#ue4-general

1 messages · Page 768 of 1

cloud bay
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@inner cloak I'd reinstall as a last resort and yes, he uses the same version (4.25.1).

inner cloak
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can you maybe ask him to send you his settings file ?

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to compare

heady moon
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because of the recent discussions that have been going about rust, may unreal replace c++ with rust in the upcoming years?

cloud bay
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@inner cloak I just tried importing his editor preference settings. Did you mean those? Didn't work.

inner cloak
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then i don't know .. sorry

cloud bay
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@inner cloak thank you anyway. I think I am just gonna reinstall.

inner cloak
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@heady moon personal opinion .. i dont see why they would change

heady moon
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Microsoft has deemed C++ no longer acceptable for writing mission-critical software
this^

inner cloak
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ok, going to read about it

heady moon
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Rust is safer and faster than C++, you can even read the docs

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prevents runtime errors

strong schooner
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Hi can we convert the spline generated road using the landscape tool into a complete mesh (destructive process)? thank you

wary wave
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I'm always wary of Microsoft promoting things, as they tend to have an agenda

whole quarry
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What would MS agenda be?

frank escarp
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rust being safer than Cpp isnot even a discussion lol

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the problem with rust is tooling (IDEs and stuff)

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plataform support (doesnt run on any console)

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and it is fairly slow to work with, between compile times and compiler screaming at you

lethal cedar
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Hi there!!
I'm a new unreal engine user
it's been almost a week
can anyone please help me with setting up megascans library for unreal??
tried up many yt tuts but none of them seem to work for me'

plush yew
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Who can share in experience howto control develop project via source control without accessing the remote developers to all projects feature?

midnight gate
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y

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wont it cast

whole quarry
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is "bulbasa" the controlled player pawn?

midnight gate
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its a character actor i created

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im trying to make a pokemon like game

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but i cant even get the simple health bars to work

whole quarry
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is "bulbasa" spawned and controlled by the player when you call that function?

midnight gate
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it is spawned but not posesed by the player

whole quarry
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there you go

midnight gate
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also i need a way to get the health bar of an enemy wich is also a character actor

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how do i do that

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yea so what do i plug into the cast node

whole quarry
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posses the pawn actor

midnight gate
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but how do i get the enemy hp bar

whole quarry
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else its not the player pawn

midnight gate
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what do i cast

whole quarry
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cast to the enemy bp

midnight gate
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i mean what to plug in the blue thingy

whole quarry
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the actor reference of that enemy

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like when you spawn it, you put the reference in an array in the gamemode or something, and then take it from there

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you need to make a system for it

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or do it dirty and just use get actors of class

midnight gate
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how do i put a refrence in the game mode?

whole quarry
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enjoy

midnight gate
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thank you

patent otter
midnight gate
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how do you disable motion blur

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there are 2 ways

patent otter
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Someone else already helped me figure it out. I tried using the console vars, but that didn't do much. Disabling it in the project settings seems to have worked (had no idea there was a project setting for that).

plush yew
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I'm thinking modular design for my map. I have a wall with a width of 100 units and another with 500 units. The larger wall can be made out of 100 * 5 units. But what about the texture? If I want one unique texture to cover 500 units but those 500 units are split in 5 sections, each mesh must have a different material to display different coordinates of the same large texture?

midnight gate
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tileable texture?

plush yew
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the same material leads to repetition, so one material per wall section?

midnight gate
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how

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is it posible

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that this fails

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HOW

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the game mode was ont set in the project

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YAY IT WORKS

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my health value is 50

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but your hp value is 0

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HOW

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help

exotic thicket
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So if you print both health and your hp it says 50 for health and 0 for your health?

