#ue4-general
1 messages · Page 762 of 1
you can take return value cast to hud and set the variabile
if i create widget its child, right?
Does anyone know what I need in the target plz? I'd appreciate it alot! Many thanks. 🙂
so i can script it in widget blueprint to recive variable from parent, can i?
if i create widget its child, right?
@plush yew yes
Does anyone know what I need in the target plz? I'd appreciate it alot! Many thanks. 🙂
@earnest violet I'm not sure I understand what you mean but look at this https://www.youtube.com/watch?v=4ss29yFcAZc
I apologize for no audio.
Download: https://drive.google.com/open?id=15CS5aTrn6BA8tVc1SgKJ_1gDP9gUXZw4 (min. version 4.22)
If you have any questions write them below!
Any other ideas to make another tutorial?
A community full of UE4 goodness. Me like this chatroom. Tis good!
no create a variable in child and set when you spawn it
Basically if you look at the bottom screenshot you can see right at the end I am calling an custom event called something notifier which references another blueprint and it needs a target but I don't know what I'm supposed to put in the target
i have
interact is parent
HUD is child
and it should be variable from interact binded to text in hud
yes copy this data in HUD with one other variable
no other way?
what are you trying to do @plush yew
its redundant
?
i know
i want variable from interact be binded to text in hud
interact is parent - blueprint class
HUD is child - widget blueprint
wait you can get "self" in interact and save in HUD after you cast the interact and get the variable
then you need to have a varible in interact and then in hud you have to take your text click bind and use set text
Does anyone know what usually plugs into a target pin if the node is referencing another character blueprint? Much obliged!
I would be eternally grateful if someone could shed some light in my darkest hor 😉
usaly a refrence of the specified class
Basically if you look at the bottom screenshot you can see right at the end I am calling an custom event called something notifier which references another blueprint and it needs a target but I don't know what I'm supposed to put in the target
@earnest violet try to cast the character or get controller
like what exactly
they are both characer blueprints
thx
you can make "get all character">cast to it and connect to taget
i dont think he wants to cast every single one of them
the character that the target is asking for is called BP Stoopid shooter master so what would I look for for the target sorry if I sound dumb still very much learning at this point
if i type in search get stoopid shooter master only a reference to the mesh's weapon is available
is it something like try get pawn owner?
kurwa
go ahead
Digital theory much experienced?
Who is looking forrward to UE5
@earnest violet 🚀 Let's just hope it works with foliage 😂
how to get parent? @green glade
Digital theory much experienced?
@gaunt tide wut
how to get parent? @green glade
@plush yew use the 'get parent' node
not too much of a programmer more like a level designer at heart
Well this is kinda a level design question
its return not valid type
I used to map for UT99 And UT2004 back in the day
then cast
go ahead then mate
u need to connect the get parent to a cast node to the parent's class and then connect the cast to the title @plush yew
I’m trying to make an interactable object that when interacted with switches the players view to a grid where the player can build a vehicle. Now would it be efficient to use a EditorUI with UMG or create a sub-level for designing their vehicle than having it spawned into the main world
what is EditorUI
isnt that only for the editor
lol
ye bro that wont help u here
An interface id design for my game where the person would have a new hud pop up for editing their vehicles hence an Editor user interface.
best I would say is spawn it to the main level, dont switch level, just more loading and shit is annoying, plus it wouldnt work for multiplayer if you ever plan to support
Just what I named it for my game
I'd say try spawning a new map with the car in it and do level streaming that way you can have a high poly model and ui system that won't slow do your main level! I hope that helps. If you have another question fire away!
no need for another level with annoying loading
'Interact' does not inherit from 'Panel Widget' ( Cast To Interact would always fail).
well

ok sry am going to eat hopefully someone else can help
or just try googling it
ok thank you
I’ve googled it. I wanted something similar to Stormworks
you helped me anyway
@gaunt tide I told Marcin not u,
I already answered ur question?
no reason to make another level, just do it in the same level
Anyone using UE4 Control Rig? Seems to be completely broken in 4.25
nope sorry
whats funny it says that 'get parent' return widget
The issue I have is ig I don’t have the camera hooked up correctly. So I interact with a workbench I made through ray casting and when it’s interacted with it is supposed to spawn a single block and switch my view to my vehicle editor but I can’t seem to get it to work. I tried using transform for the camera location from my player to the block as well as setting view target and blending
Are there any decent alternatives to Epic's documentation?
Because, a lot of official documentation is incredibly outdated.
youtube and google are good @undone sinew
plus there is this https://www.ue4community.wiki/Unreal_Engine_Community_Wiki
@sharp crest TY
plus there is this https://www.ue4community.wiki/Unreal_Engine_Community_Wiki
@sharp crest
Thanks
u should try to figure it out on ur own, not always there will be ppl able to help u with an issue
In picture one I have setup a custom event to show exclamation mark of enemy ai on compass when on picture 2 the character has finished dialogue then the custom event get fired but I don't know what plugs in to target of the call custom event for the stood shooter character blueprint it's trying to refrence. Anyone got any ideas what I should be plugging in to the target plz. Many thx
is in ue4 equivalent for debug.log in unity?
its like console.log in js
how to?
..
wait! maybe widget is not child of interact class
its child of viewport
How do i import a WASD movement blueprint in a top down view gamemode?
hey
I have a few qq
I'm coming from a Unity engine background since 2012, but I'm learning Unreal now.
go ahead
Please forgive me, this question is very beginner.
Dont worry, ask your question now
I have a model that plays an animation just fine but with the animation blueprint, it looks all distorted
Let me show you the bp preview
Okay
How do i import a WASD movement blueprint in a top down view gamemode?
@plush yew just move the camera to be top down? I dont get the question
It's looping an anim from the exo blueprint
but why is it so distorted like that? I have multiple sequences and some blendspace animations
lol thats so weird
maybe
the second node is never running
@plush yew just move the camera to be top down? I dont get the question
@sharp crest
If i select the top down view gamemode, the movement is gonna be through clicking. I want to make the character move with WASD
then make a new project from the third person template and copy the movement from that to your project @plush yew
@cerulean sandal iknow,fixed it
@cerulean sandal Thanks for responding at least, I'm gonna try to reset it all up
It's definitely the fact that I'm so new to Ue4, somewhere along the line I messed up
Anyone had an issue with Sequencer where you add an Actor instance, then update the actor asset, but it doesn't add changes to the sequence? My specific case is with a Control Rig. I add the control rig, make a couple of test animations. Then add more controls to the rig, but the controls are not added to the sequence for editing.
