#ue4-general
1 messages Β· Page 765 of 1
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
@plush yew Which landmass content are you looking for?
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
yeah you need to make sure you check Enable Edit Layers when you create it or after
then at the top the blueprint brushes will show up for adding
if it doesnt show up go back to select mode then landscape to have it show up
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
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?
@grim ore the timeline was bang on man thanks, does it loop in the BP because of selecting loop inside the timeline?
if you want it to auto loop yep you can do that inside of the timeline
or just run a wire from the completed to the start again lol
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
?
Yeah bro, I've gone from exhaustive to not even noticeable
the revit IFC export to FBX has 200k tris
Is there any.. Blueprints market?
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
@plush yew the normal UE4 Marketplace sells blueprints? same with gumroad probably
@undone creek #aec-visualization or #graphics might have more info on that subject
With the flcikering light down is there a way to make the point lights in the level less exhausting to the system?
Without removing shadows tho π¬
technically using stationary instead of movable, but beyond that.... smaller lights or less lights visible at a time?
Ah yeah, i think having 1000 actors in a level doesn't help though? Lol
1010 to be precise
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
#graphics people are much smarter on stuff like this
Ahh thats a good plan
Yeah bro, I've gone from exhaustive to not even noticeable
@vernal thicket is that a flickering light?
@cerulean sandal yeah
i need help
Is there a way to outline objects above you, and keep everything above something outlined invisible?
@grim ore thanks, i'll ask there :]
Anyone else have terrible performance problems with Landmass brush?
welcome to unreal engine π
@grim ore btw thanks for your educational videos! I just realized that you are you.. π
is there anyway i can combine landscape layer blend with slope blend?
I cant use landmass brush at all its so laggy
hi
im having trouble getting real world scaling to work in ue5
ue4*
how is there no default measuring tool
its insane
yea but if i type 8 in the X-axis for a cube
thats alot bigger then 1cm
its even bigger then 8 meters
so how do i know?
is this some lesson in scaling
im just looking for a little guidance
idk where to punch in the cm units
anyone?
@jade rivet do you mean SCALING the static mesh cube or greating new geometry?
i want to make that default cube 80 feet by 200 feet
i get that the scale should remain 1;1
im using it for architecture
so im just wondering where i manually punch in the cm' for invidiual objects
well the default cube is a static mesh so you would have to scale it. or are you using the geometry brushes?
geometry brush?
if using a mesh you would have to edit it in the program you are using to create the meshes
oh
things get out of hand quick when scaling static meshes, create a ruler actor to double check measurements if unsure
im not getting brush settings
Is this a Geometry Brush or a Static Mesh?
waiting for those last few engine files.
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
and yes Units in Unreal are Centimeters
thank u
Where do ya'll get your fonts for the widgets?
depends on if you are selling your product or not
Yeah i will be
I'm happy to pay tbf
doesnt mean its legitimately public domain tho π¦
Yeah I'd rather use legit
just buying something doesnt mean its legitimately the property of the seller to sell either
research is important either way
Google fonts is a good legal legit resource for fonts
fair
Shweet
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
any idea what is causing this?
at first guess messed up asset in level
dunno if this will help but still here it is @plush yew Might be your issue https://www.reddit.com/r/MEIOUandTaxes/comments/9b8ras/game_keeps_crashing_because_int_divide_by_zero/
his is lightmass crashing tho
just removed every model from my scene and still get the error so its not the models
ill make a new scene and have a look
if its not there then i guess ill just transfer to a different scene
yeh i must have broke something in the level because the new one is fine
gotta spend a while rebuilding my set up i guess lol
not sure what P4 is
Perforce Helix versioning system
so its basically the same as Incremental saves like in Maya
basically yeah
its a version system
think that but for a whole project
you can even use it to see what nodes changed in a bp
cool ill have a look into it, thanks
π
unreal has a nasty habit of stuff getting corrupt/breaking, i cant emphasize just how essential using version control is
Hi anyone know why a spline starting point doesnβt get created when I press down on CTRL and left click ?
