#ue4-general

1 messages Β· Page 765 of 1

fiery moat
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wait...

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Your max health is my normal player health

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lmao

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hold up

jolly jungle
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how do i make it so that a material is completely bright all of the time even if it is in a shadow? doing unlit just makes it so its completely black and doing spec1 metal1 rough0 makes it be dark when its in a shadow. how do i make sure that it is always bright

grim ore
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@plush yew Which landmass content are you looking for?

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the blueprint brushes will be up in the sculpt toolbar after you toggle it off and on. And if you are using layers they would show up. When you create the landscape there is a checkbox for "Enable Edit Layers" or you can click on the landscape after it is created and check that box

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yeah you need to make sure you check Enable Edit Layers when you create it or after

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then at the top the blueprint brushes will show up for adding

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if it doesnt show up go back to select mode then landscape to have it show up

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The other alternative is to go back to .24 and learn it the way he is doing it, then try the same process in .25

timid grotto
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So in bp there's a new variable of type "property reference", and looking at bp classes there's "BlueprintPropertyContainerTestObject" and "BlueprintPropertyTestObject", what are those intended for?

vernal thicket
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@grim ore the timeline was bang on man thanks, does it loop in the BP because of selecting loop inside the timeline?

grim ore
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if you want it to auto loop yep you can do that inside of the timeline

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or just run a wire from the completed to the start again lol

undone creek
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guys, lets say my boss want to creante an app for mobile, one of the workflow is to make a shell out of a building, is there a easier workflow than have to model every new building from 0

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?

vernal thicket
undone creek
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the revit IFC export to FBX has 200k tris

plush yew
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Is there any.. Blueprints market?

jolly jungle
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i thought i had gotten this figured out but aparently it didnt work. im trying to make portals and so to do that, u have to get the transform of the player relative to one portal and add that the the transform of the other portal, then apply the result to the transform of the other portal's camera. i need help

grim ore
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@plush yew the normal UE4 Marketplace sells blueprints? same with gumroad probably

vernal thicket
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With the flcikering light down is there a way to make the point lights in the level less exhausting to the system?

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Without removing shadows tho 😬

grim ore
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technically using stationary instead of movable, but beyond that.... smaller lights or less lights visible at a time?

vernal thicket
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Ah yeah, i think having 1000 actors in a level doesn't help though? Lol

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1010 to be precise

grim ore
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depends on the actors but lights themselves, movable ones especially that are shadow casting, are heavy if overused. You could turn down the shadow quality perhaps

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#graphics people are much smarter on stuff like this

vernal thicket
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Ahh thats a good plan

cerulean sandal
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Yeah bro, I've gone from exhaustive to not even noticeable
@vernal thicket is that a flickering light? hmmmm

vernal thicket
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@cerulean sandal yeah

jolly jungle
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i need help

hearty walrus
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Is there a way to outline objects above you, and keep everything above something outlined invisible?

undone creek
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@grim ore thanks, i'll ask there :]

flint ermine
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Anyone else have terrible performance problems with Landmass brush?

worldly stump
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im stuck with checking root asset or something like that

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for like 13 hours

mellow flame
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welcome to unreal engine πŸ˜„

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@grim ore btw thanks for your educational videos! I just realized that you are you.. πŸ˜„

little falcon
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is there anyway i can combine landscape layer blend with slope blend?

flint ermine
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I cant use landmass brush at all its so laggy

jade rivet
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hi

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im having trouble getting real world scaling to work in ue5

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ue4*

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how is there no default measuring tool

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its insane

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yea but if i type 8 in the X-axis for a cube

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thats alot bigger then 1cm

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its even bigger then 8 meters

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so how do i know?

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is this some lesson in scaling

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im just looking for a little guidance

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idk where to punch in the cm units

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anyone?

grim ore
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@jade rivet do you mean SCALING the static mesh cube or greating new geometry?

jade rivet
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i want to make that default cube 80 feet by 200 feet

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i get that the scale should remain 1;1

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im using it for architecture

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so im just wondering where i manually punch in the cm' for invidiual objects

grim ore
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well the default cube is a static mesh so you would have to scale it. or are you using the geometry brushes?

jade rivet
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to get accurate results

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no geometry brush

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where do i see the 2458 by 9096

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6096*

grim ore
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if using a mesh you would have to edit it in the program you are using to create the meshes

jade rivet
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oh

dusty scroll
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things get out of hand quick when scaling static meshes, create a ruler actor to double check measurements if unsure

jade rivet
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im not getting brush settings

grim ore
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Is this a Geometry Brush or a Static Mesh?

jade rivet
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i cant see the brush settings for my objects

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i think im just 2 new still

grim ore
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is it a static mesh or a brush

jade rivet
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i found it

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brush nowe

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so just to clarify

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the box is 200x200x200

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thats in cm?

digital badger
grim ore
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if its a brush you can put in the exact sizes, but keep in mind brushes are for blocking out and designing stuff not final product

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and yes Units in Unreal are Centimeters

jade rivet
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thank u

vernal thicket
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Where do ya'll get your fonts for the widgets?

plush yew
grim ore
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depends on if you are selling your product or not

vernal thicket
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Yeah i will be

dusty scroll
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some on dafont are public domain

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use the search filters

vernal thicket
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I'm happy to pay tbf

grim ore
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doesnt mean its legitimately public domain tho 😦

vernal thicket
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Yeah I'd rather use legit

dusty scroll
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just buying something doesnt mean its legitimately the property of the seller to sell either

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research is important either way

grim ore
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Google fonts is a good legal legit resource for fonts

dusty scroll
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fair

vernal thicket
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Shweet

grim ore
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I mean it's not likely you will get in trouble for using "basic" fonts from public places but if you find a custom nifty looking one I would be worried about using it without a 100% legit right to use pay or free

vernal thicket
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Wow Google fonts is a great shout man thanks

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That's all I need

plush yew
dusty scroll
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at first guess messed up asset in level

floral knoll
dusty scroll
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his is lightmass crashing tho

plush yew
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just removed every model from my scene and still get the error so its not the models

dusty scroll
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im guessing during bake

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hmm

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is it only one level?

plush yew
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ill make a new scene and have a look

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if its not there then i guess ill just transfer to a different scene

dusty scroll
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sometimes levels just break

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its worth a shot

plush yew
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yeh i must have broke something in the level because the new one is fine

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gotta spend a while rebuilding my set up i guess lol

dusty scroll
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you use p4?

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if you roll back and try a few times could work out what broke it

plush yew
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not sure what P4 is

dusty scroll
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Perforce Helix versioning system

plush yew
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so its basically the same as Incremental saves like in Maya

dusty scroll
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basically yeah

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its a version system

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think that but for a whole project

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you can even use it to see what nodes changed in a bp

plush yew
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cool ill have a look into it, thanks

dusty scroll
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πŸ‘

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unreal has a nasty habit of stuff getting corrupt/breaking, i cant emphasize just how essential using version control is

lucid geyser
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Hi anyone know why a spline starting point doesn’t get created when I press down on CTRL and left click ?

I’ve been stuck on this issue for a while to create roads for my city.

Please tag me with @ on your response . I’ll appreciate it .

dusty scroll
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dont know that, but if you click on a spline point and ALT+move it it creates another which is what ive always used

white relic
scarlet birch
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Using too low a resolution screen shot and failing to provide the error or context for the problem.

white relic
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I'm trying to blend two parallax textures ...thats pretty much it

frosty heron
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does anyone know how to remove a level sequence player when the sequence has finished playing?

mellow flame
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is an eventick just to set a single float (based on a component velocity -> vector length) value "dangerous" ?

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i avoided everywhere else, but now i think i need it

floral knoll
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please reply if you can help
How do I get a variable from the level blueprint
normally you would cast to something but you can't do that with levels

whole quarry
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@mellow flame if it can be avoided, then better. If you add stuff on event tick, it takes longer to calculcate the bp per frame. So basically the lesser is better.

