#ue4-general
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when u alt tab and stuff
or game frezes
damn they dont get called sometime
which breaks my game if i a have very important code
Ye true, I'll just pop a muzzle socket and spawn
maybe there's a way to make it always fire but not as far as I know
I couldn't figure it out, it's not a massive deal
Have you got a muzzle flash recommendation?
I've bought probably over a thousand on marketplace content but i can't justify paying for the muzzle flash lol
Jesus animation blueprints are confusing af
I'm trying to blend between an idle top half animation and an active bottom half
can I make a brush builder in blueprint?
any tutorial how to retarget skeleton painless ?
for now i'm allways ending with stupid things like hand deformed etc
how do i cast to a widget?
Hello. I lost power and my computer went off while the editor was opened. Now the project file cannot compile any blueprints. It says stuff like "this" is missing. "This" has an empty execute or not valid. Every single blueprint is bad. It only happens with this project file. I did do the fix redirectories on all folders and validate data. I'm using 4.24.3. I'm not sure if this project file is done for or can be saved. The stuff is all there but the blueprint compilation is all meessed up. Any help would be appreciated. I hate to just give up but I don't intend to redo all the work I did since my last backup.
@cerulean sandal promote widget to variable when you create it and drag off that
If the editor closes through a power off I wonder if there is still data left somewhere that needs deleting. I just don't know where it would be.
Don't know where it would be for the project file.
Also all was working fine before the power went off.
@cerulean sandal promote widget to variable when you create it and drag off that
@graceful grotto nah nvm i used a quicker solution
Hello, guys, can you recommend me how can I make label, like withe square at Dishonored 2?
https://www.multipainkiller-studio.one/dev-tips-for-game-developers/fixing-corrupted-unreal-engine-projects-files/ Should I try this?
Nevermind didn't work. I think it is just done for. I give up lol
You know one thing I miss from Unity is being able to easily inspect the state of objects when the game is running
It was super handy for debugging... in UE even using the watch feature with the bp debugger seems to just not work half of the time...
if I have my BP selected for debugging I really should be able to just see all the variables and what values are in them ๐ค
hey guys, how to record a sequence in a different view mode. I want to create a video of my project in different view modes
How can I do it?
This is currently how my first project looks in unreal engine and I'm trying to recreate a render I saw in a game but the lighting and effects looks really bad and I don't know how put in fog and rain and also just make it look more crisp with color corrections ect.
@fossil apex you need to check the errors in the compiler for each blueprint.
im trying to recreate this
but with my own style ish but I don't know how to do effects ect
Anyone know what would cause HISM per instance custom data to move around depending on where the camera is?
post process for lighting enhancements, rain by making it as a visual effect. fog is included at the top left if you search: "Fog"
height fog works as well
Ok thanks I will try that
so, what exactly is responsible for pathfinding in the engine?
I can't find any docs
AI
tracking the UE4 crashing further
[2020.06.11-12.08.21:795][302]LogWindows: Error: Assertion failed: Actor->Brush->RootOutside [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/UnrealEd/Private/BSPOps.cpp] [Line: 527]
this is the error ๐ฆ
my project is now broken, i can't build lighting or anything, it all makes the editor crash
navigation
doc page for navigation is broken
is it only for me that when I use full screen in unreal engine it crashes when ever I hover over text but if I use windowed it's fine?
does Lightning View mode override all materials to 50% grey diffuse mat? I'm trying to wrap head around adjusting base exposure settings for lightning start
unreal engine only starts 3 shader compile workers on my ryzen 7 3700x. The CPU usage never crosses 17% during shader compile and it takes very long. Is there anything I can do to speed it up?
event initialize component in 2015 is the same as event begin play in 2020 ?
gonna go with hazy no, components are intialized before begin play
https://www.youtube.com/watch?v=5kltaGld6fQ this video is from 2015 it shows how to make a hover component and he uses a scene component class , for him there are 2 ready events which are event tick and event initialize component .
for me there is event tick and event begin play , and i cant find "event initialize component" , im using version 4.24.0
Hi everybody, i'm trying to paint vertex in unreal but since i've updated to unreal 4.25, i can't paint it anymore if i use wold composition scene . Does anyone has any idea of what's happening ? should i write a bug report for this ? Thanks
@tender flume Naj it was corrupted. There are assets and blueprints missing. So I deleted it. I did make a backup but ti was a while ago....
Is there a predictable order of construction for actor components?
So i have this idea of making the characters bump into each other and the one that's hit would take damage.. Ultimately be destroyed after the character been hit too much. How can i achieve that? (i don't even know how the process or whatever is called)...
The one with higher velocity in the direction of the other bumper would be the one that's bumping I guess
can I set the location(vector2D) of an image
I believe you should be able to wrap a canvas panel around it and get slot as canvas slot and then set a position of the canvas slot
@sick escarp nope
Hey guys!
I'm trying to play Particles from Infinity Blade Effects package but they don't play, how to turn them on ?
@radiant haven https://docs.unrealengine.com/en-US/BlueprintAPI/Layout/CanvasSlot/index.html There's a set position function so it should work
Canvas Slot
No delay inside function?
Good morning. Pretty new to unreal, question about project organization. Any problems with me putting 2 or more 3rd party packs into a sub folder to group them in main content?
i am following the https://www.unrealengine.com/en-US/onlinelearning-courses/stylize-renders-with-post-process-materials course and their editor looks like this. is that the sequencer window? how can i set up my editor to look similiar?
I know it only builds what I use at the end of the day, but I'm starting to get a lot of folders and wanted to organize.
@sick escarp AHHHH ok thanks!
@tender flume anyway to make the blurry effect in the background with the fog in unreal?
if it's just a cinematic or a beuty shot, you can change the depth of field in the post process volume @quiet swallow
aah ok
I will need to learn everything about post processing later then since this is my second day using unreal so yeah but thanks
is this just a beauty shot or an actual game?
beauty shot
atm im trying to copy other beauty shots from diffrent games in to unreal so I can have a feeling on how it works ect
btw that screenshot is from roblox xd
but it looks good ngl
@quiet swallow if you scroll just a little bit, you can find my question and there you'll find a link to unreal's online learning course post process and sequencer. that'll help you a lot
yeah alright
in unreal there's also a "high res screenshot" button
its in the dropdown arrow near the viewport view mode. by default the view mode is set to "perspective"
should I use that for the render?
How do you check more than once in a widget without event tick?
@quiet swallow window's snipping tool
Can someone tell me why it bugs out
and high res screenshot
liek it should just follow it
@vernal thicket custom events and variables.
@radiant haven what is it? what are you trying to make and what isnt working?
@rigid belfry Ight so I got it to take custom events but how do I start it? smash it into begin play or somethin?
I'm confused
So I've Made a custom event inside the widget blueprint, cast to the player character after the custom event and updated the ammo and max ammo, Set the event to trigger once on begin play and then once every time the player fires or reloads?
you can try to understand it at a simpler level first and then implement it in your current game
you cant build rome if you cant build a lego set
also, https://docs.unrealengine.com/en-US/Engine/Blueprints/BP_HowTo/EventDispatcher/index.html this might help?