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(print them after the variable set node)

midnight gate
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im pretty sure ill have two print strings printing 50 and 0

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but ill try that

exotic thicket
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you have to always start from verifying your assumptions, you never know :)

midnight gate
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huh

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i think restarting the engine fixed it

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it seems to be working

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well as long as it works

exotic thicket
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classic UE lol

vernal thicket
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Anyone got experience in physics?

frozen pond
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hello, i need to change some stuff in character.h , do i need to compile it somehow after changes or just save ?

midnight gate
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i am removing health but it does not update

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what do i need to do with the ui widget

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i just need to update the health bars

light lark
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Hey guys. I currently struggle with my UE4 Intereface. Im missing the entire landscape editing tools. Is there a way to add them again (guess I acc. deleted them) or how do I reset my entire UI?

rigid belfry
midnight gate
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@rigid belfry yea the minimalistic ui looks better

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can you help me out my hp bars aint updating

light lark
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@midnight gate Yeah my toolbar is activated. Let me send you how it looks.

midnight gate
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also there is a reset layout bar there

light lark
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its just missing the top row. Maybe im blind

midnight gate
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and you need to enable modes too

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just read what it says in the windows dropdown

plush yew
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I made a simple plane in blender

rigid belfry
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@midnight gate i am using health variables on the enemy and on the actual widget. then simply set widget's variables to enemy's variables

light lark
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where do I enable modes? The screenshot you sent has a different dropdown than how mine looks. I think im in the newest version 🤔

midnight gate
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my health variable comes from game mode

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i found that game mode is the best way to communicate for this project

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@light lark show ur version

rigid belfry
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yeah it is, i am just doing some UI training

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anyway, a quick way to understand whats going on in the background is to print strings

midnight gate
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so ugh yea im setting the - 20 health to the game mode but it doesnt update in the health bars

light lark
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Just checked. Yeah I just remembered that I had to downgrade since there where some lightbugs in my scene when I updated to 25.3. Im currently on 25.1 so thats my bad.

rigid belfry
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on your game mode, print string your health variables, go on your UI graph and print the variables there

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if not same, you found the problem

midnight gate
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alrity ill check that and get back to you thanks

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so the health is not being removed

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thats the problemo

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problem is here

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@rigid belfry

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im using a data table to easily modify attacks etc

late gorge
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Hey, anyone have any experience with Quixel?

wraith wyvern
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colud some one help me out?

midnight gate
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ok i made everything work perfectly

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@wraith wyvern whats the problem

wraith wyvern
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how does maps do there thing

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can i call you

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ill be muted

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and ill show you my problem?

wooden forge
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why AO not working for mobile?

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is there anything that works for mobile lol

wraith wyvern
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@midnight gate can i call you?

midnight gate
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no

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i dont understand your problem either

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what thing

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and what maps

wraith wyvern
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i need to show you

fiery mortar
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guys when I use this tree on a paragon asset, she doesn't trigger the walk animation but when I use it on a mannequien it works, anyone knows why?

wraith wyvern
wooden forge
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can you send a screenshot for the "find random location" @fiery mortar

wraith wyvern
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oh

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what

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nvm its fixed?

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huh

midnight gate
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@fiery mortar your animations must be done in an animation blueprint

wraith wyvern
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im trying to make a open world

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map

wooden forge
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delete the map and create a bigger one @wraith wyvern

gilded igloo
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Hey guys! I was wondering, is there a way to make a static mesh to drag behind itself when moving?
kind of strech it when starting to move and squash it when it stops.
is there even a way to manipulate a static mesh's shape in run-time?

fiery mortar
midnight gate
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yes but you have to make sure it works with your animation bp

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can somebody help me?

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i need to refrence a spesific data table but for some reason when i try to refrence it my data table row dies

rigid belfry
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first pass at a possible future IK head animation. anybody knows a way to only animate the neck bone? is it possible to get and set bone rotations inside the event graph?

midnight gate
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select row name either

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@rigid belfry i think you can do that in event graph but better to try doing it in animation bp thought blends

cedar wave
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Is there a setting that I can flip that will have BP's NOT pop-out? I'd rather them just open up in the same tabset as the engine.

rigid belfry
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@midnight gate i dont think you can plug an output row value from that node

fiery mortar
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@midnight gate hmm how can I excatly be sure and how can I fix it 😄

wraith wyvern
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delete the map and create a bigger one @wraith wyvern
@wooden forge how?

wooden forge
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@wraith wyvern you seem to be a really beginner, i suggest you follow some tutorial series to get a grasp of the engine

wraith wyvern
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i have been trying to follow tutorials but none show how to make a good open world map

wooden forge
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when you follow some tutorials, you will get enough knowledge to understand how to make an open world, follow as many tutorial as you can, it doesnt matter what genre it is

pallid cape
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Hey guys so

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Can you host sessions with Multi Edit in different computers from different places?

