#ue4-general

1 messages ยท Page 761 of 1

copper gulch
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@still hemlock how far is that from world origin?

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When you have the issue.

still hemlock
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Yea I think i figured it out

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When I go lower in the landscape it crashes

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I gotta change the height of the landscape

copper gulch
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Or do this

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In your world settings change the kill z value

still hemlock
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What should I change it to?

copper gulch
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That value determines at what height to destroy your pawn.

Make is as low as you need.

still hemlock
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Okay thanks

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It worked

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Ur a big help

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Thanks dude

copper gulch
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@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.
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Np Sean

cerulean sandal
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i personally use Dynamic lighting instead of Static because it looks nicer imo

white relic
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Mirko. Any tips for optimizing performance with dynamic lighting?

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i personally use Dynamic lighting instead of Static because it looks nicer imo
@cerulean sandal ^

cerulean sandal
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Dynamic lighting didnt impact performance hugely on my game, just a couple frames

white relic
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oh

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man I am getting so frustrated...my editor crashes CONSTANTLY

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literally every few minutes I have to be so careful

radiant leaf
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how much ram do you have

white relic
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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

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16gb ..I thought it was a ram issue at first but only 8gb are even being sued

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used

hearty walrus
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How do I make a cartoon sky of sorts?

white relic
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Like I have barely even done anything

radiant leaf
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8gb used by unreal etc, or by the pc? just being clear

white relic
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by the entire pc

radiant leaf
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Ok, and the pc is recognising that 16 is available? If so, describe the crash - freezing, or quit to desktop, no warning?

white relic
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next time it happens ill show you

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itll happen very soon lol

radiant leaf
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ok

white relic
radiant leaf
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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

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basically a test is failing

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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

cerulean sandal
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Try repairing unreal

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i think it was this

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"Verify", in english

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@white relic

white relic
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Thank you

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Is it a bad idea to use a post process volume over an entire map

cerulean sandal
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No

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i do that everytime

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i have a small post process box with "Global" enabled so it works everywhere

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then, where i need custom post process in a specific area, i just put another post process value NON Global and boom done

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@white relic

copper gulch
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^^^^

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Search "infinite extent (Unbound)" that's the name of the setting.

cerulean sandal
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oh yeah sorry forgot how it was called ๐Ÿ˜…

sharp crest
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Hello

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Am bored

cerulean sandal
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also how can i fade overall volume out? (in a widget bp)

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Am bored
@sharp crest Hi bored, i'm dad!

sharp crest
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lol

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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 hdsmiley

cerulean sandal
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i need to make volume (of whole game) fade out when a button is clicked

rapid yacht
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Hey, is there a proper/specific channel related to unreal modding here? Or am I barking up the wrong tree?

white relic
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Thanks Mirko ๐Ÿ™‚ 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

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if I am placing*

cerulean sandal
copper gulch
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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

rapid yacht
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For modding unreal engine games, correct?

copper gulch
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Oh, I thought you were talking about modding unreal engine itself.

white relic
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I can't find an option in the foilage painter for a cutoff distance rendering the grass/rocks

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hmm

copper gulch
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If there is a game modding channel I'm not aware of it. Usually the game itself would have a mod community.

rapid yacht
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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

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Well the game is only like 2 months old and there's like zero mod community for it

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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

sharp crest
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For modding unreal engine games, correct?
@rapid yacht Hey I made mods

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Hm let me read ur question lol

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unpacking a .pak oo u rnt talking about adding mod support

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ok nv Idk how to unpack stuff from paks

rapid yacht
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I never asked it just "can I ask about modding here"

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Oh

sharp crest
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well it's general so u can ask anything unreal related here hdsmiley

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ok nv Idk how to unpack stuff from paks
also it's a bit illegal

rapid yacht
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Oh?

copper gulch
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@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.

sharp crest
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Idk tbh I'm just rumbling Idk what u want to do
kbye.. gl

rapid yacht
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K

copper gulch
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In the instance settings look for cull distance.

white relic
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I don't know how I missed that, thank you

frozen pond
copper gulch
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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"

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@frozen pond

frozen pond
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thanks !

copper gulch
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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.

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Same thing with collision events.

white relic
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hmmmmmmmm. There has to be a way to fade the foilage in

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instead of a sudden cut off

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ohhhhh

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nevermind

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my foilage settings don't save when I restart the editor..

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I must be missing a step

tired lynx
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wait @white relic are you still getting that crash issue?

