#ue4-general

1 messages · Page 762 of 1

plush yew
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this graph shows on widget

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but how to put data there?

green glade
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you can take return value cast to hud and set the variabile

plush yew
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if i create widget its child, right?

earnest violet
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Does anyone know what I need in the target plz? I'd appreciate it alot! Many thanks. 🙂

plush yew
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so i can script it in widget blueprint to recive variable from parent, can i?

green glade
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if i create widget its child, right?
@plush yew yes

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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?

▶ Play video
earnest violet
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A community full of UE4 goodness. Me like this chatroom. Tis good!

plush yew
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i cant connect parent and variable

green glade
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no create a variable in child and set when you spawn it

earnest violet
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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

plush yew
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i have

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interact is parent

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HUD is child

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and it should be variable from interact binded to text in hud

green glade
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yes copy this data in HUD with one other variable

plush yew
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no other way?

midnight gate
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what are you trying to do @plush yew

plush yew
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its redundant

midnight gate
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?

green glade
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i know

plush yew
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i want variable from interact be binded to text in hud

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interact is parent - blueprint class
HUD is child - widget blueprint

green glade
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wait you can get "self" in interact and save in HUD after you cast the interact and get the variable

midnight gate
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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

earnest violet
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Does anyone know what usually plugs into a target pin if the node is referencing another character blueprint? Much obliged!

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I would be eternally grateful if someone could shed some light in my darkest hor 😉

midnight gate
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usaly a refrence of the specified class

green glade
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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

earnest violet
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like what exactly

midnight gate
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an actor refrence should be plugged into actor refrence input

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etc

earnest violet
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they are both characer blueprints

midnight gate
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camera refrence into camera refrence

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etc

earnest violet
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thx

green glade
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you can make "get all character">cast to it and connect to taget

midnight gate
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i dont think he wants to cast every single one of them

earnest violet
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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

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if i type in search get stoopid shooter master only a reference to the mesh's weapon is available

plush yew
earnest violet
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is it something like try get pawn owner?

plush yew
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kurwa

earnest violet
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any help would be grately welcomed! 🙂

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Who is looking forrward to UE5

sharp crest
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Hello

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Can I ask a question?

earnest violet
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go ahead

sharp crest
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Am just bored ok bye

gaunt tide
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Digital theory much experienced?

sharp crest
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Who is looking forrward to UE5
@earnest violet 🚀 Let's just hope it works with foliage 😂

plush yew
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how to get parent? @green glade

sharp crest
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Digital theory much experienced?
@gaunt tide wut

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how to get parent? @green glade
@plush yew use the 'get parent' node PikaRun

earnest violet
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not too much of a programmer more like a level designer at heart

gaunt tide
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Well this is kinda a level design question

plush yew
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its return not valid type

earnest violet
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I used to map for UT99 And UT2004 back in the day

sharp crest
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then cast

earnest violet
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go ahead then mate

plush yew
earnest violet
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Go on Mrsandman

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i'll try and help

sharp crest
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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

gaunt tide
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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

sharp crest
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what is EditorUI

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isnt that only for the editor

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lol

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ye bro that wont help u here

gaunt tide
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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.

sharp crest
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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

gaunt tide
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Just what I named it for my game

sharp crest
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well no one knows that

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lol

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well anyways ye better use that

earnest violet
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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!

sharp crest
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no need for another level with annoying loading

plush yew
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@gaunt tide like this?

sharp crest
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yes it's good, what does the warning say tho? @plush yew

plush yew
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'Interact' does not inherit from 'Panel Widget' ( Cast To Interact would always fail).

sharp crest
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well

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ok sry am going to eat hopefully someone else can help
or just try googling it

plush yew
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ok thank you

gaunt tide
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I’ve googled it. I wanted something similar to Stormworks

plush yew
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you helped me anyway

sharp crest
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@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

gaunt tide
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Yeah lol

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Whoops

undone sinew
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Anyone using UE4 Control Rig? Seems to be completely broken in 4.25

green glade
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nope sorry

plush yew
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whats funny it says that 'get parent' return widget

gaunt tide
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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

plush yew
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whats funny it says that 'get parent' return widget
@plush yew

undone sinew
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Are there any decent alternatives to Epic's documentation?

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Because, a lot of official documentation is incredibly outdated.

sharp crest
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youtube and google are good @undone sinew

undone sinew
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@sharp crest TY

green glade
earnest violet
plush yew
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pls help me

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im suffering

sharp crest
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u should try to figure it out on ur own, not always there will be ppl able to help u with an issue

earnest violet
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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

plush yew
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is in ue4 equivalent for debug.log in unity?

sharp crest
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what does it do?.. @plush yew

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there is Saved/Logs

plush yew
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its like console.log in js

sharp crest
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you can just use print node

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and it will print log on screen

plush yew
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how to?

