#ue4-general

1 messages ยท Page 766 of 1

plush yew
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One prob i find with anim notify, they are not really reliable

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when u alt tab and stuff

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or game frezes

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damn they dont get called sometime

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which breaks my game if i a have very important code

vernal thicket
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Ye true, I'll just pop a muzzle socket and spawn

plush yew
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maybe there's a way to make it always fire but not as far as I know

vernal thicket
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I couldn't figure it out, it's not a massive deal

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Have you got a muzzle flash recommendation?

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I've bought probably over a thousand on marketplace content but i can't justify paying for the muzzle flash lol

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Jesus animation blueprints are confusing af

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I'm trying to blend between an idle top half animation and an active bottom half

bleak elk
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can I make a brush builder in blueprint?

frozen pond
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any tutorial how to retarget skeleton painless ?

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for now i'm allways ending with stupid things like hand deformed etc

cerulean sandal
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how do i cast to a widget?

fossil apex
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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.

graceful grotto
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@cerulean sandal promote widget to variable when you create it and drag off that

fossil apex
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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.

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Don't know where it would be for the project file.

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Also all was working fine before the power went off.

cerulean sandal
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@cerulean sandal promote widget to variable when you create it and drag off that
@graceful grotto nah nvm i used a quicker solution

plush yew
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Hello, guys, can you recommend me how can I make label, like withe square at Dishonored 2?

fossil apex
fossil apex
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Nevermind didn't work. I think it is just done for. I give up lol

exotic thicket
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You know one thing I miss from Unity is being able to easily inspect the state of objects when the game is running

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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...

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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 ๐Ÿค”

nimble comet
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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

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How can I do it?

quiet swallow
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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.

tender flume
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@fossil apex you need to check the errors in the compiler for each blueprint.

quiet swallow
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but with my own style ish but I don't know how to do effects ect

frail sun
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Anyone know what would cause HISM per instance custom data to move around depending on where the camera is?

tender flume
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post process for lighting enhancements, rain by making it as a visual effect. fog is included at the top left if you search: "Fog"

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height fog works as well

quiet swallow
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Ok thanks I will try that

paper kernel
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so, what exactly is responsible for pathfinding in the engine?

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I can't find any docs

tender flume
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AI

paper kernel
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uhm, AI consists of few dozen classes

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gotta be more specific

tight prawn
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tracking the UE4 crashing further

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[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]

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this is the error ๐Ÿ˜ฆ

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my project is now broken, i can't build lighting or anything, it all makes the editor crash

tender flume
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navigation

paper kernel
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doc page for navigation is broken

quiet swallow
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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?

trim trail
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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

median vale
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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?

austere scroll
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event initialize component in 2015 is the same as event begin play in 2020 ?

paper kernel
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gonna go with hazy no, components are intialized before begin play

austere scroll
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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

timber minnow
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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

austere scroll
fossil apex
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@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....

sick escarp
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Is there a predictable order of construction for actor components?

plush yew
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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)...

sick escarp
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The one with higher velocity in the direction of the other bumper would be the one that's bumping I guess

radiant haven
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can I set the location(vector2D) of an image

sick escarp
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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

radiant haven
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@sick escarp nope

young bobcat
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Hey guys!

I'm trying to play Particles from Infinity Blade Effects package but they don't play, how to turn them on ?

sick escarp
vernal thicket
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No delay inside function?

marsh sparrow
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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?

rigid belfry
marsh sparrow
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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.

radiant haven
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@sick escarp AHHHH ok thanks!

quiet swallow
rigid belfry
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if it's just a cinematic or a beuty shot, you can change the depth of field in the post process volume @quiet swallow

quiet swallow
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aah ok

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I will need to learn everything about post processing later then since this is my second day using unreal so yeah but thanks

rigid belfry
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is this just a beauty shot or an actual game?

quiet swallow
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beauty shot

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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

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btw that screenshot is from roblox xd

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but it looks good ngl

rigid belfry
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@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

quiet swallow
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yeah alright

rigid belfry
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in unreal there's also a "high res screenshot" button

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its in the dropdown arrow near the viewport view mode. by default the view mode is set to "perspective"

quiet swallow
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should I use that for the render?

vernal thicket
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How do you check more than once in a widget without event tick?

rigid belfry
radiant haven
rigid belfry
radiant haven
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liek it should just follow it

rigid belfry
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@vernal thicket custom events and variables.

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@radiant haven what is it? what are you trying to make and what isnt working?

vernal thicket
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@rigid belfry Ight so I got it to take custom events but how do I start it? smash it into begin play or somethin?