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it sounds extremely similar to an issue i've been having

white relic
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Yes I keep crashing ๐Ÿ˜ฆ

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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

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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

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I am googling that 4.25.1 is riddled with crashes

plush yew
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if i disable ray tracing there the shadows are there!

wheat hare
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Thoughts on my clock? Anything I should add?

tired lynx
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that's EXACTLY my issue as well

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@white relic

white relic
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I am trying 4.23.1

open wadi
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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?

tired lynx
white relic
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I mean I just don't know what else to do but it's crashing every few minutes it's just awful

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okay

tired lynx
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I've got uni deadlines due in four days and this bug's been putting my whole module in jeopardy

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several people have looked at the issue but have been unable to help

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i've tried older versions but to no avail (the full list of my attempted fixes is in the answerhub post)

open wadi
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@tired lynx Can you paste the link to your answerhub post again?

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I'm curious as to what all you've tried thus-far.

tired lynx
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i'm currently trying a deep uninstall of absolutely everything epic & unreal related from my computer. roaming files, registry entries, etc

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an upvote would be greatly appreciated too ^^

open wadi
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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.

tired lynx
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will let y'all know if the deep clean changes anything

open wadi
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A bit drastic but you do what you have to.

tired lynx
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i really can't afford to do that either. got other programs that other projects are relying on

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it's all super complicated

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gives me a headache even thinking about the implications of wiping so close to the end of semester

open wadi
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I'm on 4.24.3 and I've never once had it crash.

tired lynx
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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.

open wadi
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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.

tired lynx
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yep

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sorry shit i just saw the typo

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4.2*

open wadi
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I mean, that there sounds like hardware or another piece of software interfering in a catastrophic manner with your machine.

tired lynx
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another piece of software seems like the culprit

open wadi
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I'd try a different box entirely for troubleshooting purposes.

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But the OS not to be able to kill the task.

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That's pretty grim.

tired lynx
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if it was hardware i'd be seeing issues w/ octane and other far more resource intensive tasks

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yeah it's super strange alright

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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

open wadi
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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.

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And not others.

tired lynx
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hmm, curious

open wadi
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Do you look at the windows-specific logs when it crashes?

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Event Viewer?

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The Application log and the System log are the important ones.

tired lynx
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i actually haven't looked at event viewer yet. haven't had to use it in a longg time

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i'll take a look now

open wadi
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Yeah, generate the crash so you know the timestamp, then look at the Application and System event logs.

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See what that says.

tired lynx
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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.)

open wadi
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filter for warnings and errors.

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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.

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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.

white relic
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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

open wadi
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Doubt it has anything to do with UE.

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Which is likely why no one has been able to help thus-far.

ashen ermine
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@white relic search memtest on google

alpine sand
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what nodes would I use to destroy a mesh once a level sequence is done playing?

white relic
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nice thanks already downloaded gets usb

tired lynx
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so are you guys thinking RAM may be the likely culprit here?

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unbelievably my RAM is newish and still under warranty so that'd be a hella easy fix if so

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it may also make sense if i got sent some faulty sticks

ashen ermine
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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. ๐Ÿ˜ฆ

open wadi
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@tired lynx There are RAM diagnostic tools, your BIOS might have one built-in.

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Otherwise I'm sure you can grab one offline that will confirm the integrity of each byte, byte by byte.

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I'd run one against VRAM too if possible, assuming such a thing exists, never had to do that personally.

tired lynx
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good to know. i'll see if my bios has support for that

open wadi
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But yeah, I'd run diags on whatever you can on your machine - disk, RAM, VRAM, hell the processor caches if possible, whatever.

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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.

tired lynx
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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.

open wadi
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Time for some coffee and an all-nighter.

tired lynx
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it's looking that way

open wadi
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It's happened to the best of us my friend.

tired lynx
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the worst part is i am super duper ill rn

open wadi
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Ahh, that's fun.

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Bummer.

tired lynx
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from here-on i shall refer to this as the 'hell week'

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my grandchildren will be told tales of this day

distant totem
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Have you done a clean install of your drivers yet?

open wadi
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But the Windows logs around the crash timesamp might help you narrow down the culprit.

tired lynx
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seriously thank you for all your help though. this is the most extensive response i've had yet so it's much appreciated!

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yeah, that's what i'm hoping for. i did do a search for the earlier crashes but there was too much noise.

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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

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will post updates if anything changes!

distant totem
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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.

tired lynx
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i'll add that to the list too. super helpful thank you

open wadi
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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.

distant totem
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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

tired lynx
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it doesn't unfreeze unfortunately

open wadi
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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.

tired lynx
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i left it for five hours or so during one of my tests

open wadi
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No Slim, his entire machine is crashing when he attempts to terminate the UE4 process.

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Something is dire, lol

tired lynx
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i can get on with literally any other task in the background. it only bricks my system when i hit 'end task'

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like i was doing archviz stuff w/ c4d and octane whilst ue was hanging in the background haha

distant totem
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oh man, I see.. is your laptop 5 years old? It may be time to repaste the gpu

tired lynx
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whatever's happening is obviously not taking away from my existing resources

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nope

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two

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razer blade pro

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1060 etc etc

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oh actually three years old now. time flies

open wadi
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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.

