very basics, depending on what you want to do. Epic has outstanding tuts for beginners. They're interesting, fun & easy to follow ๐
Knock on wood, Vulkan still compiling shaders but so far it has lived longer than dx11 and dx12 lol
I have done some tutorials and i thought that maybe making a terrain and planting some trees wouldnt be so advanced but ill go back to tutorials
Will the tutorials tell me how to make a character and command him to walk
You need to make an actual landscape material so follow a tutorial on that
@misty bane yes
then you need to paint it onto the terrain
I'm experiencing a strange issue, I have an array of 10 identical meshes hooked up to construction script.
Most of the time this works and the mesh is swapped at random from the array, but sometimes no mesh appears. For some reason the print string isn't showing the [length] INT either
@merry gazelle Arrays start at index 0, so an array of 5 will have index 0 to index 4. You want to get the "last index" and plug it into max random. The printstring doesn't work because it's in the construction script and you probably aren't refreshing it by dragging the blueprint around
@merry gazelle So basically, every now and then, your random number is last index+1 since that is the LENGTH of your array
ah right thanks, I always thought length returned last index
nope, length = number of indices in a given array. Just keep in mind that arrays start at 0. So, if you want to get to last index, you need to do length - 1.
no worries, thanks
Nothing worse then sitting waiting for shaders... is there a way to distribute the shader compiling to worker PCs?
@past pilot What you can do to boost (by quite a lot) shader compilation times is to set UE4 on low priority or just open something like browser/anything and make sure UE4 has no focus.
yea i was in discord and 4500 shaders took 20 mins on my i7 6700k overclocked to 4.7ghz ๐ฆ
Vulkan in 4.25.1 hasnt crashed yet though so it might of been worth it. Dunno what is up with the DX11 and DX12 crashes
@past pilot yea, intel sux at shader compilation lol
@ashen ermine i want a 3900X or 3950X but.... dem empty pockets lol
I have a crap 2700 and my compilation times are nowhere near that bad. I can get 4500 shaders ~5 mins so yea ๐
but now there is another problem and that is the grass has so low render distance
idk man
i deleted some stuff and it went up
Grass Models will usually have a setting for max distance. If you render grass forever it decimates fps
in the foliage painter tool
hello, I'm fairly new to UE4. I do 3d art and I'm trying to learn blueprints by making a idle/clicker game. Would anyone mind jumping on a voice chat showing me the ropes on the differences between blueprint classes and how to properly communicate between them and for what purpose?
i deleted some stuff and it went up
@misty bane ๐ ๐คฃ ๐ Man, just do some tutorials and don't fill your world with 100k grass/square inch grass density. That won't fly outside cinematography...
is there any way i can lower the shader compiling
Usually you will dither out the foliage and have a decent landscape material
Dither = less "pop"
@chilly charm https://www.youtube.com/watch?v=EM_HYqQdToE Watch this...closely
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
will watch
Im lazy and tent to use the procedural foliage for grass, bushes and flowers lol. So my settings are in a different spot then yours with painted foliage so im not sure how to tell you to deal with the grass range
but definately look into the dither at range
@past pilot Same here, but I usually make some bps with "nice arrangements" or clusters and throw them in ๐
Foliage is the worst for FPS... all the overdraw... i had grass i made personally with 12 tris per clump and it still wrecked FPS if i put it out too far
I don't like procedural grass - no local detail control, and I make games so things looking "real/natural" isn't really my thing
Im mostly in prototyping so there being grass at all is a step up lol
well, you get the good life: no polish ๐
I think I hate polish the most out of all iteration cycles, and probably all devs do ๐ฆ
I just need some grass and stuff to make a video look decent if i want to attract people to the project or if i ever got to an investor stage
i disable all my foliage shadows lol... still ruins FPS if i draw grass out too far
@past pilot you can leave contact shadows on. I always disable shadows for grass/small bushes and only leave contact shadows which comes at almost no cost.