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..

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wait! maybe widget is not child of interact class

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its child of viewport

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How do i import a WASD movement blueprint in a top down view gamemode?

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hey

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I have a few qq

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I'm coming from a Unity engine background since 2012, but I'm learning Unreal now.

cerulean sandal
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go ahead

plush yew
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Please forgive me, this question is very beginner.

cerulean sandal
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Dont worry, ask your question now

plush yew
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I have a model that plays an animation just fine but with the animation blueprint, it looks all distorted

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Let me show you the bp preview

cerulean sandal
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Okay

plush yew
sharp crest
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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

plush yew
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It's looping an anim from the exo blueprint

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but why is it so distorted like that? I have multiple sequences and some blendspace animations

cerulean sandal
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lol thats so weird

plush yew
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Right

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@gaunt tide figured it out.

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Should I start form scratch

cerulean sandal
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maybe

plush yew
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Ok

cerulean sandal
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the second node is never running

plush yew
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@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

sharp crest
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then make a new project from the third person template and copy the movement from that to your project @plush yew

plush yew
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@cerulean sandal iknow,fixed it

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@cerulean sandal Thanks for responding at least, I'm gonna try to reset it all up

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It's definitely the fact that I'm so new to Ue4, somewhere along the line I messed up

kindred viper
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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.

undone sinew
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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

kindred viper
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why whats up?

undone sinew
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Well, the sample on the marketplace is broken, if you try to use it in 4.25

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And the documentation is outdated because they changed things around alot

rigid belfry
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is there a way to switch from a blueprint project to a c++ one?

undone sinew
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Hopefully it isn't too painful to downgrade my project.

rigid belfry
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i want to convert my existing project

whole tartan
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How do I connect the pointlight to a botton

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Button*

kindred viper
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@undone sinew The docs are out of date, but I can link you a video with up to date info.

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@rigid belfry simply add a class from within the editor

undone sinew
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I'll happily check it out, hopefully it also solves the bugs though.

kindred viper
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I used this to learn it. its good info. been messing with it for a while

drowsy turtle
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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

maiden karma
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hello i have a question i am a novice but i want to create a realistic physics system help me thanks 😄

drowsy turtle
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@maiden karma wdym

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what you exactly want to do?

midnight gate
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GUYS...

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IM IN PANIC

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i changed smth in windows packaging

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probably from direct x to open gl

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WHY DOES IT DO THIS NOW

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I MOSTLY USE OPEN GL

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WTF

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how do i fix this

drowsy turtle
wooden forge
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How can i use bluestacks as emulator for ue4?

midnight gate
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you instal the apk using bluestacks

maiden karma
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@maiden karma wdym
@drowsy turtle I want to make my character take a weapon and interact with eya by shooting

midnight gate
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but first you need to enable virtualization on your windows computer so it properly emulates android

maiden karma
wooden forge
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you instal the apk using bluestacks
@midnight gate so i cant directly launch it on bluestacks?

slate vessel
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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?

undone sinew
earnest violet
undone sinew
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Doing that, causes the distortion in the previous picture

rigid belfry
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whats this?

maiden karma
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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?

kindred viper
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are you serious?

maiden karma
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Thank you

rigid belfry
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you can try with queries or you could do it with behaviour trees

kindred viper
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@undone sinew can you show the skeleton hierarchy and the pole vector... perhaps a gif to show it breaking

rigid belfry
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i feel like equeries are more fitting with open world games

undone sinew
rigid belfry
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the only problem in the quickstart is that they always cast stuff. and casting is a bit taxing on the performance

kindred viper
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so its just the UE4 skeleton.

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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

exotic thicket
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EQS is pretty neat but it seems if you wanna do more advanced stuff with it - you're pretty much on your own.

kindred viper
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@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.

exotic thicket
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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

calm turret
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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).

plush yew
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oh

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nvm

undone sinew
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See, this is the default control rig on the marketplace

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Moving the hand, causes the foot to move.

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Hitting control Z, causes an even weirder bug

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And again, default manican, the rig from Epic. Freshly created project, no modifications from me.

kindred viper
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@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

undone sinew
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Seems like autokey and using the transform gizmo is broken

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Which kinda defeats the purpose

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I think I can manually go in, and rotate and move here...

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but again, that is so manual, could just skip the rig, and just rotate bones

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I'm just a bit perplexed why it isnt working, like maybe it was the update for 4.25 that broke it?