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I'm confused

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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?

rigid belfry
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you can try to understand it at a simpler level first and then implement it in your current game

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you cant build rome if you cant build a lego set

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like, you could have an event fire off a different event that then updates a variable

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and instead of having a tick update the value constantly, you could update the variable when the event fires

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another way would be to use the tick, but execute only when the variable changes

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it really depends on what you're doing

vernal thicket
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Execute on variable change might be viable

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I think I figured out what the issue is anyway

rigid belfry
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good. i still recommend you to take a loot and event dispatchers

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they're pretty neat

vernal thicket
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Will do bro thanks for the link โค๏ธ

timber minnow
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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

vernal thicket
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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

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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 ๐Ÿ˜„

raw anchor
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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.

uneven fractal
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you could have your naming structure be in binary for all it matters(don't do this)

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whats important is that you are consistent with your rules and document them

exotic thicket
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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

raw anchor
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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 ๐Ÿ™‚

radiant haven
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@rigid belfry I try to controll my plane using my mouse location so it will look at the mouse location in WOrldSpace

uneven fractal
rigid belfry
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i heard it was rather buggy

vernal thicket
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are physics constraints not automatically generated?

uneven fractal
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it's a bit buggy but using this project will still save hundreds of hours

vernal thicket
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From my experience you're better off building them from the ground up, atleast you understand what you've done lol

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a lot of this editor is preference, there are multiple ways of doing things

uneven fractal
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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

rigid belfry
uneven fractal
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bread?

radiant haven
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bread?

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@rigid belfry But still It doesnt give me the mouse position in world space to actually rotate

rigid belfry
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ignore the comment

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it gives mouse position based on viewport instead of the world position

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from there, you can use the X and Y to rotate

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you could normalize it so it goes from 0 to 1

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then rotate based on axis and a speed variable

karmic cipher
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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?

white relic
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Does someone have a tutorial for fading tessellated textures around the player

rigid belfry
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@karmic cipher no idea what groom is, but what cpu do you have? also is the engine installed on a ssd or hdd?

radiant haven
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How dDo i get this into the rotation

cerulean sandal
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split the struct pins

wary wave
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assuming whatever that struct is has a rotation

worn granite
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And if it doesn't, there's no real suggestion to make based on the context given.

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May as well make 3 random number in range nodes ๐Ÿ˜‚

wooden forge
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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

uneven fractal
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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?

worn granite
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You have to instantiate the actor, even if you just kill it immediately. Or you can write a small amount of C++.

uneven fractal
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ah like making a c++ blueprint library to bring back the good ole get default object node?

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any idea why that was removed for the less functional get class defaults node?

worn granite
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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.

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The ergonomics of the class default node are better IMO, shame we can't toggle on a "footgun" mode.

uneven fractal
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I do recall that actually setting values of the default object instead of just getting them was also extremely dangerous

worn granite
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Yes it is, you shouldn't do it in general

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The default object can be used to instantiate other objects

bitter iris
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Looking on making a map, and for the player indicator to be where the player is, any tuts on it?

fiery mortar
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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?

bitter iris
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@tepid knot ??

karmic cipher
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@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.. ๐Ÿค”

rigid belfry
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maybe it wasnt the engine's fault?

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maybe you had some background program eating up resources

quiet swallow
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how do you view your camera in full screen without going in to pilot?

copper flicker
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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..

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it's really hard to figure out what exactly happens

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I think it happens in camera space

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and changes if I change rez

frozen pond
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im trying to add hairs, in editor they look fine:

karmic cipher
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@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..

frozen pond
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but when i add them to character they look like this

karmic cipher
frozen pond
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as i found this node idk why but rotates

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my bone orientation went wrong :/ i see that animations make rotate hairs too

rigid belfry
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@quiet swallow maybe try pressing f11 on your keyboard.

quiet swallow
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that will probably crash the hole program but I will try later on

rigid belfry
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why?

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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

karmic cipher
radiant leaf
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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?

quiet swallow
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@rigid belfry it's not that I can't it's that atm I am working on my project so I'm focused

rigid belfry
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@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

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you cant add actual new functionality if you dont save and compile, which you can do only when not playing

alpine sand
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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?

rigid belfry
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@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

radiant leaf
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Odd, that doesn't seem to be happening for me - I save, compile and rerun the game, it uses old camera

rigid belfry
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are you using the third person template?

radiant leaf
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Yea

rigid belfry
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is there a mannequin in the scene already?

radiant leaf
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Yes, third person player

rigid belfry
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try removing him

radiant leaf
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I'm editing its bp

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If I remove him and re add, it disconnects the playing camera from that guys camera

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So when I click play, it just runs from the "network player" location intead

onyx cedar
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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.

rigid belfry
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@radiant leaf technically speaking, there shouldnt be a problem there. did you change something called a gamemode?

onyx cedar
radiant leaf
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Nope

rigid belfry
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is it okay if you open a new third person project and try again?

radiant leaf
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Yeah I'll demonstrate with some screenshots give me a few min

gritty marsh
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Hi. How to use delay in c++? Really not solucion in web

rigid belfry
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no idea for c++, but with c# there is something called IEnumerator which takes in a Wait for seconds parameter

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you could use that as a delay?

gritty marsh
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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.