A sample of how an event called in one Blueprint can execute events in another.
like, you could have an event fire off a different event that then updates a variable
and instead of having a tick update the value constantly, you could update the variable when the event fires
another way would be to use the tick, but execute only when the variable changes
it really depends on what you're doing
Execute on variable change might be viable
I think I figured out what the issue is anyway
good. i still recommend you to take a loot and event dispatchers
they're pretty neat
Will do bro thanks for the link โค๏ธ
Hi everybody, i'm trying to paint vertex in unreal but since i've updated to unreal 4.25, i can't paint it anymore if i use wold composition scene . Does anyone has any idea of what's happening ? should i write a bug report for this ? Thanks
didn't fix my issue - the check is always 1 step behind so it looks like it's got 1 more bullet than it actually has lmao
nah nvm I just put the event before firing so it didnt update til i fired again, popped the event after i fired all sweet now ๐
Hello. A rather generic question here:
Is there any general folder structure or best practises that should be followed when maintaining projects (like with naming conventions etc)
I have found some info in the internet, but opinions vary.
you could have your naming structure be in binary for all it matters(don't do this)
whats important is that you are consistent with your rules and document them
it seems using some prefix on things like materials or textures may be helpful to differentiate between what everything is, beyond that it's probably mostly about what kind of organization you find helpful
Yep. Thanks for your reply. What I meant to ask here is if there are already some good practises available as there are with naming conventions so I wouldn't have to invent a wheel again. Something that you follow and has proven to be useful.
The prefixing is great idea, thanks ๐
@rigid belfry I try to controll my plane using my mouse location so it will look at the mouse location in WOrldSpace
https://www.unrealengine.com/marketplace/en-US/product/player-building-template
todays project is tearing out the important bits of this system and bringing them into my project
i heard it was rather buggy
are physics constraints not automatically generated?
it's a bit buggy but using this project will still save hundreds of hours
From my experience you're better off building them from the ground up, atleast you understand what you've done lol
a lot of this editor is preference, there are multiple ways of doing things
well unfortunatly this project doesn't like the migrate feature so I can't even directly bring over code wholesale I have to build by scratch in my project
@radiant haven wouldnt something like this work better?
bread?
bread?
@rigid belfry But still It doesnt give me the mouse position in world space to actually rotate
ignore the comment
it gives mouse position based on viewport instead of the world position
from there, you can use the X and Y to rotate
you could normalize it so it goes from 0 to 1
then rotate based on axis and a speed variable
Hi, everyone!
I'm doing simple tests with groom (just about 10-20 curves, nothing heavy) but for some reason I got my edtior to respond awfully slow. I'm on RTX 2060 SUPER.
The problem is not in the actual groom behavior but in the editor itself. I become almost unusable because of the lag while selection objects, changing parameters and so on.
Does any one faced the same kind of performance issue? Are there any hint's to solve this?
Does someone have a tutorial for fading tessellated textures around the player
@karmic cipher no idea what groom is, but what cpu do you have? also is the engine installed on a ssd or hdd?
split the struct pins
assuming whatever that struct is has a rotation
And if it doesn't, there's no real suggestion to make based on the context given.
May as well make 3 random number in range nodes ๐
what's the best way to post process on a mobile device? i want to play a simple rain material effect on the screen but its not working on es3.1 android as on shader 5
so since the "get class defaults" node doesn't provide information about components how would you extract the mesh a static mesh component uses from a class refrence to an actor type?
You have to instantiate the actor, even if you just kill it immediately. Or you can write a small amount of C++.
ah like making a c++ blueprint library to bring back the good ole get default object node?
any idea why that was removed for the less functional get class defaults node?
Makes more sense for designers/scripters. Of course, there would have been a large discussion about whether to expose object properties from that node.... and BP wouldn't have had good const support then (not sure that it does now, tbh) and so the opportunity to footgun was removed and people who know more about what they're doing suffer.
The ergonomics of the class default node are better IMO, shame we can't toggle on a "footgun" mode.
I do recall that actually setting values of the default object instead of just getting them was also extremely dangerous
Yes it is, you shouldn't do it in general
The default object can be used to instantiate other objects
Looking on making a map, and for the player indicator to be where the player is, any tuts on it?
guys, I wanna edit a paragon character to try it out but when I export it, it comes out as a weird entity. any way to fix it?
@tepid knot ??
@rigid belfry
Groom is a part of the realtime hair system.
I have a Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz, 3600 Mhz, 8 Core(s), 8 Logical Processor(s)
and UE is running on WDC HDD
By the way - it seems the editor is back to life for some unknown reason and working pretty fast now.
Now.. I really wonder what was causing that huge performance hit.. ๐ค
maybe it wasnt the engine's fault?
maybe you had some background program eating up resources
howdy. I have a weird rendering issue... I think it's rendering and not my own setup, not sure. there's like a box, or square.. around player camera, that kills transparency past its boundaries. so things are transparent within this square only..
it's really hard to figure out what exactly happens
I think it happens in camera space
and changes if I change rez
@rigid belfry Well, it is for sure something inside the UE because i was working for a long time without any performence issues untill i start to play with groom. Also, im always disabling all the external processes which may cause affect the performance..
Looks like have to bind it to your polymesh so it could follow along correctly
as i found this node idk why but rotates
my bone orientation went wrong :/ i see that animations make rotate hairs too
@quiet swallow maybe try pressing f11 on your keyboard.
that will probably crash the hole program but I will try later on
why?
if you cant press f11 for whatever reason, again in that dropdown arrow near the viewport view mode, there is an option that puts the viewport to fullscreen
All right, stupid me - no binding asset provided. RTFM
Hi all, quick q - does something have to be done to update blueprints / ingame? Currently following a tut with 3rd person and moving the provided camera - but when I change it in the blueprint and compile and save etc, it does not update the camera ingame?
@rigid belfry it's not that I can't it's that atm I am working on my project so I'm focused
@radiant leaf it really depends on what you actually mean by that. you can change a blueprint in game in a sense that if you have a variable, you can change in dynamically
you cant add actual new functionality if you dont save and compile, which you can do only when not playing
I have a beginplay crosshair widget that appears after a delay. A sequence plays then the player can control the character, the crosshair delay being in time with the end of the sequence. My problem is that if the player clicks at all during the intro, the crosshair doesn't show?
@radiant leaf if you change the camera position of the third person char and save+ comp, when you hit the play button, the camera will be updated to the new position
Odd, that doesn't seem to be happening for me - I save, compile and rerun the game, it uses old camera
are you using the third person template?
Yea
is there a mannequin in the scene already?
Yes, third person player
try removing him
I'm editing its bp
If I remove him and re add, it disconnects the playing camera from that guys camera
So when I click play, it just runs from the "network player" location intead
I've just upgraded to 4.25. For VR, does anybody know where I can find some guidance in as far as updating my motion controller input? The usual events I was relying on seem to be... gone.
@radiant leaf technically speaking, there shouldnt be a problem there. did you change something called a gamemode?
Neve mind, found it. https://docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/MotionControllerKeyDeprecation/index.html
Overview of Motion Controller Key Deprecation and Migration
Nope
is it okay if you open a new third person project and try again?
Yeah I'll demonstrate with some screenshots give me a few min
Hi. How to use delay in c++? Really not solucion in web
no idea for c++, but with c# there is something called IEnumerator which takes in a Wait for seconds parameter
you could use that as a delay?
@gritty marsh https://stackoverflow.com/questions/158585/how-do-you-add-a-timed-delay-to-a-c-program literally googled "c++ delay"
Hola, Perdon pero mi ingles en nulo,
La solucion en la web a "delays" or "RetriggerablesDelays" es el uso de temporizadores. Pero en la libreria UKismetSystemLibrary estan las funciones UKismetSystemLibrary::Delay() y UKismetSystemLibrary::RetriggerableDelay(), que simplifican en gran medida la administracion del codigo.
Al sentenciar las funciones UKismetSystemLibrary::Delay in C++ y usarlas en Blueprints funcionan correctamente.
Pero no encuentro la forma de hacerlo funcionar completamente en codigo nativo Cpp.
Hello, sorry but my English is null,
The web solution to "delays" or "RetriggerablesDelays" is the use of timers. But in the UKismetSystemLibrary library are the functions UKismetSystemLibrary :: Delay () and UKismetSystemLibrary :: RetriggerableDelay (), which greatly simplify the administration of the code.
Sending UKismetSystemLibrary :: Delay in C ++ functions and using them in Blueprints work correctly.