So, I was under the impression that upgrading to 4.25 would help with Control Rig, but it actually seems like I should have stayed on 4.24
why whats up?
Well, the sample on the marketplace is broken, if you try to use it in 4.25
And the documentation is outdated because they changed things around alot
is there a way to switch from a blueprint project to a c++ one?
Hopefully it isn't too painful to downgrade my project.
i want to convert my existing project
@undone sinew The docs are out of date, but I can link you a video with up to date info.
@rigid belfry simply add a class from within the editor
I'll happily check it out, hopefully it also solves the bugs though.
Control Rig documentation: https://docs.unrealengine.com/en-US/Engine/Animation/ControlRig/index.html
Unreal Engine 4.25 Release Notes: https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_25/index.html
Andreas Suika's twitter, scorpion Rig WIP: https://twitter....
I used this to learn it. its good info. been messing with it for a while
how do i make that a chase theme is playing when an ai chases me and when he lost me, the theme stops playing. I already know how to make the chase theme play, but I don't know how to make it stop when the AI doesn't see me
hello i have a question i am a novice but i want to create a realistic physics system help me thanks 😄
GUYS...
IM IN PANIC
i changed smth in windows packaging
probably from direct x to open gl
WHY DOES IT DO THIS NOW
I MOSTLY USE OPEN GL
WTF
how do i fix this
oh btw that's what i already did https://gyazo.com/14caa1414f37a4a834240bec6d3c4d9a https://gyazo.com/5342a5d1f61d8bbf97433fb1ff8582e0 https://gyazo.com/bf246595792978cdbfc8158ee65e11a9 (im giving the screenshots in case if you want to see the "script")
How can i use bluestacks as emulator for ue4?
you instal the apk using bluestacks
@maiden karma wdym
@drowsy turtle I want to make my character take a weapon and interact with eya by shooting
but first you need to enable virtualization on your windows computer so it properly emulates android
for now I already have the animations already done
you instal the apk using bluestacks
@midnight gate so i cant directly launch it on bluestacks?
I spent ages painting foliage on to a mesh, and had to reimport the mesh with a small alteration and when I reimported it deleted all the painted foliage. Is there any way to keep it in tact?
O_o
A sneek peak of my cyberpunk game currently being made. Sorry about the low res and framerate. Just trying to keep fiesize down! Enjoy! 🙂
Hi, I have a question. I want to create an artificial intelligence system for animals and that they interact with the environment for my open world game. I also want to make sure they interact with the player. Can you tell me how I do it?
are you serious?
Thank you
you can try with queries or you could do it with behaviour trees
@undone sinew can you show the skeleton hierarchy and the pole vector... perhaps a gif to show it breaking
i feel like equeries are more fitting with open world games
the only problem in the quickstart is that they always cast stuff. and casting is a bit taxing on the performance
so its just the UE4 skeleton.
seems to work on my end. perhaps its the controls. Try setting Initial position to closest bone. This sets some rotation too which I find can cause issues
EQS is pretty neat but it seems if you wanna do more advanced stuff with it - you're pretty much on your own.
@rigid belfry casting isn't that taxing. Interfaces are the preferred option, but thats not cast being non-performant, rather it being the wrong method in a "many casts" situation.
For example although it seems you can have multiple generators per query I can't figure out how that's supposed to work :D Or maybe I just don't know how to make it do what I want
Hi all, just joined this server. I'm trying to figure out how to "pixel streaming" over internet, and I can't find much info online for "how to" do it over the internet. (I was able to do local network without much issue).
See, this is the default control rig on the marketplace
Moving the hand, causes the foot to move.
Hitting control Z, causes an even weirder bug
And again, default manican, the rig from Epic. Freshly created project, no modifications from me.
@undone sinew strange. Perhaps it was posed or something for the example. I haven't checked it out yet, just been using my custom rigs. But im gonna download it now, see if I can't see whats up
Seems like autokey and using the transform gizmo is broken
Which kinda defeats the purpose
I think I can manually go in, and rotate and move here...
but again, that is so manual, could just skip the rig, and just rotate bones
I'm just a bit perplexed why it isnt working, like maybe it was the update for 4.25 that broke it?
Cause we are on 4.25.1
how do i get the Max Walk Speed in there?
get max walk speed block
...
is this the best guide for creating day night cycle with time https://www.youtube.com/watch?v=x3xBtPIVWEs ?
This video explains how to create a day/night cycle in Unreal Engine 4, including a moon and working clock, as requested by isaiah games on discord. Topics covered: Material functions, post-processing, blueprint scripting, level blueprints, HUD elements, animation timelines.
...
I wish 4.25.1 was stable for me 😦
The audio is clipping pretty badly in that video, you might want to ask your audio guy to fix it
what's that?
greater than
how do i find it?
write the type you want
and you should see
oh found it. it's a float
i'm so struggling :)))
me too
learning unreal from yestarday.
i got it 2 days ago. tried to get into it a bit, but it's so hard. watched a bunch of videos since then ... and now i'm trying to make a movement blueprint after a tutorial
good luck. i just use template
@undone sinew did some testing. It works fine for me. Tried manual keying, auto-keying. Didn't get any of what you had in your gif. However using auto-key is generally risky as you might know already. One advantage of control rig is having the ability to create spaces for multi-affector ranges of bones. Manually keying that would be worthwhile.
any advices for day n night cycle?
and i'm stuck again ...
how do i find those? what are they?
its SET
type set variable
@plush yew what?
interesting
that's all i have ..
so its bulit in now 🙂
Hey guys, I'm trying to compile ideas for a game based on whats possible as i go through days of tutorial videos. Does anyone know of a way to do a slow melee attack debuff?
i'm trying to do this .. i know that's a Z velocity .. but no idea how to find it ...
it's first time trying this ... and i don't really know anything ...
that's all i have ..
@plush yew its specific per variable, so itssetand then the name of the var you want to set
google gave me this
@plush yew thats like a max Payne slow mo, im trying to make a debuff youd cast that would slow down someones melee
@cerulean sandal imo it's a lot easier to just grab the variable from the sidebar and drag it in
@plush yew ik
Ah ok, sorry for wasting your time. And thank you
@plush yew This is a pretty nice little tutorial series
Hit that SUBSCRIBE button and notification bell to stay tuned!