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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.

fiery moat
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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.

gritty marsh
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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 : '(

fiery moat
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wait

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nope I did not

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thx

alpine laurel
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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

rigid belfry
alpine laurel
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yeah i already looked there didnt help

gaunt cairn
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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

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Does anyone know where that setting is kept?

rigid belfry
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did you manually edit the ini files? @gaunt cairn

gaunt cairn
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I did not. But maybe something like that happened by mistake. I cannot find the ini file where that setting would be

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Also when I just type 'r.ScreenPercentage' it tells me it's 50 and the LastSetBy is Scalability. I wonder what Scalability means here

rigid belfry
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it changes the resolution scale most likely

alpine laurel
gaunt cairn
rigid belfry
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@alpine laurel what do you want the widget to do?

alpine laurel
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basically instead of just quitting the game when you press quit

rigid belfry
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@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?

alpine laurel
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it brings up a vertical box with an image with buttons to accept or cancel

mint umbra
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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.

rigid belfry
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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

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then on quit pressed, show new confirm widget

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i have never tried it nor am i good at making UIs, so that might not work

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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...

โ–ถ Play video
short vector
rigid belfry
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do you have a material set up?

ashen cape
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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.

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x_X

alpine laurel
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wtf are those characters in your name

ashen cape
sly island
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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.

rigid belfry
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@sly island are you 100% sure thats the reason why you're getting that error message?

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are you perhaps working with lighting?

ashen cape
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I see, so it's really just explorer.exe which makes it look smaller on my pc?

sly island
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@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.

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we do have lighting, but the same exact map will run just fine for everyone in a separate unreal project, just duplicated

ashen cape
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or rather the .uasset compression which is different.. hmm

radiant leaf
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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 :/

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let me try on original project

ashen cape
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yea.. I get it now. The .png format makes it smaller, but when imported into UE4 it becomes a different format.

rigid belfry
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@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.

radiant leaf
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old project seems to have it working now as well

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I suspect some weird desync issue

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#development ๐Ÿ™ƒ

ashen cape
rigid belfry
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@sly island are you guys using nvidia graphics card?

ashen cape
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but in-engine they're hundreds of kb

sly island
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@rigid belfry yeah, GeForce GTX 1080

rigid belfry
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@ashen cape windows 10 automatically compresses folders and files if i am not mistaken

fervent kernel
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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.

autumn elbow
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Is there a way to export the materials from 3ds max to unreal ?

ashen cape
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ah okay

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yeah

rigid belfry
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@sly island do you have access to that pc right now?

ashen cape
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well looks like im gonna have to re-export all frames in the game then lmaooo

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but that's good to know

sly island
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@rigid belfry yeah im on it right now

rigid belfry
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good. Try enable shadow cache in Nvidia settings. Turn off preloading textures.

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otherwise, try increasing the page file in windows

sly island
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Thanks! Will do

rigid belfry
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if you are working for a company, its better to just let the IT handle it

sly island
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We're a small company and our IT is third party, and due to pandemic, working from home lol

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and they don't really handle much aside from security

rigid belfry
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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

alpine sand
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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?

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Its very simple, so nothing should be interfering with it. Only clicking during the intro sequences does it mess up the crosshair

rigid belfry
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be lazy and disable user input untill sequence finished

alpine sand
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Its already disable for the duration of the intro

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I'm playing it in the editor, then clicking again to make sure I'm controlling it, is this just an editor problem?

rigid belfry
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dont do play in editor

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try launching it

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click the dropdown arrow near the play button

alpine sand
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Doesnt seem to do anything when launched like that

rigid belfry
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so it works?

alpine sand
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Looks like it, thanks

rigid belfry
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np. if you were a perfectionist, you would probably try to fix that the right way

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but if you were, you probably wouldn't be a programmer

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so its all good

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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

alpine sand
#

i am a sponge

rigid belfry
#

another thing

alpine sand
#

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

rigid belfry
#

if you play in editor as normal, and right click instead of left clicking, does it happen too?

alpine sand
#

yes

rigid belfry
#

and user inputs are disabled?

alpine sand
#

yes

rigid belfry
#

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

midnight gate
#

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?

rigid belfry
#

i see it used quite often as of recently so i suppose its in a good spot?

#

havent heard anyone complaining

midnight gate
#

alrithy then my next game is gonna be hot af

rigid belfry
#

fax, no printer

midnight gate
#

whacha mean

rigid belfry
alpine sand
#

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

rigid belfry
#

did you try with the print string method

alpine sand
#

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

plush yew
#

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

rigid belfry
#

why do you have 2 bools doing the same thing?

#

can't you just have "in use?"

#

whats booked doing

plush yew
#

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

hoary silo
#

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?

rigid belfry
#

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?

hoary silo
#

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

rigid belfry
#

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?

hoary silo
#

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

rigid belfry
#

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

hidden knoll
#

For some reason when I slow time in my game the engine crashes

rigid belfry
#

i think you're having issues with the way you set up your project

hidden knoll
#

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

hoary silo
#

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

rigid belfry
#

and the current problem is that when there is too much load, the server will not comunicate anymore, right?

hoary silo
#

correct

rigid belfry
#

are we sure its on the server and not on the players?

#

i am no network expert, but your blueprint looks good to me

slate basalt
#

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?

rigid belfry
#

also what class or classes are you using to run this?

hoary silo
#

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

rigid belfry
#

you mentioned ownership a few messages earlier

#

can you explain a bit more about that

#

or authority rather

hoary silo
#

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

rigid belfry
#

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...