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That's the next step IMO.

distant totem
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still i'm pretty sure razer uses the stuff that lasts for 10 years

tired lynx
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yeah they're super good on that front

open wadi
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Then pour gasoline on your box and set it on fire while doing a rain dance to put out the flames.

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Step 3.

distant totem
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^

gaunt tide
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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?

tired lynx
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@open wadi you joke but uni stress will drive people to do things. crazy things.

open wadi
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Haha, sure, I remember.

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Been a while for me but I recall the panic.

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I'd like to take this moment to thank god I am permanently out of school.

tired lynx
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filling my motherboard with jello may well look like a feasible fix in a few days mark my words

fringe thicket
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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.

tired lynx
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haha

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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

open wadi
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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.

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I'm having trouble finding documentation or training regarding performing such a task.

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Anyone tackled anything like this?

ashen ermine
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@open wadi wrap the top buttons with a border

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the set border brush to texture/material whatever you want

open wadi
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@ashen ermine Ok, thank you. Do I leave everything else as-is? The TabButtonBar, the buttons themselves, etc?

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And I can simply wrap the TabButtonBar with a border?

ashen ermine
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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...

open wadi
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Wow, ok.

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Well thank you, I'll give that a shot.

ashen ermine
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np, just come back with additional problems, maybe I can help - idk ๐Ÿ˜›

open wadi
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Will do.

past pilot
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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

ashen ermine
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@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

open wadi
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Hm, so is 4.25.1 a little buggy? I'm still on 4.24.3

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But that's a couple different users talking about 4.25.1 crashes.

past pilot
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i didnt crash like this in 4.25.0

open wadi
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Guess I'll wait until 4.25.2 to be safe.

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Oh, well that's not good, lol.

gaunt tide
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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

open wadi
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@tired lynx Keep us posted, I'm curious to see what the culprit is.

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Poor guy is probably having to reinstall his OS as we speak.

past pilot
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yea, this is unusable... cant even scroll through lists and i crash

steep sandal
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what is wrong

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is any package miss?

open wadi
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@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.

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I can't seem to control it though - Altering the pivot coordinates does nothing.

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What is the advantage of having the buttons within a TabButtonBar anyway?

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This is how this menu was designed before I got a hold of it, so I'm not sure the logic here.

ashen ermine
white relic
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welp I am lost agian

past pilot
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keep getting Assertion failed: Status < (sizeof(*RtlpNumberOf(AftermathReason))) [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11RHI.cpp] [Line: 667]

white relic
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thats the exact error I get

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Also guys, I am not crashing anymore after moving from 4.25.1 to 4.23.1

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I recommend that Kilrath. That is the 'exact' crash I kept getting constantly

misty bane
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Is there a specific chat for someone who is in need of help? I need some tips for my unreal engine creation

open wadi
white relic
open wadi
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The buttons are laid out like this:

ashen ermine
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@white relic Everything you connected is 0. Ofc it's black

open wadi
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TabButtonBar > TabButtons

white relic
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OMG

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@white relic Everything you connected is 0. Ofc it's black
@ashen ermine HAHAHA I keep doing that!! I want to slap myself

past pilot
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Trying to force dx12 see if it goes away

open wadi
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I suppose I could redo it.

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And just leverage a Horizontal Box like you have.

ashen ermine
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@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)

open wadi
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I see.

past pilot
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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```

ashen ermine
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@past pilot are your Gcard drivers up to date?

open wadi
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@ashen ermine So in general, is that best practice for navigation? Create a horizontal box of some type, then wrap the border there?

past pilot
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i can check but if they arent its maybe 1 or 2 versions

misty bane
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Can someone help me with a small problem i have?

past pilot
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Trying Vulkan first

open wadi
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@misty bane Step 1 is to stop licking toilets.

misty bane
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@shut junipertone i cant im addicted

open wadi
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Then no, we can't help you.

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Just kidding.

celest forum
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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?

misty bane
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lol, is this the chat where i ask for help or is there another chat or a specific person that can assist?

ashen ermine
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@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)

open wadi
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@ashen ermine Regarding this, how exactly do I make the border wrap HB_TabButtonBar?

ashen ermine
open wadi
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Oh wait, I can right click it and the context menu has "wrap with"

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I see.

ashen ermine
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@open wadi yep

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@misty bane man, read channel instructions ๐Ÿ˜› all of this server is for "help"

past pilot
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Vulkan was a mistake.... 6 weeks later it might finish recompiling shaders lol

open wadi
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What do most of you use for image editing?

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Photoshop?

misty bane
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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

white relic
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I use photoshop

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for 10 years now lol

open wadi
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Right.

ashen ermine
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@misty bane everyone has been asking so...try it lol

misty bane
white relic
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grass

misty bane
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so, basically the grass has no dirt

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i have grass that has no ground

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i dont know how to make another filter under that

past pilot
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Did you put a texture on teh landscape?