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I've even disabled auto-tick for bp so I wont forget

mellow flame
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i'm not going to add anything, I just need a float to be constantly update

whole quarry
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You can do that, just use with thought

mellow flame
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i tried with a gate, but I don't think its running as I wish

fallow jewel
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Question where should i begin with making an fps game, like idk what to do first

subtle hatch
whole quarry
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@fallow jewel get familiar with the engine and other programs like blender, photoshop or gimp

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Try some small projects just for learning, knowning what you dont know but should is fundemental

fallow jewel
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@whole quarry i have a hard time using blender so whats a good way i can improve

whole quarry
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Try the BlenderGuru dont tutorial

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Donut*

subtle hatch
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@scarlet birch Ah duh thanks.

whole quarry
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Also his other videos are recommended

scarlet birch
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You can create a vector from two axes and use that.

hallow compass
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Hi guys, any idea why my foliage isnt showing in editor but it does when I hit play?

whole quarry
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And there is a @grim ore youtube channel with tons of good info on ue4, i really insist on that

fallow jewel
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@whole quarry ty ill do that

whole quarry
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Should be in everyones favorite tbh

subtle hatch
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@scarlet birch is there a way to differentiate between the thumbstick facing downward and forward?

whole quarry
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@hallow compass how far away are you from the ground?

hallow compass
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I can be any distance it wont show in editor

floral knoll
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please reply if you can help
How do I get a variable from the level blueprint
normally you would cast to something but you can't do that with levels

whole quarry
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Get close to the ground @hallow compass

subtle hatch
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@grim ore Is great helped me more than anything in learning the engine.

floral knoll
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true

scarlet birch
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I don't know what you mean by downward and forward.

whole quarry
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@floral knoll level is like the top of the pyramid, it can only go down from there

hallow compass
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I am close to the ground

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it only renders foliage when I press play

subtle hatch
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@scarlet birch pulling the stick down and up.

whole quarry
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@hallow compass closer

hallow compass
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Dude I am in the ground

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I cant get any closer lol

whole quarry
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Do you have foliage where you are right now? I mean, like you placed it there with the foliage tool?

floral knoll
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@whole quarry Oh wait I just got it I could store the variable in the player and then set it in the level bp thanks you made me use my brain

whole quarry
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Youre welcome

carmine sorrel
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Has anyone here used the new 4.25 beta Tile Render features?

hallow compass
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Im using the landscape pro 2.0 asset. There is foliage at my feet when press play just not before

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fixed it

whole quarry
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what was it?

scarlet birch
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@subtle hatch A joystick has two axes, each runs from -1 to 1 in value depending on how far it is in that direction. So one direction will be positive and one negative. You're trying to get a sine of a single axis value which doesn't represent a point on a circle.

hallow compass
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I had to tick prosedual foliage in the settings then restart UE4

digital badger
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What does the following class specifier do? UCLASS(config=Game)

subtle hatch
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@scarlet birch Okay, so is there a way to say fire a line trace down when the stick is down up when the stick is up etc using some combination of code? thanks for the help so far much appreciated.

burnt ether
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Hey uhm I have a weird problem

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My character isn't spawning at all... The Gamemode and default pawn is set up

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even I create a whole new level it just won't spawn

white relic
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is it better to blend layers for landscape by making them seperate material functions

fallow jewel
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Does anybody know a video where you can learn how to make a really good gun model

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I assume i can make really good ones in blender

twin summit
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hello, super beginner question: can you create characters on unreal engine? or you make them on another program and put them on unreal engine?

carmine sorrel
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Does UE4's Ray Tracing support multiple GPUs for capturing purposes?

twin summit
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thank you very much, im looking to design character like guilty gear xrd, or Tales of (series) but i have no idea where they designed them to study that software, im a digital artist.

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if anyone knows, please let me know

fossil gale
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Hello everyone ! I just need a little help ^^ I search a good tutorial to how use a camera, lighting and post process ^^ Because, I have place a camera on my scene but I don't know how to render with it ^^ And for the post process, I don't understand, I place it in my level but when I change whatever parameter, it does nothing 😦 So if you know a good tutorial, I will like to have it ! πŸ˜„ Thank you !

blazing mural
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for the post processing volume, if you scroll down there'll be a little checkbox to set to infinite size, otherwise it'll only work inside the little cube you see (I think; I just started learning a couple weeks ago so I apologize in advance if this is wrong)

mellow flame
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is there any way to set actor transform in a smoother way instead of having the actor instantly "teleporting" to the new location?

hallow compass
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What is RHAO in terms of materials?

subtle hatch
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@mellow flame Use a Lerp node for whatever you are doing

mellow flame
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amazing, gonna check it

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thanks

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it has done the job perfectly, I used timeline to set an alpha, that's great! thanks

subtle hatch
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@mellow flame of course glad to help.

tough falcon
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anyone know what this error means? I only get it with ue 4.25, nothing else. and i did upgrade to the latest build

north trellis
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Error saving '../../../GameJam/GameJamOfficial/Content/ThirdPersonBP/Maps/ThirdPersonExampleMap.umap'

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For some reason, when I save, it gives me that

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What should I do

tight prawn
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is it possible to drag mouse in the editor to select elements

radiant haven
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Can I reimport a skeletal mesh that was before a static mesh

heady moon
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Hi, since I haven't gotten into AI yet, I was wondering if AAIController inherits from APawn

hallow compass
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Why does my grass look so bad when its from megascans?

weak hemlock
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Sitting and doing finishing touches on my game when my client crashed and my map is somehow corrupt

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Any ideas what that relate to? I've only been placing meshes/BPs last 20 minutes in it

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Can't even load in backups from 1 hour ago, they won't load or crashes as well

mellow flame
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Why does my grass look so bad when its from megascans?
@hallow compass how did you setup the material? Which texture maps did u use?

hallow compass
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The mats are setup by megascans

mellow flame
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if you import from bridge, or with the megascan plugin it won't work properly (at least doesn't work properly with me). I usually manually import the textures from the megascan download folder and recreate a new material with all the maps given

empty smelt
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Hello guys

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Where can I find fully automatic weapons sounds?

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SFX

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Pleaseeeeeeeee

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Thank you allllllll

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I love you allllllll

mellow flame
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did you check freesound?

hallow compass
maiden karma
tiny sonnet
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quick question, are there any problems with putting all logic inside the character and not using the controller at all?

novel summit
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Unity: I must have a low poly model or else I'll crash

Ue5: aha 30 million polygons go brrrrrrr

plush yew
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can I take screenshots at a resolution not supported by my screen?

arctic ivy
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hey guys im new to unreal and I want to download some models from sketchfab to see what they look like in engine, but when i import they're not there, i tried using the importer that's on the site but it won't work because its using an old version of unreal, i'm not quite sure what to do?

still hemlock
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So I have a problem with lighting

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I think lighting

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When I move it flickers

hallow compass
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I have tried applying this landscape layer 5 times and it crashes everytime

still hemlock
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What kind of pc you have?

hallow compass
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Ryzen 5 3600, RTX 2060, 16 GB RAM

still hemlock
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I'm not sure

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Did you close other apps like it said

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Try lowering the resolution

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U know how?

hallow compass
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No

fading crag
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I have the same question

still hemlock
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Hol on I'll send a screen shot

fading crag
hallow compass
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@still hemlock Thats just for the viewport

still hemlock
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I have an android sorry bout the quality

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L

fading crag
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my cpu AMD 3900X

still hemlock
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Wym @hallow compass

hallow compass
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That setting is just to change the quality of the viewport

still hemlock
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Lel

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Okay

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Jus look it up then

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Sorry

hallow compass
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I have

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no one knows

still hemlock
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I'll look it up for you

fading crag
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Not friendly to AMD CPU

hallow compass
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Intel is far worse

fading crag
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the material editor FPS cut down

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but my intel cpu won't

still hemlock
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Try this I'm not sure

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That's really weird how It's nowhere on the internet

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@hallow compass

fading crag
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the material editor FPS cut down because CPU 100%

hallow compass
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sure a post from 3 years ago is still relevant hahahaha

still hemlock
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Everything works

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But

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They might have added an option to change it via project settings

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Ima look

fading crag
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Very strange

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😩

still hemlock
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Weird

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I can't find it in project settings or editor preferences

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Wth

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Lol

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Sorry @hallow compass

hallow compass
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Np ill try again tomorrow

still hemlock
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Okie

hallow compass
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All I did was import a heightmap and try to select a layer

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its ridiculous

still hemlock
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Fr

fading crag
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please help me

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😩

still hemlock
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What's up

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You said something about ur CPU

fading crag
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AMD 3900X

still hemlock
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What about the fps

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Is that what your mat is supposed to look like

fading crag
still hemlock
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Oh

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I see

fading crag
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yes . the material is normal

still hemlock
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I think it's fine, it was probably just loading the mat after you pressed live preview

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Is the fps good now?