For me foliage is just to break up the 2010 flat terrain blandness
I dont get how some games get away with foliage as far as they do. I think it was Realm Royale, seemed to have grass as far as you could see
have to look intot hat one day
i still struggle to get tesselation working right on my landscape material lol. Its a real complicated mess of a material with water lines for dynamic ocean wetness that moves up and down the shore and a terrain fog that changes terrain color to like a grey fog at large distances to blend in with the engines fog
billboards and instancing
@plush yew That's precisely why I use bps for foliage arrangements/clusters. ISMs close & billboards in the far distance.
im no artist
Does anyone know how to get the player's velocity towards a certain object?
i made it so each terrain texture uses 2 textures and 2 masks to variate the look and shit... it is likely so bad for performance lol
lol
6 layers? nty
go with VT instead of that if you really must...
use some tricks - VT+meshes with their own mats. Don't tesselate a whole landscape, that's a bad idea
that way you get culling, lods etc. Lots of things to play with instead of a frigid landscape
i was trying to set up tesselation so its only a certain range around you. but with ue5 coming and my project not going to be done before it is... i said screw it lol
ue5 isn't coming anywhere if u ask me. That's just miles and miles away
btw...@past pilot are you at least sharing those tex samples in 6 layers? ๐
lol i made it over a year ago and forget how it even works... there is like 4 different material functions running in functions...
i was talking ab. the texture samplers. Are they set to shared? That can actually help
I'm assuming you wrap them all so you could have them all share a single GPU sampler
Is 4.26 released?
Is 4.26 released?
@north trellis lolwut...is not even announced/preview
got me... i remember being able to set things wrapped and such but because this is all parameters and texture objects i dont see it anywhere lol
oh i found it
all wrapped yea
inside the functions you must have samplers - where your texture objects go. Right? Change those ๐
wtf...lol
i dont think you can use more than like 16 without it being wrapped?
ur right, you can't
all the errors are from version upgrade and it not liking the lack of preview defaults set
ugh...heh yea, I know that one
I made this in 4.22 i think and upgraded it a few times to 4.24.3
just have to go through and set default textures and it goes away
@plush yew not necessarily...If you cleanup and have them set properly with defaults and previews then no.
i think in 4.22 you didnt need preview
@plush yew I know what you mean. Had some 1800 rogue shaders and needed to hand-check 200+ mats. Thanks god I knew it was some particle effect mat so I only went through those and some functions. Still a pain
unless you need something from the newer engine, maybe dont upgrade.
I been upgrading because i been having new problems every version. One version replication was choppy as all hell, so upgraded and got that problem fixed and got a new problem... and so on
Thanks for good convo, its daddy daughter time now i guess
I created a 3D UMG UI and the button colors are way off compared to Photoshop. What am I missing so that the colors are the same?
How can I get the player's velocity along a specific direction? I have it calculate the direction to an object already, I just want to find the velocity along that vector
This is what I have for my UMG Widget Material
The length of your vector will give you a speed Red
@fallen marten No, that just gives me 1
get the velocity of the player, then project it onto the direction you have
should be fairly easy to find/setup, there's a node for it
@worn granite that gave me a number, just not the right number. This is from landing on the ground after jumping straight up
what do you have?
My vertical speed is 594.9, and the number it got was 342
I meant for code
Swap the Target and V pins
Ok, Ill try that when I'm back at my computer
Also, what's the overall vector you're looking to project this on?
I'm trying to get the speed at which the player and the overlapping object are colliding
so I have a checkpoint system for a local multiplayer game. Each player should only see his current desired checkpoint, but right now they are all "shared" between players. how to achieve selective visibility for each player?
and of course selective functionality as well. I don't want player1 to activate next checkpoint for player2..
Is there a way to make gamepad thumbstick Axi's work with 360 degrees instead of this wierd -90 to 90?
@worn granite That didn't work either
Okay, first way around was correct... but when you get actor location that's the actors pivot point.
So the direction that you're checking is not the shortest distance to the hit geometry.
For this, you want the hit normal but negated.
you can get that from a hit result... if you have one
So this doesn't get the direction?
Guys, my pawn have camera but some random camera is always spawned at 0.0.0 location. Even if i place camera on the map. What's up with that?