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You need a landscape material and paint the ground layer on

misty bane
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this is what i have on the ground

white relic
misty bane
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i think i understand what u mean

past pilot
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Maybe wait till the 34k shaders are done

ashen ermine
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@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 ๐Ÿ™‚

past pilot
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Knock on wood, Vulkan still compiling shaders but so far it has lived longer than dx11 and dx12 lol

misty bane
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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

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Will the tutorials tell me how to make a character and command him to walk

past pilot
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You need to make an actual landscape material so follow a tutorial on that

ashen ermine
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@misty bane yes

past pilot
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then you need to paint it onto the terrain

merry gazelle
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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

ashen ermine
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@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

merry gazelle
#

ah right thanks, I always thought length returned last index

ashen ermine
#

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.

merry gazelle
#

no worries, thanks

past pilot
#

Nothing worse then sitting waiting for shaders... is there a way to distribute the shader compiling to worker PCs?

ashen ermine
#

@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.

past pilot
#

yea i was in discord and 4500 shaders took 20 mins on my i7 6700k overclocked to 4.7ghz ๐Ÿ˜ฆ

#

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

ashen ermine
#

@past pilot yea, intel sux at shader compilation lol

past pilot
#

@ashen ermine i want a 3900X or 3950X but.... dem empty pockets lol

misty bane
#

i did it

ashen ermine
#

I have a crap 2700 and my compilation times are nowhere near that bad. I can get 4500 shaders ~5 mins so yea ๐Ÿ˜›

past pilot
#

45k shaders.... wtf lol

#

how you go from 34k to 45k

misty bane
#

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

past pilot
#

Grass Models will usually have a setting for max distance. If you render grass forever it decimates fps

#

in the foliage painter tool

chilly charm
#

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?

ashen ermine
#

i deleted some stuff and it went up
@misty bane ๐Ÿ˜‚ ๐Ÿคฃ ๐Ÿ˜† Man, just do some tutorials and don't fill your world with 100k grass/square inch grass density. That won't fly outside cinematography...

misty bane
#

is there any way i can lower the shader compiling

past pilot
#

Usually you will dither out the foliage and have a decent landscape material

#

Dither = less "pop"

ashen ermine
chilly charm
#

will watch

past pilot
#

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

ashen ermine
#

@past pilot Same here, but I usually make some bps with "nice arrangements" or clusters and throw them in ๐Ÿ˜›

past pilot
#

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

ashen ermine
#

I don't like procedural grass - no local detail control, and I make games so things looking "real/natural" isn't really my thing

past pilot
#

Im mostly in prototyping so there being grass at all is a step up lol

ashen ermine
#

well, you get the good life: no polish ๐Ÿ˜

#

I think I hate polish the most out of all iteration cycles, and probably all devs do ๐Ÿ˜ฆ

past pilot
#

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

ashen ermine
#

@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.

past pilot
#

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

ashen ermine
#

billboards and instancing
@plush yew That's precisely why I use bps for foliage arrangements/clusters. ISMs close & billboards in the far distance.

past pilot
#

im no artist

modern sinew
#

Does anyone know how to get the player's velocity towards a certain object?

past pilot
#

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

ashen ermine
#

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

past pilot
#

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

ashen ermine
#

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? ๐Ÿ˜›

past pilot
#

lol i made it over a year ago and forget how it even works... there is like 4 different material functions running in functions...

ashen ermine
#

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

north trellis
#

Is 4.26 released?

ashen ermine
#

Is 4.26 released?
@north trellis lolwut...is not even announced/preview

past pilot
#

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

ashen ermine
#

inside the functions you must have samplers - where your texture objects go. Right? Change those ๐Ÿ™‚

past pilot
ashen ermine
#

wtf...lol

past pilot
#

i dont think you can use more than like 16 without it being wrapped?

ashen ermine
#

ur right, you can't

past pilot
#

all the errors are from version upgrade and it not liking the lack of preview defaults set

ashen ermine
#

ugh...heh yea, I know that one

past pilot
#

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

ashen ermine
#

@plush yew not necessarily...If you cleanup and have them set properly with defaults and previews then no.

past pilot
#

i think in 4.22 you didnt need preview

ashen ermine
#

@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

past pilot
#

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

celest forum
#

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?

modern sinew
#

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

celest forum
fallen marten
#

The length of your vector will give you a speed Red

modern sinew
#

@fallen marten No, that just gives me 1

worn granite
#

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

modern sinew
#

@worn granite that gave me a number, just not the right number. This is from landing on the ground after jumping straight up

worn granite
#

what do you have?

modern sinew
#

My vertical speed is 594.9, and the number it got was 342

worn granite
#

I meant for code

modern sinew
worn granite
#

Swap the Target and V pins

modern sinew
#

Ok, Ill try that when I'm back at my computer

worn granite
#

Also, what's the overall vector you're looking to project this on?