Iβve been stuck on this issue for a while to create roads for my city.
Please tag me with @ on your response . Iβll appreciate it .
dont know that, but if you click on a spline point and ALT+move it it creates another which is what ive always used
What am I doing wrong here
Using too low a resolution screen shot and failing to provide the error or context for the problem.
I'm trying to blend two parallax textures ...thats pretty much it
does anyone know how to remove a level sequence player when the sequence has finished playing?
is an eventick just to set a single float (based on a component velocity -> vector length) value "dangerous" ?
i avoided everywhere else, but now i think i need it
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
@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.
I've even disabled auto-tick for bp so I wont forget
i'm not going to add anything, I just need a float to be constantly update
You can do that, just use with thought
i tried with a gate, but I don't think its running as I wish
Question where should i begin with making an fps game, like idk what to do first
Is there a way to get 360 degrees from the axis Value of the Gamepad Thumbstick and not the weird -90 to 90 degree thing?
@fallow jewel get familiar with the engine and other programs like blender, photoshop or gimp
Try some small projects just for learning, knowning what you dont know but should is fundemental
@whole quarry i have a hard time using blender so whats a good way i can improve
@scarlet birch Ah duh thanks.
Also his other videos are recommended
You can create a vector from two axes and use that.
Hi guys, any idea why my foliage isnt showing in editor but it does when I hit play?
And there is a @grim ore youtube channel with tons of good info on ue4, i really insist on that
@whole quarry ty ill do that
Should be in everyones favorite tbh
@scarlet birch is there a way to differentiate between the thumbstick facing downward and forward?
@hallow compass how far away are you from the ground?
I can be any distance it wont show in editor
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
Get close to the ground @hallow compass
@grim ore Is great helped me more than anything in learning the engine.
true
I don't know what you mean by downward and forward.
@floral knoll level is like the top of the pyramid, it can only go down from there
@scarlet birch pulling the stick down and up.
@hallow compass closer
Do you have foliage where you are right now? I mean, like you placed it there with the foliage tool?
@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
Youre welcome
Has anyone here used the new 4.25 beta Tile Render features?
Im using the landscape pro 2.0 asset. There is foliage at my feet when press play just not before
fixed it
what was it?
@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.
I had to tick prosedual foliage in the settings then restart UE4
What does the following class specifier do? UCLASS(config=Game)
@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.
Hey uhm I have a weird problem
My character isn't spawning at all... The Gamemode and default pawn is set up
even I create a whole new level it just won't spawn
is it better to blend layers for landscape by making them seperate material functions
Does anybody know a video where you can learn how to make a really good gun model
I assume i can make really good ones in blender
hello, super beginner question: can you create characters on unreal engine? or you make them on another program and put them on unreal engine?
Does UE4's Ray Tracing support multiple GPUs for capturing purposes?
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.
if anyone knows, please let me know
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 π¦ So if you know a good tutorial, I will like to have it ! π Thank you !
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)
is there any way to set actor transform in a smoother way instead of having the actor instantly "teleporting" to the new location?
What is RHAO in terms of materials?
@mellow flame Use a Lerp node for whatever you are doing
For those completely new to Unreal, follow these short explanation videos to get a better grasp of blueprints and making games. This episode we take a look at the various linear interpolate nodes (lerp).