@modern sinew It gets the direction between the pivots of the actor
what does that mean
How does a Pivot work in UE4 on a Mesh and how can I adjust it inside and outside of the engine.
I don't know if I want to do that
Anyone here want to be a dev for my game dm me itโs probably a no
I don't want to mess up other stuff that might rely on how it is rn
@worn granite so what is the pivot point
This doorway is about 35.5 inches... Is the mannequin a regular sized male? It seems kind of tight...
https://www.youtube.com/watch?v=ZaijAfvMJZ0&list=PLP_9zBjrt9BEB_jtG48Zfa_hhsNRZspIy&index=1 I made some videos that might interest some people. I cover a bit of Retargeting between characters.
It's mostly to do with animations but thought I'd post it here anyway
@soft fiber keep in mind the manniquin walks with his arms wide.
Does the doorway look too small to you?
So this code is able to capsule trace according to the joystick direction perfectly for half a circle "from -90 to 90 Degrees" but not the rest of the circle since it reverts back to the -90 to 90 degrees. which doesnt work. Is there a way for the joystick to give me the full 360 degrees axi varible?
Does the doorway look too small to you?
@soft fiber different types of doors out there, to me it look a bit too high but a reference image should help you if you feel unsure.
anyone know why when i try to import in a uasset into the unreal editor, it doesnt work?
Ya, I'm more concerned with the width. I'll have to get collision working to test the height. It looks kind of narrow to me...
Is there a way to rotate the viewport with the keyboard?
@soft fiber Looks fine, change the characters idle animation to something more normal you would see it.
Anyone think I need to optimise my landscape material?
I have unreal installed, but the epic launcher isn't detecting it (I can run the engine perfectly just through opening a project file)
is there any way I can get the launcher to rescan the folder for the engine
hello, where's the socket manager in 4.24-25?
How to retopo the quad after sculpting the landscape? i have tried retopo function, but it did not work with landscape layer....
The quad gets heavily stretched.
Iโm probably over complicating the process or not wording it correctly in google but what I want to be able to do is interact with a workbench object in my game and upon interaction take me to a grid where I can construct a vehicle from different shapes. Than when complete the vehicle can be saved and spawned. Would it be easier to load a sub level upon interaction with the workbench or would it be easier to make a EditorUI with UMG?
How hard would it be to let players add custom languages (for conlangers and people with unsupported laanguages)?
I think if I get localization set up in the first place it shouldn't be too hard?
@worn granite I tried this and it didn't work either
Uh.
Well yeah.
Are you not working with a hit result in any capacity?
It'd be way way way way way easier for you
and also the normal will be backwards, you should get a negative number here
Also, if you're going to tag people, give as much context as possible as to what isn't working @modern sinew
Hi, I want to place a triangle in my scene, where do I find it, I canโt find it in the basic objects area. Pls help
how do I set a % chance in an array so that I can change how often things spawn
How do I find the distance to the nearest point on an object? Someone suggested a line trace, but the only way I know how to do that traces it to the center of the object
can I import .dae model files into UE4 editor?
Do you need a steam dev account to be able to test steam with app id 480?
been asking this for awhile, maybe someone can help eventually. How would you go about making a battle system (from a level-managing pov) similar to Heroes games/any game which has instanced battles upon enemy encounter, then goes back to "world map". I currently reload both battle and world map every time - which poses some problems. Any other way of doing it?
I use different game modes for world and battle so streaming won't do - I think you can't change gamemode to the streamed level, then change back at runtime - or can you?!
hey guys - does anyone of you already made experience with lidar point could data?
if yes it would be a blast to know where to grab file from etc
how come when I try to convert the game preview to iOS it crashes every time
I notice it ends up using 100% of my i7-7700hq intel processor
how can I apply an animation instance to my player character?