Check out our Patreon to help us continue making video games!
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_______________...
Unreal Engine 4 tutorial on how to light night time outdoor scene with starry sky using Blueprint Sky Sphere that comes default with UE4 using static or baked lighting techniques.
Just a couple of things I have used to get what I want out of my day/night cycle
@kindred viper Did you use the same thing I did? The control rig from the marketplace?
yes
Are you on 4.25.1?
yes
Can you show me you doing the same thing I* did
I didn't think it was gonna work because I have chaos installed too :/
because, i literally created a brand new project
so, i dont see where i can be making an error here
@plush yew Unreal Academy
@plush yew Gamedev.tv is also good.
kk thanks guys
Do you have anything that is an extra installation option?
@undone sinew all I did was download the project. Open it up. Go into the sequence. Extend the range of the animation. Then selected a RightHandCtrl, made sure autokey was enabled. Moved it. Then did the same with the left hand control. Did it a couple of times to loop up and down. Worked fine
Which sequence?
tried it with manual key too
the one that came with it. When you add a Control Rig actor to a level, it creates a sequence for it
How is this possible?
@undone sinew Window -> Cinematic -> Sequencer should show it
Mannequin_ControlRig_Take1 is the name of it
I'm verifying my installation. If that doesn't fix it, I don't know what will.
im disappointed they didn't rig the fingers. But I guess its less work. Im not sure why they made every control bone come under a space too. Need to investigate
I'm also going to test this on a 2nd computer.
When I put a sphere or box reflection capture in my scene, my built map size increases by 300 mb, which is huge for my use case. I can't seem to decrease this at all even with an empty cubemap and size of 1
@kindred viper Same issue happening
That is what I am using for autokeying
Entirely different computer btw
did you autokey that in between frames that are already animated?
yes
that might be why. things usually get locked in such cases. I would delete the other animation keyframes first
What good is that
Why is moving a hand, causing all the other bones to keyframe?
Makes no sense
well its autokey. it only creates keyframes for things that change right? But if animation is already occurring, and its locked on that object, it might cause an issue.
could try manually keying it
thats the only thing that works
but, even then, there are some OTHER issues
Like, moving the gizmo to a location
and then moving the animation slider
and it reverts
I am happy to play around with it for hours
But, there is one little dillema I'm having
I can't get a non UE4 manican to work with it
When I tried earlier, the arm was distorted
control rigs dont affect any weighting so its intrinsically linked to the bone setup and weighting of the original
I would get used to making them from scratch. Get to really know how its built. The workflow isn't great atm, but once you get going, a lot of copy paste is available :/
Right now I am just posing in sequencer using the additive rig, no IK, just rotating bones
its the only thing thats 100% stable atm.
do you know why there are people that cant play my game, when they launch it?https://cdn.discordapp.com/attachments/345393895175094283/719593521807622239/boom.png
Why do you use version 4.14?
I'm following a tutorial from unreal academy and I redeemed assets through the epic games store with a coupon. It said "success" and this pack is nowhere to be seen on my unreal engine dashboard? Any tips?
What is the best way to learn unreal engine?
I have started reading the Unreal Engine Manual
What is the best way to learn unreal engine?
@dire crescent watch tutorials - first start with world building (textures,materials) etc
@dire crescent A tip: download quixel mixer and bridge
Maybe bluprints and c++
im learnign since 2 months so im not a pro by any means but the basics are fine
@dire crescent https://www.youtube.com/watch?v=EFXMW_UEDco
This video gives us an overview of the Introduction to Blueprints video series as well as jumps into a high-level overview of the concepts behind Unreal Engine 4’s Blueprint Visual Scripting system.
Ok thanks
Can be a little bit overwhelming at first
but its learning by doing if you are somehow familiar with code you should be fine out of the box
Does anyone know how to make a bow and arrow like this if so please help me dm or add me if u want to help me
Hey.. does anyone know when outputs would be useful for interfaces?
I don't even know how one could alter that 'new speed' variable (nothing specific, just generally asking). Thanks.
how or why I guess..
Hey.. does anyone know when outputs would be useful for interfaces?
@celest creek One of the ways I use interfaces is for an options menu for an actor.
I have a "get options" and "use option" function in the interface.
This is one example of how an output would be useful.
I use this interface for structures, creatures, and anything that I want to be interactable really
Does anyone know how to make a bow and arrow like this if so please help me dm or add me if u want to help me
@flat rapids 1. no one will just tell you how to make a whole thing, and if they would it wouldn't be free. your best option is to ask specific questions or to google generic ones like 'bow and arrow ue4 tutorial'.
- https://www.unrealengine.com/marketplace/en-US/product/third-person-archery the marketplace is also a great option if you want to speed stuff up or just have no idea how to do something
Ok
What is the best way to learn unreal engine?
@dire crescent The official tutorials and and documentations are shit.
Try Virtus Learning Hub, I remember him being pretty useful for me at the start.
https://www.youtube.com/watch?v=1M3S3eiJK5I&list=PLL0cLF8gjBpqDdMoeid6Vl5roMl6xJQGC
Once you get the basics it's probably the best to think about some game idea and just try to do it and google everything you don't know, this is the fastest way to learn and get going really.
Unreal Engine 4 Beginner Tutorial Series - #1 Series Introduction
This is episode 1 of my Unreal Engine 4 Beginner Tutorial Series, In this video I will be going over an introduction to the unreal engine 4 series, some of the topics we'll be going over and most importantly giv...
Hey guys, I've got a quick question. When I put a sphere or box reflection capture in my empty scene, my built map size increases by 300 mb, which is huge for my use case. I can't seem to decrease this at all even with an empty cubemap and size of 1 for some reason
Reflection capture is a mystery to me. Never bothered checking what it does 😂 Gl
thanks : ')
🦧
using AvoidLocalExecution in Swarm set to TRUE should avoid using local power for light building, right? i set it to TRUE yet its building on my machine
Is there a node that will Continuously run an input until it goes through?
Like it will keep going into a branch until that branch is set to true
Hey im new to ue4, does anyone know the difference between commands show collision and showdebug collision?
@frozen pond did you try googling that error?
just fond it, now need to figure out how to make proper material from it
Hey im new to ue4, does anyone know the difference between commands show collision and showdebug collision?