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I'm not an expert but if the fps is fine now I think it's good

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Yea I just tried it out, my fps dropped aswell after clicking it

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It should be fine

fading crag
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All right.

still hemlock
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Glad to help πŸ˜„

fading crag
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ths for you

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My English is not good.

still hemlock
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Wut

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It's okay bro

fading crag
still hemlock
#

Lol

vapid spoke
#

Hi all,
I have a problem about development plugin.
How can I put my plugin on the ue4 engine?
like screenshot, I want to put my company's plugin on "plugins build-in" in ue4 engine.
What methods should I use?
Who should I contact?

still hemlock
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I think you would have to put the plugin on the UE4 marketplace

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Then you'd be able to use it

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but that's just a guess

fading crag
#

i am θœη‹—

still hemlock
#

U Japanese bro?

fading crag
#

Chinese

still hemlock
#

Oh

fading crag
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πŸ˜†

still hemlock
#

Dope

fading crag
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English is hard

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i suing translator

past pilot
#

Can someone please tell me how to fix this? It happens within seconds of opening the editor in a project. I've searched it and seen lots of instances of it but not seen any fixes. Using 4.25.1

still hemlock
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No clue

past pilot
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I wiped out the unreal cache in users and deleted saved and intermediate and regenerate project files just now and still it crashes. It gets nasty artifacts and freezes then crashes almost like a bad overclock on the gpu but if i run any of my other projects on 4.24.3 no crashes

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and it runs in Vulkan just fine except i cant get it to run over 60 fps no matter what setting i change

dusty scroll
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right click content browser, create new blueprint. then click the arrow at the bottom so you can see all classes, and search/click on hud

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youre missing the interface

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go the class settings

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top middle

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then on the right, find interfaces

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add "input interface"

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the blue node is "call interface event" you can do this from anywhere

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to impliment an interface event itself, you need to add that interface to that class

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nps

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show your interfaces

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in class settings

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i think you still didnt add it

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ya

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see middle right

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interface add button

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click that

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add "input interface"

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ohh i see it now

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maybe compile?

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if the event is in the interface that is

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if not, you need to create that event

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in the interface class

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nps

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sorted

devout wing
past pilot
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nope it crashes too

flint rover
#

Hey guys

vernal thicket
#

hey

flint rover
#

How do i make a door open if a certain button is pressed

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?

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@vernal thicket what's up

vernal thicket
#

Do you understand Matinee?

flint rover
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Nope what is that ?

vernal thicket
#

You're gonna need to watch some videos if you're completely new to UE4

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I recommend Devsquad Learning Hub, he's really easy to follow

barren flume
#

I was wondering how to change sequencer from frames to seconds

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I forgot how

vernal thicket
flint rover
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@vernal thicket will check it out thanks man

barren flume
#

nvm got it

exotic thicket
#

Need to try using matinee sometime, it seems handy

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So far my door just has a component which rotates it :D

upbeat lake
#

just updated a 4.23 projec to 4.25. Since there aren't motion controller keys beyond 4.24. what's the new way to get key pressed time down? My key pressed time variables aren't getting values now because no keys to draw values from:

idle hearth
#

Hi I am unity developer. I am interesting to learn unreal programing . How to prepare

marble hazel
#

Does anyone have any advice for ai in blueprint. I am trying to make certain actors unseen by the ai perception sight component but its not working

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My enemies keep seeing eachother and just ramming into each other

vernal thicket
#

@squidmann

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@marble hazel have you got an ai move to component? coz you can specify the character there

marble hazel
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I dont see that as a component you me on the behavior tree?

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I have it follow an actor that the ai as seen

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but I only want it to follow select actors

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I thought you gave the actors you wanted to have stimuli the source component but I guess that is wrong

plush yew
#

anyone know material math?

civic saddle
#

Know a way to just rename something with just capital letter changes? Not by naming it something else and back again, haha.

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In order to just change a capital of a folder name I have to fix all the redirectors inside twice

iron wadi
#

hey what is the current progress on DX12? Is it safe to switch in middle of development?

zenith rune
#

Hello
I have trying to make a Gaan Square of Nine Calculator
I have done a bit of it
But I am unable to finish it
Can someone please help me?

digital badger
#

-moved to correct channel-

digital badger
nocturne dock
#

Lmao

mellow flame
#

any way to "undo" an edit in game? I set up a powerup system, depending on which powerup you pick some physics parameters change. can I take them back to the original state without having to set up all again?

slate vessel
#

moving volumetric lights seem to leave a volumetric trail, what setting changes this?

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like a ghosting lag effect

exotic thicket
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@mellow flame you could save the default values into variables in your actor, and then when the powerup runs out you reapply the values from the variables

mellow flame
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that's what I did to save up some time

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thanks

green ridge
#

Update 4.25.1 was released a week ago, but my Epic Games Launcher still not showing an update button. Is there a way to fix that? Maybe clean some cache files?

vernal thicket
#

@green ridge Library > Engine Version

ashen vapor
#

Has anybody got an SCP-650 behaviour I can use (blueprint)?

violet goblet
#

migrating material from one project to another

whenever i try migrating a material it gets "copied" to the other project, but images are never placed, i always have to place it myselfe again,

is that on purpose?

plush yew
#

Aren't recipes copyright? So you're like steak, parsley, onion, but another recipe calls for those same items. As long as I add in other stuff it's no longer copyright or is it different for video games? 🀣 is there an exact official answer somewhere in just not seeing on the internet? Is saying just don't copy the story or their assets enough, but what about the recipe?!

ruby folio
#

@idle hearth Google would be a good start. Or Youtube, or the Unreal Academy.

azure gazelle
#

@green ridge Epic Games Launcher doesn't show the update button while the Engine is running. I mean.. maybe that's the case.. If not, I'd try with a simple reinstall.

ruby folio
#

@exotic thicket Matinee has been superseded by Sequencer

exotic thicket
#

ah, good to know, thanks :)

ruby folio
green ridge
#

@azure gazelle No, still no update button when engine is not running. Reinstall engine is not an option right now due to lack of time.

#

@azure gazelle Hmm, after I tried to change engine components in options, button suddenly appeared.

flint rover
#

Hey guy
I am still pretty new with UE4 and when ever i import from Skitchup there is no coalitions like the player falls through the ground

#

?

vernal thicket
#

Do you mean Collisions?

#

What is a skitchup?

#

do you mean sketchup?

coral folio
#

when cast raytraced shadow is set to off it goes away, i also noticed it might be something related to displacement

tight prawn
#

UE4 keeps crashing when building lighting

#

here is the stack trace

flint rover
#

@vernal thicket yup collisions and yes sketchup

vernal thicket
#

@flint rover When you set up a character you need a collision capsule inside the components tab

#

the collision capsule is what collides with the environment

flint rover
#

Yes there is one

#

Because when he walks on the terrain he doesn't fall through it@vernal thicket

vernal thicket
#

So whats the issue?

exotic thicket
#

I'm not sure if you can do collisions directly in Sketchup, but if you open your Sketchup imported mesh, you can set up collisions manually in UE

flint rover
#

@exotic thicket i did try to do that but it didn't work

exotic thicket
#

Try setting the collision mode to "Use Complex as Simple"

#

this would use the actual mesh as the collision target

#

it may have some perf penalties and stuff but it's probably the fastest way to get it working :)

flint rover
#

@vernal thicket there is no collision in the thing that i import for sketchup

#

@exotic thicket will try that thanks

austere scroll
#

is there a tutorial on how to make a static mesh turn into particles using the niagra plugin ? i tried searching it up "how to turn a static mesh to particle in ue4" i didnt find what i was looking for can anyone help ?

i found this on UE docs : https://docs.unrealengine.com/en-US/Engine/Niagara/HowTo/MeshEffect/index.html , but it explain how to change every particle's shape and not how to make them all look like a shape