I have created an aim offset but it is not working
@ashen ermine I haven't tried it yet, but just thinking about it, you could teleport to a map above your world, and have a game mode Inside your game mode that you swap to - so if teleport, then use blah blah
Like a bool check Inside the game mode
Help guys, Color Grading LUT is not working
how do I make it so the cursor goes away
I apply textures to it, but scene wont change
@radiant jasper set show mouse cursor
replaced, and still doesnt work
Help guys, Color Grading LUT is not working
wdym execution line
wdym?
nodes that are not pure, must be connected to the execution line
trying now
which is the white line
are you sure that this funciton is being executed?
Here we take a look at how we can get our mouse cursor displayed on the screen as part of our user interface widget.
We also cover how we can use input modes to limit what the player can do with their mouse, so they can't interact with their game while they're trying to inter...
add a "print string" at the end
ok ill try
and see if is triggered
yes
so set the boolean to false
exactly
aahhh it works now
thanks guys
one more thing
how do I start the game in one level, and then have a button press take the player to the next level
like a main menu to game
add "open level" and write the name of level
yeah I have the level setup, just need it to open first
then what
game default map and editor startup map
go in maps e models>default maps
yes
only in package but open the map when you open the project
in designer how do i send something to the back
like an image
nvm
I have an option that sends the player back to the main menu
but when I go from the main menu back to the main level the controls dont work
"open level" ---> menu name
so you want to disable the controls temporarily?
no
but when the player goes back from the main menu to the game the controls stop working
I dont want that to happen
Iโm loading a map from the marketplace but itโs stuck on 80% when loading
Wait nvm
you have added character in the level?
yes but you need to to spawn and posses it in every level
@ashen ermine I haven't tried it yet, but just thinking about it, you could teleport to a map above your world, and have a game mode Inside your game mode that you swap to - so if teleport, then use blah blah
@fallen marten Game mode inside game mode?! I need a different controller and all...
dont have that in the level
how do I add my playercharacter to it
you need to get the Z axys go in velocity right clic,split and get only the Z @modern sinew
@radiant jasper Drag it from the content
because I was jumping straight up and down, it shouldn't make a difference @green glade
It should just return the same as Z
sorry idk
It should just return the same as Z
@modern sinew
what do i do
add "first person character"
i dont want it to move tho
its a menu screen
r u sure I should use a character?
not necessarily
what blueprint should I create for it then
i have this bug since 4.25 https://cdn.discordapp.com/attachments/221799195806400512/719257856045613126/2mUN84uqFT.gif not sure what to do about it :<
@green glade It's still at an angle. Wierd
is in VR? @modern sinew
no @green glade
@green glade what type of blueprint do I add to it
you have added the interface?
@green glade what type of blueprint do I add to it
@radiant jasper
no @green glade
@modern sinew Rotate the camera
with a button
@radiant jasper but you see it?
yeah
and you have the mouse?
it works fine except for when I pause and go back to the menu, and then back to the game
yes
altho when I click it, I have to click in the game after the next level shows to get in it, altho assuming that's bc its a rpeview
can take the projectile actors from the FPS template of the engine and implement them in my side scroller shooter? (and modify them as well)
what r u talking abt
its just a pause menu that has a button that directs the player to the main menu
the pause menu works fine tho
i dont wanna fuck up the pause menu, theres no problems with it
when I go back to the main menu, and click the button on the main menu to go to the main level
the controls dont work
thats the problem
do u understand?
Anyone knows how something like this made in unity can be achieved in UE4?
Game effect tutorial - How to use UI effect Particle with UI Canvas in Unity
Hi guys! long time no see
Today i'll show u the way to control effect particle with UI Canvas
Hope you like it ^^
โบ Link package : https://www.patreon.com/posts/19279284
--------------------------...
do u understand?
@radiant jasper no
ok ill screen record
@green glade at the end of the video, the controls do not work
hello
if id like to make dialog showing after overlap of many doors should i use class blueprint?
add what
if id like to make dialog showing after overlap of many doors should i use class blueprint?