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Cause we are on 4.25.1

plush yew
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get max walk speed block

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...

white relic
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I wish 4.25.1 was stable for me 😦

plush yew
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Guys i had a problem

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i cant put this vid in

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tell me ways to do it

exotic thicket
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The audio is clipping pretty badly in that video, you might want to ask your audio guy to fix it

plush yew
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greater than

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how do i find it?

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write the type you want

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and you should see

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oh found it. it's a float

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i'm so struggling :)))

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me too

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learning unreal from yestarday.

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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

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good luck. i just use template

kindred viper
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@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.

plush yew
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any advices for day n night cycle?

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and i'm stuck again ...

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its SET

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type set variable

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@plush yew what?

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interesting

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so its bulit in now 🙂

leaden salmon
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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?

plush yew
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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 ...

cerulean sandal
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that's all i have ..
@plush yew its specific per variable, so its set and then the name of the var you want to set

leaden salmon
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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
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@cerulean sandal imo it's a lot easier to just grab the variable from the sidebar and drag it in
@plush yew ik

leaden salmon
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Ah ok, sorry for wasting your time. And thank you

gaunt tide
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@plush yew This is a pretty nice little tutorial series

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Just a couple of things I have used to get what I want out of my day/night cycle

undone sinew
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@kindred viper Did you use the same thing I did? The control rig from the marketplace?

kindred viper
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yes

undone sinew
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Are you on 4.25.1?

kindred viper
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yes

undone sinew
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Can you show me you doing the same thing I* did

kindred viper
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I didn't think it was gonna work because I have chaos installed too :/

undone sinew
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because, i literally created a brand new project

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so, i dont see where i can be making an error here

plush yew
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hi guys

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im totally new to unreal engine

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any pointers on how to get started?

kindred viper
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@plush yew Unreal Academy

undone sinew
plush yew
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kk thanks guys

undone sinew
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Do you have anything that is an extra installation option?

kindred viper
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@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

undone sinew
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Which sequence?

kindred viper
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tried it with manual key too

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the one that came with it. When you add a Control Rig actor to a level, it creates a sequence for it

undone sinew
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How is this possible?

kindred viper
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@undone sinew Window -> Cinematic -> Sequencer should show it

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Mannequin_ControlRig_Take1 is the name of it

undone sinew
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I'm verifying my installation. If that doesn't fix it, I don't know what will.

kindred viper
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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

undone sinew
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I'm also going to test this on a 2nd computer.

dense hatch
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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

undone sinew
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@kindred viper Same issue happening

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That is what I am using for autokeying

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Entirely different computer btw

kindred viper
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did you autokey that in between frames that are already animated?

undone sinew
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yes

kindred viper
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that might be why. things usually get locked in such cases. I would delete the other animation keyframes first

undone sinew
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What good is that

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Why is moving a hand, causing all the other bones to keyframe?

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Makes no sense

kindred viper
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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.

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could try manually keying it

undone sinew
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thats the only thing that works

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but, even then, there are some OTHER issues

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Like, moving the gizmo to a location

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and then moving the animation slider

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and it reverts

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I am happy to play around with it for hours

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But, there is one little dillema I'm having

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I can't get a non UE4 manican to work with it

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When I tried earlier, the arm was distorted

kindred viper
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control rigs dont affect any weighting so its intrinsically linked to the bone setup and weighting of the original

undone sinew
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it was a makehuman export

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I just needed a simple naked base mesh

kindred viper
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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 :/

undone sinew
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Right now I am just posing in sequencer using the additive rig, no IK, just rotating bones

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its the only thing thats 100% stable atm.

long comet
maiden karma
#

Why do you use version 4.14?

ashen orbit
#

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?

dire crescent
#

What is the best way to learn unreal engine?

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I have started reading the Unreal Engine Manual

severe lodge
#

What is the best way to learn unreal engine?
@dire crescent watch tutorials - first start with world building (textures,materials) etc

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@dire crescent A tip: download quixel mixer and bridge

dire crescent
#

Already downloaded

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I am doing some level design

severe lodge
#

man of culture

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something specific you want to know?

dire crescent
#

Maybe bluprints and c++

severe lodge
#

im learnign since 2 months so im not a pro by any means but the basics are fine

dire crescent
#

Ok thanks

severe lodge
#

Can be a little bit overwhelming at first

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but its learning by doing if you are somehow familiar with code you should be fine out of the box

flat rapids
#

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

celest creek
#

Hey.. does anyone know when outputs would be useful for interfaces?

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I don't even know how one could alter that 'new speed' variable (nothing specific, just generally asking). Thanks.