This document describes how you can use a static mesh in a particle effect using Niagara.

harsh tiger
#

how would one go about creating a section in the content browser where you can favourite individual actors and not folders?

deft nebula
#

I still want to know how to make a niagara particle attract to a mesh

#

That doesn't matter how it is

vernal thicket
#

Anyone know why my Blender imported asset with a material isnt taking material textures in ue4? i have a basic pattern but itdoesnt show on the model?

austere scroll
#

@vernal thicket in the material page , click on the output node and on the left in the details panel there is a checkbox for two sided material , check it and try . it might help you

vernal thicket
#

Ya I tried that incase I missed something but it's definitely not an issue with them being the wrong way around

wide quarry
#

How doi get high quality baked shadows?

austere scroll
#

@vernal thicket what is it showing instead of the material ?

vernal thicket
#

Just the base colour no pattern

#

I'm currently adding the texture inside blender and gonna export it again i guess lol

austere scroll
#

hmm thats wierd

alpine laurel
#

i was told to "Use the masks colors as the alpha for a linear interpolation node in the material", but do not really know how i do that. can someone give me an example?

sweet relic
#

@wide quarry under the build dropdown in the toolbar there is a setting for lighting quality

#

that controls the quality of lighting builds

rocky radish
#

i am following this course https://www.unrealengine.com/en-US/onlinelearning-courses/stylize-renders-with-post-process-materials and i am supposed to redeem some sorta asset yet i cant find it in my vault
@rigid belfry the code can be found under each video of the course

Unreal Engine

This course teaches strategies for non-technical animators and artists to achieve stylized renders with post-process Materials. Learn the theory, methodology, and tools to experiment in your own projects.

errant crow
#

Having a fun crash problem this morning: every time I try to open a level other than my starting level in 4.25.1 editor, I crash out with this error:

"Assertion failed: !IsGarbageCollecting() [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 2286] Unable to create new object: MediaPlaylist /Engine/Transient.None. Creating UObjects while Collecting Garbage is not allowed!"

#

Grateful to anyone who might have some thoughts about how I broke it.

grim ore
#

@rigid belfry There is also a More Information tab at the top of the course list with the link to the marketplace code. AFter you redeem it restart the launcher to see it in your vault

austere scroll
#

im making a timeline in a an actor blueprint to make it float , i made it so the Z axis is only affected for the effect , but then the X and Y will become zero and it goes to 0 X,0Y in the level .

how do i prevent that ? is there like a "keep axis" node ?

rocky radish
#

you can just get that actors relative location and make the X and Y of the actor the X and Y in the SetActorRelativeLocation node

austere scroll
#

it resets to 0X and 0Y when i start/simulate the level

rocky radish
#

are you settings these values anywhere else?

austere scroll
#

no.. this is a seperate blueprint

#

not even attached to anything

vernal thicket
#

srsly i cannot figure this out, anyone got experience importing materials from blender?

austere scroll
#

can u send picture of your import settings ?@vernal thicket

#

scroll down in the details panel in the static mesh page

vernal thicket
#

I just leave them standard

austere scroll
#

hmm

vernal thicket
#

There are like 4 other materials that work fine on the same model

austere scroll
#

oh

#

so one material doesnt work

#

but others do ?

vernal thicket
#

What i get in ue4

austere scroll
#

is the background white or alpha ?

rocky radish
#

can you show us the imported materials?

vernal thicket
#

Ive messed around with the blend mode and shading which is usually what fixes the issues importing from blender but

#

hold on

austere scroll
#

i usually make textures in ue4 and apply them to the mesh , so im not an expert in import outside textures

vernal thicket
#

I tried it with outside texture it does the same

#

it's literally just a paint file lol

rocky radish
#

@vernal thicket can you send a screenshot of the material editor?

vale osprey
#

does anyone know if it is possible to read landscape heightmap using blutility?

vernal thicket
rocky radish
#

@vernal thicket make another material exactly like that one and see if it still happens

vernal thicket
#

Not a duplicate tho?

austere scroll
#

it might be the alpha..

vernal thicket
#

Whats the fix for the alpha issue?

austere scroll
#

the background is a png ? or did you put it white

rocky radish
#

it might be the alpha..
@austere scroll there's no opacity nodes connected, it can't be it

austere scroll
#

yea....im wrong

rocky radish
#

Not a duplicate tho?
@vernal thicket make another one from scratch (this one only has a texture sample anyways) and see if the problem still occurs, it can be a setting that is wrong in the material

vernal thicket
#

Ight i'll try

austere scroll
#

why is it resetting to 0X and 0Y , although i put it to stay as it is ??? im confused

rocky radish
#

faris do you want to set the relative location of the whole actor or just of a component?

austere scroll
#

the whole actor is just a cylinder

#

so it doesnt matter

#

but i think its just the component , what does that change ?

rocky radish
#

yes it does, if you set the relative location of the whole actor it will change the entire thing, not just the component, so its basically just changing the world location

vernal thicket
#

nah it's the same, no texture lol

#

brb

rocky radish
#

you gotta change the components relative location @austere scroll otherwise you wont get the result you're looking for

#

also because you're getting the CYLINDER relative location wich is 0X 0Y

#

so it will move to 0X 0Y anyways

austere scroll
#

ok i understand

rocky radish
#

How can I make a spherical shaped static mesh simulate physics like a sphere?
right now it is like a hexagon
@bright river just check the 'simulate physics' box in the details pannel

#

you would need to make it a complex collision, but if you want to simulate physics with that object then it wouldn't work

#

thats not what i'm saying

#

i'm saying that if you want per-poly collision to have a perfect ball collision you should use complex collision as simple in the mesh settings

#

but if you want to simulate physics complex collision would not work

#

there are workarounds i think

austere scroll
#

@rocky radish im sorry for many questions , it worked but NOW it resets to 0Z and does the animation from there , i've been trying to squeeze a soloution but i couldnt ;-;

rocky radish
#

@rocky radish im sorry for many questions , it worked but NOW it resets to 0Z and does the animation from there , i've been trying to squeeze a soloution but i couldnt ;-;
@austere scroll can you show the bp after the changes?

austere scroll
rocky radish
#

does the z in the timeline begins on 0?

austere scroll
#

yea but if i put it to something else , it will start from that value in the world , and im making many of them in diffrent locations .

so basically im trying to make it so the animation starts on the current Z without changing X and Y

rocky radish
#

you can get the FloatZ from the timeline and sum it by the current world z i think

austere scroll
rocky radish
#

no thats multiplying

#

float + float is what i meant

mint raptor
#

You can make simple animations inside UE4 4.25 now right?

rocky radish
#

You can make simple animations inside UE4 4.25 now right?
@mint raptor i think you can but i never found out how

mint raptor
#

hmm looking into that now

rocky radish
#

@austere scroll did it work with the float + float?

austere scroll
#

no , it does the animation but it goes up with the animation , like a rocket launching but stopping every 3 secs since thats the timeline

rocky radish
#

huh, sorry for the wrong guess

austere scroll
#

no no problem

#

waittt, i have an idea , let me see

#

but

#

its the same thing all over

#

it starts from 0Z

rocky radish
#

because the cylinder relative transform is 0 0 remember, a COMPONENT relative location is relative to its root and the ACTOR relative location is relative to the world

restive eagle
#

@regal mulch latest #looking-for-talent application looks more like an advertisement than an actual offer

austere scroll
#

@rocky radish summing up the actors Z location with the float z is supposed to work , bcz logically its adding the values to the actors location anr the actor itself isnt moving its the component thats moving , it might be something we understood wrong

#

anyways thanks for trying to help πŸ™‚

#

really appreciate it

scarlet current
#

hi!! im looking for inputs on creating web XR content in Unreal , and with epic games not supporting html5 anymore ...what are the best options out there for UE?...needs to be browser based and support vr/non-vr....is html5 still dependable?..thank u!

rocky radish
#

anyways thanks for trying to help πŸ™‚
@austere scroll np

plush yew
#

Imported infinity blade assets, tried to remove the folder but it will not delete or force delete. Unable to rename the infinity blade asset folder. Now everything, even a name change, takes 15 - 30s. Any ideas?