โ–ถ Play video
#

i gotta leave right now so i tried to find something relevant that might help you

hoary silo
#

alright

#

thank you anyways

rigid belfry
#

good luck

#

i am sure you'll find the problem

hoary silo
#

yeah I hope so

frozen pond
#

can static mesh be used as cloth/hair ?

#

(painted tho)

quiet swallow
#

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!

candid drum
#

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.

ashen ermine
#

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?

dusky inlet
#

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?

uneven fractal
#

only hdd has the seek time issue ssd can access any part at the same speed

plush yew
#

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?

echo zealot
#

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!

merry gazelle
#

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

serene ridge
#

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

tulip oak
#

any1 into FPS games

vernal thicket
#

@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

serene ridge
#

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

tulip oak
#

thanks for reply you gave up huh thats sucks having to do ill DM ya

vernal thicket
#

@merry gazellewhen you restart and come back is it disconnected then or just not functional?

frozen pond
#

how to erase cloth painting?

#

shift + lmb dont work

merry gazelle
#

disconnected @vernal thicket

vernal thicket
#

@serene ridge sort of like a virtual show room?

serene ridge
#

@vernal thicket yes sort of!

vernal thicket
#

@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?

merry gazelle
#

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

vernal thicket
#

@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

brave shard
#

Hi guys can anyone help me in a blinking eye effect (post process)

serene ridge
#

@vernal thicket I saw this tool yes, sound good to draw a rapid small house wall or some other easy architecture

vernal thicket
#

@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

serene ridge
#

@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?

vernal thicket
#

@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

past pilot
#

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?

vernal thicket
#

@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

serene ridge
#

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

spice cliff
#

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

vernal thicket
#

@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

frank oar
#

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 :/

vernal thicket
#

Like one you can draw on?

#

XD

frank oar
#

yes! thats exactly what I need ! ๐Ÿ˜„

karmic basalt
#

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?

frank oar
#

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

karmic basalt
#

Not too sure but the ssimplest to me sounds like either vertex painting or splines.

frank oar
#

I was hoping that since so many apps have that sort of thing it would be as common as locomotion tutorials but apparently not.

past pilot
#

Anyone know why im missing my modes tool window and can not open it? its disabled...

wanton lotus
frank oar
#

thank you @wanton lotus ! I will check that out!

wanton lotus
#

4.22 compatible, but maybe you can gain some insight from the code or find a way to update it.

upper heart
#

Is there any way to customize what shows here? Want to remove "launch"

radiant leaf
#

Stares at complexity of making landscapes paintable in unreal

vocal wraith
#

@tulip oak what do you work on?

tulip oak
#

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

marsh swallow
#

Seems you might be able to edit a config file?

upper heart
#

ahh thanks, yeah I see it now

marsh swallow
#

np. ^^

weak grail
#

hello, I want to set player name while in beginplay event in textbox widget but when I write name it instantly disappear

stiff flume
#

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

autumn elbow
#

Talking about the inner volume of the coconut and egg

jade rivet
#

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

spice cliff
#

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

maiden karma
naive forge
#

whats are the RunUAT args to build PhysX for x86 Android
BuildPhysX -TargetPlatforms=Android-x86

rigid belfry
#

@spice cliff reimport the mannequin skeleton

#

next time duplicate it and use the copied file

spice cliff
#

@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

agile spruce
#

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.

dense hatch
agile spruce
#

Is Player Controller always the thing being displayed?

barren flume
#

it's been sitting like this for about 6 mins now

surreal laurel
#

What's the best way to instantly fill an array with empty values on construction?

long thicket
#

posted this in introduction by mistake

maiden karma
#

Gordon Ramsay?

jade rivet
#

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?

maiden karma
#

well i come here furious chef and everyone to ask a question how can i optimize my speed tree in a unreal engine?

long thicket
#

youre missing the lamb sauce

#

you idiot sandwich

worn granite
#

@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

jaunty dagger
#

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.

floral knoll
#

do they still add stuff to blueprints?

sacred sluice
#

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?

grim ore
#

@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

jaunty dagger
#

ok i understand thanks

merry gazelle
#

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

solid drum
#

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?

white relic
maiden karma
#

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

maiden karma
#

And for what?

stiff flume
#

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?

vernal dock
#

hey guys can you build a ue4 project with the free apple account?

grim ore
#

you can but it has to be refreshed every 7 days which is fine if you are just testing

dusky crest
weary basalt
bitter siren
#

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:

little falcon
#

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

vernal thicket
#

@bitter siren collision?

gloomy ravine
#

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?

quiet token
#

do people have to spend 2 days compiling shaders just to play packaged ue4 games???

vernal thicket
#

Anyone knowledgable here?

hidden knoll
#

Is there a way to get the player's current speed?