@wintry pecan never used show debug collision or show collision, so both of them must be uselessmaybe add context
@sharp crest Thanks
Is there a node that will Continuously run an input until it goes through?
Like it will keep going into a branch until that branch is set to true
@lime gull once the input is pressed set a looping timer that tries to do X and then once it does X it stops the looping timer
show collision probably shows all colisions, and showdebug collision will show only 'draw debug' nodes
like show debug sphere
Alright, thanks a bunch : D
Im moving over a vehicle plugin to another project but the vehicle is floating above the floor. I am trying to get insight into why the vehicle which collides properly with the floor in my basic test project would not collide properly in the more devceloped project im moving it to
Im moving over a vehicle plugin to another project but the vehicle is floating above the floor. I am trying to get insight into why the vehicle which collides properly with the floor in my basic test project would not collide properly in the more devceloped project im moving it to
@wintry pecan make a new project and try it on there and just compare anything thats different, can be project settings, level, anything really
@sharp crest thanks, will do
I imported some decals as a batch and they imported with physics and gravity with some very strange results, so if I were you, I'd start to look at static mesh components and see if all the colliders are still set up the same.
I imported some decals as a batch and they imported with physics and gravity with some very strange results, so if I were you, I'd start to look at static mesh components and see if all the colliders are still set up the same.
@wheat hare okay thanks for your help
trying to add new font as 3d render, but its end like this :/
@frozen pond what is the issue?
the white background not fitting?
just set it to fill or something
look at text not backgrond
no idea what u want.
is the font not supposed to look like this o rwhat?
this fonts look like this
Download Precious Font · Free for commercial use · Lovingly Inspired · www.boltcutterdesign.net
kkgimme a min
k thanks
Some fonts translate like crap to 3d
ahh well thats the issue then 
try googling it or something
what r u trying to show
does anybody know why RAM usage % is bigger than what it should be? (45% instead of 19%)
the model the anims or hm the sky?
the character and anims haha
@ionic hamlet you got 29 cards opened
but i still have to try to get it look a little smoother maybe
does anybody know why RAM usage % is bigger than what it should be? (45% instead of 19%)
@ionic hamlet google it
try opera gx
@frozen pond but Chrome is using 1.7 GB, all programs are using like 3GB max
I have 16GB ram, that should be 19%
the character and anims haha
@tender flume looks good bro
I have 16GB ram, that should be 19%
@ionic hamlet trust me it's not lying, something else is probably taking the ram, just google it
@celest creek One of the ways I use interfaces is for an options menu for an actor.
I have a "get options" and "use option" function in the interface.
This is one example of how an output would be useful.
I use this interface for structures, creatures, and anything that I want to be interactable really
@sharp crest Got it, did some reading but your answer helped. It's a little confusing how the interface function changes quite drastically when you just add an output..
@sharp crest so it's smooth enough already?
Like, add an output and now all of a sudden your interface is treated like a function, and called differently.
i should start focusing on gameplay soon
Like, add an output and now all of a sudden your interface is treated like a function, and called differently.
@celest creek not sure what u r talking about but glad u figured it out lol
@sharp crest so it's smooth enough already?
@tender flume it seems smooth to me but Idk couldnt rly tell
tbh I would focus on aesthetics before code cuz it's marketable
Hello
So, I'll ask again, maybe someone can help: I've got a game similar to Heroes of Might & Magic. This means I encounter enemies and load another map in which the battle takes place. Question is: how could I avoid loading/unloading and reloading the "world map" for every encounter? - Blueprints only
So, I'll ask again, maybe someone can help: I've got a game similar to Heroes of Might & Magic. This means I encounter enemies and load another map in which the battle takes place. Question is: how could I avoid loading/unloading and reloading the "world map"? - Blueprints only
@ashen ermine you cant avoid loading the map, your only option is to merge them. for example put the battle map at the main world map just below the landscape or something
Hello, I'm a first year architecture student, currently learning UE and twinmotion. What is the recommended laptop to use for these programs?
I'm eyeing
MSI GF65 Thin 15.6” Gaming Laptop - Intel® Core™ i7, RTX 2060, 256 GB SSD
Hello
@fossil plaza https://www.nohello.com/
Don't Just Say "Hello" in Chat.
that sounds like a google question @fossil plaza
I'm new to UE, so I thought I'd ask the experts on here??
I doubt anyone has the recommended specs in their head.
If anyone would be answering you, they would probably be googling it for you.
@fossil plaza
is it possible to change Pivot mesh in blueprint viewport and save the new pivot on the mesh ?
@sharp crest Ugh...hacky, resource hungry - multiple battle maps depending on some factors, you know. But let's say I try it. How would I go about changing the player controlelr which is obviously different in battle map, the player pawn which is a camera in battle map and all that?
@timber mountain if you figure out how to do it without going to the modeling software, let me know, interested too
@sharp crest I know 😛
@timber mountain its possible in level editor view.
@sharp crest Ugh...hacky, resource hungry - multiple battle maps depending on some factors, you know. But let's say I try it. How would I go about changing the player controlelr which is obviously different in battle map, the player pawn which is a camera in battle map and all that?
@ashen ermine I think u can change both on runtime bro, there are nodes for it like possess, google it
256 wont be enough if you consider UE4's engine size
@timber mountain @sharp crest Merge actors and set origin to world orign. Place it where you want according to world origin 🙂
windows installation,cache etc
@sharp crest I know 😛
@ashen ermine seems possible bro
i'd recommend something around 1TB just so you can have anything
Merge actors and set origin to world orign. Place it where you want according to world origin 🙂
@ashen ermine oo good idea thx
256 wont be enough if you consider UE4's engine size
@tender flume is enough really if u only want ue4 on it, engine takes 100gb max, and project 100gb max, and thats big (engine shouldnt take that much unless custom built I think)
my ue4 takes 17 GB
my source built UE4 takes 83 GB (most people dont need that)
@sharp crest Yep, u'r right...wtf didn't even cross my mind to change them at runtime. Aaahhh and I made 50% of the game with map loading in mind 😫
rip
When casting from one character blueprint to another character blueprint... What goes into target??? PLEASE HELP. I'm beginning to lose the will to live! 😉
When casting from one character blueprint to another character blueprint... What goes into target??? PLEASE HELP. I'm beginning to lose the will to live! 😉
@earnest violet screenshot
lol
what is this even
it's not cast thats for sure
it's ur custom func
the target is the actor that u want to call the function on
Don't u just love it when ppl that have no idea what they're doing in UE get marketplace plugins and "one-click easy make AAA shoota game naw kit" and then loose their mind over the pasta 😂 cracks me up every time - no offense! 😛
@kindred viper Thanks for the help earlier. I've decided to ditch using Unreal and go back to Max/Maya & Vray. It isn't over the control rig, but rather a bunch of other issues. Previously anti-aliasing issues. Keyframing annoyances that are much easier to manage in Max or Maya. Got like 3 weeks left to finish this project, and honestly, at this point, it would be less work to redo everything in Max, than to try and fix every issue in UE. :/
@earnest violet I have answered your question already
@undone sinew Whatever works best I guess. Unreal isn't without it's quirks and some things are beta/wip.