wary wave
#

fix up redirectors, probably

grim ore
#

If you never used any of those, you can delete the main folder for those assets from your file explorer in your OS with the project closed

plush yew
#

Only thing fix up redirectors show is the most recently created variable

vernal thicket
#

What Mat said but u gotta have the engine closed or like anything else on windows 'is being used in other application'

hallow compass
#

Can anyone recommend a nice realistic grass pack to buy?

vernal thicket
#

Becareful filling a level with too much grass lol

ashen orbit
#

I'm playing my game that's only made of the empty map, one character and the default floor. My modern GPU runs at 100% to render this, any reason why?

plush yew
#

Oh lawd, so I decided to mess around by renaming something to create a redirector and now I cant get it to completely "Fix up"

fiery moat
#

I have successfully created a health regeneration system yesterday, and now that i tested a bit more I realized that the player is immortal and health recharges too quickly. I want to make it so that every time the player gets hit the delay ,before health regen starts, gets reset.

azure gazelle
#

I'm playing my game that's only made of the empty map, one character and the default floor. My modern GPU runs at 100% to render this, any reason why?
@ashen orbit If it doesn't sync up with monitor (V-Sync) it probably runs at max fps.. So the gpu hits 100% because it runs at some 1000+ fps

ashen orbit
#

Sure but how do i fix this, im running freesync

rocky radish
#

Can anyone recommend a nice realistic grass pack to buy?
@hallow compass you can use quixel megascans grass

plush yew
#

Apparently I created a "dangling redirector"

hallow compass
#

It looks horrible when I use it

#

The LOD's are all messed up

plush yew
#

@wary wave or @grim ore have any suggestions on cleaning up a dangling redirector?

hallow compass
wary wave
#

depends on what you mean by a dangling one? One that points to nothing?

azure gazelle
#

@ashen orbit Project Settings -> Engine -> General Settings.. But it doesn't really make sense to limit it. I guess.. I mean most games want to have high fps count.. And it will go down fast with more stuff in it xD

vernal thicket
#

@fiery moat you need to do a check to see if the player is still receiving damage, & maybe put a delay before it starts regenerating, that's usually how games do it

regal mulch
#

@restive eagle Maybe, but it's basically a "Anyone can join but no one gets paid." thing.

restive eagle
#

ahh kk. thought discord links need to be approved even there

#

thanks for taking a look then

vernal thicket
#

@fiery moat Also if ur immortal u need to make sure before damage is taken is the health <= 0, if it is pause game or w/e

azure gazelle
ashen orbit
#

@azure gazelle sure but by that logic the gpu will run at 100% no matter what i add to that level

fiery moat
#

@vernal thicket I have put a delay but until the enemy has reached my health in the middle it regens

vernal thicket
#

@fiery moat screenshot?

fiery moat
#

hold up

ashen orbit
#

anyway i fixed the smoothing hope it gives good results thanks @azure gazelle

vernal thicket
#

@fiery moat Do you want to private message me?

plush yew
#

@wary wave Just trying to get rid of them in general. Deleted the actor / asset, still cant delete the redirects. When attempting to fix up get "Redirector could not be checked out or marked for delete"

fiery moat
#

alright

ashen orbit
#

still runs at 100%

#

i guess i will leave this issue aside for now and focus on optimization when i actually have a real game

wary wave
#

use the fix up redirectors functions?

plush yew
#

@wary wave Nm, just going to delete it out of the file folder. Lol

wary wave
#

lol

plush yew
#

@wary wave The fix up function gives me the error msg "Redirector could not be checked out or marked for delete"

hallow compass
azure gazelle
#

still runs at 100%
@ashen orbit hmm.. You can check the FPS and see whether it actually works or not.. Should be limited to the max Rate you provided in the Smoothed Frame Rate Range. Then again, Task Manager (I guess that's how you check it?) isn't really reliable for GPU Stuff.

ashen orbit
#

i think the temperature of my feet is reliable sensor

honest vale
#

@azure gazelle simply scene -> not CPU bound -> GPU can do its thing as fast as it can

vocal gorge
azure gazelle
#

@vocal gorge #work-in-progress

vocal gorge
#

@azure gazelle ok sorry no prob

azure gazelle
#

Why is the grass LOD really bad. I need help πŸ˜„
@hallow compass It doesn't seem that bad... Might just want to fiddle with the Screen Size for each lod level.

hallow compass
#

@azure gazelle When I walk around you can see the LOD change it looks disgusting

azure gazelle
#

@hallow compass mhh.. maybe dithered lod transitions?

#

Should prevent a popping effect

plush yew
#

Hi guys, where can I set the tick interval on blackboard?

#

BT*

patent dawn
#

Anyone know of reasonable ways of customising/adding to the level editor basic options/pallet?

exotic thicket
#

How would you approach actor/pawn initialization logic when it gets more complicated, for example with loading saved games?

#

I was using Begin Play to kick off stuff but frankly it's starting to look like that at least more complex actors will just get sync issues - ie. the actor is loaded, begin play calls and starts it, and then the saved data is applied...

#

I'm probably just going to have an interface for actors that have more complex setup and have those get called in new game / load game situations... but frankly I have no idea if that's a good idea :P

bitter iris
tired lynx
#

Hey everybody! I've managed to solve my predicament. A very kind user on the AnswerHub post pointed out that I should check my Windows Update. Turns out that yes, there had been an update in-between Unreal working & not working that I hadn't been aware of. I simply rolled back the version and voila: Unreal is working flawlessly now. Thanks to everyone who's leant their help & advice over the last week or so! Hope this helps anybody else experiencing similar issues.

You can read my OG AnswerHub post here:

If you're on Windows 10 2004 then this may well be the cause of all your issues.

hidden knoll
#

Does anyone know what the object of a Blueprint Interface is when casting?

exotic thicket
#

The object you're casting

hidden knoll
#

Would I use a widget?

#

as the object

grim ore
#

you should look at learning the basics of blueprint communication

#

we cant answer your question, you would know what you need to put in there based on your project and workflow

hidden knoll
#

okay

azure gazelle
#

Content Examples or Documentation and YouTube channel are a good place to start.

hoary silo
#

The replication in my game totally breaks when I generate a lot of hierarchical instanced static meshes, including replicated events, is anyone else having this problem?

#

I think its a synchronization problem

#

When I generate a small amount it works perfectly fine

hidden knoll
#

@grim ore I can't find anything on casting to User Interfaces, I tried creating an object reference but nothing worked.

gloomy thunder
#

Does anyone know how i can re find my code i scrolled away from it and i cant find it now

#

??

exotic thicket
#

@hidden knoll you usually don't need to cast to an interface, you can call interface functions directly without knowing whether the object implements it or not

hidden knoll
#

@exotic thicket I need to get some of the variables though

exotic thicket
#

I'm kind of confused... interfaces don't have variables

tacit onyx
#

@exotic thicket UI, not communication interface.

hidden knoll
#

Yes UI

exotic thicket
#

Ahh lol

#

I mean you should be able to cast to any class the same really πŸ€” It should work with UI bits too

hidden knoll
#

The only problem is, every time I toggle the UI it resets all the variables I have in it

tacit onyx
#

@hidden knoll You cast to your UI the same way you cast to an Actor class. Get a reference of it and cast to the correct type.

hidden knoll
#

What should I use as the object?

tacit onyx
#

You need to save the reference somewhere after creating it instead of just removing it and recreating it.

exotic thicket
#

If your UI resets everything like that then it might be that you're reconstructing the whole UI from scratch... you can keep the objects around instead of rebuilding them

hidden knoll
#

Oh, how do I keep them?

#

I have been using event construct, which is the issue, is there another event I can use that doesn't reset them?

#

@exotic thicket Oh you are saying instead of creating and destroying the widget I just collapse and make it visible, thank you!

exotic thicket
#

yeah, you can also detach it from its parent

hidden knoll
#

detach?

exotic thicket
#

remove from parent I think is the name of the node

hidden knoll
#

How do I make it visible again without casting?

exotic thicket
#

at least for widgets, if it's some other kind of thing you might need to use something else

hidden knoll
#

@exotic thicket Would I use add Child?

exotic thicket
#

if you removed it from the parent, yes

hidden knoll
#

Okay

bitter iris
teal tulip
#

Probably because the light don't works properly with that kind of cameras

plush yew
#

is .25 some sort of test editor that no one should be using? and how on earth do I stop manipulating the landscape

grim ore
#

?