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I'm still a newbie

rigid belfry
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what's multi edit?

pallid cape
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Where you get to work on projects with different people in real time

quiet swallow
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Can you apply a heightmap to a texture like you can do in Quixel mixer but in eu4 because I can't get the scaling right of the texture on to my terrain, it's either to big or to small and always in the wrong place

plush yew
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why are texture maps rotated 90 when I export fbx from blender?

rigid belfry
pallid cape
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Can you import blender models into a project?

rigid belfry
quiet swallow
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Yeah, I made this in world creator 2 and I have heatmaps on where the textures should go on the heightmap.

rigid belfry
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just to quickly recap what this means; if you have a rocky texture, you can give the texture a rise on the rocky areas instead of having it flat

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oh i see

quiet swallow
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I just need a way to apply that to my texture so It understands where to put it

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this is in mixer, for example here is my first rock texture which I have a heatmap for that I could apply in mixer but I don't know how to do the same in eu4

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so atm im kind of stuck

rigid belfry
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man, i swear i read about that some time ago but i just cant find it now

quiet swallow
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I read it through and it seems to be what I'm looking for, I will try it now

rigid belfry
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in the video description there is also the completed project file, in case you follow along yet yours does not work.

quiet swallow
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mm if I could import my heatmaps to a auto material and then just slap the auto material on to the terrain and it would calculate where everything should be it would work but idk I will first try the first thing you sent

rigid belfry
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okay

midnight gate
quiet swallow
midnight gate
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ok i got the system to work perfectly

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fuck the data tables

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only arrays

rigid belfry
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hell yeah

quiet swallow
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now where exactly would I add landscape cords

midnight gate
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now how do i make the purple sphere attack me back?

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how do i make this into turn based now?

quiet swallow
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I have no idea where to put the landscape cords in this material bruh

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xd

plush yew
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in the shooter game template in the commands it says setallowbots how do you execute that command?

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is there a list of them somewhere

midnight gate
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what are you trying to do

plush yew
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to allow bots and make them spawn

quiet swallow
midnight gate
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well you just gotta spawn them

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there is no allow bots

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you just spawn them

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and they exist

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once you spawn them

inner cloak
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Anyone know why after importing a mesh from FBX, i can't move the mesh at all ? it only moves the axes not the mesh !!!

midnight gate
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there is a spawn node, called spawn actor from class

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select your bot blueprint and set the location where it should spawn

rigid belfry
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@plush yew there are no bots in the fps template?

midnight gate
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@inner cloak thats how its supost to be, if you have an animated character then you need to import animations aswell to work with the bones

plush yew
rigid belfry
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oh i see

inner cloak
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i'm just importing a ball .. no bones or anything

midnight gate
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then ofc its only gonna move in axis

rigid belfry
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@plush yew in the maps folder, there is something like main menu, open that, then instead of pressing the play button, Launch the app

midnight gate
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youre not even gonna see it rotate cuz its a ball

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well if it has a texture you would

inner cloak
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its part of a udemy course im following

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how do i place the ball where i want it if it does not move anywhere ?

midnight gate
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well there are difrent ways you can place it depending on what you need it to do but i asume you want to move it inside the level

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so you just use the arrows to do that that show up once you click the object

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or you can also type in the axis values

inner cloak
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yes, i did put it in the level

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and when i try to move using the axis .. only the axis moves

midnight gate
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well yes

quiet swallow
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My brain can't handle this, I give up I'm going to paint my terrain with my bare hands

midnight gate
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thats how its suposted to be

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if you move the axis the axis move

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@quiet swallow best of luck to you my friend

quiet swallow
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xd

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ty

inner cloak
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but when i add a cube in UE4, i can move the cube ..

midnight gate
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you can move the ball too

inner cloak
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i have not found how to move it so far

midnight gate
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the same way you move the cube

inner cloak
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when i import it in the scene, the mesh does not want to move

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maybe the mesh itself has issues .. but im not experienced enough to know what to do

rigid belfry
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why are you importing a sphere, when there's already one in unreal?

inner cloak
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im following a tutorial from Udemy

rigid belfry
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did you pay for it?

inner cloak
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yes

rigid belfry
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then complain with the teacher

inner cloak
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errr .. how do i reach the teacher ?