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how or why I guess..

flat rapids
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What are u making

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@celest creek

sharp crest
#

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

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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'.

  1. 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
flat rapids
#

Ok

sharp crest
#

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...

▶ Play video
dense hatch
#

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

sharp crest
#

Reflection capture is a mystery to me. Never bothered checking what it does 😂 Gl

dense hatch
#

thanks : ')

flat rapids
#

🦧

midnight bolt
#

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

lime gull
#

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

frozen pond
#

trying to add new font as text render

wintry pecan
#

Hey im new to ue4, does anyone know the difference between commands show collision and showdebug collision?

sharp crest
#

@frozen pond did you try googling that error?

frozen pond
#

just fond it, now need to figure out how to make proper material from it

sharp crest
#

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 useless hdsmiley maybe add context

dire crescent
#

@sharp crest Thanks

sharp crest
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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

frozen pond
#

show collision probably shows all colisions, and showdebug collision will show only 'draw debug' nodes

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like show debug sphere

lime gull
#

Alright, thanks a bunch : D

wintry pecan
#

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

sharp crest
#

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

wintry pecan
#

@sharp crest thanks, will do

wheat hare
#

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.

wintry pecan
#

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

maiden karma
#

What a difference

frozen pond
sharp crest
#

@frozen pond what is the issue?

#

the white background not fitting?

#

just set it to fill or something

frozen pond
#

look at text not backgrond

sharp crest
#

no idea what u want.

frozen pond
sharp crest
#

is the font not supposed to look like this o rwhat?

frozen pond
#

this fonts look like this

sharp crest
#

ahh

#

well not sure, if u send me the font I can try

frozen pond
sharp crest
#

kkgimme a min

frozen pond
#

k thanks

wheat hare
#

Some fonts translate like crap to 3d

sharp crest
#

it's just a ui isnt it?

#

not rly 3d

frozen pond
#

nope, its 3d text

sharp crest
#

ahh well thats the issue then hdsmiley

#

try googling it or something

#

what r u trying to show

ionic hamlet
sharp crest
#

the model the anims or hm the sky?

tender flume
#

the character and anims haha

frozen pond
#

@ionic hamlet you got 29 cards opened

tender flume
#

but i still have to try to get it look a little smoother maybe

sharp crest
#

does anybody know why RAM usage % is bigger than what it should be? (45% instead of 19%)
@ionic hamlet google it

frozen pond
#

try opera gx

ionic hamlet
#

@frozen pond but Chrome is using 1.7 GB, all programs are using like 3GB max

#

I have 16GB ram, that should be 19%

sharp crest
#

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
#

@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..

tender flume
#

@sharp crest so it's smooth enough already?

celest creek
#

Like, add an output and now all of a sudden your interface is treated like a function, and called differently.

tender flume
#

i should start focusing on gameplay soon

sharp crest
#

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

tender flume
#

hmm, aesthetics before code

#

but spaghetti code = framerate drops

fossil plaza
#

Hello

ashen ermine
#

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

sharp crest
#

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

fossil plaza
#

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

sharp crest
#

that sounds like a google question @fossil plaza

fossil plaza
#

I'm new to UE, so I thought I'd ask the experts on here??

sharp crest
#

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

timber mountain
#

is it possible to change Pivot mesh in blueprint viewport and save the new pivot on the mesh ?

ashen ermine
#

@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?

sharp crest
#

@timber mountain if you figure out how to do it without going to the modeling software, let me know, interested too

ashen ermine
#

@sharp crest I know 😛

tender flume
#

@fossil plaza it's actually okay

#

but the thing is the storage capacity

timber mountain
#

@timber mountain its possible in level editor view.

sharp crest
#

@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

tender flume
#

256 wont be enough if you consider UE4's engine size

ashen ermine
#

@timber mountain @sharp crest Merge actors and set origin to world orign. Place it where you want according to world origin 🙂

tender flume
#

windows installation,cache etc

sharp crest
tender flume
#

i'd recommend something around 1TB just so you can have anything

sharp crest
#

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)

ashen ermine
#

@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 😫

sharp crest
#

rip

earnest violet
#

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! 😉

sharp crest
#

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

earnest violet
sharp crest
#

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

earnest violet
ashen ermine
#

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! 😛

earnest violet
undone sinew
#

@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. :/

sharp crest
#

@earnest violet I have answered your question already

kindred viper
#

@undone sinew Whatever works best I guess. Unreal isn't without it's quirks and some things are beta/wip.

earnest violet
#

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?

sharp crest
#

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

earnest violet
#

which would be for example plz?

grim ore
#

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

earnest violet
#

iam still very new to this engine

sharp crest
#

yea maybe try some basic tutorials tbh

grim ore
#

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?