#

did you change the mode you are in at the top, the modes button on the toolbar?

plush yew
#

ah so thats where that went

#

anyway I can move that back to where its always been?

grim ore
#

not in .25 and higher

plush yew
#

god this is freaking annoying, guess I gotta use hotkeys from now on. and ill definitely have to get used to more windows obstructing what im doing

#

hotkeys dont even work.....

onyx cedar
#

anybody have any luck building for oculus quest w/ 4.25?

#

vanilla 4.25, that is

#

or should I be using the oculus flavor?

haughty surge
#

Hey! My team and i are developing our project, mostly with multi-user editing, however we have encountered a problem, where the editor starts to lag, whenever we delete actors or drag in new ones. Has anyone dealt with something similar or does anyone know, what we can do to eliminate this bug? It's making multi-user sessions unusable

grim ore
#

I was using my quest the other day with .25.1 from the launcher, no problems that I could see

onyx cedar
#

darn. build crashes on launch

#

i probably did something dumb

#

i'll figure it out

#

ty

forest tree
#

Anyone able to tell me how I can debug a crash? The log reports:

[2020.06.10-18.44.05:207][ 0]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.453 s
[2020.06.10-18.44.05:207][ 0]LogOutputDevice: Error: === Handled ensure: ===
[2020.06.10-18.44.05:207][ 0]LogOutputDevice: Error:
[2020.06.10-18.44.05:207][ 0]LogOutputDevice: Error: Ensure condition failed: DefaultStructInstance.IsValid() && DefaultStructInstance.GetStruct() == this [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/UserDefinedStruct.cpp] [Line: 417]

undone sinew
#

I have to CTRL+S like a mad man, because of the crashing

#

Even still, I'm not spared from constantly repeating stuff

wanton dawn
#

https://www.unrealengine.com/marketplace/en-US/product/fantasy-and-medieval-artchitecture-kit Someone has this pack kit, i got in my library when it go free but having problems trying to get it in my 4.25 project

plush yew
#

so i made this robot which i colored in blender... tried to export it in unreal engine 4 but the colors won't come in complete. i tried to do the UV map but the colors won't come up in there... how do i fix this?

tight shell
#

Anyone have tips on equipment sizing for different body types (RPG style inventory equipment)?

#

I'd imagine it would look pretty odd with completely different body types, like a big fat troll and a tiny gnome. Different parts of the mesh would need to be resized, and even at doing so there's a chance that would look ugly. Male/female difference in the same armor piece as well - I can't just make the mesh bigger to account for a different body shape, it would look dumb xD

hidden knoll
#

@grim ore Do you know how I can use the Add Child node to make a widget blueprint become visible?

tight shell
#

@plush yew , explain morph targets

azure shore
#

hey is ther an alternative to event tick that isnt affected by fps? tick is pretty unreliable for that reason

tight shell
#

@plush yew Gotcha, I'll go read up. Just now running into having to do this so I'm clueless if something already exists for this πŸ˜„

azure shore
#

maybe I should have been more specific, I was wanting some custom gravity but with event tick the different fps can mess it up, so maybe theres a better way to do that?

wary wave
#

nothing is unaffected by ticking, physics included

tight shell
#

I see

azure shore
#

yeah, Im not so sure how to use delta time though

wary wave
#

but if you're having noticeable problems, it's probably an implementation issue

#

yeah, delta time / frame time is essential

azure shore
#

and by time do you mean delta time?

tight shell
#

Another question for me that's probably been asked a million times: I need mouse axis input in GameAndUI mode while no mouse key is being pressed(I'm using a keyboard key to induce camera rotation around a character in third person). Is this possible? Without switching to GameOnly mode and without faking mouse key on a keyboard key.

hidden knoll
azure shore
#

but what script would I even use for the gravity force, would it still be from event tick?

#

I need it in all directions though

tight shell
#

@plush yew What are you game mode and controller settings? I get 0s whenever I try to get axis mouse input and no mouse key is being pressed no matter what I do.

#

Simply clicking doesn't change anything

azure shore
#

so like if I was using add force node how would I use delta time with that

#

Im sure I tried this before and it was messed up

tight shell
#

@plush yew Well...default tp template is quite different form the controller I have here which is more MMORPG style. If I go and set up the controller in the same way we have, it will once again not capture mouse axis input unless a mouse key is pressed

#

and by pressed I mean held down

#

For example I have 0 problems making rmb mouse turn, it gives me the axis

#

but then I want to use some other keyboard key to turn the camera - nothing

azure shore
#

oohh I think I was having to use impulse because isnt add force only for physics?

tight shell
#

The game mode. GameOnly will give axis input, GameAndUI won't

#

erm....input mode I mean

azure shore
#

OH I remember now, I was using launch character, Im not sure how to affect capsule component with add force

#

ah so how would I get add force to move the capsule

tight shell
#

And as per our specs we can't just go switching between the input modes every time we rotate camera, has to just stay in GameAndUI mode

azure shore
#

no add force needs physics enabled apparently

tight shell
#

I had to do this ridiculous thing to make it give me axis input in that mode, but as you may imagine....this creates a huge problem where it can no longer differentiate between the "fake" mouse click and the real one

azure shore
#

I dont want the capsule using physics but add force does nothing and then shows the warnings that it needs physics enabled

#

Im not sure what you mean

tight shell
#

@plush yew may I pm you rq to not spam this channel with my current code?

rigid belfry
#

i am following this course https://www.unrealengine.com/en-US/onlinelearning-courses/stylize-renders-with-post-process-materials and i am supposed to redeem some sorta asset, which i did. following the videos, i noticed the project name is "stylize_Renders_PPM" yet i cant find anything with that name in my vault

Unreal Engine

This course teaches strategies for non-technical animators and artists to achieve stylized renders with post-process Materials. Learn the theory, methodology, and tools to experiment in your own projects.

flint ermine
#

Anyone knows why after sculpting and ctrl + z leaves invisible terrain to ground ?

heady moon
#

hi is unreal engine 4.25.1 stable?

grim ore
#

@rigid belfry did you restart your launcher after redeeming the code?

#

@heady moon about as stable as any other version

heady moon
#

Good, I need to clear up some space so I'll uninstall previous ue4 versions I had

frozen pond
#

2 questions: 1. im trying to add blur but idk why my characters get blured too, second one how to change zenith color to dark instead of white?

cerulean sandal
#

blur blurs everythings lol

tiny sonnet
#

how do i access a specific variable from the player array. for example, if in the player state, there is a variable called username, how would i access it in the gamestate

heady quartz
#

Maybe try getting the player controller then casting to your player state?

tiny sonnet
#

that doesnt work either

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i was hoping for a centralized location for all the variables within the playerstate, i heard thats what the player array did?

lucid geyser
#

Hi , is there a online support chat or email to ask Epic members questions and help about unreal engine ?

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To ask epic staff members

heady quartz
#

@tiny sonnet i have very limited knowledge about player array sorry

tiny sonnet
#

ok

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thx either wats

heady quartz
kindred crag
#

what are the chances of UE5 supporting beyond just wav files but mp3 and 4 as well?

tiny sonnet
#

there might be a easier way, but thats all i got

heady quartz
#

Isn't using the player index only good for splitscreen? Or does it work with multiplayer

tiny sonnet
#

it works with multiplayer

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except it changes everytime you login.

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as far as i know

heady quartz
#

So you're telling these whole 3 years of me using ue4 I've been lied to?

manic pawn
tiny sonnet
#

@manic pawn lol

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im dumb

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thanks

plush yew
#

how do you turn off the hdri backdrop image in the niagara particle viewport?