@plush yew yes
where do i put that
@green glade ok thx
@green glade
no in the other level you need to change
this?
no wait
right
no no no no
anyone else got the problem with the new sky atmosphere and using the ctrl + L controls to move the sun that it gets stuck and cant be moved anymore?
you still dont have my point. something like scriptable objects in unity
i have widget blueprint, i want to have multiple triggers with custom texts to show on one user ui
widget blueprint
like from a button
@dusky inlet you have to hold CTRL+L,
i have widget blueprint, i want to have multiple triggers with custom texts to show on one user ui
@plush yew go in widget add text and on content add bind
is there a print string command that shows text in the actual game
thats what Im doing. The arrow gets stuck when in the middle and doesnt move anymore
@sand spruce
@plush yew go in widget add text and on content add bind
@green glade add a switch with every text
never mind ill try on my own
@green glade
its the same when I recreate it and it gets stuck on the top instead
is there a print string command that shows text in the actual game
@dusky inlet Tried it and it got stuck too. I don't know why ๐คทโโ๏ธ
RIP
@dusky inlet Tried it and it got stuck too. I don't know why ๐คทโโ๏ธ
@sand spruce same
look the image
that doesnt do that?
thats a console command
I want it so the game displays a message as it would with a print string
but in the actual game
yes add it at event begin play or deleate print string
@green glade I think I solved it. I drew a line trace along the Velocity vector and used the Impact Point, instead of the "Nearest Collision Point" or whatever, and it's looking promising
Good job
how do i make the print text not disabled in package
Hi all, Is there a way to delay the action from a constantly firing event? For example, let's say an objects movement vector was being controlled on tick, and I wanted a different object to mirror the same movement vector but just 1 second lagged behind.
Delay node doesn't seem to work
1 sec
Hi all, Is there a way to delay the action from a constantly firing event? For example, let's say an objects movement vector was being controlled on tick, and I wanted a different object to mirror the same movement vector but just 1 second lagged behind.
@surreal laurel
you need plugin extended standard library ----> delay(frames)
how do i make the print text comand not dev only
@green glade hmm okay i'll check that out, thanks
how do i make the print text comand not dev only
@radiant jasper EnableAllScreenMessages
where do i type that
in execute console command
IDK
Someone know how to seek a midi?
it's hard are you sure you want to do it?
whaaaaaaaaa
its not hard...
I know but it doesn't seem very expert
just tell me how ffs lmao
okay so
to show text on screen, of course you need a widget with some text
then make the text opacity 0 so its invisible
and when you click a button, refer to that text and set his opacity back to 100% so it shows
it's hard are you sure you want to do it?
@green glade lol
there's no way to just do it with the print text node?
whats wrong here?
whats wrong here?
@plush yew connect with precedent retun value
@plush yew connect with precedent retun value
@green glade the target
Remove from parent should have a widget as a target

you need plugin extended standard library ----> delay(frames)
@green glade wow had no idea about this plugin, super helpful thanks. Unfortunately that node doesn't really solve the problem though. Like the regular delay node, it just fires off input in intervals, instead of adding a constant delay to the movement input. e.g. movement input goes into delay, delay counts down then fires off, counts down again then fires off again, etc. instead of adding a permanent 1 sec delay to all incoming input
so how do I raise the opacity
Set color and opacity node
@green glade wow had no idea about this plugin, super helpful thanks. Unfortunately that node doesn't really solve the problem though. Like the regular delay node, it just fires off input in intervals, instead of adding a constant delay to the movement input. e.g. movement input goes into delay, delay counts down then fires off, counts down again then fires off again, etc. instead of adding a permanent 1 sec delay to all incoming input
@surreal laurel
I don't think I understand but try to put a retriggerable delay
I was wondering how I could get it so when the play moves forward the camera moves back a little bit
and when the player stops moving the camera goes back to the initial position
@barren flume spring arm?