Support me on Patreon and get access to videos early, join our developer...
amazing, gonna check it
thanks
it has done the job perfectly, I used timeline to set an alpha, that's great! thanks
@mellow flame of course glad to help.
anyone know what this error means? I only get it with ue 4.25, nothing else. and i did upgrade to the latest build
Error saving '../../../GameJam/GameJamOfficial/Content/ThirdPersonBP/Maps/ThirdPersonExampleMap.umap'
For some reason, when I save, it gives me that
What should I do
is it possible to drag mouse in the editor to select elements
Can I reimport a skeletal mesh that was before a static mesh
Hi, since I haven't gotten into AI yet, I was wondering if AAIController inherits from APawn
Sitting and doing finishing touches on my game when my client crashed and my map is somehow corrupt
Any ideas what that relate to? I've only been placing meshes/BPs last 20 minutes in it
Can't even load in backups from 1 hour ago, they won't load or crashes as well
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?
The mats are setup by megascans
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
Hello guys
Where can I find fully automatic weapons sounds?
SFX
Pleaseeeeeeeee
Thank you allllllll
I love you allllllll
did you check freesound?
It just looks so bad
I want to ask you what you think. I try to create a dynamic sky.
quick question, are there any problems with putting all logic inside the character and not using the controller at all?
Unity: I must have a low poly model or else I'll crash
Ue5: aha 30 million polygons go brrrrrrr
can I take screenshots at a resolution not supported by my screen?
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?
Guys please help. How do I fix this?
I have tried applying this landscape layer 5 times and it crashes everytime
What kind of pc you have?
Ryzen 5 3600, RTX 2060, 16 GB RAM
I'm not sure
Did you close other apps like it said
Try lowering the resolution
U know how?
No
I have the same question
@still hemlock Thats just for the viewport
my cpu AMD 3900X
Wym @hallow compass
That setting is just to change the quality of the viewport
I'll look it up for you
Not friendly to AMD CPU
Intel is far worse
Try this I'm not sure
Build powerful visual scripts without code.
That's really weird how It's nowhere on the internet
@hallow compass
the material editor FPS cut down because CPU 100%
sure a post from 3 years ago is still relevant hahahaha
Everything works
But
They might have added an option to change it via project settings
Ima look
Weird
I can't find it in project settings or editor preferences
Wth
Lol
Sorry @hallow compass
Np ill try again tomorrow
Okie
Fr
yes . the material is normal
I think it's fine, it was probably just loading the mat after you pressed live preview
Is the fps good now?
I'm not an expert but if the fps is fine now I think it's good
Yea I just tried it out, my fps dropped aswell after clicking it
It should be fine
All right.
Glad to help π

Lol
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?
I think you would have to put the plugin on the UE4 marketplace
Then you'd be able to use it
but that's just a guess
i am θη
U Japanese bro?
Chinese
Oh
π
Dope
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
No clue
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
and it runs in Vulkan just fine except i cant get it to run over 60 fps no matter what setting i change
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
youre missing the interface
go the class settings
top middle
then on the right, find interfaces
add "input interface"
the blue node is "call interface event" you can do this from anywhere
to impliment an interface event itself, you need to add that interface to that class
nps
show your interfaces
in class settings
i think you still didnt add it
ya
see middle right
interface add button
click that
add "input interface"
ohh i see it now
maybe compile?
if the event is in the interface that is
if not, you need to create that event
in the interface class
nps
sorted
nope it crashes too
Hey guys
hey
How do i make a door open if a certain button is pressed
?
@vernal thicket what's up
Do you understand Matinee?
Nope what is that ?
You're gonna need to watch some videos if you're completely new to UE4
I recommend Devsquad Learning Hub, he's really easy to follow
This is episode 35 of our series going over how we can create a survival horror game using Unreal Engine 4 from scratch. We'll be going over how to create various mechanics built around the game.
Today we'll be setting up a door that can only be opened by the player with a ke...
@vernal thicket will check it out thanks man
nvm got it
Need to try using matinee sometime, it seems handy
So far my door just has a component which rotates it :D
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:
Hi I am unity developer. I am interesting to learn unreal programing . How to prepare
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
My enemies keep seeing eachother and just ramming into each other
@squidmann
@marble hazel have you got an ai move to component? coz you can specify the character there
I dont see that as a component you me on the behavior tree?