But I can't find a way to get it to work fully in native Cpp code.
How can I blend 2 animations on my player character? I want to give the character the leg animation when moving in the 3rd person (I am making a side scroller shooter) and the aim offset I created.
no idea for c++, but with c# there is something called IEnumerator which takes in a Wait for seconds parameter
@rigid belfry OOOO After days of trying I think I will succeed ..
But my editor broke : '(
i am trying to create a confirm quit box in my main menu
the problem i am encountering is that I can't figure out how to overlap the buttons on top of the image
How to create and script a main menu for your game.
Hey so I messed something up and now whenever I start my level the screen is all blurry. I tracked it down to the r.ScreenPercentage console command. So when I do 'r.screenpercentage 100' it fixes it. The problem is that every time I start UE4, it gets set back to 50
Does anyone know where that setting is kept?
did you manually edit the ini files? @gaunt cairn
I did not. But maybe something like that happened by mistake. I cannot find the ini file where that setting would be
Also when I just type 'r.ScreenPercentage' it tells me it's 50 and the LastSetBy is Scalability. I wonder what Scalability means here
it changes the resolution scale most likely
https://docs.unrealengine.com/en-US/Engine/UMG/HowTo/CreateMainMenu/index.html
doesnt show how to overlap the buttons over the image when it is part of a vertical box
How to create and script a main menu for your game.
It changes to Console after I set it to 100 via a console command
@alpine laurel what do you want the widget to do?
basically instead of just quitting the game when you press quit
@gaunt cairn what are your pc specs? is it an old pc? maybe the engine is automatically changing it because you cant render enough frames?
it brings up a vertical box with an image with buttons to accept or cancel
How can I save my show settings in viewport? Getting tired of the Grass & Foliage showtag to reset, having to click it every time I go into landscape paint etc for toggling. In earlier version than 4.24 I was able to just toggle it once, have it saved and it would just... work.
i am no ui wizard, but what if instead of doing that, you create a new "confirm" widget and use a border instead of an image? @alpine laurel
then on quit pressed, show new confirm widget
i have never tried it nor am i good at making UIs, so that might not work
also this video most likely won't help, but just to make sure, try having a quick look. https://www.youtube.com/watch?v=LKgfMmsdGjQ
Project FIles : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Support my work on Patreon : https://www.patreon.com/CodeLikeMe.
In the last episode, I created a button to represent a resource type in the inventory menu. Today, I am going to add other types of resou...
why is my model green in game what that mean?
do you have a material set up?
Anyone know why Unreal Engine increases the filesize of textures?
Only recently found out that this is why my character's folder ends up being several gigs, since the original files were 200+ kb per frame in-engine.
x_X
wtf are those characters in your name

Not sure if this is the correct channel, but has anyone experienced this error before? "Out of video memory trying to allocate a texture! Make sure your video card has the minimum required memory, try lowering resolution and/or closing other applications that are running. Exiting..."
I've tried altering what the error mentions but it doesn't seem to do anything. Only happens when I run a project off my C: SSD, but works fine on a standard hard drive.
Hello everyone,
I wanted to ask a couple of things regarding Textures importing and the resource size for each texture. I also want to ask about Texture
@sly island are you 100% sure thats the reason why you're getting that error message?
are you perhaps working with lighting?
I see, so it's really just explorer.exe which makes it look smaller on my pc?
@rigid belfry Nope, my whole team is getting it. I originally had it on my standard hard drive and i can run everything without it doing that. But i copied it to my SSD and it gives me that error upon loading a map.
we do have lighting, but the same exact map will run just fine for everyone in a separate unreal project, just duplicated
or rather the .uasset compression which is different.. hmm
ok well I tried replicating it, edited the BP again etc, it is working this time, no idea why it wasn't updating earlier @rigid belfry :/
let me try on original project
yea.. I get it now. The .png format makes it smaller, but when imported into UE4 it becomes a different format.
@radiant leaf if you havent done anything too drastic, i recommend sticking with the new project. no reason to waste time making something work if you already fixed it elsewhere.
old project seems to have it working now as well
I suspect some weird desync issue
#development ๐
just weird because they show as this in explorer.exe even as .uasset files
@sly island are you guys using nvidia graphics card?
but in-engine they're hundreds of kb
@rigid belfry yeah, GeForce GTX 1080
@ashen cape windows 10 automatically compresses folders and files if i am not mistaken
How to origin shift after possessing a pawn? If I start game with the pawn it will origin shift, if I start game with another pawn then try to possess the origin shifting pawn the origin shift fails.
Is there a way to export the materials from 3ds max to unreal ?
@sly island do you have access to that pc right now?
well looks like im gonna have to re-export all frames in the game then lmaooo
but that's good to know
@rigid belfry yeah im on it right now
good. Try enable shadow cache in Nvidia settings. Turn off preloading textures.
otherwise, try increasing the page file in windows
Thanks! Will do
if you are working for a company, its better to just let the IT handle it
We're a small company and our IT is third party, and due to pandemic, working from home lol
and they don't really handle much aside from security
i see. i mentioned it because usually you shouldn't have those problems. so if your company has a deal with pc sellers, you could have them returned
I have a beginplay crosshair widget that appears after a delay. A sequence plays then the player can control the character, the crosshair delay being in time with the end of the sequence. My problem is that if the player clicks at all during the intro, the crosshair doesn't show?
Its very simple, so nothing should be interfering with it. Only clicking during the intro sequences does it mess up the crosshair
be lazy and disable user input untill sequence finished
Its already disable for the duration of the intro
I'm playing it in the editor, then clicking again to make sure I'm controlling it, is this just an editor problem?
dont do play in editor
try launching it
click the dropdown arrow near the play button
Doesnt seem to do anything when launched like that
so it works?
Looks like it, thanks
np. if you were a perfectionist, you would probably try to fix that the right way
but if you were, you probably wouldn't be a programmer
so its all good
one thing that comes to my mind is
you'd probably only want a crosshair while in combat, so you could have it disabled at first and only come up during combat
i am a sponge
another thing
its a quick game for a school project, and there's not really any other way to apply the crosshair other than having it there constantly
I say quick but its the end of year project
if you play in editor as normal, and right click instead of left clicking, does it happen too?
yes
and user inputs are disabled?
yes
on your events, have them print string "left" or "right" and see if they actually register the first time you click on the window
just to make sure they actually are disabled
hey a question how optimized is ue4 cloth system?
i usaly work with marvelous and its tragicly optimized
i was wondering if i export my md meshes to ue4 will it be optimal?
i see it used quite often as of recently so i suppose its in a good spot?
havent heard anyone complaining
alrithy then my next game is gonna be hot af
fax, no printer
whacha mean
A more exclaimed and stronger form of fax. Used when pointing out something so true it is neither true nor fax.
just to update, the clicking problem only seems to be present when I click it very early on, as in while it's switching to the camera and everything
did you try with the print string method
about to
alright its very inconsistent, so I'm not even sure it is the clicking
chances of it only happening when I click early after so many attempts are pretty slim though
Trying to get random chair and making sure it doesn't get assign to more than 1 actor. For some reason the chair can be set by more than 1 actor
why do you have 2 bools doing the same thing?
can't you just have "in use?"
whats booked doing
In use is exclusive for the player, book is for A.I
anyway i think i figured it out.... I might have access random number everytime i called those boolean
should have hook the random int to a variable
and get that variable
@rigid belfry thx
I am randomly generating a structure with instanced static meshes and I am trying to replicate it across the network. It only works when I spawn a small amount of instanced meshes, and if its too big it wont work anymore
how can I fix this?
what does it mean "it wont work anymore"? you instantiate 0 meshes? you instantiate some?
also why does it instantiate only a small amount? are you running checks to see how many of them are instantiated?