yeah
have you tried using it
i don't know how
i already have a spring arm
i just don't know how to change the target arm length when moving
i think he means like minecraft
when you sprint camera goes back
thats a FOV change
like a 3rd person camera that lags a bit
set arm lenght
I was wondering how I could get it so when the play moves forward the camera moves back a little bit
i dont understand
@barren flume you need to adjust the Target Arm Length
and enable camera lag speed
@barren flume if you're going to use SpringArm, these settings will give you the lag
@barren flume
@surreal laurel
wow I didn't know it existed
@radiant jasper you need to put in some effort man
@radiant jasper https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
man i just wanna show some text
yall are making this harder then it has to be
@radiant jasper give a man a fish, and he has food for a day. teach a man how to fish and he has food for a lifetime
@radiant jasper give a man a fish, and he has food for a day. teach a man how to fish and he has food for a lifetime
@whole quarry
Holy words
to display text??? its the most basic command in any code software
@radiant jasper Lol it doesn't HAVE to be anything, no one is obligated to help you
the basic command is already beyond your reach
so be brutally honest, if someone tells you this basic command, you will just ask for the next one
so instead of doing that, i just linked you basic knowledge
but it doesnt display text, it just logs it during preview
print string is meant for development
guys what's the most optimal way to lip synch?
knowning the lyrics beforehand
lel
calculate audio magnitutude?
@radiant jasper What you want involves complicated instructions. If you want someone to tell you exactly what to do, you won't find a more efficient way of getting that information than watching a tutorial or something. Like this https://www.youtube.com/watch?v=haTFniG1s4I
Hey there guys, in this video we take a look at how we would draw text to the screen!
Be sure to subscribe for more tutorials!
for real tho what do people use in general
usually the animation is generated directly from facial motion capture along with the audio
i dont know the context, but assuming some kind of game music video, i would think something of having a datatable with all the words and facial states and a timeline with a massive amount of trigger events.. but i'm newb with animations and related stuff
vanilla's way seems more pratical
you simply couldn't do it the way you describe; languages have tons of phonemes, and that still wouldn't manage tone etc
I think the cheapest way to do it is with iphone
its lip sync, so not actual audio output right?
god damn you iphone
you either do it properly, or don't do it at all tbh
dude, blender has awesome motion tracking
but a desktop based solution is a minimum, I couldn't imagine anything on a phone working out
there may be some low budget webcam based solution on desktop
SUPPORT THESE TUTORIALS https://www.patreon.com/cg_matter
MY WEBSITE https://www.cgmatter.com
In this blender 2.8 tutorial we go over how we can use blender as a free facial motion capture solution. Track facial performance using just tracking markers and blender!
yeah but I can't find it lol
www.unrealengine.com/marketplace/en-US/product/text-to-lip-sync/ what do you think about this
whaaat
that looks super good
when the player moves forward the camera kind of stays
or just moves back
i'm not sure
text to lip sync sounds like something that absolutely won't work
part of the problem is syllable rate, tone, inflection, all that stuff
it'll all be absent, so lining it up would be terrible
@surreal laurel
I don't think I understand but try to put a retriggerable delay
@green glade Tried it with a retriggerable delay, still doesn't work. The issue is that the movement input is on tick, and a delay node will only just count down it's frames and then fire off a single tick based off of one stored frame of movement input data. So If I want one object A to lag behind object B, object A will be constantly moving forward but object B will only get the signal to move forward for a single frame every time the delay node finishes it's countdown.
make a gate
@green glade Tried it with a retriggerable delay, still doesn't work. The issue is that the movement input is on tick, and a delay node will only just count down it's frames and then fire off a single tick based off of one stored frame of movement input data. So If I want one object A to lag behind object B, object A will be constantly moving forward but object B will only get the signal to move forward for a single frame every time the delay node finishes it's countdown.
@surreal laurel
and connect with event tick
in enter and delay to open and close the gate
@plush yew right, I think i'm going to have to store the position/rotation vectors into an array and then retrieve it but unfortunately i'm a ways off before I can figure out how to code that
like an array buffer or something
I have put together a team for developing a new game and i would like to ask how we all work on the same project?
tried using a tutorial and idk how to drag in the text animation
๐
nvm
I have put together a team for developing a new game and i would like to ask how we all work on the same project?