modern sinew
#

I'm trying to get the speed at which the player and the overlapping object are colliding

mellow flame
#

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..

subtle hatch
#

Is there a way to make gamepad thumbstick Axi's work with 360 degrees instead of this wierd -90 to 90?

modern sinew
worn granite
#

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

modern sinew
hearty prawn
#

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?

worn granite
#

@modern sinew It gets the direction between the pivots of the actor

modern sinew
#

what does that mean

worn granite
modern sinew
#

I don't know if I want to do that

flat rapids
#

Anyone here want to be a dev for my game dm me itโ€™s probably a no

modern sinew
#

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

soft fiber
#

This doorway is about 35.5 inches... Is the mannequin a regular sized male? It seems kind of tight...

forest holly
#

It's mostly to do with animations but thought I'd post it here anyway

subtle hatch
#

@soft fiber keep in mind the manniquin walks with his arms wide.

soft fiber
#

Does the doorway look too small to you?

subtle hatch
#

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.

rapid yacht
#

anyone know why when i try to import in a uasset into the unreal editor, it doesnt work?

soft fiber
#

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...

unique timber
#

Is there a way to rotate the viewport with the keyboard?

subtle hatch
#

@soft fiber Looks fine, change the characters idle animation to something more normal you would see it.

ruby folio
plush yew
#

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

visual pilot
#

hello, where's the socket manager in 4.24-25?

little falcon
#

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.

gaunt tide
#

Iโ€™m 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?

modern sinew
#

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?

modern sinew
worn granite
#

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

safe mortar
#

Hi, I want to place a triangle in my scene, where do I find it, I canโ€™t find it in the basic objects area. Pls help

floral knoll
#

how do I set a % chance in an array so that I can change how often things spawn

modern sinew
#

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

dark rune
#

can I import .dae model files into UE4 editor?

ancient knoll
#

Do you need a steam dev account to be able to test steam with app id 480?

ashen ermine
#

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?!

balmy rose
#

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

radiant jasper
#

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

fiery moat
#

how can I apply an animation instance to my player character?

#

I have created an aim offset but it is not working

fallen marten
#

@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

quick cloak
#

Help guys, Color Grading LUT is not working

radiant jasper
quick cloak
#

I apply textures to it, but scene wont change

restive vale
#

@radiant jasper set show mouse cursor

radiant jasper
#

?

#

doesnt show up

restive vale
#

there is a node called like that

radiant jasper
#

I have that setup already

restive vale
#

you have a get

#

not a set

#

in that graph

radiant jasper
#

replaced, and still doesnt work

quick cloak
#

Help guys, Color Grading LUT is not working

radiant jasper
restive vale
#

connect white line

#

to the execution line

#

and set the boolean true

radiant jasper
#

wdym execution line

restive vale
#

wdym?

radiant jasper
#

what do I connect it to

#

ohh

restive vale
#

nodes that are not pure, must be connected to the execution line

radiant jasper
#

trying now

restive vale
#

which is the white line

radiant jasper
#

still doesnt work

restive vale
#

are you sure that this funciton is being executed?

radiant jasper
#

wdym

#

it's connected to a button

restive vale
green glade
#

add a "print string" at the end

radiant jasper
#

ok ill try

green glade
#

and see if is triggered

radiant jasper
#

yup

#

that works

#

mouse cursor still shows up tho

restive vale
#

ah

#

do you want to hide it?

radiant jasper
#

yes

restive vale
#

so set the boolean to false

green glade
#

exactly

radiant jasper
#

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

green glade
#

add "open level" and write the name of level

radiant jasper
#

yeah I have the level setup, just need it to open first

green glade
#

ah ok

#

go in project settings

radiant jasper
#

then what

green glade
#

game default map and editor startup map

radiant jasper
#

?

#

dont see it

#

what is it under

green glade
#

go in maps e models>default maps

radiant jasper
#

in project settings?

#

I dont see anything like that

green glade
#

yes

radiant jasper
#

ss

#

oohh found it

green glade
#

ah ok

radiant jasper
#

would it reflect that in the previwe?

#

or only in package

green glade
#

only in package but open the map when you open the project

radiant jasper
#

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

green glade
#

"open level" ---> menu name

radiant jasper
#

it works initially

#

just not when going back and forth

green glade
#

so you want to disable the controls temporarily?

radiant jasper
#

no

#

but when the player goes back from the main menu to the game the controls stop working

#

I dont want that to happen

ashen vapor
#

Iโ€™m loading a map from the marketplace but itโ€™s stuck on 80% when loading

#

Wait nvm

green glade
#

you have added character in the level?

radiant jasper
#

?

#

its first person

green glade
#

yes but you need to to spawn and posses it in every level

radiant jasper
#

whats the thing called

#

get player controller?