#

i cant recall

frozen pond
#

i have mesh without skeleton (its character model tho), is there easy way to create skeleton or i need to add in manualy in blender?

twin locust
#

Hello, is there a command line argument to just mute all volume/sounds?

hallow compass
#

If anyone is willing to spare a few minutes to assist me with grass LOD's please DM me on here. Thanks in advance πŸ™‚

storm venture
#

@frozen pond unfortunately, if it has no skeleton, youre going to need some experience with rigging or at least hope some third party tool can help. usually rigging involves painting the weights of each bone which is typically requires a human hand to nail down. you can try the online mixamo tool, it seems to do an okay job most of the time.

tiny sonnet
#

@twin locust there is no master volume, but if you put all sounds in the same class, you can control them their volume at the same time

twin locust
#

@tiny sonnet well thats a bummer, would you happen to know if there is a way to build/launch a game so that it doesnt play audio?

tiny sonnet
#

im not sure sorry

#

what i have set up is a master volume with a slider in the menu

marble hazel
#

How do you compare actors in blueprint? I'm trying to see if the perceived actor in my ai is equal to the player

#

I'm new to blueprint and I've been looking around I cant find anything

#

I thought of get all actors of class to start

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and I dont know how to compare it to the perceived one

wise dirge
#

hey I have a question about character movement: In a lot of third person games (f.e. dark souls) your character will not move in a direction when they are standing still, but rather ONLY turn in that direction. Is there an easy way to set this up?

hallow compass
#

What is RHAO in terms of materials?

white relic
#

Made these rain sheets...but when I hit 'play' it seems to spawn in a f**kload of them and my performance TANKS. Not sure what is causing this...It should only spawn a few over the course of 8 seconds

#

Ya weird! I turned off any spawn rate and hit play and like hundreds of sprites come out of it

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what the hell

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omfg

#

I had an LOD

#

holy shitball n flamn dicks that was scary

plush yew
#

Do IES light textures not work in 4.25 or?

past pilot
#

OK im confused. I cant work in 4.25.1 in DX because it crashes constantly and quickly with RHI and DX errors. I installed the latest drivers, I reverted the project to a state before the crashes started in case it was the project, i completely deleted to project and pulled it fresh from git, I verified 4.25.1 binary installation, i pulled the source version of the engine and built it and no matter what i do it still crashes on that project. If i make a new project no crashes. In my project the menus blink and flash and get garbled up then the editor crashes. My partner however has no crashes and can run the project just fine in his 4.25.1...

I verified its not completely the engine because i can run other projects fine and i downgraded the project to 4.24.3 to test and it crashes exactly the same way. I ruled out installation because its doing it in both the binary and the source version, two sperate installations. I know its not my driver because i can run the engine just fine when im not in my project. My project adds absolutely nothing to the default 3rd person map and even happens on a blank map. It only has an inventory system that i decoupled from the character so nothing is running that is different from the default project. I am completely confused and lost here....

plush yew
#

is there vulkan render in unreal editor?

past pilot
#

Yea, and i can run it just fine in Vulkan but its hard locked to 60 fps

plush yew
#

just check it to enabled it?

#

windows target plataform render?

topaz brook
#

Hmmm... Anyone have any idea why i have Forward/Back movement and Left/Right movement set up the same way, however Forward/Back does not work anymore? It was working fine until I removed all folders in my project except Config Content Source and project file?

past pilot
#

just popping a vid together and i will show you. It works fine in Vulkan its just DX11 and DX12 and only that project and not happening to my partner.

topaz brook
#

The variable forward/backward is attached to no longer receives input from any keys...

past pilot
#

@topaz brook You check to make sure the binding to make sure it didnt get deleted?

topaz brook
#

yes i did. even tried other keys

past pilot
#

Are the bindings firing? did you throw a debug string or something in tehre to see if its even registering the button pushes?

#

or if its blueprint watch the execution in debug

topaz brook
#

Nevermind...

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Im an idiot

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XD

#

Thank you though

honest sigil
#

hey guys have a question, im using a controller/gamepad and I cant seem to get any of the buttons to work except movement, it works fine in another project but for the one im working on it can only register thumbstick movement ( not even the default jump key ) does anybody have any ideas on what I'm missing ?

tiny sonnet
#

Error 'Failed to load package '/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap''. Exiting. anyway to fix this. I only get this when the server tries to switch levels

white relic
#

Is it possible to take a 'sprite' that comes from an emitter..and somehow tell it to paint the landscape with a material. For example..a rain shaft changing material with a function to become wet

tiny sonnet
#

are u trying to make a hose?

white relic
#

haahaha

#

uh

tiny sonnet
white relic
#

looks at ur video

tiny sonnet
#

in theory it should be the same, other than being applied to a character, it will be to an actor

ebon goblet
#

If I apply a transform to an actor, and it goes through multiple hitboxes in one tick, has it hit all of them at the same time?
Or is it possible to determine the order without resorting to distance calculation?

past pilot
#

I thought they should spit out in order of impact

ebon goblet
#

It's kinda random, which leads me to believe it's at the same time.

civic saddle
#

@white relic Reminds me of the BOS bunker in FNV

steep frost
#

Is there a way to increase the font size of Blueprint Nodes?

marble hazel
#

I have had other levels where I can paint multiple but on this one there is no option.

#

Isn't it usually on that bottom left panel?

bitter thistle
#

Hi all. I have made an animation sequence. How can i add a UI/widget animation playing based on some specific frames? lets say i have 500 frames long animation, and i have 4 different images and i want them to pops out from the left side of the screen in frame 100 for image 1, frame 200 for image 2, frame 300 for image 3 and frame 400 for image 4. I've already make the animation of those images (which just transformation on X axis). Please help. Thanks!

stray tundra
#

getting the following error when server traveling in packaged game on oculus sdk

#

any idea why garbage collector is throwing the error

vernal thicket
#

struggling to destroy old actors?

stray tundra
#

@vernal thicket i cleared out everything on the level

#

but it still gives me that error

vernal thicket
#

Looks like its everything that's still there? Bp_ghost character, vr root component etc

#

Its only a warning though, is it causing issues?

stray tundra
#

well the error is same but the actors are different

#

when i remove everything on the level

#

it causes a 10 seconds delay

#

while server traveling

vernal thicket
#

Are you sure the delay is because of this?

stray tundra
#

yes

#

on steamvr... it doesn't crash and no delay πŸ˜„

hidden knoll
#

So I have a projectile that spawns and shoots forward when I click, but it's not colliding with any surfaces, does anyone know why?

vernal thicket
#

@hidden knoll Do you have a collision sphere or capsule or something on the projetile?

hidden knoll
#

yes

vernal thicket
#

How is the collision set up?

hidden knoll
#

It is set to overlap all

#

Should I set it to block all?

vernal thicket
#

Set it to block all

hidden knoll
#

Okay

vernal thicket
#

yeah

hidden knoll
#

Thanks

vernal thicket
#

overlap is different

#

❀️

#

You can also set it to custom and set what you want it to collide with, i,e don't collide without environment but collide with pawn

#

with*

hidden knoll
#

okay

#

Ah it still isn't working

#

But when I enable physics to the mesh of the object it will collide but not travel

vernal thicket
#

How are you debugging? what are you trying to hit?

hidden knoll
#

I just want it to bounce off walls

#

Like a knife

vernal thicket
#

So it's big enough to see it going through the wall?

hidden knoll
#

yes

vernal thicket
#

Have you got the collision attached to the mesh?

#

Like as a child

hidden knoll
#

yeah

vernal thicket
#

can you screenshot the panel?

hidden knoll
#

sure

#

It might have to do with the projectile movement

vernal thicket
#

Did you try with the preset to block all?

hidden knoll
#

yeah

#

it still didn't work

vernal thicket
#

You could try setting up some kind of overlap event for the box trigger to see if it returns anything at all?