earnest violet
#

no need to be rude

ashen ermine
#

@earnest violet do some tutorials, Start with @grim ore 's lol

earnest violet
#

done plenty

sharp crest
#

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?

still hemlock
#

How would I add paint layers to a level with paint layers that are already set up in another level?

earnest violet
#

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
sharp crest
#

@still hemlock the paint layers are coming from the landscape material

#

you need to open the landscape material and add the layer to there

still hemlock
#

Oh

earnest violet
#

what like a varible or something?

still hemlock
#

Real quick

grim ore
#

BP_Stoopid_Shooter_Master is where?

sharp crest
#

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

still hemlock
#

How do I copy and paste in bp

sharp crest
#

@still hemlock ctrl + c

still hemlock
#

I haven't used this in awhile lol thanks

earnest violet
#

what roughly do I type to bring up the right node is it get something or otther. THX 4 helping! 🙂

grim ore
#

There is no "right node" to do this. Where is BP_Stoopid_Shooter_Master at

sharp crest
#

you need to understand we cant just tell you how to do it otherwise u will be here tmr asking a similar question

grim ore
#

Is the Blueprint in the level, is it in your content browser, is it something you spawn in later with the hud?

earnest violet
#

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

grim ore
#

yes but where is it?

#

is it in your level, is in just in the content browser?

earnest violet
#

what do u mean mate where please elaborate

#

it's in the same project

grim ore
#

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....

earnest violet
#

it's an in game character

#

ai

ashen ermine
#

@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 😄

grim ore
#

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

earnest violet
#

yeah

grim ore
#

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

timber mountain
#

which node should i use to play an Actor Sequence Component in actor blue print ?

grim ore
#

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

earnest violet
#

OH BTW Mathew I'm a subsciber of yours on Youtube I love your teaching style. Very knowlegable

grim ore
#

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

unreal sable
#

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?

midnight bolt
#

looking at the graph, looks like my second machine keeps restarting the job?

sharp crest
#

@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 ook ShrugColors once 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

earnest violet
#

I've gone into the world but I can't find that promoted variable

storm jasper
#

Hi, do you know a good tutorial for unreal engine? I'm a beginner to this whole thing

earnest violet
#

try learning from Mathew or Virtus or ryan layley or underscore or codelikeme

unreal sable
#

Find out what game you want to make then find a tutorial series for it.

storm jasper
#

thx

unreal sable
#

There's a series for every type of genre out there.

midnight bolt
#

20:39:03: [UpdateTaskState]: Task Killed remotely by SHADOW-D9E8KKHD 20:39:03: [UpdateTaskState]: Requeueing: SMTextureMapping what does SMTextureMapping means?

grim ore
#

@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

frozen pond
#

is there way to easy lerp 2 materials ?

flat rapids
#

does\any one know how fix

#

where all my inputs are gone

long thicket
#

im looking for a night time winter HDRI map, anyone have a resource like that?

sharp crest
#

where all my inputs are gone
@flat rapids what

flat rapids
#

my inputs

#

are gone

#

i cant move or anything

long thicket
#

restart engine?

sharp crest
#

check your config?

#

lol

#

need more details..

still hemlock
#

@sharp crest Yo could you tell me what I press to copy & paste

#

I'm a lil lost

#

In bp

sharp crest
#

google how to add landscape layers @still hemlock

unreal sable
#

Ctrl+C, Ctrl+V
Ctrl+W (Duplicate)

still hemlock
#

Thanks

#

I already did google

#

The layers are already added, I'm trying to copy to another level

#

Thanks tho

ashen ermine
#

@still hemlock you can't copy layers to another level unless you have the same material on the other level too

earnest violet
#

there is no default section on the character I made that varible in :/

#

ohh yeah I see it now

unreal sable
#

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.

earnest violet
#

do I use eyedropper to put stoopid character as the reference actor?

grim ore
#

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

unreal sable
#

@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.

grim ore
#

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

timber mountain
#

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.

unreal sable
#

@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.

earnest violet
#

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! 🙂

grim ore
#

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?

white relic
sharp crest
#

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

timber mountain
#

no ... move in the game !

sharp crest
#

Idk what u mean.. add more details..

timber mountain
#

everything was fine

#

once

#

its very weird

sharp crest
#

I doubt anyone has any idea what u mean

grim ore
#

@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

flat rapids
#

i got it back

#

its all good thx for the replay @sharp crest

sharp crest
#

kklol nice

sturdy star
#

has anybody actually had success submitting a form to publish on epic games store? that form is completely usless right?

timber mountain
#

@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

unreal sable
#

@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.

grim ore
#

@timber mountain what does your player look like? the character BP

late stag
timber mountain
#

its third person

late stag
#

no first

#

oh my bad

timber mountain
#

there wasn't any problem. its very weird. i played great and smoothly.