On the client there will be no instances but there will be on the server side
When I generate a large amount, the server will initially load for a couple of seconds before generating the instances
With a small amount the server loads for a single frame then generates the instances
Along with that, if a server is created then later joined by a client, nothing is replicated
so we can assume the server fails to load? but if it fails, why is it instantiating meshes only on its side?
are you storing the information of your instantiated objects somewhere?
The server is still loading becauese I can see other players and their movement, shooting, ect.
I am storing the information on the actor that spawns the meshes
i have not worked with network in a while, but recently i was doing some procedural infinite enviroment based on chunks
now, if i put a cube lets say in a position on 1 of 10 chunks,
what happens when i leave that chunk and i generate a new one? easy, the cube disappears
so i store the information of that cube and when i call back the chunk, i'll add the information again
For some reason when I slow time in my game the engine crashes
i think you're having issues with the way you set up your project
The weird thing is I have a sound play when I do it, and every time I reopen the editor the sound isn't imported anymore
Even though I compiled and saved it
here are the nodes if it helps: This runs if the player has authority, and it sets the locations of the instances based on their locations in the player with the authority's game
then loads them in on the player that is remote:
and the current problem is that when there is too much load, the server will not comunicate anymore, right?
correct
are we sure its on the server and not on the players?
i am no network expert, but your blueprint looks good to me
so i have this Actor class with a SplineMeshComponent. what's the best way to make the detail view not show anything about the splinemeshcomponent since that's kinda hidden inside the class mechanics?
also what class or classes are you using to run this?
I'm not entirely sure, but the variables are set on the server side but aren't communicated to the client, so I guess that would mean it is the players
im using the actor class
you mentioned ownership a few messages earlier
can you explain a bit more about that
or authority rather
yeah i'll send a screenshot of it
If the current player has authority, it will run the algorithm and spawn the instances
if the player is remote it will not run the algorithm and spawn the instances based on what the server has set at the spot where the "replicate to client" event is called
i dont know if this still holds up, but can you try watching this 10 min video about network basics? https://www.youtube.com/watch?time_continue=1&v=TbaOyvWfJE0 i havent watched it yet so i dont know if it'll be of any help
For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gYwhBTjNLSFPRiBpwe5sTwc
In this video you'll learn simple networking basics in Unreal Engine 4, including how to test/launch your game for network play.
A link to the wiki for further notes is a...
i gotta leave right now so i tried to find something relevant that might help you
yeah I hope so
Done with my first project in unreal engine, I want to learn the program so critique on what you think I did good and bad and what can be changed or improved!
Image I tried to mimic:
Hello all. I am having an issue that I cannot seem to find an answer for, and was hoping that someone may have run into this before. I have created a small project and wish to package it as an .exe to distribute to some friends. The project packaged fine, but when trying to run the packaged .exe, nothing happens. uegame.exe shows in the task manager for a second and then goes away, so this leads me to believe it is crashing somehow. The project starts fine from the editor, but when I click the "launch" button from within the editor, my ue4 freezes.
does anyone know any trick to prevent/fix data from getting corrupted/engine crashing/vars not being read/all sorts of weird behavior after changing referenced structs?
common technique to reduce seek times on slow HDDs for games is duplicating assets and putting them closer to where they are needed. Does anyone know if stuff like this is done by unreal at all? Or if it has tools for that? Or if that principle still applies even?
only hdd has the seek time issue ssd can access any part at the same speed
Hey guys, I"m trying to record Animations with a virtual Camera, using the Uremote app. However, when I start recording, a new sequencer is automatically being opened, causing it impossible to record the animations I made upfront. Does anyone know how to fix this? Or basically knows how to record into a sequencer that's already open?
Woow, i just smoked a little with my friends and the feels hit me so hard right now.. I just wanted to tell yall guys how cool you are! All the tipps and help in this community, and how much id like to just meet yall and talk about unreal engine stuff! Keep it up, always!
any idea how to fix this issue? When I restart the project this [add to array] node breaks. I have to cut and paste and reconnect the return value for it to work again
Hi, I'm thinking of using unreal engine to produce some nice picture of the furniture we design in my company, we have the 3d models and I have basically no experience with the engine. Approximately how long would it take to learn? couple weeks, months, more? I would like to hear what you think about it
any1 into FPS games
@serene ridge you'll never learn it all, but it depends what you're using it for, sounds like you'd be more interested in the texture/material side of things?
@tulip oak yeah I was making one but gave up lol
Actually no it was third person nvm
I was thinking of using textures from the workshop, importing my 3d models, setting lights. Maybe adding some more models from the workshop to make it nicer then produce some images or video with a path
thanks for reply you gave up huh thats sucks having to do ill DM ya
@merry gazellewhen you restart and come back is it disconnected then or just not functional?
disconnected @vernal thicket
@serene ridge sort of like a virtual show room?
@vernal thicket yes sort of!
@merry gazelle that's strange? I've never heard of a node becoming disconnected on restart? Are you sure you're compile and saving it, including the map file blueprint etc?
yep definitely and it's happened several times over the last couple days
at the moment I've just tried using addunique to see if that stops it happening
I do know there's a weird UE bug that makes you replace nods sometimes
@serene ridge setting up a level or environment on here is easy with the help of the BSPs included with the software, you can set the scale of the BSPs also so you can easily import textures and size them, also lighting on here can be magic but can kill performance especially if you don't have a good computer
Hi guys can anyone help me in a blinking eye effect (post process)
@vernal thicket I saw this tool yes, sound good to draw a rapid small house wall or some other easy architecture
@brave shard Devsquad on YouTube does some tutorials with camera effects you could probably transfer it to what you want
@serene ridge Yes, I'd say the environment you could learn very fast, with regards to materials etc theres a lot of math involved, and you will need the help of 3D software to get the textures right
@serene ridge I mean you could have a couch for example, in 3d software such as blender you can add particle effects which could be the fibres in the couch so it looks real
@vernal thicket I see what you mean, so using textures from the workshop is easy but when I will need my company texture it will be more complicated?
@serene ridge Yeah, you could start with a basic furniture model and import that, then play around with the different settings to see how you can change the way it looks and feels
So for whatever reason im stuck using Vulkan renderer on a NVidia Card... cause teh editor crashes for an unkown reason in DX mode. The issue i have with vulkan is im trying to target 144fps but im stuck at 60. No matter what i do i cant get the max to change. i did t.MaxFPS 144 in console, i turned off vsync, i changed the fixed rate and smoothing settings and enbaled each one as i tried them... anyone know how to unlock Vulkan from 60 fps?
@serene ridge I would suggest probably buying a high end pack from the UE4 marketplace, and looking at the assets in depth to see what goes into making realistic furniture
I'll have to talk about it to my boss first, to switch from the very basic solidworks render solution
But I was interested in knowing how long it would take to practice
hello could yous help me, i fucked up this mesh's skeleton and now the animation are not playing I'm just A posing about, what do i do thank you
@serene ridge its easy enough once you've got a basic understanding, there's limitless tutorials on youtube the only issue is a lot of people use different methods, they all work just some are more complicated lol
Anyone happen to know where I can find some information on making a VR whiteboard ?
I cant seem to find anything useful on google/youtube :/
yes! thats exactly what I need ! ๐
if my vr project takes around 3 seconds after movement to update the screens, does that mean my image processing pipeline is getting backed up?
I have been searching in intervals over the past few weeks but cant get any information on this, and I am not versed in code/BP enough to figure it out myself XD
Not too sure but the ssimplest to me sounds like either vertex painting or splines.
I was hoping that since so many apps have that sort of thing it would be as common as locomotion tutorials but apparently not.
Anyone know why im missing my modes tool window and can not open it? its disabled...
thank you @wanton lotus ! I will check that out!
4.22 compatible, but maybe you can gain some insight from the code or find a way to update it.