@ashen vapor source control and connect to git
Cool thx
I strongly prefer Perforce to Git in Unreal, due to all the binary assets
Subversion is a functional 'free' alternative
I mean, it's entirely functional
it's just not pleasant to work with ๐
in the past you could use an older version of perforce and just e-mail them for a free custom license (as long you're indie).. dunno if they still do that
I worked at a major studio that still used TortoiseSVN
cheapskates
what a nightmare, haha
'Widgettext' does not inherit from 'Widget Animation' ( Cast To widgettext would always fail).
This blueprint (self) is not a widgettext_C, therefore ' Target ' must have a connection.
Variable node Get fadein uses an invalid target. It may depend on a node that is not connected to the execution chain, and got purged.
[9006.46] Compile of PauseMenu failed. 2 Fatal Issue(s) 1 Warning(s) [in 50 ms] (/Game/PauseMenu.PauseMenu)
I'm kinda wondering how is svn any different to git in unreal projects, I don't recall it handling binary files any better
the tutorial said to do it
you want to cast an animation to a widget, that's like trying to board an orange for intercontinental travel
@plush yew hahaha
Right, I guess if your repo is ridiculously big or something
so how do i fix it
actually nvm ima figure this out
ok nvm i have absolutely no idea how to do it and the tutorial is retarde
the animation just shows up on the left for him but not for me
i cant add it into the graph
he didnt show how to just do text
idk how to drag the text into the graph
@plush yew I have very bad experiences with locking (Visual SourceSafe in one project oh dear), but I guess it makes sense in a scenario where it's binary files... I'm familiar with the git "ecosystem" but never really thought about the locking aspect of it since I mostly work with code
yeah we've definitely noticed the change nothing and save problem lol
ive spent 2 hrs tryna add some text
i swear to god
its 5 am
i just wanna publish the game and go to sleeeeeep
someone please tell me how to do the text
it's hard are you sure you want to do it?
@green glade .
yeah we're the same, plus the two other guys I work with are completely new to using any sort of version control, so using the git desktop gui was the easiest way to go :)
how the flaming fuck
@radiant jasper have you thought about writing on your monitor with sharpie
do i connect the text to the "cast to widgettext" node
@radiant jasper have you thought about writing on your monitor with sharpie
@surreal laurel lol
@plush yew oh? I've found it fairly painless to work with
there are definitely one or two weird things it does sometimes but it's better than having to teach the guys to use command line git lol
I'll have to keep that in mind if we encounter any weirdness with it... it's fine for our project even if it hides what's going on because we don't really need anything complicated atm :)
lol
what usually ends up happening is that people work with github desktop, they're just happily chopping away, and then they can't push and if you look at their setup they somehow managed to diverge from master 3 days ago
@plush yew yikes
I just made sure to explain how the push/pull works and what to do when it gets a merge conflict as soon as we ran into it the first time
so far so good :P
nm seems to be working now.
Does anyone have an idea why my vehicle that I drop from the air is rotating while falling down consider it did not have an initial rotation?
guys is there any way to lock the mouse cursor to the aspect ratio of the camera in unreal engine on full screen?
so it doesnt touch the black borders
uhmm interesting
the problem is that something is following the location under the mouse, but if the mouse is clicking outside of the window that thing teleports to world 0-0-0
oooh, thats actually a very good idea
thank you very much ๐
Hi! My particle system is not working when I play the level with sequencer or when I render the movie. In the viewport it works and is visible. What could be causing this?
Can I take the projectiles from the FPS example from the engine and implement them (and modify them) to my side scroller shooter?
If yes could an expert tell me how pls?
2D or 3D side scoller?
hi, nice work you got there
"Hi guys so i made this simple combat system its only 50000 nodes so its simple and you can make it in an hour or so.."
just your average blueprint graph 
have 2 cameras
the camera boom is the default camera
but for some weird reason the secondary camera starts at the level
is theres any way to set wich camera is the default one?
Turn off "Auto Active"
thank you very much
Np
Hi I have a simple question .How I get my game to work on different size screens?
@plush yew do you mean fullscreen/windowed mode or just resolutions?
so I have a checkpoint system for a local multiplayer game. Each player should only see his current desired checkpoint, but right now they are all "shared" between players. how to achieve selective visibility for each player? and of course selective functionality as well. I don't want player1 to activate next checkpoint for player2.. what should I do?