#

it doesnt connect to anything

ashen ermine
#

@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...

green glade
radiant jasper
#

dont have that in the level

modern sinew
radiant jasper
#

how do I add my playercharacter to it

green glade
#

you need to get the Z axys go in velocity right clic,split and get only the Z @modern sinew

modern sinew
#

@green glade But I need it to work for any direction

#

I just used Z as an example

green glade
#

@radiant jasper Drag it from the content

radiant jasper
#

did that

#

then what

modern sinew
#

because I was jumping straight up and down, it shouldn't make a difference @green glade

#

It should just return the same as Z

green glade
#

sorry idk

It should just return the same as Z
@modern sinew

radiant jasper
#

what do i do

green glade
#

add "first person character"

radiant jasper
#

i just added my main playercharacter

#

should it be a different one?

green glade
#

no

#

you have added "possess player 0"

radiant jasper
#

i dont want it to move tho

#

its a menu screen

#

r u sure I should use a character?

green glade
#

not necessarily

radiant jasper
#

what blueprint should I create for it then

low brook
modern sinew
green glade
#

is in VR? @modern sinew

modern sinew
#

no @green glade

radiant jasper
#

@green glade what type of blueprint do I add to it

green glade
#

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

radiant jasper
#

all I have is a widget blueprint

#

with a button

green glade
#

with a button
@radiant jasper but you see it?

radiant jasper
#

yeah

green glade
#

and you have the mouse?

radiant jasper
#

it works fine except for when I pause and go back to the menu, and then back to the game

#

yes

green glade
#

not pause the game if you can set "global time dilatation" to 0

#

and after to 1

radiant jasper
#

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

fiery moat
#

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)

radiant jasper
#

what r u talking abt

#

its just a pause menu that has a button that directs the player to the main menu

green glade
radiant jasper
#

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?

restive vale
#

Anyone knows how something like this made in unity can be achieved in UE4?

radiant jasper
#

this is the button from the pause menu that opens the main menu

#

@green glade

green glade
#

do u understand?
@radiant jasper no

radiant jasper
#

ok ill screen record

#

@green glade at the end of the video, the controls do not work

plush yew
#

hello

green glade
#

hello

#

still doesnt work
@radiant jasper add this to event begin play

plush yew
#

if id like to make dialog showing after overlap of many doors should i use class blueprint?

radiant jasper
#

add what

green glade
#

if id like to make dialog showing after overlap of many doors should i use class blueprint?
@plush yew yes

radiant jasper
#

where do i put that

plush yew
#

@green glade ok thx

radiant jasper
#

@green glade

plush yew
#

which one for dialog texts?

green glade
#

@plush yew widget blueprint

radiant jasper
#

this is what I have right now

#

what do I change

green glade
#

no in the other level you need to change

radiant jasper
#

ohh ok

#

it worked

#

ty

plush yew
green glade
#

no wait

radiant jasper
#

right click

#

user interface

#

widget blueprint

green glade
#

right

plush yew
#

no no no no

green glade
dusky inlet
#

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?

plush yew
#

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

radiant jasper
#

how do i print text

#

like in actual game

plush yew
#

widget blueprint

radiant jasper
#

like from a button

sand spruce
#

@dusky inlet you have to hold CTRL+L,

green glade
#

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

radiant jasper
#

is there a print string command that shows text in the actual game

dusky inlet
#

thats what Im doing. The arrow gets stuck when in the middle and doesnt move anymore

#

@sand spruce

green glade
#

@plush yew go in widget add text and on content add bind
@green glade add a switch with every text

plush yew
#

never mind ill try on my own

radiant jasper
#

@green glade

dusky inlet
#

its the same when I recreate it and it gets stuck on the top instead

radiant jasper
#

is there a print string command that shows text in the actual game

green glade
sand spruce
#

@dusky inlet Tried it and it got stuck too. I don't know why ๐Ÿคทโ€โ™‚๏ธ

dusky inlet
#

RIP

green glade
#

@dusky inlet Tried it and it got stuck too. I don't know why ๐Ÿคทโ€โ™‚๏ธ
@sand spruce same

radiant jasper
#

please help

#

is there a print string command that shows text in the actual game

green glade
#

look the image

radiant jasper
#

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

green glade
#

yes add it at event begin play or deleate print string

radiant jasper
#

but it only shows when a button is pressed

#

i want it connected to this

modern sinew
#

@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

green glade
#

Good job

radiant jasper
#

how do i make the print text not disabled in package

surreal laurel
#

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.

radiant jasper
#

bruhh

#

@green glade

#

why is this so difficult lmao

surreal laurel
#

Delay node doesn't seem to work

green glade
#

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)

radiant jasper
#

how do i make the print text comand not dev only

surreal laurel
#

@green glade hmm okay i'll check that out, thanks

green glade
#

how do i make the print text comand not dev only
@radiant jasper EnableAllScreenMessages

radiant jasper
#

where do i type that

green glade
#

in execute console command

radiant jasper
#

still says dev only thi

#

thoo

green glade
#

IDK

radiant jasper
#

wha

#

but this should be the easiest thing possible

green glade
#

Someone know how to seek a midi?