#

i didn't change anything to occur that.

grim ore
#

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

timber mountain
#

no i didn't change.
i havn't this problem in other level 😲

grim ore
#

so loading this level, problem? then new level, no problem? then load this level again after trying in a new level, problem again?

plush yew
#

Wew, are you the MatthewW from youtube?

grim ore
#

I am

plush yew
#

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

timber mountain
#

@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.

plush yew
#

what kind of locomotion system do you use?

#

have you recently add any mesh to the character that might possibly have collision?

merry stone
unreal sable
#

@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.

plush yew
#

@timber mountain dude it seems like you are blocked on a certain angle

#

like you can go one direction but not the other

grim ore
#

@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?

spice pond
#

Anyone having more crashes than usual with 4.25.1?

sharp crest
#

lots of ppl seem to be talking about 4.25 issues lol

ionic hamlet
#

dat the "WTF Is" guy?

sharp crest
#

not sure about crashes tho

#

@ionic hamlet ye

plush yew
#

it's the champ man

spice pond
#

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

grim ore
#

@merry stone Looks like a good start 🙂

timber mountain
#

@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.

grim ore
#

Thats.... odd.. Widgets shouldnt block movement

timber mountain
#

its a problem like me

grim ore
#

well yeah his issue is he disabled the game input

#

but that would mean no moving at all, not partial like you have

timber mountain
#

but i didn't

#

😄

plush yew
#

I think 3D widget can block actors

#

if i can recall

grim ore
#

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

merry stone
#

@grim ore thanks

timber mountain
#

@grim ore thanks i'll try it and let u know the result

grim ore
#

yeah if you figure it out let us know, or show some of your ui code that is causing the issue.

civic saddle
#

@merry stone 👍 👍 👍

jolly jungle
#

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

grim ore
#

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.

jolly jungle
#

ah

#

thx, im dum

floral knoll
earnest violet
#

I have a character blue print but I have no idea what goes into the object. Could one of you kind people please elaborate?

undone sinew
#

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.

sharp crest
#

Well, glad I didn't upgrade.

undone sinew
#

Yeah, wait awhile xD

#

im stuck

#

I can't even animate a simple mechanical animation

#

even that is glitching

sharp crest
#

Sounds depressing

undone sinew
#

And yeah, the crashing is bad

sharp crest
#

Let's quit

#

lol

undone sinew
#

lol

sharp crest
plush yew
#

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

civic saddle
#

Time to go back to using scratch

undone sinew
#

I'm trying to port my existing work into Max right now, so I can finish animating in there.

still hemlock
#

How would I add layerinfo to a level?

undone sinew
#

The built in exporter from Unreal isnt very nice though, might need to seek out a plugin

sharp crest
#

@still hemlock to add a landscape layer you need to add it to the landscape material, google it

still hemlock
#

Okay

#

thanks

gilded plinth
#

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?

storm jasper
#

do you have any idea why it doesn't work to paint? does anyone also know how to paint with a texture?

timber mountain
#

@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 😂

earnest violet
#

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!! 😉

plush yew
#

@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

cerulean sandal
#

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"

plush yew
#

@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

floral knoll
#

@plush yew thanks

earnest violet
#

@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

plush yew
#

ahh right

#

you are casting BP-dialoguecharacter

#

so u want to get that bp dialogue character object

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passing the object to that bp would depend on what you are trying to do

earnest violet
#

I don't know the exact wording to type in as ue4 is a bit troublesome if you dont get it right

plush yew
#

You need to reffer to a bp dialogue character type when casting a bp dialogue character

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so how are that bp dialogue character exist in the game?

#

how do they interact with your current bp

earnest violet
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I've created a custom event on one character bp and call that custom vent on a different character BP 🙂

plush yew
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Where do you call this update_notifier?

earnest violet
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hang on I'll get a screenshoty 4 u

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there u go

celest creek
#

I've added two BP actor components to this BP.. but why are they seen in two different locations like this?

plush yew
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Sorry but that picture is not helping

earnest violet
#

you've got BPAC Physics attached to cone try dragging BPAC on top of cone to break connection

plush yew
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Right now you need to pass on bp dialogue character object to bp_stoopidshooter_mas

earnest violet
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do u know aht exactly I would type in to get the node you're on about please luv? 🙂

plush yew
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Lol bro it really depend on what you are actually trying to achieve

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ok u can either pass a specific actor

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or u can get ALL actor

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which is bad in practice

earnest violet
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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

plush yew
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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

celest creek
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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.

plush yew
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ok

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in that case you can't use the get all actor method as that will get every single actor of the bp dialogue

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u need a specific bp dialogue reffered from the actor you are trying to interact

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so for a start where do you spawn/place this bp_dialogue?