Stares at complexity of making landscapes paintable in unreal
@tulip oak what do you work on?
well me and my partner wanted to start out with an FPS like COD, battlefield etc and then see where it takes us and start making other open world games
once we know more what to do
@upper heart https://forums.unrealengine.com/community/general-discussion/107072-launch-button-missing-from-toolbar
General discussion about the game industry and the Unreal Engine community.
Seems you might be able to edit a config file?
ahh thanks, yeah I see it now
np. ^^
hello, I want to set player name while in beginplay event in textbox widget but when I write name it instantly disappear
so in top down project i can run(click) around in the starter world but when i make my own landscape it dosnt let me move/click anywhere what am i doing wrong
Hey yooo... does anyone know how I can achieve something like this... https://youtu.be/uQ2sF-uJYUk
Talking about the inner volume of the coconut and egg
hi
im currently using Geometry to build accurate to scale sctructures
but i was told this would bite me in the ass future wise
but never why...
can anyone shed light on why using geometry shapes for accurate "cm" sized objects may be bad
hello could yous help me, i fucked up this mesh's skeleton and now the animation are not playing I'm just A posing about, what do i do thank you
whats are the RunUAT args to build PhysX for x86 Android
BuildPhysX -TargetPlatforms=Android-x86
@spice cliff reimport the mannequin skeleton
next time duplicate it and use the copied file
@rigid belfry could tkae solve this problem??
@rigid belfry also i cant find the mannequin in my files, so i cant import it again, plus its the default mesh by the way
When I run a game in PIE How can I tell what is being displayed on screen? Usually this is the player camera but for debugging I want to know.
maybe something like this? @agile spruce
Is Player Controller always the thing being displayed?
What's the best way to instantly fill an array with empty values on construction?
where do i download the engine feature content like in this documentation? https://docs.unrealengine.com/en-US/Resources/Showcases/Effects/index.html
i scoured the internet and cant find any page for download
An overview of the Effects example included with UE4.
posted this in introduction by mistake
Gordon Ramsay?
hey
can anyone help me plz
i didnt get a response before and ive asked multiple times today
is there another chat i should be using?
well i come here furious chef and everyone to ask a question how can i optimize my speed tree in a unreal engine?
@jade rivet If you're talking about the Geometry mode that's in, say, 4.24...
That's BSP under the hood, and it's pretty awkward to deal with (as you will have noticed). If you try to get too fancy with it, you can easily corrupt the mesh and get really "fun" effects.
There's some new development which introduces new meshing tools by the same name, so if you're referring to that I'm not sure why it'd be shooting yourself in the foot
Hello... I'm editing the mesh of the character by adding a new socket that contains a sword how can I make this sword visible in the character bp & Animation.
do they still add stuff to blueprints?
Give me some advice.
I do this ship's lights.
But after baking, it's look like this.
How do i make it so i can see the ship?
@jaunty dagger you can go into the charcter, add a static mesh component to the character parented to the mesh for that character. The you can choose the socket to parent it to in the details panel for that mesh
ok i understand thanks
I'm casting to a player pawn in a widget. I can't find any get/set options for the the depth or field. Any suggestions?
I'm tried both the camera component and camera manager
Hello, i've got a pretty wierd problem, when i Preview my game, the preview opens for the first time correctly, but if i try to preview a second time (every time) UE 4.25 crashes. Any idea?
CAn someone help me out here. The foilage spawner won't drag into the level..just shows a hand ...no idea what to do
I have a question how can I activate the path tarcing option in unreal engine?
As you can see, the path tracing option appears but it does not appear to me
And for what?
im looking for some topdown tutorials like camera movement for the use like zoom in and zoom out ect ect any one point me to some good lessons?
hey guys can you build a ue4 project with the free apple account?
you can but it has to be refreshed every 7 days which is fine if you are just testing
test addon export animation to unreal engine
@hard arrow We do not allow Discord Server invites here. Read the #old-rules and #more-resources channel thanks.
Help me out you wonderful geniuses. I am looking for a way to change up how the default camera boom component works in UE4. Currently, when there is geometry in between the character and the camera, the camera snaps to be in front of the geometry, so it can keep the player visible. Instead, I would like the following behavior:
When i try to add layer info to my new imported heightmap based landscape, my UE4 freeze and crash. i am not sure is it because if my height map is too heavy? i am exporting 4033*4033 in RAW 16bit
Thin that should be the right config
@bitter siren collision?
Hey I have an issue, hope anyone can assist me, quite urgent! I did a build of my project but the FirstPerson Character I've imported scaled up in the build. how to fix this?
do people have to spend 2 days compiling shaders just to play packaged ue4 games???
Anyone knowledgable here?
idk if i can ask technical stuff in here, but is this normal to be like this dark?
All the cube actors in my 2d sidescroller are dark like that
@hidden knoll you can usually do a get velocity and then get vector length
okay
@hidden knoll The Standard UE4 Animation Blueprint has Speed as a float, check there for the information
Oh it's good I got it
hi, is there a way to have the waterplanes ocean blueprint recognise meshes and landscape as a hore and not go trough it?
@vernal thicket I appreciate the response but I don't think you understand my question. As a default, as long as there is a camera blocking collision object in between the camera and the player, the camera boom snaps to be in front of that collision. Instead, I want the camera boom only to snap the camera if the camera is colliding with another object. Because the camera casts a ray to get to the player, I don't know how to disable this behavior to prevent that snap in unwanted circumstances.
@bitter siren this happens because you're using a spring arm component
i might be mistaken, but the spring arm component traces a line and if the trace hits something, anything attached to the component will "sprint" in front of the collision point
Yeah i think you're right, if I remember rightly you get some weird camera movement if you remove it tho
you could write your own custom spring arm and achieve your desired functionalities
but then again, why would you do that?
Can he not edit the current spring arm? Surely you can edit it under its details tab or something
there is an option
but i wouldn't use it
@bitter siren alright, so this is the setting you want to disable
to quickly explain what it does
Probe size is the actual diameter of the line trace
the higher this value, the sooner the spring arm will collide with something
the probe channel is, i assume, the channel wherein the line will be traced. i tried all of them in a new third person example project and it didnt change anything
i guess you could do something neat but i am not going to go too deep on that
lastly, the check box will, i assume, disable collision alltogheter
the problem with that is, since there are no more collision, the camera will now be able to travel underground
can anyone help me i am trying to deploy and iphone app made with ue4 and i am getting an error i have the picture of the error
any1 know why ue4 just closes itself after building lighting? i gets to 100% does li9ke 80% of encoding textures and then just closes
no error nothing
also it happens 4/5 times but building lighting takes like an hour
luckily i use dynamic lighting
@quick niche You have directional light?
i dont think so, how do i add that?
directional light is like the sun
bounces around adding light at the back of your trees too
ooo, so u have to add it yourself isnt it?
you can also add sky light and play around
Yeah there is no magic ๐
you only need one tho
ok haha
unless your world have more than 1 sun
would anyone know how to have more than 1 media player playing at once ?
Can anyone give me some advice on my environment?
Itโs my first real go at an environment and I just need some tips to make it better
@plush yew sure
how do you open the skeleton tree
Why is this in the details panel?
Its really confusing and stopping me from editing what I select, how do I get rid of it?
would anyone know how to have more than 1 media player playing at once
When I move a folder from the paragon to another folder it gives a bug and the physical mesh becomes a square. How can I solve?
@alpine sand You locked the details panel (Lock symbol right above Add Script)
When I move a folder from the paragon to another folder it gives a bug and the physical mesh becomes a square. How can I solve?
@uncut sky .
@uncut sky Moving the folder inside UE4 or Explorer?