I have it follow an actor that the ai as seen
but I only want it to follow select actors
I thought you gave the actors you wanted to have stimuli the source component but I guess that is wrong
anyone know material math?
Know a way to just rename something with just capital letter changes? Not by naming it something else and back again, haha.
In order to just change a capital of a folder name I have to fix all the redirectors inside twice
hey what is the current progress on DX12? Is it safe to switch in middle of development?
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?
-moved to correct channel-
Can't believe Epic Games is using unity code to build. smh /s
Lmao
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?
moving volumetric lights seem to leave a volumetric trail, what setting changes this?
like a ghosting lag effect
@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
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?
@green ridge Library > Engine Version
Has anybody got an SCP-650 behaviour I can use (blueprint)?
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?
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? π€£ 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?!
@idle hearth Google would be a good start. Or Youtube, or the Unreal Academy.
@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.
@exotic thicket Matinee has been superseded by Sequencer
ah, good to know, thanks :)
@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.
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
?
hey i noticed a shadowing issue when using rtx, in the shade materia; details panel i set ON cast raytraced shadow this happens
when cast raytraced shadow is set to off it goes away, i also noticed it might be something related to displacement
@vernal thicket yup collisions and yes sketchup
@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
Yes there is one
Because when he walks on the terrain he doesn't fall through it@vernal thicket
So whats the issue?
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
@exotic thicket i did try to do that but it didn't work
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 :)
@vernal thicket there is no collision in the thing that i import for sketchup
@exotic thicket will try that thanks
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.
how would one go about creating a section in the content browser where you can favourite individual actors and not folders?
I still want to know how to make a niagara particle attract to a mesh
That doesn't matter how it is
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?
@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
Ya I tried that incase I missed something but it's definitely not an issue with them being the wrong way around
How doi get high quality baked shadows?
@vernal thicket what is it showing instead of the material ?
Just the base colour no pattern
I'm currently adding the texture inside blender and gonna export it again i guess lol
hmm thats wierd
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?
@wide quarry under the build dropdown in the toolbar there is a setting for lighting quality
that controls the quality of lighting builds
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
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.
@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
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 ?
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
@rocky radish that makes sense , but for some reason it doesnt work
it resets to 0X and 0Y when i start/simulate the level
are you settings these values anywhere else?
no.. this is a seperate blueprint
as u can see here , its alone and not connected in anything else
not even attached to anything
srsly i cannot figure this out, anyone got experience importing materials from blender?
can u send picture of your import settings ?@vernal thicket
scroll down in the details panel in the static mesh page
I just leave them standard
hmm
There are like 4 other materials that work fine on the same model
is the background white or alpha ?
can you show us the imported materials?
Ive messed around with the blend mode and shading which is usually what fixes the issues importing from blender but
hold on
i usually make textures in ue4 and apply them to the mesh , so im not an expert in import outside textures
I tried it with outside texture it does the same
it's literally just a paint file lol
@vernal thicket can you send a screenshot of the material editor?
does anyone know if it is possible to read landscape heightmap using blutility?
@vernal thicket make another material exactly like that one and see if it still happens
Not a duplicate tho?
it might be the alpha..
Whats the fix for the alpha issue?
the background is a png ? or did you put it white
it might be the alpha..
@austere scroll there's no opacity nodes connected, it can't be it
yea....im wrong
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
Ight i'll try
why is it resetting to 0X and 0Y , although i put it to stay as it is ??? im confused
faris do you want to set the relative location of the whole actor or just of a component?
the whole actor is just a cylinder
so it doesnt matter
but i think its just the component , what does that change ?
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
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
ok i understand
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
@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 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?
does the z in the timeline begins on 0?
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
you can get the FloatZ from the timeline and sum it by the current world z i think
so this.
You can make simple animations inside UE4 4.25 now right?
You can make simple animations inside UE4 4.25 now right?