#

As a float?

quick niche
hidden knoll
#

All the cube actors in my 2d sidescroller are dark like that

exotic thicket
#

@hidden knoll you can usually do a get velocity and then get vector length

hidden knoll
#

okay

vernal thicket
#

@hidden knoll The Standard UE4 Animation Blueprint has Speed as a float, check there for the information

hidden knoll
#

Oh it's good I got it

raven island
#

hi, is there a way to have the waterplanes ocean blueprint recognise meshes and landscape as a hore and not go trough it?

bitter siren
#

@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.

rigid belfry
#

@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

vernal thicket
#

Yeah i think you're right, if I remember rightly you get some weird camera movement if you remove it tho

rigid belfry
#

you could write your own custom spring arm and achieve your desired functionalities

#

but then again, why would you do that?

vernal thicket
#

Can he not edit the current spring arm? Surely you can edit it under its details tab or something

rigid belfry
#

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

vernal dock
#

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

raven island
#

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

cerulean sandal
#

luckily i use dynamic lighting

plush yew
#

@quick niche You have directional light?

quick niche
#

i dont think so, how do i add that?

plush yew
#

directional light is like the sun

#

bounces around adding light at the back of your trees too

quick niche
#

ooo, so u have to add it yourself isnt it?

plush yew
#

you can also add sky light and play around

#

Yeah there is no magic ๐Ÿ˜‰

#

you only need one tho

quick niche
#

ok haha

plush yew
#

unless your world have more than 1 sun

maiden verge
#

would anyone know how to have more than 1 media player playing at once ?

plush yew
#

Can anyone give me some advice on my environment?

#

Itโ€™s my first real go at an environment and I just need some tips to make it better

maiden verge
#

@plush yew sure

burnt cave
#

how do you open the skeleton tree

alpine sand
#

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?

maiden verge
#

would anyone know how to have more than 1 media player playing at once

uncut sky
#

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?

azure gazelle
#

@alpine sand You locked the details panel (Lock symbol right above Add Script)

uncut sky
#

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 .

azure gazelle
#

@uncut sky Moving the folder inside UE4 or Explorer?

uncut sky
#

Inside UE4

plush yew
#

I canโ€™t believe a mega scan folder has 19gb

#

๐Ÿ’€

azure gazelle
#

@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

uncut sky
#

This is very strange

#

I also tried Advanced Copy, but nothing changes

dim merlin
indigo escarp
#

pls this is shit i need unreal engine

#

help

#

brossssss

dim merlin
#

note i made the screenshot myself

indigo escarp
#

help

dim merlin
indigo escarp
#

didnt work bro

uncut sky
#

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 .....

mellow flame
#

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

indigo escarp
#

who can upload ue4 without launcher

rigid belfry
#

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

uncut sky
#

I'm doing this within the project

indigo escarp
#

how has ue4

#

i cant download for some reason

plush yew
#

what is this unreal fest?

#

why cant i watch the videos seperately?

uncut sky
#

@azure gazelle I managed to solve the problem

#

I created another physical asset referencing the skeletal mesh

#

and it worked

mild belfry
uncut sky
#

WTF

plush yew
#

@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

dim merlin
mild belfry
#

@plush yew i shared that because found it funny ๐Ÿ˜„ But its true with complex landscape materials.

rigid belfry
#

@plush yew unreal fest is a big event where lots of devs come and talk about unreal

plush yew
#

@rigid belfry will the videos be uploaded later on? all of em

rigid belfry
#

there are yt videos about it so i am assuming yes?

#

but as it is with these events, its always better going there

plush yew
#

lol why

#

you cant replay anything going there

#

what shit

empty helm
#

I can't see the light controls on my lights... radius, cones etc. anyone know how make them visible?

vernal thicket
#

@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

empty helm
#

do you know what the option is called?

frank oar
#

Anyone know how to apply a GIF to a widget ?

azure gazelle
#

@frank oar Don't think Gifs are supported.. But you could use Flipbook

blissful trail
#

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

deft jay
#

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?

azure gazelle
#

@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.

frank oar
#

thank you @azure gazelle I shall smash out a google search of this "Flipbook" of which you speak now!

blissful trail
#

i have absolutely no experience with dedicated servers :/

#

"no idea how to make one and no idea how they work"

azure gazelle
#

@blissful trail Well.. If you can state your use case, I might be able to point you in the right direction

blissful trail
#

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

vernal thicket
#

Can you create a variable from a create widget and refernce it later to add to viewport or update variables inside?

azure gazelle
#

@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)

cerulean sandal
#

uh

#

ue4.25 crashes a lot

alpine laurel
#

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

coral shoal
#

man since updating my engine version, editor tabs just do not reliably stay openafter restarting. Maybe 1/3 of the time they are saved

gilded igloo
#

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...

fallow anchor
#

@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.

gilded igloo
#

cool! ill check it out, thanks!

prisma plank
#

Hi. Here somebody making fun sci fi projects? Like station or other environment and looking for team?

alpine laurel
#

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?

plush yew
#

Why has my project turned cartoony

woeful dune
#

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.

prisma plank
#

yes Epjk

woeful dune
#

I was wondering if anyone knew of a similar issue.

alpine laurel
woeful dune
#

LMAO that is the only channel I had muted. Thanks I forgot it existed.

alpine laurel
#

np

midnight gate
#

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

quiet meteor
#

Does rect light not work with Lit particles?