Inside UE4
@uncut sky Interesting.. Can't really think of any reason except some broken reference, but that shouldn't happen if you just move stuff around inside the same project in UE4. I'm out of ideas on this one.. sry
Hi, anyone knows its able to create something like this using the paint tools?
note i made the screenshot myself
help
didnt work bro
When I move a folder from the paragon to another folder it gives a bug and the physical mesh becomes a square. How can I solve?
@uncut sky .....
can someone tell me why when I animate a cinecamera around an object (with a tracking point) my camera seems to slightly zoom in and out in beetween each keyframe? how to solve this? thanks
who can upload ue4 without launcher
any good niagara docs? i am trying to make dirt puffs come out when walking on dirt
is the niagara in 4.25 yt video a good base?
@uncut sky are you copying and pasting the actual files inside the folders?
i heard that causes problems
I'm doing this within the project
@azure gazelle I managed to solve the problem
I created another physical asset referencing the skeletal mesh
and it worked
WTF
@mild belfry You need to make material instance
what is this unreal fest?
why cant i watch the videos seperately?
don't make individual material for everything, it would be nightmare for compiling time and run time
@indigo escarp https://www.google.com/search?q=unreal+getting+started
@plush yew i shared that because found it funny ๐ But its true with complex landscape materials.
@plush yew unreal fest is a big event where lots of devs come and talk about unreal
@rigid belfry will the videos be uploaded later on? all of em
there are yt videos about it so i am assuming yes?
but as it is with these events, its always better going there
I can't see the light controls on my lights... radius, cones etc. anyone know how make them visible?
@empty helm Is it not in the Details tab?
@empty helm If you can't see the Details tab, top right of the editor is 'Window', click that and then click Details it should open it up for you
do you know what the option is called?
Anyone know how to apply a GIF to a widget ?
@frank oar Don't think Gifs are supported.. But you could use Flipbook
anyone know how to use varest if so do you know how to set a sql database variable inside unreal ???
also is this the correct channel to ask this question
Hello everyone, I just made a level in a blank project but I want to use the first person template without loosing all the assets that I just put together in the scene. Can anyone help me?
@blissful trail I don't think there is a specific channel for this problem. Well.. First.. Do you really want your Game/App to directly access and modify the database? this would pretty sure mean that you had to place a user and pw within the app which seems really risky. There are built-in Plugins for SQL connection, I personally never used them. If you are working with a local db for a game or rather simulation like application, I guess those should work perfectly. If you work with Online Games, it might be smarter to have a dedicated server wich communicates with the db.
thank you @azure gazelle I shall smash out a google search of this "Flipbook" of which you speak now!
i have absolutely no experience with dedicated servers :/
"no idea how to make one and no idea how they work"
@blissful trail Well.. If you can state your use case, I might be able to point you in the right direction
all i really need to do is save a basic float on a server/database and be able to change the value inside of unreal
Can you create a variable from a create widget and refernce it later to add to viewport or update variables inside?
@blissful trail yeah.. But as I mentioned before.. It makes quite a difference whether you build an Application for internal use, a Game you ship to players or a persistent multiplayer game (not yet an mmo).
As an example.. We created an AR app which loads and places Objects in the real world. All Data gets loaded from a server (And cached locally). So we needed user verification, db requests, file download for procedural meshes and textures, etc. For this we wrote an simple backend that runs on the server (currently simple php connected to a mysql db). But it's not used for gameplay where values change really fast and often.
There you would need a server that runs an application accepting tcp or udp connection (or just normal ue4 networking) and then updates the db. As this application is not sent to users, there is no concerne regarding access (user and PW)
is there any way to keep it from doing that?
i have to click quit once to bring up the second widget and again to hide the other
lol
thanks but i cant take credit
halo ce main menu recreation and then improvement
...
halo master chief collection steam $40
valid
lol
lol
good question
following this tutorial which has worked for me before, but for some reason this keep happening
man since updating my engine version, editor tabs just do not reliably stay openafter restarting. Maybe 1/3 of the time they are saved
hey guys! I have been toying arount with the idea of springs and drag in ue, is there some sort of implementation built into ue that enables me to make an object follow another object with some drag? if that even means something...
@gilded igloo hey, there's SpringArmComponent which is kind of exactly like that. It's usually used to create camera lag, but you can use it with other objects as well.
cool! ill check it out, thanks!
Hi. Here somebody making fun sci fi projects? Like station or other environment and looking for team?
Hi. Is someone here making a fun sci fi project? Like a station or environment and looking for a team? is that what you are trying to say?
Hello Peoples. I hope this is the right place to ask, but a friend of mine is having an issue with sequencer and the cameras attaching to the playing sequence.
yes Epjk
I was wondering if anyone knew of a similar issue.
LMAO that is the only channel I had muted. Thanks I forgot it existed.
np
so ugh im trying to make a pokemon styled game or atleast get a template for it and i have 2 pawns... that are just circles with difent materials.. now how do i cast it ? im trying to get the variables from these pawns to show in the health bar but it doesnt because because the bars arent red
Does rect light not work with Lit particles?
help
What is actully skokumscript? been looking at this for some time now and can you make a full game with skokumscript only?, and how is the syntax and is it maintianed or a dead project?
@midnight gate cast to pawn -> get health variable
yea thats what im trying to do
but i need to add some get command
just casting doesnt work
for some reason, BeginPlay is executing 89 times on my GameMode
do you have any loop node ?
89 times is very specific bud, did you count or was that just a rough number?
@mellow flame yea thats what im trying to do
but i need to add some get command
just casting doesnt work
I'm wondering if VS2019 fully supported with UE 4.25+? I was told by other developers to use VS2017 and not VS2019.
if i disable cast shadows on a point light then the light goes through the mesh, how can i solve that?
make it movable. Or, rebuild if stationary
in my scene everything is on moveable
try to rebuild light/scene
i did, no changes
I'm wondering if VS2019 fully supported with UE 4.25+? I was told by other developers to use VS2017 and not VS2019.
@dire ether
Using VS2019 for 4.24 and 4.25 without a problem so far.
Windows 7 not supported for 4.25 ?
Can anyone recomend a quick way to play a video within a widget? I intend to have a text box next to it.
I would be grateful for any advice as I am now trying to put together a player tutorial for my project.
@frank oar Media player ๐
I will look into it!
Thank you for the tip @azure gazelle !
the reason for a 3d environment for a ui is this look to a image fliped in an environment
Thank you @azure gazelle @plush yew
Not sure why 2017 was "suggested" by the other devs. It appears the documentation doesn't reference 2019 but beyond that I haven't ran into any problems. I assume its just dated documentation. https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine 4.
Why does the start location of a line trace affect the end location
it logically should have no effect
just the angle of the trace should be affected
Can confirm iOS too. Actually it shouldnโt really matter which platform. Once UE officially supports it, it works with all platforms . Of course game consoles are a bit different. But VS2019 is out long enough. Shouldnโt be a problem on any platform.
@open eagle uh.. you are right, it shouldnโt. Except if you calculate your end location based on the start location. Iโve never seen it happen otherwise.
whats the hotkey to spawn a branch again?
whats the hotkey to spawn a branch again?
@sullen wraith b
thank you ๐ getting back into unreal and couldnt figure it ou
how do i make an animation play when im falling (im making a 2d game)
how do i make an animation play when im falling (im making a 2d game)
@drowsy turtle There are different ways to implement this. You could use the velocity of the character, if it is high enough (or low enough in this case - downward force), you could switch the anim to falling.. thatโs the easy part. Making the landing feel good is a bit more tricky. If you want to get it perfect, you would do a sphere trace (not sure in 2d.. maxe box exists?) which checks for collision way befire the character lands (could be done dynamically, but static length works too). Depending on the fall speed, youโll need to adjust the moment the landing anim starts playing or even slightly tweak the play rate.
hello
i have a question
how can i export a static mesh from ue4 so its a fbx?
i want to export this guy so its a fbx
@mellow flame yea thats what im trying to do
but i need to add some get command
just casting doesnt work
@midnight gate you cast to pawn, and as pawn drag the blue dot and you can get all the variables your pawn has
What would be the first step to take when making a game? I'm trying for the first time and I'm lost
this is a tutorial only for exporting a mesh from a different program than importing it in ue4
not how to export from ue4
oh ๐
yeah i am very new to ue4
@forest zodiac Follow youtube tutorial?
is there an event that is called when someone closes a ue4 program by clicking the X button? so you could, say, give a popup to ask if you want to save first?