@mint raptor i think you can but i never found out how
hmm looking into that now
@austere scroll did it work with the float + float?
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
huh, sorry for the wrong guess
no no problem
waittt, i have an idea , let me see
so , i summed up the cylinder Z location with the float Z
but
its the same thing all over
it starts from 0Z
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
@regal mulch latest #looking-for-talent application looks more like an advertisement than an actual offer
@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 π
really appreciate it
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!
anyways thanks for trying to help π
@austere scroll np
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?
fix up redirectors, probably
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
Only thing fix up redirectors show is the most recently created variable
What Mat said but u gotta have the engine closed or like anything else on windows 'is being used in other application'
Can anyone recommend a nice realistic grass pack to buy?
Becareful filling a level with too much grass lol
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?
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"
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.
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
Sure but how do i fix this, im running freesync
Can anyone recommend a nice realistic grass pack to buy?
@hallow compass you can use quixel megascans grass
Apparently I created a "dangling redirector"
@wary wave or @grim ore have any suggestions on cleaning up a dangling redirector?
LOD's look this this
depends on what you mean by a dangling one? One that points to nothing?
@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
@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
@restive eagle Maybe, but it's basically a "Anyone can join but no one gets paid." thing.
ahh kk. thought discord links need to be approved even there
thanks for taking a look then
@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
@ashen orbit Here is the documentation link regarding smooth frame rate: https://docs.unrealengine.com/en-US/Engine/Performance/SmoothFrameRate/index.html#:~:text=You can set the Smooth,Frame Rate at 60 FPS.
@azure gazelle sure but by that logic the gpu will run at 100% no matter what i add to that level
@vernal thicket I have put a delay but until the enemy has reached my health in the middle it regens
@fiery moat screenshot?
hold up
anyway i fixed the smoothing hope it gives good results thanks @azure gazelle
@fiery moat Do you want to private message me?
@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"
alright
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
use the fix up redirectors functions?
@wary wave Nm, just going to delete it out of the file folder. Lol
lol
@wary wave The fix up function gives me the error msg "Redirector could not be checked out or marked for delete"
Why is the grass LOD really bad. I need help π
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.
i think the temperature of my feet is reliable sensor
@azure gazelle simply scene -> not CPU bound -> GPU can do its thing as fast as it can
βΧ‘Χ¨ΧΧΧ ΧΧΧΧΧ Χ-E_M
@vocal gorge #work-in-progress
@azure gazelle ok sorry no prob
Why is the grass LOD really bad. I need help π
@hallow compass It doesn't seem that bad... Might just want to fiddle with the Screen Size for each lod level.
@azure gazelle When I walk around you can see the LOD change it looks disgusting
@hallow compass mhh.. maybe dithered lod transitions?
Should prevent a popping effect
Anyone know of reasonable ways of customising/adding to the level editor basic options/pallet?
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
tryingto create a material for user interface but it says "[SM5] (Node TextureSample) Sampling a virtual texture is currently only supported inside surface and decal shaders.
"
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.
Does anyone know what the object of a Blueprint Interface is when casting?
The object you're casting
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
okay
Content Examples or Documentation and YouTube channel are a good place to start.
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
@grim ore I can't find anything on casting to User Interfaces, I tried creating an object reference but nothing worked.
Does anyone know how i can re find my code i scrolled away from it and i cant find it now
??
@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
@exotic thicket I need to get some of the variables though
I'm kind of confused... interfaces don't have variables
@exotic thicket UI, not communication interface.
Yes UI
Ahh lol
I mean you should be able to cast to any class the same really π€ It should work with UI bits too
The only problem is, every time I toggle the UI it resets all the variables I have in it
@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.
What should I use as the object?
You need to save the reference somewhere after creating it instead of just removing it and recreating it.