Is there a way to delay a constantly changing variable? I have an object (B) who's position vector I want to lag slightly behind another object (A). I'd like B's movement to have a constant permanent delay on it while copying A's movement.
@rocky radish I mean full screen on different screens like phones, computers and TV
@plush yew ue4 automaticly adjust the resolution for screens with different resolutions
most issues you could get are with FOV and UI
can you show a screenshot?
What is the player velocity in? Units per second? Units per frame?
did you use anchors in the UI? they usually avoid these issues
if you're having scaling issues with the widget, yes, so say you have an anchor to the bottom left of the screen, whenever you change the resolution it will keep that object(of the UI) at the bottom left of the screen
help for some reason my camera does not set to the camera i have
help for some reason my camera does not set to the camera i have
@midnight gate why are you setting the spring arm to the new view target instead of the camera inside the spring arm?
ur rite im stupid
@midnight gate never said that lol
Hi! My particle system is not working when I play the level with sequencer or when I render the movie. In the viewport it works and is visible. What could be causing this?
WHat comes to my mind is that "Hidden in game" is enabled
It's not. The thing is some other particles work like fire and smoke
they are closer to the camera maybe tahts why
hm
think I just fixed it
had to increase these to double value it was 10k and it wasn't working so I disregarded the bounds as viable
thing is that particle is very far in the distance. managed to fix it now
@rocky radish last question
When I minimize the screen in the editor
Icons remain the same size
And do not changeHow can I test volumes if the icons do not change
@plush yew hmm... i'm not sure about how to do that, sorry
uhm... how do I find external references for a variable?
like if object X changes a variable inside object Y
Y sets it to true... X sets it to false maybe
how do I discover that it was obejct X?
like in bp?
yes
right click the variable, find references, then click goggles button
OMFG THANK YOU!!
im trying to do some cinematic fancy stuff and for that i want the camera to transition from the normal 3rd person to a certain shot that i have set but it does not switch i think i did something wrong in this part of the blueprint
help
unknownhostexception so it's closer to the dns side of things
@plush yew oh so it needs internet connection?
;-;
@midnight gate you don't need the GetOwner node in the New View Target
oh camera components arent actor object references, my bad
do you know how can i blend those 2 cameras
Thats so cool DevTim
its a bought package xD
ooof
you start nowhere and u can make an civilication โค๏ธ thats the plan โค๏ธ
haha xD
Any engine wizards here know why my in-editor billboards have broken and now won't face me? It's causing me this error in my logs: FMatrix::InverseFast(). Seems to be project specific as other ones are fine.
i assume its some matrix projection bug
@plush yew probably because the head animation is blocking the camera view
@midnight gate haven't done this before but you can try adding a child actor component witha class of camera then in the blueprint graph you can use "get child actor" from the child actor component and connect that to the actor reference?
hm
I can't tick it, it just unticks itself after 1 millisecond Edit: It works now, seems like a visual bug
Hi I have a very complex question but I can't find a solution.
I need a way to spawn / move / destroy objects over time and be able to move myself over time as if it were a video.
Then allow that once stopped it can change values โโsuch as the position and then continue it with the changes made throughout the runtime.
Is it possible to do something like this?
I have been trying for a long time and I managed to do this which is full of errors and problems.
Sorry for the english mistakes.
Hello all! I have a simple problem I think. I bought Pro Hud Horror and I'm trying to get the exclamation mark to appear on the compass of where the enemy ai is via a custom event but I'm not sure how to finish the blueprint. Can anyone plz help me, I'd be forever indebted. THX! ๐
Picture one is the custom event which is fine me thinks but I'm calling the custom event from another blueprint see picture two! ๐
so blueprint class is like class and it's instances on scene is objects?
It is basically a notifier of where the enemy is on the in game compass picture custom event is fine but if you look at pic 2 I don't know how to finish it
I don't know what to put in the target. The call of the custom event in pic two needs a target from the other blueprint the one of the enemy ai