rigid belfry
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if you're 100% following it to the letter and you have a problem, its the teacher's responsability to make sure you can follow

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or you refound

inner cloak
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ok, ill reach them

midnight gate
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what kind of paid course is that if he asks you to make a sphere in blender and export it into ue4 there is one in ue4 lol

rigid belfry
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maybe to get you familiarized with multiple game dev programs?

inner cloak
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im not making the sphere, its part of the assets he is providing with the course

rigid belfry
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are there other assets you've imported? do those work?

inner cloak
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he goes slowly and ask that i import the ball FBX

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i have not tried others

rigid belfry
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maybe you're not importing it right?

inner cloak
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which is very possible

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i get the mesh imported but i just can't move it

rigid belfry
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what does it mean you cant move it?

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while playing?

inner cloak
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no, in the editor

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only the axes move

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the mesh never moves

rigid belfry
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can you show me an example?

inner cloak
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and im on 4.24.3

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give me a minute or 2

rigid belfry
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if on windows, press the windows button on your keyboard and write "snipping tool"

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make a quick screenshot, then post it in here

inner cloak
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i use lightshot which i prefer

rigid belfry
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either one is fine

inner cloak
harsh tiger
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Hi everyone, quick question. Is there a difference between these? Or is it just duplicate nodes?

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4.22.3

rigid belfry
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taking a guess here

inner cloak
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i assume it would have different bases .. or have different parameters

rigid belfry
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the sphere has a root component and you're actually dragging the root instead of the whole object

harsh tiger
inner cloak
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that looks like the issue, the way you describe it

rigid belfry
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why are there 2 roots?

inner cloak
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no idea, happens when i import

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but i worked the components and its working now

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must be an older version of the mesh was different when it was created

vernal thicket
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Anyone here ever attempt a mortgage?

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Lol. Mmorpg* autocorrect

inner cloak
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lol

rigid belfry
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you first need to solve the mmo side of things

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then you can adress the rpg

vernal thicket
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Yeah, I might have another play around learn some more of the basics after I finish my game

inner cloak
rigid belfry
vernal thicket
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Someone needs to make an Identity clone, typical kick-starter devs up and run

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I've done the ue4 one

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Made that base multiplsyer game

rigid belfry
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for my big project, i'll probably do an always online kinda game

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its just that online is incredibly hard to do

vernal thicket
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Yeah, no chance as an individual you need a team

rigid belfry
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i took a look at my already finished trainings and i've notice i've done some toon shading, some toon enviroment, and recently the steam multiplayer project

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i think i'll work on a chill walking adventure game?

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maybe where its just you and cute pets roaming around

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and you see other people from time to time

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i dont know, we'll see

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i always get frustated when i start big projects

vernal thicket
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Yeah same lol, i put way too much in at the beginning so there's way to much to alter

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But I feel like if you can get a basis for what the games actually gonna look like at the beginning it gives you the motivation to continue?

wooden forge
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you guys need to take notes and breakdown everything for small parts so you know what to do, also go for low poly games, AAA games is no-no for solo devs

rigid belfry
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well, nothing is actually hard once you figure it out, right?

vernal thicket
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Right

rigid belfry
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its just that, if you were to make even a 5 man game, you'd actually need to have 5x5=25 players on your server

vernal thicket
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It does if you're going from scratch lol

rigid belfry
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because each individual player needs to see a copy of the others

vernal thicket
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Or it would take longer?

midnight gate
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im trying to make an fake ai by letting it randomly execute from 4 commands

rigid belfry
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can you recommend good documentation to read more on the different kinds of networks?

vernal thicket
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Yeah i second that

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What's a spatialos?

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Also why can't ue4s networking support mmo?

wooden forge
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does steam works for mmorpg? i heard its only meant to be used for lobby or voice chats

vernal thicket
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Ah, unity?

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Or some other platform?

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Ah, well thats definitely the go to thing then you've solved your own issue haha

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You said it can't be done

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Followed by without spatialos

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True, would it be easier to just use a different platform to create the game in the first place?

wheat hare
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At least that's in the cloud

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Blueprints are great
They're like industrial controls programming

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Wire it up and push play

vernal thicket
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Looking at spatial tho they do pay for what you need, so maybe its probable?