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
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!
yeah, you can also detach it from its parent
detach?
remove from parent I think is the name of the node
How do I make it visible again without casting?
at least for widgets, if it's some other kind of thing you might need to use something else
@exotic thicket Would I use add Child?
if you removed it from the parent, yes
Okay
anyone know why orthographic on scenecapture2d is just black? https://gyazo.com/4d7feccd0881c89f61b66bf793820d06
Probably because the light don't works properly with that kind of cameras
is .25 some sort of test editor that no one should be using? and how on earth do I stop manipulating the landscape
not in .25 and higher
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.....
anybody have any luck building for oculus quest w/ 4.25?
vanilla 4.25, that is
or should I be using the oculus flavor?
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
I was using my quest the other day with .25.1 from the launcher, no problems that I could see
darn. build crashes on launch
i probably did something dumb
i'll figure it out
ty
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]
I have to CTRL+S like a mad man, because of the crashing
Even still, I'm not spared from constantly repeating stuff
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
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?
this is how it shows up in blender
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
@grim ore Do you know how I can use the Add Child node to make a widget blueprint become visible?
@plush yew , explain morph targets
hey is ther an alternative to event tick that isnt affected by fps? tick is pretty unreliable for that reason
@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 π
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?
nothing is unaffected by ticking, physics included
I see
yeah, Im not so sure how to use delta time though
but if you're having noticeable problems, it's probably an implementation issue
yeah, delta time / frame time is essential
and by time do you mean delta time?
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.
Anyone know how to put the toolbar back?
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
@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
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
@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
oohh I think I was having to use impulse because isnt add force only for physics?
The game mode. GameOnly will give axis input, GameAndUI won't
erm....input mode I mean
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
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
no add force needs physics enabled apparently
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
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
@plush yew may I pm you rq to not spam this channel with my current code?
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
Anyone knows why after sculpting and ctrl + z leaves invisible terrain to ground ?
hi is unreal engine 4.25.1 stable?
@rigid belfry did you restart your launcher after redeeming the code?
@heady moon about as stable as any other version
Good, I need to clear up some space so I'll uninstall previous ue4 versions I had
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?
blur blurs everythings lol
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
Maybe try getting the player controller then casting to your player state?
that doesnt work either
i was hoping for a centralized location for all the variables within the playerstate, i heard thats what the player array did?
Hi , is there a online support chat or email to ask Epic members questions and help about unreal engine ?
To ask epic staff members
@tiny sonnet i have very limited knowledge about player array sorry
https://github.com/ue4plugins/LoadingScreen
Did anyone try this on their project?
what are the chances of UE5 supporting beyond just wav files but mp3 and 4 as well?
in case you ever need this @heady quartz
there might be a easier way, but thats all i got
Isn't using the player index only good for splitscreen? Or does it work with multiplayer
So you're telling these whole 3 years of me using ue4 I've been lied to?
how do you turn off the hdri backdrop image in the niagara particle viewport?
i cant recall
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?
Hello, is there a command line argument to just mute all volume/sounds?
If anyone is willing to spare a few minutes to assist me with grass LOD's please DM me on here. Thanks in advance π
@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.
@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
@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?
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
and I dont know how to compare it to the perceived one
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?
What is RHAO in terms of materials?
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
what the hell
omfg
I had an LOD
holy shitball n flamn dicks that was scary
Do IES light textures not work in 4.25 or?
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....
is there vulkan render in unreal editor?
Yea, and i can run it just fine in Vulkan but its hard locked to 60 fps
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?
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.
The variable forward/backward is attached to no longer receives input from any keys...
@topaz brook You check to make sure the binding to make sure it didnt get deleted?
yes i did. even tried other keys
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
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 ?
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
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
are u trying to make a hose?
https://www.youtube.com/watch?v=LALLbM0Cwzk here is a paintgun tutorial i found
Exploring particle collision usage while creating a simple paintgun.
This rainshaft..I'd want to make the world 'wet' only where it's been raining
looks at ur video
in theory it should be the same, other than being applied to a character, it will be to an actor
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?