ok I'll rephrase as everyone here is so nice and not at all snobby SARCASM OFF what goes in to target when referencing another character blueprint?
ok I'll rephrase as everyone here is so nice and not at all snobby SARCASM OFF what goes in to target when referencing another character blueprint?
@earnest violet the actor reference
which would be for example plz?
You are getting the literal answer, the problem is you dont know enough about the engine and have not followed enough documentaion to know HOW to do it
iam still very new to this engine
yea maybe try some basic tutorials tbh
if you are talking to another character, put a reference to that character into it. How do you know its another character that you need to talk to?
no need to be rude
@earnest violet do some tutorials, Start with @grim ore 's lol
done plenty
well
you need to think how you want to get the reference to that character
and then get it and use that as target
how can you find the stoopidshooter from the npc?
How would I add paint layers to a level with paint layers that are already set up in another level?
i have made a custom event inside one character blueprint and when I call the custom event in another character blueprint it asks for a target
@still hemlock the paint layers are coming from the landscape material
you need to open the landscape material and add the layer to there
Oh
what like a varible or something?
Real quick
BP_Stoopid_Shooter_Master is where?
i have made a custom event inside one character blueprint and when I call the custom event in another character blueprint it asks for a target
@earnest violet you need to get a reference to the character that has the event so you can tell the engine on what character to call that event for
How do I copy and paste in bp
@still hemlock ctrl + c
I haven't used this in awhile lol thanks
what roughly do I type to bring up the right node is it get something or otther. THX 4 helping! 🙂
There is no "right node" to do this. Where is BP_Stoopid_Shooter_Master at
you need to understand we cant just tell you how to do it otherwise u will be here tmr asking a similar question
Is the Blueprint in the level, is it in your content browser, is it something you spawn in later with the hud?
not really this has me baffled i know itseasy for u but i dont get this one
BP stoopid master is a different character blueprint
When you make a blueprint you make it in the content browser, its where your assets are held until you use them. Once you use it you can spawn it into the world at runtime, or you can drag/drop it into the level at design time.
soo....
@sharp crest About that thing with the haky levels solution - not gonna do it. Too hacky for my taste. I'll just make smaller world levels - like Diablo or any other game - divide them into areas to lower load times on battle exit. 😛 Aaand, I don't have to remake 1/3 of the game 😄
ok so your character is in the game world, and this other charcter (the stoopid one) is in the world as well at design time? before you hit play
yeah
then an easy way, but not the best way, do do this is to make an exposed variable you can set at design time. Drag off from the Target pin on the left for the "Call Notifier" function you are calling and tell it to promote to variable
which node should i use to play an Actor Sequence Component in actor blue print ?
then you click on that variable in your details panel and click the little eyeball to the right of it or click on the variable, go to the details panel, and click instance editable
OH BTW Mathew I'm a subsciber of yours on Youtube I love your teaching style. Very knowlegable
then you go compile and save your character. After that go into the world, find your character, and in the detail panel should be a new variable that you named that wants to hold your Stoopid character. You can click on it and set it so now your character knows about the Stoopid character in the world.
the downside is this only works for that connection, and only if they both exist at design time
@timber mountain You should be able to get your component -> Get Sequence Player -> Play
When i use SpawnSoundAttached for "reload weapon" sound, the reload sound appears after i spawn a new sound like jumping or shooting sounds.
Is there something i've overlooked?
looking at the graph, looks like my second machine keeps restarting the job?
@sharp crest About that thing with the haky levels solution - not gonna do it. Too hacky for my taste. I'll just make smaller world levels - like Diablo or any other game - divide them into areas to lower load times on battle exit. 😛 Aaand, I don't have to remake 1/3 of the game 😄
@ashen ermine ookonce u get rich from the game u can remake it, no worries! 😅
When i use SpawnSoundAttached for "reload weapon" sound, the reload sound appears after i spawn a new sound like jumping or shooting sounds.
Is there something i've overlooked?
@unreal sable yea sure that would be better than just spawn sound at loc
I've gone into the world but I can't find that promoted variable
Hi, do you know a good tutorial for unreal engine? I'm a beginner to this whole thing
try learning from Mathew or Virtus or ryan layley or underscore or codelikeme
Find out what game you want to make then find a tutorial series for it.
thx
There's a series for every type of genre out there.
20:39:03: [UpdateTaskState]: Task Killed remotely by SHADOW-D9E8KKHD 20:39:03: [UpdateTaskState]: Requeueing: SMTextureMapping what does SMTextureMapping means?
@earnest violet If you click on the character you created the variable in, and you set it to instance editable, it will show up in the details panel for it under Default section
is there way to easy lerp 2 materials ?
im looking for a night time winter HDRI map, anyone have a resource like that?
where all my inputs are gone
@flat rapids what
restart engine?
@sharp crest Yo could you tell me what I press to copy & paste
I'm a lil lost
In bp
google how to add landscape layers @still hemlock
Ctrl+C, Ctrl+V
Ctrl+W (Duplicate)
Thanks
I already did google
The layers are already added, I'm trying to copy to another level
Thanks tho
@still hemlock you can't copy layers to another level unless you have the same material on the other level too
there is no default section on the character I made that varible in :/
ohh yeah I see it now
So reload sound plays twice when i use "PlaySoundAttached". It always gets queued up after the next sound. I'm not sure how or why it's happening since the sound isn't triggered the second time. Changing sound channel didn't help either.
do I use eyedropper to put stoopid character as the reference actor?
do you keep attaching sound nodes every time you want to use it? @unreal sable
@earnest violet there should be a drop down list that should only have your 1 AI in it
@grim ore Yes, but i try to destroy the sound component. I kind of thought that was the benefit of spawn sound as opposed to create sound.
if you dont plan on re using it, you should try using the just play sound at location node. using the attach is intended so you can re use that node later to play it again
for second time, today, i can't move my character control correctly once ! 😐 ... is it a bug ? i think it occurs when i Undo continuous.
is there any way to fix it ? 😐 or my project is destroyed.