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is bp_dialogue the NPC/

celest creek
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@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?

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This way it's not based on class either

earnest violet
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Yes sweetheart! 🙂

plush yew
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There are many ways of doing it

earnest violet
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Sorry I didn't mean that too sound patronizing as it may appear:)

plush yew
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So this NPC already exist in the game?

earnest violet
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yeah

plush yew
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and bP_dialogue actor is the NPC yea?

earnest violet
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true

plush yew
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then if you want to find the actor by tag you can add tag on the bp_dialogue character

earnest violet
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and stoopid bp is the target of kill target of the mission

plush yew
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do you interact with the NPC at all?

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it's better if you pass the code when you interact with the NPC

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so u get that SPECIFIC actor

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no tag required whatsoever

earnest violet
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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

plush yew
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ok how do the conversation triggered tho

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If u do a ray cast then you can pass that actor

earnest violet
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yeah he talks give text dialogue

plush yew
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how does the interaction start?

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by pressing button when you face the character? by stepping on region?

cerulean sandal
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by pressing herobrine button

plush yew
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Lets just do it with tag. Though I would not call this practical

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click on the npc on your map

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add tag on the actor

earnest violet
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stepping on region trigger

plush yew
earnest violet
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tag bp dialogue or bp stoopid

ashen ermine
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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?

plush yew
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Then you can do this

earnest violet
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is the tag going on BP Dialogue or BP stoopid charace?

plush yew
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BP_Dialogue

earnest violet
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ok

plush yew
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U have to do it on ur NPC inside the map....

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well u dont have to

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but it will get ALL of the NPC instead

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if u dont make it unique

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It will run the code on all BP_dialoguecharacter

still hemlock
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Okay so I just set this up and I need to make it so the grass doesn't have this rock texture effect

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But I need the sand to have it

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Can anyone help me?

earnest violet
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what's that last node supposed to that's got the search box

plush yew
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w/e you trying to Run from the cast

grim ore
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@still hemlock is the "rock" texture the grey one you have on the top that you are plugging into your base color?

still hemlock
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Yea

plush yew
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in your case create marker

grim ore
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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

still hemlock
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Thankyou I'll try that

grim ore
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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

plush yew
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@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?

grim ore
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you should be able to add the texture pool command do your engine.ini file

plush yew
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ahh ok, thank you will do that

still hemlock
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Yea when I plug it into the base color the other link breaks

grim ore
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scalability will reset the pool size as well so it's possible that is what is happening

earnest violet
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@plush yew What is the last node going to be where it say as player pin you're dragging out?

plush yew
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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

earnest violet
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thanks a million Mirai! 🙂

plush yew
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no prob, i hope you get it working

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Get control rotation? XD

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that's probably where you get wrong

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i mean deffinitly

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@plush yew

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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

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sry I dont know what voxel is

#

i can see you are trying to ray cast?

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(line trace)

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yups

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Your code for line trace is wrong

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you get a forward vector of control rotation

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that's gonne give u some abstract number

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when you line trace, generally you want from point A to point B

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oow ;p;

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So normally from camera (start) to end point

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Still struggling to fix my distorted character

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stil dont get it xD

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lol

#

It's looping a pose

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from a blendstate

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@plush yew

#

You need to get current rotation of your camera

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instead of control rotation

jolly jungle
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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

plush yew
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thanks i try xD

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@plush yew drag out first person camera, get world rotation then plug it into get forward vector

grim ore
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@jolly jungle you probably want the "Get Player Character" node

jolly jungle
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lol i didnt know that was a thing

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thanks, that works

grim ore
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@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

plush yew
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Thanks for the response

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haw much is the raydistance? XD

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up to you

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its an animation blueprint

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that is causing

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how far/close do you want to cast?

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thanks !

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500 then xD

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This is around 400

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from the character to the chair

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dam stil random, stil you made my raytrace better thanks !