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Well I guess they wouldn't be a thing if people didn't use them as a solution

wheat hare
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Opinions on my clock?

vernal thicket
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0.005$ per player per hour

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It gives an example of 200 players at $1.08

wheat hare
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Thx
Works too

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But there's always a bug

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I don't drive events off it, perhaps I should reduce it to even 2s

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Well
I don't drive any other events off it

vernal thicket
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No thats per hour lmao

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200 players at $1.08 an hour, you'd have to charge subscription or it wouldn't be worth it

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Damn wtf

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Whats the population?

wooden forge
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@plush yew mind the name of the game?

vernal thicket
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Wow bro

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Wow thats ridiculous

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You know your stuff man

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How nany of you are there?

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Many *

rigid belfry
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i think he mentioned its a 2man team

vernal thicket
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You've made 3 mmorpgs or host them?

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Damnnnn bro thats amazing

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Small scale tho? Mobile maybe?

obtuse pendant
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When I spawn this widget, it first appears with an offset (like way off to the left) and then corrects its position and it happens almost instantaneously but still very noticeable, anyone have an idea why?

vernal thicket
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Well you are def living the dream

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Fair play to you my man

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Yeah, its believable now youve broken it down

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Yeah id be starting with basically 0 knowledge so I'd have quite a long time researching and practicing lol

rigid belfry
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if i wanted to host a server for 10 people, what kinda pc build i need?

eager tangle
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Hi. anyone having problem using procedural spawners if you have the Z more than 0 in landscape rotation?, nothing spawns

rigid belfry
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would one of the recent apu made by ryzen by enough for that

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at which point would you say its better to not use ue's network

vernal thicket
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20 is max isnt it?

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Ah close

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Well to be fair I can barely get ue4 to stay stable with a small environment I couldn't imagine trying mmorpg size on my laptop lol

rigid belfry
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sorry if i ask, but what does "spin up new instances" mean?

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@vernal thicket that could help you optimize your game even more

vernal thicket
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Whats that?

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How would you make up for it so it doesn't look garbage though?

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Ah right okay, I had a pack that would paint terrain with grass and foliage too

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That sort of thing would be perfect its basically not even there

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I used to play lots of mmorpgs such as arche age, terra etc, i suppose they fill it with low poly meshes mostly?

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Yeah the environment is most aesthetic you can't actually go to the places that look incredible

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Just see it from a distance

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Sort of like a background?

rigid belfry
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those are usually drawn

vernal thicket
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What about like far cry?

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Oh lol yeah that's a fair point

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No multiplayer either

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Ff?

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Oh

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Its final fantasy online?

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Yeah i gotcha haha eventually

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I never played those games tbh

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I used to play that but can't remember it very well

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Broken link bud

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Wow I'd be pissed lol

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Yeah i appreciate that man thank you

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Atleast im pointed in the right direction

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I did start an mmo zombie survival for a month or so til I realised what multiplayer entailed and wouldve ended up redoing basically everything lol

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I'll draw up something after I've finished the game I'm working on

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Its difficult with a full time job though I will say lmao

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Damn, I'm not at work atm cos of the coronaviruss so I've got so much done

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But unless there's interest in the game I'm making I'll have to just do what I can when I can haha

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I've finished my story line etc i just need to make my ai better and then I can finish it in a few weeks

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Yeah i will do, its a horror genre

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I've spent so much time going back over things that I've missed some important things which keeps setting me back

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I'd love to chat with the 'The Forest' devs to speak about there AI

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Although I'm just making a generic horror, so limited being solo

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I'd love to see some of your work btw if you wouldn't mind dming me a link or name or something

wheat hare
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Listen if I could just get a VRMMO with quests I'd be all set.

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Fingers crossed 🤞 on Zenith

rigid belfry
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i mean, i haven't actually played a game in a really long time

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and when i do, i spent more time trying to understand how the devs achieved it

wheat hare
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There are beautiful things happening. 2021 is the year of games.

gilded igloo
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Hey guys! I was wondering, is there a way to make a static mesh to drag behind itself when moving?
kind of strech it when starting to move and squash it when it stops.
is there even a way to manipulate a static mesh's shape in run-time?

eager tangle
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Hi. anyone having problem using procedural spawners if you have the Z more than 0 in landscape rotation?, nothing spawns

white relic
plush yew
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Hello guys. I am looking for a game engine to carry out my thesis, I was wondering if in Unreal you can create a desktop similar to windows or mac, like in gta or her story

dusty scroll
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totally can, though UMG can get a lil fiddly when pushed to its limits

plush yew
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Thanks for answering, do you have any kind of documentation that can guide me?

ebon marlin
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guys

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what is this that UE4 editor caps the FPS to the rightmost monitor's refresh rate?