Couldn't you just add a on clicked button for the X and then set visibility on another part of the widget before exiting?
@azure gazelle i dont really know how vectors work :/ can you help me?
i mean, that's what i did, but the walking animation doesn't play when i'm walking https://gyazo.com/815cc2e6152ff66aa40c836a06a3e8d5
Oh I think I misread you?, if I did, it does ask you to save first?
@vernal thicket you mean a button inside the application? thats not what im going for. I mean the windows/mac os/whatever closing button of a windowed application
What would be the first step to take when making a game? I'm trying for the first time and I'm lost
@forest zodiac Extra Credits on YT is your friend for โhow to startโ questions. After that: tutorials, looking at example projects, etc.
ah nvm i solved the problem
@shrewd lantern right yeah, unsure, does yours not ask you to save before closing?
is there an event that is called when someone closes a ue4 program by clicking the X button? so you could, say, give a popup to ask if you want to save first?
@shrewd lantern https://docs.unrealengine.com/en-US/BlueprintAPI/EventDispatchers/index.html
Should be around there somewhere
Event Dispatchers
@vernal thicket talking about an application/game made with ue4
can someone help?
i tried to import a animation from mixamo, i uploaded my character in there and picked a animation i downloaded it and now i am trying to import it, and i am getting a error message :
@shrewd lantern https://docs.unrealengine.com/en-US/BlueprintAPI/EventDispatchers/ApplicationWillTerminateDelegate/index.html
Application Will Terminate Delegate
Never used it myself, so might not work as expected
i tried to import a animation from mixamo, i uploaded my character in there and picked a animation i downloaded it and now i am trying to import it, and i am getting a error message :
@solemn orbit when downloading from mixamo, you must download one animation with the mesh. (Most often a t pose or idle anim)
Hmm.. interesting..
isnt there a away that i can use the animations from the normal ue4 mannequin
@azure gazelle was an interesting approach, I tried "Application Will Terminate Delegate", but it doesn't fire. Couldn't find anything else though
The error about the bind pose slightly irritates me. I only know this error from direct import from 3d programs, but not from mixamo
so i just pick the anim blueprint and use my new character with it
@solemn orbit You would have to retarget the anims to your skeleton. Might work.
wait i will export the skeletal mesh and import it in mixamo
and how can i export the mesh so it has its material?
is there an alternative to move in an animation without rootmotion, while player input is blocked? Im on multiplayer, so i have root motion montage only, is making anims like that into montages a bad idea?
Is it the correct workflow for working in C++ with UE4 -> make a UE4 project first, then close off the editor once files are generated then open up VS and run the Editor by clicking Debug Editor in VS? I noticed when I work directly in UE4 from the launcher and add c++ classes I'm always forced to rebuild, and many times if I change a property like UCLASS to UCLASS(Blueprintable) I get compile errors regardless of compiling in the editor after. I've had to struggle with opening and closing the editor and VS and even deleting the folders and regenerating solution files. It seems I fight with the engine a lot when doing anything C++ related due to compile errors over simple things (Just creating a C++ class and adding Blueprintable to UCLASS is enough to throw compile errors). Now that I run the editor from VS I can add classes and make changes then compile through the editor and no issue occur anymore. I'm confused on why it works better this way?
@solemn orbit the mixamo skeleton is different to the ue4 skeleton
but why does it work with other characters?
hey there folks
@mellow flame i cant cast it do you understand
i need to put something inside the blue INPUT
I got a video into my widget but it will not play when I preview in play mode :/
could it be a project settings issue ?
@echo cliff what's up ?
@dire ether
I used to have the same problem. I normally simply add a c++ file to a BP project if I didnโt start with c++ from scratch. Using VS2019 I didnโt really have much problems anymore.
The thing with modifying header files is still a bit hit and miss sometimes. Hot reload works mostly fine now, but every now and then a editor restart is required for header file changes. Cpp file changes shouldnโt pose a problem.
@midnight gate
@tight prawn i have done the blueprints and it wont show my reload animation
@dire ether the most annoying part is when you try to add a new class but you have compile errors. The class wonโt be properly added sometimes but the files are generated. So you need to fix compile errors and then rebuild vs files (generate solution files on uproject file).
because it doesnt read
im having some issues with shader it creates a blur effect in my texture where as im using 4k maps but once i open the image in unity editor texture goes back to 4k resolution but after a minute or so the texture is blur again as if im using very low map resolution any suggestions?
please can someone help
blurd texture error
@echo cliff i have no clue with animations in unreal i just started with unreal
oh ok
once i opec texture everything is fine
well show us your blueprints
atleast your animation blueprint first, need to see the event graph
@tight prawn i have done the blueprints and it wont show my reload animation
@azure gazelle Yea... It was very odd how such simple things could cause so much headaches. I always work with C++ Projects, but when I want to create a new class or include a class, or expose something to Blueprints it just throws a fit. Thankfully I haven't had issues since moving to VS2019 and just running the Editor from VS directly. My project last night was so bad I had to completely delete everything to get the files to compile, and that was working through the editor a per normal and with VS2017.
@amber ginkgo why are the bricks casting shadows like that on the wall? ๐ค
@honest vale actually i was practising some vertex painting with some displacement and i technically fucked up a bit in displacement but i will fix it
ah ๐
yeah it looks like the bricks are somehow laid over the plaster and not the other way around
@midnight gatedid you try to debug with print string and see if the health variable is working how it should?
I sometimes get blurry textures like that until I build the map
I think it builds texture streaming data if you build the level
@honest vale ok ill try that but i have never got anything like this till now
Anyone know if the Apple App Store charges a fee to update your mobile game ?
@mellow flame guess ill have to try that later
Hi, what might be wrong there?
Physics
Ok, can you give me a bit more details?
@runic yoke I've been finding similar issues with mine, it could be the shape of the collisions on the objects
@vernal thicket inside the guns details tab where it says 'can character step on this' try turning that off
@runic yokethat was for you sorry
is there an option where i can set the distance for point/spot light shadows? that e.g. i will see the shadows at 10 meters and if i go more far away the shadows will automaticaly disabled?
Anyone know if using Forward render stops you being able to use media player on SM / Widgets ?
is there an option where i can set the distance for point/spot light shadows? that e.g. i will see the shadows at 10 meters and if i go more far away the shadows will automaticaly disabled?
@drifting goblet set engine to cinematics..
i dont know if i am blind right now but
where are the options for the inputs in project settings
where again can i create an input action
I am making a 2d sidescroller parkour game, but in all the ledge climb tutorials I've seen it requires a skeletal mesh to move a socket to a certain point, does anyone know a substitute for a socket, in 2d terms?
hi guys i have a question,
i have installed the Perforce and its work fine in localmode
but now i want to make a server so my friend can work on it too,
but he live in italy and im from swiss, so its that possible and if yes how?
where again can i create an input action
@solemn orbit all in docs
https://docs.unrealengine.com/en-US/Gameplay/Input/index.html
The Input object is responsible for converting input from the player into data in a form Actors can understand and make use of.
@prisma plank Go to project settings, under Engine, find Input.