radiant jasper
#

please help

#

how do u show text on screen from button

green glade
#

it's hard are you sure you want to do it?

radiant jasper
#

whaaaaaaaaa

cerulean sandal
#

its not hard...

green glade
#

I know but it doesn't seem very expert

radiant jasper
#

just tell me how ffs lmao

cerulean sandal
#

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

surreal laurel
#

it's hard are you sure you want to do it?
@green glade lol

radiant jasper
#

there's no way to just do it with the print text node?

plush yew
green glade
#

whats wrong here?
@plush yew connect with precedent retun value

#

@plush yew connect with precedent retun value
@green glade the target

cerulean sandal
#

Remove from parent should have a widget as a target

plush yew
#

ok

#

works

cerulean sandal
surreal laurel
#

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

radiant jasper
#

so how do I raise the opacity

cerulean sandal
#

Set color and opacity node

green glade
#

@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

barren flume
#

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

radiant jasper
#

theres no way to change the opacity

#

just shows the color wheel

surreal laurel
#

@barren flume spring arm?

barren flume
#

yeah

surreal laurel
#

have you tried using it

barren flume
#

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

cerulean sandal
#

i think he means like minecraft

#

when you sprint camera goes back

#

thats a FOV change

barren flume
#

no

#

i'm not talking about that

cerulean sandal
#

then what?

surreal laurel
#

like a 3rd person camera that lags a bit

green glade
#

set arm lenght

cerulean sandal
#

I was wondering how I could get it so when the play moves forward the camera moves back a little bit

#

i dont understand

surreal laurel
#

@barren flume you need to adjust the Target Arm Length

green glade
surreal laurel
#

and enable camera lag speed

radiant jasper
#

halp

#

text no work

#

what do i cast to it

surreal laurel
#

@barren flume if you're going to use SpringArm, these settings will give you the lag

radiant jasper
#

different type?

#

wdym

green glade
#

@barren flume
@surreal laurel
wow I didn't know it existed

radiant jasper
#

just tell me what to do

#

the input is a button press

green glade
#

Has anyone ever used mod.io?
@green glade in ue4

surreal laurel
#

@radiant jasper you need to put in some effort man

radiant jasper
#

idk how tf to do it

#

i just got it yesterday

whole quarry
radiant jasper
#

man i just wanna show some text

barren flume
#

no that doesn't work

#

it puts the camera way ahead of the character

radiant jasper
#

yall are making this harder then it has to be

whole quarry
#

@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

green glade
#

@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

radiant jasper
#

to display text??? its the most basic command in any code software

surreal laurel
#

@radiant jasper Lol it doesn't HAVE to be anything, no one is obligated to help you

whole quarry
#

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

radiant jasper
#

but it doesnt display text, it just logs it during preview

whole quarry
#

print string is meant for development

fiery mortar
#

guys what's the most optimal way to lip synch?

whole quarry
#

knowning the lyrics beforehand

fiery mortar
#

lel

green glade
#

calculate audio magnitutude?

surreal laurel
#

@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!

โ–ถ Play video
fiery mortar
#

for real tho what do people use in general

barren flume
#

facial tracking

#

idk

wary wave
#

usually the animation is generated directly from facial motion capture along with the audio

whole quarry
#

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

wary wave
#

you simply couldn't do it the way you describe; languages have tons of phonemes, and that still wouldn't manage tone etc

fiery mortar
#

I think the cheapest way to do it is with iphone

whole quarry
#

its lip sync, so not actual audio output right?

fiery mortar
#

god damn you iphone

wary wave
#

you either do it properly, or don't do it at all tbh

whole quarry
#

dude, blender has awesome motion tracking

wary wave
#

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

whole quarry
fiery mortar
#

yeah but I can't find it lol

#

whaaat

barren flume
#

i got it

#

the camera thing i was trying to get was something like this

fiery mortar
#

that looks super good

barren flume
#

when the player moves forward the camera kind of stays

#

or just moves back

#

i'm not sure

wary wave
#

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
#

@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.

green glade
#

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

surreal laurel
#

@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

ashen vapor
#

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?