@grim ore Ahh ok i see. It's sort of a minor issue then. I would have preferred if the sound could travel with the character, as you move a lot around in the game.
Thank you Mathew very much for your time and patience! I will let you know if it works in 5 mins when I try it after a cup of well earned coffee! 🙂
regardless of which node you use, have you tried adding a breakpoint on that node to make sure its not being called again? Does it only duplicate after you reload the first time?
for second time, today, i can't move my character control correctly once ! 😐 ... is it a bug ? i think it occurs when i Undo continuous.
is there any way to fix it ? 😐 or my project is destroyed.
@timber mountain move file u mean?
press fix redirectories on ur content folder
no ... move in the game !
Idk what u mean.. add more details..
I doubt anyone has any idea what u mean
@unreal sable It sounds like if you plan on having an audio component around, to say play your reload sound and fire sound, you should create one at design time and just use that one to play so you can make sure sounds are coming from the correct spot and only played once as needed
kklol nice
has anybody actually had success submitting a form to publish on epic games store? that form is completely usless right?
@grim ore
Have you encountered this problem?
everything was good ... once ... i can't move my character correctly !
it seems a bug but i don't know how to fix it
@grim ore I did check with breaks, prints, the regular debug stuff. No duplicates. I figured it's probably something hard coded into SpawnSoundAttached that's engine related.
Creating an initial reload spawn sound isn't a bad idea though.
@timber mountain what does your player look like? the character BP
its third person
there wasn't any problem. its very weird. i played great and smoothly.
i didn't change anything to occur that.
so you made no changes to the player character blueprint besides swapping the skeletal mesh?
Make sure its not the level, start up a new level, the one with the platform on it and hit play and see if it works in there
no i didn't change.
i havn't this problem in other level 😲
so loading this level, problem? then new level, no problem? then load this level again after trying in a new level, problem again?
Wew, are you the MatthewW from youtube?
I am
just want to say thank you soo much for your tutorials
it get me far
they are easy to understand more than some of the tutorial out there
@grim ore i have this problem also with Mannequin character controller so it can't be a blue print problem.
also i havn't this problem in thirdpersonexample level !!!!! ... maybe this level has some problems ! but every thing was fine.
what kind of locomotion system do you use?
have you recently add any mesh to the character that might possibly have collision?
do you like my game?
@grim ore I figured out part of the problem. The sound file itself plays twice, since changing the sound cue caused the sound to only play once. Not that there's anything different between the sound cues i use, just super wierd.
Anyway thanks for the help/suggestions earlier.
@timber mountain dude it seems like you are blocked on a certain angle
like you can go one direction but not the other
@timber mountain start up the level, open up the console, and type in pxvix collision to see the collisions in game. might show something helpful
@unreal sable that is certainly weird, was the sound file set to loop for some reason?
Anyone having more crashes than usual with 4.25.1?
lots of ppl seem to be talking about 4.25 issues lol
dat the "WTF Is" guy?
it's the champ man
not sure about crashes tho
Mine is crashing too much from yesterday and today. Only today I think I had about 4 crashes and not worked on it for 2h in total lol
@merry stone Looks like a good start 🙂
@grim ore i find out the problem but i don't know how to solve. its because of use widgets on scene. it seems i should use RemoveAllWidgets node.
when i delete the actor in level, my level fixed.
Thats.... odd.. Widgets shouldnt block movement
Build powerful visual scripts without code.
its a problem like me
well yeah his issue is he disabled the game input
but that would mean no moving at all, not partial like you have
3d widget can yeah if you set up collision but it would have to be attached to him but not moving but moving... lol
I mean I guess you could turn on input mode ui, and handle all movement in the UI and forget to pass in one of the inputs to the character but... if you dont know you did that and you are doing that you need help heh
@grim ore thanks
@grim ore thanks i'll try it and let u know the result
yeah if you figure it out let us know, or show some of your ui code that is causing the issue.
@merry stone 👍 👍 👍
i created a blueprint and added a plane, but i cant rotate the plane, i want it to be vertical, the only transform option available is scale
you set up the plane as the root then, the root is relative to the world. The blueprint has no world to exist in when you edit the base blueprint so you cant rotate it
make a scene component as the root, and the rotate it or put it in the world and rotate the copy in the world.
I have no clue what is happening here but this is my log and an image that is if that is enough for any one to be able to help me
I have a character blue print but I have no idea what goes into the object. Could one of you kind people please elaborate?
Oh, yes, I have had nothing but problems since updating to 4.25
@sharp crest @spice pond
Not just crashes, but also bugs, missing features (or moved to something not obvious)
Sequencer is glitchy.
I can't figure out how to offset a pivot in Brushes, still works the same for static meshes.
Well, glad I didn't upgrade.
Yeah, wait awhile xD
im stuck
I can't even animate a simple mechanical animation
even that is glitching
Sounds depressing
And yeah, the crashing is bad
lol

i was messing in blender a bit ... and got the glossy shader ... got roughness on 0 .. and this reflected into it .. lool
@earnest violet You are casting something, you need to plug what ever object you want to cast
Time to go back to using scratch
I'm trying to port my existing work into Max right now, so I can finish animating in there.
How would I add layerinfo to a level?
The built in exporter from Unreal isnt very nice though, might need to seek out a plugin
@still hemlock to add a landscape layer you need to add it to the landscape material, google it
Does anyone know: when you use the Open Level blueprint node to change maps a bunch, do textures from the previous map held in the r.Streaming.PoolSize get cleared when you open a new map?
do you have any idea why it doesn't work to paint? does anyone also know how to paint with a texture?
@grim ore i found the problem 😐 😄 😂 a very small object into my chest had this collision and didn't allow player to move 🤣 ... i can't believe this was the problem. it took a long time from me 😂
I have a character blue print but I have no idea what goes into the object. Could one of you kind people please elaborate? Sorry if I'm persistant n00bish. LOL!! 😉
@floral knoll You are trying to travel to different map. The log is saying that they can't find the map you reffer to
To avoid typo, right click on your map asset, then click on copy file path
then paste it on your travel command
I have a character blue print but I have no idea what goes into the object. Could one of you kind people please elaborate? Sorry if I'm persistant n00bish. LOL!! 😉
@earnest violet i think its "Get player character"
@earnest violet can you provide a higher resolution image? I can't really see it.