midnight gate
#

help

opaque basin
#

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?

mellow flame
#

@midnight gate cast to pawn -> get health variable

midnight gate
#

yea thats what im trying to do

#

but i need to add some get command

#

just casting doesnt work

open eagle
#

for some reason, BeginPlay is executing 89 times on my GameMode

midnight gate
#

do you have any loop node ?

vernal thicket
#

89 times is very specific bud, did you count or was that just a rough number?

midnight gate
#

@mellow flame yea thats what im trying to do
but i need to add some get command
just casting doesnt work

dire ether
#

I'm wondering if VS2019 fully supported with UE 4.25+? I was told by other developers to use VS2017 and not VS2019.

drifting goblet
#

if i disable cast shadows on a point light then the light goes through the mesh, how can i solve that?

prisma plank
#

make it movable. Or, rebuild if stationary

drifting goblet
#

in my scene everything is on moveable

prisma plank
#

try to rebuild light/scene

drifting goblet
#

i did, no changes

azure gazelle
#

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.

simple ferry
#

hmmmmmmm

#

cant we make ui in C# in unreal engine

#

bcz i am very good in making ui

safe scaffold
#

Windows 7 not supported for 4.25 ?

simple ferry
#

like these

#

like a system u can add a 3d environment for a UI

#

is there any??

frank oar
#

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.

azure gazelle
#

@frank oar Media player ๐Ÿ™‚

frank oar
#

I will look into it!
Thank you for the tip @azure gazelle !

simple ferry
#

the reason for a 3d environment for a ui is this look to a image fliped in an environment

echo cliff
#

please can someone help me

#

my game wont show my reload animation

dire ether
#

Thank you @azure gazelle @plush yew

open eagle
#

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

azure gazelle
#

Can confirm iOS too. Actually it shouldnโ€˜t 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. Shouldnโ€˜t be a problem on any platform.

#

@open eagle uh.. you are right, it shouldnโ€˜t. Except if you calculate your end location based on the start location. Iโ€™ve never seen it happen otherwise.

sullen wraith
#

whats the hotkey to spawn a branch again?

azure gazelle
#

whats the hotkey to spawn a branch again?
@sullen wraith b

sullen wraith
#

thank you ๐Ÿ™‚ getting back into unreal and couldnt figure it ou

drowsy turtle
#

how do i make an animation play when im falling (im making a 2d game)

azure gazelle
#

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.. thatโ€˜s 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, youโ€˜ll need to adjust the moment the landing anim starts playing or even slightly tweak the play rate.

solemn orbit
#

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
#

@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

forest zodiac
#

What would be the first step to take when making a game? I'm trying for the first time and I'm lost

solemn orbit
#

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 ๐Ÿ˜‚

#

yeah i am very new to ue4

plush yew
#

@forest zodiac Follow youtube tutorial?

forest zodiac
#

any good youtubers you'd recommend?

#

oh didnt know they had tutorials lol

shrewd lantern
#

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?

vernal thicket
#

Couldn't you just add a on clicked button for the X and then set visibility on another part of the widget before exiting?

drowsy turtle
#

@azure gazelle i dont really know how vectors work :/ can you help me?

vernal thicket
#

Oh I think I misread you?, if I did, it does ask you to save first?

shrewd lantern
#

@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

azure gazelle
#

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 โ€žhow to startโ€œ questions. After that: tutorials, looking at example projects, etc.

drowsy turtle
#

ah nvm i solved the problem

vernal thicket
#

@shrewd lantern right yeah, unsure, does yours not ask you to save before closing?

azure gazelle
shrewd lantern
#

@vernal thicket talking about an application/game made with ue4

solemn orbit
#

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 :

azure gazelle
#

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)

solemn orbit
#

i did

#

thats my mesh there

#

and that are my options

azure gazelle
#

Hmm.. interesting..

solemn orbit
#

isnt there a away that i can use the animations from the normal ue4 mannequin

shrewd lantern
#

@azure gazelle was an interesting approach, I tried "Application Will Terminate Delegate", but it doesn't fire. Couldn't find anything else though

azure gazelle
#

The error about the bind pose slightly irritates me. I only know this error from direct import from 3d programs, but not from mixamo

solemn orbit
#

so i just pick the anim blueprint and use my new character with it

azure gazelle
#

@solemn orbit You would have to retarget the anims to your skeleton. Might work.

solemn orbit
#

wait i will export the skeletal mesh and import it in mixamo

#

and how can i export the mesh so it has its material?

tiny sonnet
#

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?

dire ether
#

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?

vernal thicket
#

@solemn orbit the mixamo skeleton is different to the ue4 skeleton

solemn orbit
#

but why does it work with other characters?

tight prawn
#

hey there folks

echo cliff
#

hi

#

i need help please can someone help me

midnight gate
#

@mellow flame i cant cast it do you understand

#

i need to put something inside the blue INPUT

mellow flame
#

get player pawn

#

this is ue basics

frank oar
#

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 ?

tight prawn
#

@echo cliff what's up ?