@prisma plank i guess you misunderstood something, just using cinematics graphics will nothing change on the shadow distance
simply show screenshot
can anyone help me i keep getting an error when i try to run my game from ue4 to my iphone
i have a picture
im looooosing my fucking mind
i am following this quickstart https://docs.unrealengine.com/en-US/Engine/Niagara/QuickStart/index.html yet my particle is constantly rendered instead of only when running
A guide to help you quickly start using the Niagara visual effects system in Unreal Engine 4.
is it because the loop behaviour is set to loop?
I am trying to launch ue4 on to my iPhone with Xcode 11.6 beta and I get an error saying that Xcode version does not match os device version...please help me I have been trying to do this for hours and hours and I cannot find any information on this
VERSIONS
Xcode: 11.6 beta
Mac OS: 10.15.5
iPhone: 13.5.1
UE4: 4.5.1
how the hell would you launch Unreal Engine on a phone
or do you mean launch an Unreal engine game on your phone?
This is what I did for my first project in ue4 but I don't know what do next, Do any one have any tips/ ideas on what I could do
btw im trying to become a environment artist
@quiet swallow add an exponential height fog
I did that
the scaling of your level is off
what you mean?
maybe it just comes down to post process settings
yeah that to
but you understood me wrong, I need inspiration on what to do as my next project since I already finished my first and am no longer willing to improve on it and instead try new things so I don't know what to do as my next project
and what I want to do is within environment artist category since I want to get in to the industry and work in japan
so I don't know what to do next so if any one has ideas I would appreciate that
@quiet swallow How about a dense forest with a big lake and mountains in the distance?
go at devianart and inspire )
thanks I will look up those things now
@cerulean sandal i am trying to launch the game...on my iphone
ooh I like this
it says xcode has to match or be a newer version than os device
@vernal dock does it work with another phone? what about another pc?
@kind robin omg thank you I got an amazing idea
i am trying a different version of unreal engine
@quiet swallow You're welcome ๐
i was trying to get it to work with ue4 4.25 but now i downgraded to ue4 4.24
does it work?
idk yet i am trying now
its compiling shaders
and if this doesnt work i heard some people had success with xcode 10
quick question, is it possible to replicate a number stream?
what IOS version is your phone?
thanks for trying to help me @rigid belfry i been loosing my mind yesterday i stayed up till 6am trying to get it to work
now im back at it again
its weird because it packages successfully but i cant launch it on my phone
@hoary silo https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/RandomStreams/index.html
Explanation of random streams and how to use them in Blueprints.
@vernal dock stil not working?
@hoary silo nice! what about the problem from yesterday?
well yesterday people were saying u had to pay apple 100 to get ue4 to run on the phone which isnt true i found someone who got it to package for ios with out the developer program
and i finally got it to package
but now i am getting a version error
so i got it to package with correct signing certs and provision profile
what IOS version is your phone?
just to make sure, have you tried setting up the deployment target lower in Xcode?
What ways could I go about attaching my player indicator to a world location? I also need it to stay in bounds of the map too if possible could anyone help?
if i am not mistaken, to do that, go to "General settings" (or similiar) for your app. In the "Deployment Info" section, change the "Deployment Target" field to at least 13.5.1, or lower just to make sure
not sure wether this'll actually work, but i hope it does
is there a guide on this righty
on what? on changing the deployment target?
god bless stackoverflow
@bitter iris not sure i understand your question. are you trying to make a minimap?
@rigid belfry yeah but on a large scale not like a little map in the top left or something
the green blip needs to show a player (yourself) where it is in the map
theres only really tutorials for minimaps not so much a "fortnite" style map so to speak
@bitter iris i think i've said this already, but i am not UI guru. still, i am pretty sure the difference between a minimap and a map are actually minimal.
its just that one is smaller than the other
true
ive been tryna follow a tutorial but its very meh, doesnt work for my scale so ill look for others
why are you trying to reinvent the wheel? my advice would be to make a simple minimap first, and have it pop up only when pressing the open map event
also when i have troubles introducing a new feature to a project, i will first try to implement it in a vanilla project
that way i dont get too confused with the rest of the stuff
@plush yew have you read this? https://docs.unrealengine.com/en-US/Engine/OpenWorldTools/ProceduralFoliage/QuickStart/index.html
and this https://docs.unrealengine.com/en-US/Engine/OpenWorldTools/Grass/QuickStart/index.html
How to set up and use the Procedural Foliage tool.
Learn how to add Grass textures to a landscape.
the grass quickstart might be slightly better for your scenario i think
but its worth checking out both
@vernal dock just to be clear, you're having troubles packaging the project to iOS, right?
i can package successfully where does the IPA get put?
apparently i need to run the IPA that gets generated after packaging
@vernal dock are you currently on your computer? can you create and open a new third person template?
can i do an empty project so its quicker?
i guess so?
ok now what righy
ok what version are u using for ue4 and xcode?
is your phone already connected to the pc?
i am on a mac os and yes its connected
good, under the file menu, located in the top left, open Package Project and select iOS
ok
let me just set up the provisioning profiles and sigining cert
other wise i cant package
what do i do next righy
and what does your status say? or you dont see it at all?
You most likely have a specific mobile provision of the form com.companyname.game and you have not specified that exact name in the App Bundle Identifier in the Project settings. Set the Bundle Identifier to the exact same name as the mobile provision identifier and it should work.
ok sounds good
that is most likely the issue
it packages successfully but doesnt deploy on device
but ill try checking one and running it this time
does it generate an IPA? or is that just on windows?
i read someone u drag ur ipa on the simulator
i have sadly no idea
ok
np
so im going to check a provision profile and try running it this time that matches the bundle id
@vernal dock if this also does not work, could you please try following this quickstart? https://docs.unrealengine.com/en-US/Platforms/Mobile/iOS/Provisioning/index.html
this is gonna be such bs if u need to pay $100 just to run ur game on ur phone locally
i dont believe you need to
unity was so easy to do but i like ue4 way better
actually i've heard most mobile devs start working on iphone first because iteration is easier?
i dont know. never worked on mobile
@plush yew fps issues aside, you want 1 singular foliage spawn manager basically?
thanks so much for helping my righy even if it doesnt work
@vernal dock it still does not work? no way
lol im waiting rn im just saying IF it doesnt lol
thats why i have a smug cat face as a profile pic
lmao
@white relic i am assuming you meant this?
hey righy can u show me what ur bundle id looks like does it include the [PROJECT NAME] tag?
im thinking about removing the [PROJECT_NAME] tag
if this doesnt work
hey guys..... m into archviz .... pretty new to UE4 ... and I needed a new PC .. so i wanted to know if 2080 super is worth over 2070 super ?
@plush yew i have a r9 390 8gb gddr and it runs ue4 just fine
@vernal dock did it work in the end? it should have
im still waiting its almost done
im on a macbook pro 13inch 2020 model so its a little slow for ue4
got the same error righy
sucks
@plush yew the gpus dont really matter that much for unreal
my friend showed me how fast rtx works... for walkthrough renders...
get a big SSD and a very fast cpu
needed it for that
one of the latest high end amd cpu would be top
i was thinking 3700 with rtx 2080
for stuff lik this https://www.youtube.com/watch?v=EgrmBVoUwxY
Inspired by Newberg Residence / Cutler Anderson Architects
Real-time Apartment Architecture Visualizations in Unreal Engine
Feel Free to contact us. info@motionland.net
motionland.net
I have the Ryen 7 3700X with the RX5700XT and that's does me fine
@plush yew yeah but are you able to do stuff lik that?
i dont buy a racing car just because i have a driving license
lol
hey guys i have a question about development
would it be really that difficult to create all that ?
specifically with vr
@vernal dock that is very sad. can you please, please try the quickstart i linked earlier?
are there any vr headsets that you guys would recommend for game development?
lmao
@wispy imp the cheapest
hey righy how do u generate a certificate?
i have been able to create some decent result
yeah i think its only windows
anyway, i am pretty sure the error is due to different emails or names you're using between the programs