You are casting something, you need to plugin what ever object you are trying to cast
How can i record the players microphone and then play it back in the game?
in bp that is
With some effects if thats possible
@plush yew thanks
@earnest violet can you provide a higher resolution image? I can't really see it.
You are casting something, you need to plugin what ever object you are trying to cast
@plush yew if you click on the image and then click on open window or something like that in the lower left when you have clicked on the image
ahh right
you are casting BP-dialoguecharacter
so u want to get that bp dialogue character object
passing the object to that bp would depend on what you are trying to do
I don't know the exact wording to type in as ue4 is a bit troublesome if you dont get it right
You need to reffer to a bp dialogue character type when casting a bp dialogue character
so how are that bp dialogue character exist in the game?
how do they interact with your current bp
I've created a custom event on one character bp and call that custom vent on a different character BP 🙂
Where do you call this update_notifier?
I've added two BP actor components to this BP.. but why are they seen in two different locations like this?
Sorry but that picture is not helping
you've got BPAC Physics attached to cone try dragging BPAC on top of cone to break connection
Right now you need to pass on bp dialogue character object to bp_stoopidshooter_mas
do u know aht exactly I would type in to get the node you're on about please luv? 🙂
Lol bro it really depend on what you are actually trying to achieve
ok u can either pass a specific actor
or u can get ALL actor
which is bad in practice
I'm trying to get an exclamation mark on the compass of the enemy after he's talked to an npc who gives him the mission
at the moment, I don't know how your blue print communicate with one another or how the bp u trying to cast exist in the game
you've got BPAC Physics attached to cone try dragging BPAC on top of cone to break connection
@earnest violet You can't actually attach actor components to static meshes.. and I can't drag my actor components around at all.
ok
in that case you can't use the get all actor method as that will get every single actor of the bp dialogue
u need a specific bp dialogue reffered from the actor you are trying to interact
so for a start where do you spawn/place this bp_dialogue?
is bp_dialogue the NPC/
@plush yew I'm not sure what you're trying to do but maybe you can add a tag once you have talked to the NPC and get all 'actors with tag' instead?
This way it's not based on class either
Yes sweetheart! 🙂
There are many ways of doing it
Sorry I didn't mean that too sound patronizing as it may appear:)
So this NPC already exist in the game?
yeah
and bP_dialogue actor is the NPC yea?
true
then if you want to find the actor by tag you can add tag on the bp_dialogue character
and stoopid bp is the target of kill target of the mission
do you interact with the NPC at all?
it's better if you pass the code when you interact with the NPC
so u get that SPECIFIC actor
no tag required whatsoever
I'm trying to trigger it so when the conversation is over the quest notifier updates and so does the compass with an exclamation mark to the enemy ai location
ok how do the conversation triggered tho
If u do a ray cast then you can pass that actor
yeah he talks give text dialogue
how does the interaction start?
by pressing button when you face the character? by stepping on region?
Lets just do it with tag. Though I would not call this practical
click on the npc on your map
add tag on the actor
stepping on region trigger
tag bp dialogue or bp stoopid
How do I remove hand-placed bps in a level at runtime upon level reload? I know comms with LBP are a pain and not recommended. There has to be a way to do that right?
is the tag going on BP Dialogue or BP stoopid charace?
BP_Dialogue
ok
U have to do it on ur NPC inside the map....
well u dont have to
but it will get ALL of the NPC instead
if u dont make it unique
It will run the code on all BP_dialoguecharacter
Okay so I just set this up and I need to make it so the grass doesn't have this rock texture effect
But I need the sand to have it
Can anyone help me?
what's that last node supposed to that's got the search box
w/e you trying to Run from the cast
@still hemlock is the "rock" texture the grey one you have on the top that you are plugging into your base color?
Yea
in your case create marker
then you need to use another layer blend node into the base color and just plug that rock into the layers you want the rock to be on
Thankyou I'll try that
you are probably going to need to do the same on the normal if you are using a normal map so keep that in mind, you can have a layer blend node per material input if you needed
@grim ore Hey bud, I'm having problem with texture streaming pool. I've input the command but it keep coming back after I restart the project.
Is there a permanent fix to this?
you should be able to add the texture pool command do your engine.ini file
ahh ok, thank you will do that
Yea when I plug it into the base color the other link breaks
scalability will reset the pool size as well so it's possible that is what is happening
@plush yew What is the last node going to be where it say as player pin you're dragging out?
what ever you trying to run from the object you cast. If I look at the code you posted, you are trying to run create maker
lights have this effect of iris aperture. Is this natural?
hi ! i use a voxel plugin and when i remove an instance folliage the trees dissepears random, bud i want the tree within my linetrace to be removed can anyone help me ? i send a screenshot
thanks a million Mirai! 🙂
no prob, i hope you get it working
Get control rotation? XD
that's probably where you get wrong
i mean deffinitly
@plush yew
i dont know what that is lol xD can u explain a litttle bit more for noobys ? :p when i dont use the voxel it works perfect
sry I dont know what voxel is
i can see you are trying to ray cast?
(line trace)
yups
Your code for line trace is wrong
you get a forward vector of control rotation
that's gonne give u some abstract number
when you line trace, generally you want from point A to point B
oow ;p;
So normally from camera (start) to end point
Still struggling to fix my distorted character
stil dont get it xD
lol
It's looping a pose
from a blendstate
@plush yew
You need to get current rotation of your camera
instead of control rotation
ik this is probs a really dum question that i shud know the answer to but in blueprint how do i get a reference to the player
thanks i try xD
@plush yew drag out first person camera, get world rotation then plug it into get forward vector
@jolly jungle you probably want the "Get Player Character" node
@plush yew If this has to do with animation you might want to ask in #animation . from that screenshot it's hard to even tell what is wrong or right
Thanks for the response
haw much is the raydistance? XD
up to you
its an animation blueprint
that is causing
how far/close do you want to cast?
thanks !