azure gazelle
#

@dire ether
I used to have the same problem. I normally simply add a c++ file to a BP project if I didnโ€˜t start with c++ from scratch. Using VS2019 I didnโ€˜t 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 shouldnโ€˜t pose a problem.

mellow flame
echo cliff
#

@tight prawn i have done the blueprints and it wont show my reload animation

midnight gate
#

get player pawn does not work

#

my health bars dont show up in the ui

#

they are 0%

azure gazelle
#

@dire ether the most annoying part is when you try to add a new class but you have compile errors. The class wonโ€˜t 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).

midnight gate
#

because it doesnt read

amber ginkgo
#

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?

echo cliff
#

please can someone help

amber ginkgo
#

@echo cliff i have no clue with animations in unreal i just started with unreal

echo cliff
#

oh ok

amber ginkgo
tight prawn
#

well show us your blueprints

#

atleast your animation blueprint first, need to see the event graph

echo cliff
#

@tight prawn i have done the blueprints and it wont show my reload animation

tight prawn
#

we need to see your blueprints

#

to diagnose what's the issue

echo cliff
#

i will message u them

#

sent them @tight prawn

dire ether
#

@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.

honest vale
#

@amber ginkgo why are the bricks casting shadows like that on the wall? ๐Ÿค”

amber ginkgo
#

@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

honest vale
#

ah ๐Ÿ˜„

#

yeah it looks like the bricks are somehow laid over the plaster and not the other way around

amber ginkgo
#

yeah

#

thats too funny

mellow flame
#

@midnight gatedid you try to debug with print string and see if the health variable is working how it should?

honest vale
#

I sometimes get blurry textures like that until I build the map

#

I think it builds texture streaming data if you build the level

amber ginkgo
#

@honest vale ok ill try that but i have never got anything like this till now

lucid geyser
#

Anyone know if the Apple App Store charges a fee to update your mobile game ?

midnight gate
#

@mellow flame guess ill have to try that later

runic yoke
whole quarry
#

Physics

runic yoke
#

Ok, can you give me a bit more details?

vernal thicket
#

@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

drifting goblet
#

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?

frank oar
#

Anyone know if using Forward render stops you being able to use media player on SM / Widgets ?

prisma plank
#

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..

solemn orbit
#

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

hidden knoll
#

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?

tiny bison
#

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?

prisma plank
hidden knoll
#

@prisma plank Go to project settings, under Engine, find Input.

drifting goblet
#

@prisma plank i guess you misunderstood something, just using cinematics graphics will nothing change on the shadow distance

prisma plank
#

simply show screenshot

vernal dock
#

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

rigid belfry
#

is it because the loop behaviour is set to loop?

vernal dock
#

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

cerulean sandal
#

how the hell would you launch Unreal Engine on a phone

#

or do you mean launch an Unreal engine game on your phone?

quiet swallow
#

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

rigid belfry
#

@quiet swallow add an exponential height fog

quiet swallow
#

I did that

rigid belfry
#

the scaling of your level is off

prisma plank
#

what you mean?

rigid belfry
#

the tree trunk is too small, what are the pillars on the right?

#

i suppose a fence?

quiet swallow
#

no

#

just big pillars

rigid belfry
#

i see

#

still, i think i like the roblox pic more

#

dont know why exactly thought

quiet swallow
#

because it's the original

#

xd

#

and im trash that's why lol

rigid belfry
#

maybe it just comes down to post process settings

quiet swallow
#

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

kind robin
#

@quiet swallow How about a dense forest with a big lake and mountains in the distance?

prisma plank
#

go at devianart and inspire )

quiet swallow
#

thanks I will look up those things now

vernal dock
#

@cerulean sandal i am trying to launch the game...on my iphone

quiet swallow
vernal dock
#

it says xcode has to match or be a newer version than os device

rigid belfry
#

@vernal dock does it work with another phone? what about another pc?

vernal dock
quiet swallow
#

@kind robin omg thank you I got an amazing idea

vernal dock
#

i am trying a different version of unreal engine

kind robin
#

@quiet swallow You're welcome ๐Ÿ˜„

vernal dock
#

i was trying to get it to work with ue4 4.25 but now i downgraded to ue4 4.24

rigid belfry
#

does it work?

vernal dock
#

idk yet i am trying now

#

its compiling shaders

#

and if this doesnt work i heard some people had success with xcode 10

hoary silo
#

quick question, is it possible to replicate a number stream?

rigid belfry
#

what IOS version is your phone?

vernal dock
#

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

rigid belfry
hoary silo
#

nevermind it is

#

i got it working

rigid belfry
#

@vernal dock stil not working?