I thought they should spit out in order of impact
It's kinda random, which leads me to believe it's at the same time.
@white relic Reminds me of the BOS bunker in FNV
Is there a way to increase the font size of Blueprint Nodes?
Do you guys know how to paint other materials to a level like this?
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?
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!
getting the following error when server traveling in packaged game on oculus sdk
any idea why garbage collector is throwing the error
struggling to destroy old actors?
@vernal thicket i cleared out everything on the level
but it still gives me that error
Looks like its everything that's still there? Bp_ghost character, vr root component etc
Its only a warning though, is it causing issues?
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
Are you sure the delay is because of this?
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?
@hidden knoll Do you have a collision sphere or capsule or something on the projetile?
yes
How is the collision set up?
Set it to block all
Okay
yeah
Thanks
overlap is different
β€οΈ
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*
okay
Ah it still isn't working
But when I enable physics to the mesh of the object it will collide but not travel
How are you debugging? what are you trying to hit?
So it's big enough to see it going through the wall?
yes
yeah
can you screenshot the panel?
Did you try with the preset to block all?
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
Ight maybe it's an issue with the wall you're throwing it at and not the actual knife?
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
try turning off collisions on the knife
okay
The knife could collide with the box collision and it will make things complicated
Dang it still isn't working
I had a project with this set up but i deleted the fkin project haha
is your knife an actual mesh or just like a cube mesh?
cube mesh
from the basic tab?
yeah
It would be great if it could keep the velocity of the projectile, but also have physics
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
yeah
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 π€
Where is the damping?
it's in the physics category of properties iirc
oh
oh wait nevermind that was on spawn
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
I don't know, I saw a tutorial and this one guy was doing it
Unless maybe he wasn't using physics
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
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
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
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
I mean if you have the collision event it should really just be a matter of calling Destroy Actor with Self
Destroy self under the box will just destroy the box collision tho right?
Okay sweet I got it
I just enabled collision to the cube mesh
Now I just need to learn how to add particles
Spawn particle emitter at location
get the location from where the collision takes place
okay
Are you using the collision box?
I have no idea at this point I always use the collision box coz it's as simple as on collision lol
oh lol
yeah
just cause I couldn't figure out how to reference the whole actor inside of it
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
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?
I don't know if that's it, the emitter still spawns, just at the center of the map
The defined location is wrong then
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
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
okay
Oh wow somehow I made it so the knives stick into the wall! Thanks lol
So random but epic
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
a lot of this is playing around with things figuring out how they work tbf lol
LOL and I just figured out how to make the particles spawn at the right place
There we go then, how did u do it?
Get world location (box)
instead of get actor location
This is probably the funnest project I've worked on
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
bruh
it's the new pre-fetching compiler
it fetches your shaders from the future to compile them now to save you time later
How hard can it be to get the size of a list?
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
Damn
I wanted Left Click for Interactions but since adding a gun it would make things too complicated
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
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:
Render features aren't the same so you have to calibrate it as you can @azure reef
Plus the light is un build
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
Well you can try to change the post process from the scene too as looks burn
Is too bright overall
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
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
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
hey guys, is niagara working good on mobile or should i stick to cascade?
How long does it take to compile shaders takes almost a hour
How long does it usally take to compile shaders on start
Anyone know how to make sure a anim plays from start no matter how many times you call it?
if u are playing a montage, it shoul start from the beginning right?
that's what happend in my case at least
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
ahh ok, im not sure
but if I spam the shoot button it doesn't play the sound or particle effect but still shoots the fkin line trace
Lmao
If I loop it just plays twice
Start position is 0
There is no reason this shouldnt work properly -_-
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
Ye I usually would but i'm trying to save on blueprint space lol
hey there
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
UE4 keeps crashing when building lighting
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?
Not a clue bud
You can get socket location from blueprint