#

box collision sorry

hidden knoll
#

I did

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I had a string print

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So it was overlapping

vernal thicket
#

Ight maybe it's an issue with the wall you're throwing it at and not the actual knife?

hidden knoll
#

I added a cube actor in and it still didn't work, it only works when physics is enabled on the knife

#

I'm going to try adjusting the cube collisions

vernal thicket
#

try turning off collisions on the knife

hidden knoll
#

okay

vernal thicket
#

The knife could collide with the box collision and it will make things complicated

hidden knoll
#

Dang it still isn't working

vernal thicket
#

That's strange

#

so the actual knife is set to no collision right?

hidden knoll
#

yes

#

but the collision box is set to block all

vernal thicket
#

I had a project with this set up but i deleted the fkin project haha

hidden knoll
#

oof

#

I might just delete the knife mesh

vernal thicket
#

is your knife an actual mesh or just like a cube mesh?

hidden knoll
#

cube mesh

vernal thicket
#

from the basic tab?

hidden knoll
#

yeah

#

It would be great if it could keep the velocity of the projectile, but also have physics

vernal thicket
#

Well bullets drop via gravity but I see what you mean

#

I can't remember if I had my bullets staying in the level or not, i had an fps so it would've affected performance

#

With my project is was more about receiving an event on collision with an enemy

#

Also there's got to be a way to keep physics with the velocity, how would people throw grenades and sh*t otherwise

hidden knoll
#

yeah

exotic thicket
#

You could probably keep the velocity by using a physics thruster component, or reapply the velocity on tick

#

Although maybe you could just set damping to 0 πŸ€”

hidden knoll
#

Where is the damping?

exotic thicket
#

it's in the physics category of properties iirc

hidden knoll
#

oh

#

OOoh I think I found the problem

#

The actor itself had collisions off

vernal thicket
#

oh

hidden knoll
#

oh wait nevermind that was on spawn

vernal thicket
#

If there is no physics wouldnt the knife just stop in mid air and stay there?

#

As if the knife was stuck in the wall i guess

hidden knoll
#

Yes

#

or float away

vernal thicket
#

So

#

Physics and Projectile are incompatible

hidden knoll
#

I don't know, I saw a tutorial and this one guy was doing it

#

Unless maybe he wasn't using physics

vernal thicket
#

So it looks like if you want it to stick into the wall then use projectile, if you want physics where it bounces you'd use that

hidden knoll
#

Oh

#

Maybe I will just have the actor be destroyed when it hits an object

exotic thicket
#

The problem could also be that the collider is not the root of the object

#

I've had tons of weird problems with physics objects that didn't have the primitive component used for collision as its root

#

and the force needs to also be applied on the root component

vernal thicket
#

See i've only had the one experience and it worked fine at colliding with pawns, just had no interest in the physics side of it

hidden knoll
#

Dang now I can't figure out how to have it destroy when it hits a wall

#

It won't let me use the actor

exotic thicket
#

I mean if you have the collision event it should really just be a matter of calling Destroy Actor with Self

vernal thicket
#

Destroy self under the box will just destroy the box collision tho right?

hidden knoll
#

Okay sweet I got it

#

I just enabled collision to the cube mesh

#

Now I just need to learn how to add particles

vernal thicket
#

Spawn particle emitter at location

#

get the location from where the collision takes place

hidden knoll
#

okay

vernal thicket
#

Are you using the collision box?

hidden knoll
#

no

#

Should I use Sweep Result Impact Point?

vernal thicket
#

I have no idea at this point I always use the collision box coz it's as simple as on collision lol

hidden knoll
#

oh lol

vernal thicket
#

what is it that actually collides now just the actual cube?

#

the knife

hidden knoll
#

yeah

#

just cause I couldn't figure out how to reference the whole actor inside of it

vernal thicket
#

Can you take an on collision from the cube?

#

the knife

hidden knoll
#

Well I have it so when it hits stuff it destroys itself

#

But now I can't get the emitter to spawn at the location it hit

vernal thicket
#

Technically if it destroys itself it'll destroy the emitter spawned inside too

#

Maybe put a slight delay after the emitter before it destroys itself?

hidden knoll
#

I don't know if that's it, the emitter still spawns, just at the center of the map

vernal thicket
#

The defined location is wrong then

hidden knoll
#

I don't know how to get the location of the knife, when I try get actor location, it doesn't show up with the knife actor

vernal thicket
#

If you click the knife and right click on event graph you should have the option under the first drop down of a event on collision

#

You should be able to get the location from there and do what you need>?

#

if you are using the event collision, right click on sweep result and click split struct pin

#

then you have an option for sweep location

hidden knoll
#

okay

#

Oh wow somehow I made it so the knives stick into the wall! Thanks lol

#

So random but epic

vernal thicket
#

Haha nice

#

did u get ur particle effect?

hidden knoll
#

no

#

Also somehow there is an error that is causing the knives to stick

#

Cause I tried destroying the scene component root when it hits

#

Lol I tried having the movement stop and when they hit the ground then just sink into it

#

Yay I found a non-buggy way to make the knives stop

vernal thicket
#

a lot of this is playing around with things figuring out how they work tbf lol

hidden knoll
#

LOL and I just figured out how to make the particles spawn at the right place

vernal thicket
#

There we go then, how did u do it?

hidden knoll
#

Get world location (box)

#

instead of get actor location

#

This is probably the funnest project I've worked on

vernal thicket
#

lmao

#

The amount of times I've tried to do something thinking it would be complex and the solution is a checkbox or something really stupid i've lost count

wooden grove
exotic thicket
#

it's the new pre-fetching compiler

#

it fetches your shaders from the future to compile them now to save you time later

wooden grove
#

How hard can it be to get the size of a list?

late verge
#

what are the current problems with the Chaos system?

#

id love to see environmental destruction down the line

#

curious as to what the hurdles currently are

vernal thicket
#

Damn

#

I wanted Left Click for Interactions but since adding a gun it would make things too complicated

azure reef
#

Hello guys! I'm trying to keep the exact same colors on ES3.1 but I can't find any solutions. Does somebody know why for example the blood is not keeping the original color? In the particle system looks good but when spawning the colors are washed

vernal thicket
#

Guys how would you replicate a line trace to cause damage to a health float amongst multiple AI?

#

Without casting to all the different AI's on each fire D:

teal tulip
#

Render features aren't the same so you have to calibrate it as you can @azure reef

#

Plus the light is un build

azure reef
#

I need to change the colors in particle system and preview on es3? Even if in particle system are not what I want?

#

Teste also with lights but the same

teal tulip
#

Well you can try to change the post process from the scene too as looks burn

#

Is too bright overall

azure reef
#

Right now I don't have any PP

#

I'll add one and I'll see the changes

#

I didn't want to use PP for performance

teal tulip
#

Another fact looks like 425 have some rendering broken

#

Well that's it then

#

Without the HDR will look like that

#

Make it darker then

azure reef
#

Yes, with PP is more like a blood now πŸ™‚

#

Thank you

quaint edge
#

Hello, I have an issue importing a font

#

I mean, the font imports perfectly and works perfectly, but only when i use it in UI widget thing. But if i try to use it with TextRenderer Actor it doesn't work at all

#

It's a japanese font

gaunt void
#

hey guys, is niagara working good on mobile or should i stick to cascade?

deft nebula
#

How long does it take to compile shaders takes almost a hour

#

How long does it usally take to compile shaders on start

vernal thicket
#

Anyone know how to make sure a anim plays from start no matter how many times you call it?

plush yew
#

if u are playing a montage, it shoul start from the beginning right?

#

that's what happend in my case at least

vernal thicket
#

Nah an animation blended at the spine to shoot a gun

#

but i've got the particle effect and the sound both inside the animation under notifies

plush yew
#

ahh ok, im not sure

vernal thicket
#

but if I spam the shoot button it doesn't play the sound or particle effect but still shoots the fkin line trace

plush yew
#

I totally get what you mean

#

good luck πŸ˜„

vernal thicket
#

Lmao

#

If I loop it just plays twice

#

Start position is 0

#

There is no reason this shouldnt work properly -_-

plush yew
#

Long time ago I download a takarov pistol that is ready to shoot inside the game

#

works like a charm, have no issue with projectile spawn and sound

#

i remember he fires the sound in the input action tho

#

not from anim notify

vernal thicket
#

Ye I usually would but i'm trying to save on blueprint space lol

tight prawn
#

hey there

vernal thicket
#

It makes more sense to have it inside the actual animation than play it under the blueprint coz then you have to specify the locaiton etc etc etc

tight prawn
#

UE4 keeps crashing when building lighting

vernal thicket
#

Too much lighting?

#

Sh*t pc?

tight prawn
#

i've tracked the issue down to check map for errors

#

i have a single skylight

#

and my pc is totally fine

#

just running check map for errors I get a memory access violation exception

#

any clues?

vernal thicket
#

Not a clue bud

plush yew
#

You can get socket location from blueprint