#

@hoary silo nice! what about the problem from yesterday?

vernal dock
#

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

rigid belfry
#

what IOS version is your phone?

vernal dock
#

13.5.1

#

and i am using xcode 16.1 beta

#

and i was using the latest version of ue4

rigid belfry
#

just to make sure, have you tried setting up the deployment target lower in Xcode?

vernal dock
#

yeah im not sure how to set up that correctly

#

thats prob what it is

bitter iris
rigid belfry
#

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

vernal dock
#

ok

#

thanks

rigid belfry
#

not sure wether this'll actually work, but i hope it does

vernal dock
#

is there a guide on this righty

rigid belfry
#

on what? on changing the deployment target?

vernal dock
#

yea

#

ill gooogle it

rigid belfry
#

god bless stackoverflow

#

@bitter iris not sure i understand your question. are you trying to make a minimap?

vernal dock
#

there is only osx verison not ios

bitter iris
#

@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

rigid belfry
#

@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

bitter iris
#

true

#

ive been tryna follow a tutorial but its very meh, doesnt work for my scale so ill look for others

rigid belfry
#

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

#

the grass quickstart might be slightly better for your scenario i think

#

but its worth checking out both

vernal dock
#

it wont let me change to iphone so i can select the ios version in general

rigid belfry
#

@vernal dock just to be clear, you're having troubles packaging the project to iOS, right?

vernal dock
#

i can package successfully where does the IPA get put?

#

apparently i need to run the IPA that gets generated after packaging

rigid belfry
#

@vernal dock are you currently on your computer? can you create and open a new third person template?

vernal dock
#

can i do an empty project so its quicker?

rigid belfry
#

i guess so?

vernal dock
#

ok now what righy

rigid belfry
#

hold on, let me do that too

#

so i can guide you a little bit better

vernal dock
#

ok what version are u using for ue4 and xcode?

rigid belfry
#

is your phone already connected to the pc?

vernal dock
#

i am on a mac os and yes its connected

rigid belfry
#

good, under the file menu, located in the top left, open Package Project and select iOS

vernal dock
#

ok

#

let me just set up the provisioning profiles and sigining cert

#

other wise i cant package

#

what do i do next righy

rigid belfry
#

alright i think you went one step ahead

#

no problem, is your status valid?

vernal dock
#

i did the automatic signing

#

:/

#

i dont have the paid apple developer program

rigid belfry
#

and what does your status say? or you dont see it at all?

vernal dock
#

let me check

rigid belfry
#

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.

vernal dock
#

ok sounds good

rigid belfry
#

that is most likely the issue

vernal dock
#

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

rigid belfry
#

i have sadly no idea

vernal dock
#

ok

#

np

#

so im going to check a provision profile and try running it this time that matches the bundle id

rigid belfry
vernal dock
#

this is gonna be such bs if u need to pay $100 just to run ur game on ur phone locally

rigid belfry
#

i dont believe you need to

vernal dock
#

unity was so easy to do but i like ue4 way better

rigid belfry
#

actually i've heard most mobile devs start working on iphone first because iteration is easier?

#

i dont know. never worked on mobile

vernal dock
#

ok it just completed packaging

#

im going to check a provision profile now and try it

rigid belfry
#

@plush yew fps issues aside, you want 1 singular foliage spawn manager basically?

vernal dock
#

thanks so much for helping my righy even if it doesnt work

rigid belfry
#

@vernal dock it still does not work? no way

vernal dock
#

lol im waiting rn im just saying IF it doesnt lol

rigid belfry
#

oh

#

nah you're good, its gonna work 100%

vernal dock
#

haha

#

i hope so lmao

white relic
#

How do you resize the bounding box in niagara???

#

cant find it anywhere

rigid belfry
#

thats why i have a smug cat face as a profile pic

vernal dock
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lmao

rigid belfry
vernal dock
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hey righy can u show me what ur bundle id looks like does it include the [PROJECT NAME] tag?

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im thinking about removing the [PROJECT_NAME] tag

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if this doesnt work

plush yew
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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 ?

rigid belfry
vernal dock
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@plush yew i have a r9 390 8gb gddr and it runs ue4 just fine

rigid belfry
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@vernal dock did it work in the end? it should have

vernal dock
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im still waiting its almost done

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im on a macbook pro 13inch 2020 model so its a little slow for ue4

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got the same error righy

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sucks

rigid belfry
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@plush yew the gpus dont really matter that much for unreal

plush yew
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my friend showed me how fast rtx works... for walkthrough renders...

rigid belfry
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get a big SSD and a very fast cpu

plush yew
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needed it for that

rigid belfry
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one of the latest high end amd cpu would be top

plush yew
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i was thinking 3700 with rtx 2080

lethal venture
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I have the Ryen 7 3700X with the RX5700XT and that's does me fine

rigid belfry
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@plush yew yeah but are you able to do stuff lik that?

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i dont buy a racing car just because i have a driving license

plush yew
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lol

wispy imp
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hey guys i have a question about development

plush yew
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would it be really that difficult to create all that ?

wispy imp
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specifically with vr

rigid belfry
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@vernal dock that is very sad. can you please, please try the quickstart i linked earlier?

wispy imp
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are there any vr headsets that you guys would recommend for game development?

plush yew
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lmao

rigid belfry
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@wispy imp the cheapest

vernal dock
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hey righy how do u generate a certificate?

plush yew
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i have been able to create some decent result

rigid belfry
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i think you need something called iphonepackager

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or maybe thats only on windows?

vernal dock
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yeah i think its only windows

rigid belfry
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anyway, i am pretty sure the error is due to different emails or names you're using between the programs