radiant jasper
#

tried using a tutorial and idk how to drag in the text animation

ashen vapor
#

๐Ÿ‘Œ

radiant jasper
#

nvm

green glade
#

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

ashen vapor
#

Cool thx

wary wave
#

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

radiant jasper
#

what i do wrong

wary wave
#

it's just not pleasant to work with ๐Ÿ˜„

whole quarry
#

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

wary wave
#

I worked at a major studio that still used TortoiseSVN

#

cheapskates

#

what a nightmare, haha

radiant jasper
#

'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)

exotic thicket
#

I'm kinda wondering how is svn any different to git in unreal projects, I don't recall it handling binary files any better

radiant jasper
#

the tutorial said to do it

surreal laurel
#

you want to cast an animation to a widget, that's like trying to board an orange for intercontinental travel
@plush yew hahaha

exotic thicket
#

Right, I guess if your repo is ridiculously big or something

radiant jasper
#

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

exotic thicket
#

@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

radiant jasper
#

how do I generate an asset from the widget text

#

the object has to be an asset

exotic thicket
#

yeah we've definitely noticed the change nothing and save problem lol

radiant jasper
#

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

green glade
#

it's hard are you sure you want to do it?
@green glade .

exotic thicket
#

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 :)

radiant jasper
#

how the flaming fuck

surreal laurel
#

@radiant jasper have you thought about writing on your monitor with sharpie

radiant jasper
#

do i connect the text to the "cast to widgettext" node

green glade
#

@radiant jasper have you thought about writing on your monitor with sharpie
@surreal laurel lol

exotic thicket
#

@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 :)

radiant jasper
#

so like

#

someone wanna tell me

#

how to connect the asset to the node

exotic thicket
#

lol

surreal laurel
#

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

exotic thicket
#

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

radiant locust
#

nm seems to be working now.

shrewd marlin
#

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?

surreal laurel
#

@shrewd marlin self collision issue?

#

just a guess

peak leaf
#

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 ๐Ÿ˜„

lusty pumice
#

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?

fiery moat
#

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?

surreal laurel
#

2D or 3D side scoller?

heady quartz
#

Hi.

whole quarry
#

hi, nice work you got there

heady quartz
#

"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.."

rocky radish
#

just your average blueprint graph kappa

midnight gate
#

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?

heady quartz
#

Turn off "Auto Active"

fiery moat
#

3d scroller@surreal laurel (pls dm me I will be away)

#

(sorry for pinging)

midnight gate
#

thank you very much

heady quartz
#

Np

rocky radish
#

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?

mellow flame
#

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?

surreal laurel
#

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
#

@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?

modern sinew
#

What is the player velocity in? Units per second? Units per frame?

rocky radish
#

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

midnight gate
rocky radish
#

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?

midnight gate
#

ur rite im stupid

#

ill try to remove the spring arm and see what happens

rocky radish
#

ur rite im stupid
@midnight gate never said that lol

midnight gate
#

well i did lol

#

well it doesnt work even if i have it set to the camera

plush yew
lusty pumice
#

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?

cerulean sandal
#

WHat comes to my mind is that "Hidden in game" is enabled

lusty pumice
#

It's not. The thing is some other particles work like fire and smoke

#

they are closer to the camera maybe tahts why

cerulean sandal
#

hm

lusty pumice
#

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
#

@rocky radish last question
When I minimize the screen in the editor
Icons remain the same size
And do not change

How can I test volumes if the icons do not change
@plush yew hmm... i'm not sure about how to do that, sorry

copper flicker
#

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?

manic pawn
#

like in bp?

copper flicker
#

yes

manic pawn
#

right click the variable, find references, then click goggles button

copper flicker
#

OMFG THANK YOU!!

wooden forge
#

can someone tell me why this build fails?

#

im trying to launch it on my android

midnight gate
#

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

wooden forge
#

unknownhostexception so it's closer to the dns side of things
@plush yew oh so it needs internet connection?

midnight gate
#

;-;

rocky radish
#

@midnight gate you don't need the GetOwner node in the New View Target

midnight gate
#

but otherwise it doesnt want to plug

rocky radish
#

oh camera components arent actor object references, my bad

midnight gate
#

do you know how can i blend those 2 cameras

plush yew
#

when i walk in this the camara flashes like hell, how comes?

cerulean sandal
#

Thats so cool DevTim

plush yew
#

its a bought package xD

cerulean sandal
#

ooof

plush yew
#

you start nowhere and u can make an civilication โค๏ธ thats the plan โค๏ธ

cerulean sandal
#

i started nowhere and made nothing

#

lol i suck

plush yew
#

haha xD

acoustic steppe
#

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.

cerulean sandal
#

i assume its some matrix projection bug

heady quartz
#

@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?

midnight gate
#

hm

river silo
#

It is unticked

midnight gate
#

that would probably work

#

but i figured out another method that works just fine

river silo
#

I can't tick it, it just unticks itself after 1 millisecond Edit: It works now, seems like a visual bug

green glade
#

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 โ€‹โ€‹such 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.

earnest violet
#

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! ๐Ÿ™‚

#

Picture one is the custom event which is fine me thinks but I'm calling the custom event from another blueprint see picture two! ๐Ÿ˜„

plush yew
#

so blueprint class is like class and it's instances on scene is objects?

earnest violet
#

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

plush yew
#

how to get value of instance of blueprint class in graph for widget