500 then xD
This is around 400
from the character to the chair
dam stil random, stil you made my raytrace better thanks !
next step is to see what actor u are tracing
dw about your remove code yet, just print what's being cast
also turn on debuf so u can see the ray cast
debug*
i even dont know how to do that lol xD
but i sended the man from the plugin and he told me this
you can make variables of a specific blueprint class right?
the folliage is on a blueprint actor
the question i askt how to interact with the folliage and how to remove it
For some reason a sprint animation is looping
I have plenty of animations but there is one looping and almost with the wrong skeleton
It appears
@plush yew
first you want to know if your ray cast actually hitting something
Pfff. Tried all I could think of jugling GameInstance, can't find a solution: How do I remove a hand-placed bp from the level at runtime upon level re-open? 😦
can i subtract a transform from another transform or do i have to split it into location rotation and scale, then subtract and then combine them again?
The guy sent u a msg shows a command to remove foilage in a radius.
can be useful if you want to remove around something. EG when Q is pressed, remove foilage around the player
you just need to get player world location and set the radius
o no i dont like that xD
k try to print the hit compponent
the end thing is i do animate and after animate the tree turns into an actor then it dies xD
we will see what happened there
oke
can someone answer my question plz?
thanks for helping btw
no prob
@jolly jungle im not good at math but tell me what you are trying to do
@jolly jungle did you try subtracting them?
there doesnt seem to be a subtract function for transforms
is there a way to do it without splitting the transform into location rotation and scale and then subtracting and combining them again?
why would u subtract location rotation and scale
just split them and use the one you need
ok
Correct there is not https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Transform/index.html wil show you everything you can do with the node and beyond compose there is not much other math
il just split it, do the subtraction and then combine them again
there is nothing stopping you from making a macro or function to do what you want tho
f u cant subtract rotators either so i have to break that further
the voxel generator variable isnt in the code, i dont know how xD
Try this?
maybe thats why
nothing gets destroyed
this is some hard shizzle haha xD
Yeah macro, you make one of it and you will never have to write all of that
can I see the bp?
the voxel bp?
the destroy component
line trace
ooow
the target has to be folliage
can i see how you remove the trees previously
it was al the same only i didnt use an voxel landscape generator just normal landscape
in future im going to do the enum bud my knowledge is basic
is the tree instanced static mesh?
or component
static mesh
hmm the type is vocel generator
shoudlnt matter tho if u can trace the static mesh
yups
can u try to print the hit component again?
Is anyone familiar with this issue? whether parts of it are missing?
Fingers and part of face
yes
is it printing anything?
if u go to another tree, does it print as well?
@plush yew Invisible faces on a mesh are normally the normals being backwards, you would have to fix it in your 3d content program or use the new UE4 mesh editing tools to turn them on or try 2 sided for the material but that is a hack
when i go to another tree the tree gets anoter name to
ok screen shoot the Bp again
@grim ore I don't exactly understand
when i go to another tree only the number changes
along with the print
yeah that's how it should be
thats a good thing indeed xD
Show me the blueprint again where u print it
the first is the example the second is the actual whole BP
within the first person character
is there a way when i hit that compoment that it get that compoment and then destroys it ?
i think i have to get that tree that i traced again only i dont know how
try this
after the print string
oke going to do that
guys should i use Bp in a large project ?
is there a way to convert landscape to static meshg?
I see so all of those trees are part of the same actor
yes
dam that voxel xD
get rid of get owner
yes done
@plush yew There isn't much I can do about that. Where did you get the mesh from?
@willow plank You should use blueprints where they are appropriate, so yes large or small projects have blueprints in them
actually i bought the plugin for on thing
You tried destroy component?
begeus i can make large worlds and this BP dont give the large world without any crashes xD
yes i tried
also leave the print string there, i want to see if it print the tree
@willow plank You should use blueprints where they are appropriate, so yes large or small projects have blueprints in them
@grim ore what if i try to write a whole game like payday, will it work ? only BP
@willow plank sure, if you have the skills you can do it.
@willow plank sure, if you have the skills you can do it.
@grim ore But people say Bp is hitting FPS hardly.Is it true ?
The blendspace animation previews properly in its own window but in the animation blueprint preview
it is all distorted
with your previous method, the trees only get deleted on by one?
yes
bud then i dont know how to generate a biiiiig world
can i see that one? otherwise we might have to do something radical....
we can get the location of the trace then use the command your plugin maker give
@willow plank Ask the people why they say that then
IF you are hitting a HISM are you using the correct node to remove the instanced mesh?
i really dont know xD
give me the whole thing
i think u have a node that says remove instanced mesh before
Eh dude
yes thats true
u know what lets try something that might work
wait
okay 😄
Give me the node that your plugin make give u
i can share my screen to if you want xD
nah it's ok, im multi tasking atm
what you mean with give me the node that your plugin make give you ?
u sent him msg right
and he sent u something back
we will use that node
its the plugin from marketplace xD voxel plugin the on from 100 euro
do you have reference from the voxel generator?
for*
Change radius to 10, and connect impact point to radius location
pull out that node remove foilage in radius
yeah try that
still no luck
woot
any error?
in log
try location instead impact point
also increase radius to 100
have the voxel generator been refer?
blueprint runtime error accessed none trying to read property voxelgenerator blueprint firstperson character function execute ubergraph first person character graph evengrap node remove foliage in radius
yea so the problem is voxel generator is not referenced
there is a voxel foliage variable type to
this happen when i break it
what is this voxel generator
does it exist in the map?
if u can locate it ur prob should be solved
hmmm the voxel generator makes a eZ maps within the voxelgenerator blueprint u can put weird numbers in then the map gets bigger or smaller
you can do alot with it xD
ok but where is it exactly
in some bp?
is it an actor that you place on the map?
yes
im talking about the variable voxel generator not the plugin
then you need to push on the button generate and the map comes
https://docs.google.com/document/d/1_eHYVvSr-59mayzm6CNLnf5OT9irxlklFbokldsVHjc/edit
Does this help your question ?
Yes...
sory i got some lang barier, im that kinda person who dont get it very fast xD
dw every1 have to start from zero
I assume u will only have one on the map yea?
actually i have 2 xD
one with the voxelk generator active and one not xD
you can download my game here https://drive.google.com/drive/folders/1piosPoiGO5l2ys3goqlQV5kPwAMFFteF?usp=sharing
Why is the other one not active? and why do u need 2?
once u get rich from the game u can remake it, no worries! 😅