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next step is to see what actor u are tracing

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dw about your remove code yet, just print what's being cast

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also turn on debuf so u can see the ray cast

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debug*

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i even dont know how to do that lol xD

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but i sended the man from the plugin and he told me this

jolly jungle
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you can make variables of a specific blueprint class right?

plush yew
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the question i askt how to interact with the folliage and how to remove it

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I have plenty of animations but there is one looping and almost with the wrong skeleton

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It appears

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first you want to know if your ray cast actually hitting something

ashen ermine
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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? 😦

jolly jungle
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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?

plush yew
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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

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you just need to get player world location and set the radius

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o no i dont like that xD

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k try to print the hit compponent

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the end thing is i do animate and after animate the tree turns into an actor then it dies xD

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we will see what happened there

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oke

jolly jungle
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can someone answer my question plz?

plush yew
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thanks for helping btw

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no prob

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@jolly jungle im not good at math but tell me what you are trying to do

grim ore
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@jolly jungle did you try subtracting them?

jolly jungle
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there doesnt seem to be a subtract function for transforms

plush yew
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I just tried subtracting transform, no such option

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it doesnt make sense anyway

jolly jungle
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is there a way to do it without splitting the transform into location rotation and scale and then subtracting and combining them again?

plush yew
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why would u subtract location rotation and scale

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just split them and use the one you need

jolly jungle
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nvm

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ur not getting wat im doing

plush yew
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ok

grim ore
jolly jungle
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il just split it, do the subtraction and then combine them again

grim ore
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there is nothing stopping you from making a macro or function to do what you want tho

plush yew
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@plush yew The tress still removed by random?

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yes

jolly jungle
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f u cant subtract rotators either so i have to break that further

plush yew
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the voxel generator variable isnt in the code, i dont know how xD

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Try this?

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maybe thats why

jolly jungle
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welp gtg

plush yew
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this is some hard shizzle haha xD

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Yeah macro, you make one of it and you will never have to write all of that

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can I see the bp?

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the voxel bp?

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the destroy component

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line trace

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ooow

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the target has to be folliage

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can i see how you remove the trees previously

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it was al the same only i didnt use an voxel landscape generator just normal landscape

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in future im going to do the enum bud my knowledge is basic

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is the tree instanced static mesh?

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or component

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hmm the type is vocel generator

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shoudlnt matter tho if u can trace the static mesh

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yups

#

can u try to print the hit component again?

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Is anyone familiar with this issue? whether parts of it are missing?

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Fingers and part of face

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yes

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is it printing anything?

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if u go to another tree, does it print as well?

grim ore
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@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

plush yew
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when i go to another tree the tree gets anoter name to

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ok screen shoot the Bp again

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@grim ore I don't exactly understand

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when i go to another tree only the number changes

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along with the print

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yeah that's how it should be

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thats a good thing indeed xD

#

Show me the blueprint again where u print it

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the first is the example the second is the actual whole BP

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within the first person character

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is there a way when i hit that compoment that it get that compoment and then destroys it ?

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i think i have to get that tree that i traced again only i dont know how

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try this

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after the print string

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oke going to do that

willow plank
#

guys should i use Bp in a large project ?

plush yew
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it doestroys anything xD

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everything * :p

frozen pond
#

is there a way to convert landscape to static meshg?

plush yew
#

I see so all of those trees are part of the same actor

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yes

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dam that voxel xD

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get rid of get owner

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yes done

grim ore
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@plush yew There isn't much I can do about that. Where did you get the mesh from?

plush yew
grim ore
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@willow plank You should use blueprints where they are appropriate, so yes large or small projects have blueprints in them

plush yew
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actually i bought the plugin for on thing

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You tried destroy component?

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begeus i can make large worlds and this BP dont give the large world without any crashes xD

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yes i tried

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also leave the print string there, i want to see if it print the tree

willow plank
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@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

grim ore
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@willow plank sure, if you have the skills you can do it.

plush yew
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the print string are from 3 trees

willow plank
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@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 ?

plush yew
#

The blendspace animation previews properly in its own window but in the animation blueprint preview

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it is all distorted

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with your previous method, the trees only get deleted on by one?

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yes

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bud then i dont know how to generate a biiiiig world

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can i see that one? otherwise we might have to do something radical....

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we can get the location of the trace then use the command your plugin maker give

grim ore
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@willow plank Ask the people why they say that then

plush yew
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we will set radius into 10 and set the location as the hit location

grim ore
#

IF you are hitting a HISM are you using the correct node to remove the instanced mesh?

plush yew
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i really dont know xD

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give me the whole thing

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i think u have a node that says remove instanced mesh before

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Eh dude

#

yes thats true

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u know what lets try something that might work

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wait

#

okay 😄

#

Give me the node that your plugin make give u

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i can share my screen to if you want xD

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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

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and he sent u something back

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we will use that node

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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

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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?

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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

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yea so the problem is voxel generator is not referenced

#

what is this voxel generator

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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

#

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

merry stone
plush yew
#

Why is the other one not active? and why do u need 2?