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the second smaller screen is a 60hz one, the first bigger one is my primary 144hz one
if I have the 60hz monitor on the right, the UE4 editor (even if the window is in screen #1) runs at 60 FPS max, I can only get it to work at 120 FPS by moving the second monitor to the left

white relic
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So the map scale is 50,400..I take world position and divide by 50,400..and somehow...it puts it into the corners and the not the center..huh

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nevermind I fixed it..somrehow my landscape was moved way off position

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must have accidentally moved it at some point..heh

noble marsh
tepid mason
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creating a new 4.25 game and for some reason terrain is missing... any idea why?

rigid belfry
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you mean landscape tool?

tepid mason
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yes. the landscape tool is missing

rigid belfry
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i dont have unreal open right now, can you please take a quick screenshot

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press the windows button on your keyboard and type "snipping tool"

tepid mason
rigid belfry
inner cloak
#

@rigid belfry Your screenshot look tiny to me

wanton lotus
#

@tepid mason Window > Load Layout > Default Editor Layout if you want it back in the original position.

rigid belfry
#

because i screenshotted yours

#

it should still be understandable thought

#

anyway, its the third button from the right of SAVE CURRENT

#

its called "Modes"

midnight gate
wanton lotus
#

@midnight gate I think you would call that "random"?

wanton lotus
#

Needle-nose pliers to be serious, haha

tepid mason
#

back in latvia we call that potato, but is only because we call everything potato as we have never see potato before

white relic
#

Holy balls I fixed it

gloomy ginkgo
#

hey guys I just packaged my project to test it and when I launched it gave me this error

#

How can I fix it?

lofty wave
#

Its a 16 bit version

#

But you have a 64 bit computer

gloomy ginkgo
#

yes

#

i understood that

#

but i packed it in 64 bit

lofty wave
#

Might help

gloomy ginkgo
#

I have visual studio 2019

#

i use it to code only c#

#

strange

#

k ill try to download the c++ tool thing

lofty wave
rigid belfry
#

you just have to create a bigger cube i guess

kind dew
#

If I wanted slightly modify an animation in the animation editor in unreal engine. How would I do so? Whenever I try, itll change just the bone that I moved and everything else that I didn't change goes back to an A-pose.

lofty wave
#

You cant

#

UE isnt an animation program

kind dew
#

okay

lofty wave
#

At least to my knowledge

kind dew
#

so whats the point of that "save animation function" lol

rigid belfry
#

@kind dew when moving around the mannequin while inside an animation, you're actually just changing the preview pose, you're not changing the actual animation

#

@kind dew also, why you could make animations in ue4, if you're going to make anything worth using, you're better off animating it yourself in another software

kind dew
#

cause its so minor]

#

i just need to rotate 1 bone

#

and I dont want to download an entire software and learn it to rotate a bone

#

lol

lofty wave
#

you just have to create a bigger cube i guess
@rigid belfry
The image is just from the documentation
My problem is a door that a NPC cant walk through
It could easily fit through but the navigation isnt going through

rigid belfry
#

maybe try fiddling around with the navmesh settings?

lofty wave
#

Well there arent really settings for navigation...

rigid belfry
#

post a screenshot of your project then, not the documentation

#

press the windows button on your keyboard and search "Snipping Tool"

lofty wave
rigid belfry
#

does that wall have collision?

lofty wave
#

Yes

rigid belfry
#

can you try disabling it real quick?

kind dew
#

So you can do what I wanted and it takes like 2 seconds lol i was just clicking the wrong button

#

thanks for the help

rigid belfry
#

np

lofty wave
#

Its a box brush
How can I do that?

rigid belfry
#

btw, if you're serious about animating, def check ou the video i linked

#

if its just for shit and giggles, then the built in animator works fine

#

but IT IS buggy, especially on 4.25

white relic
#

Is there a way to make an actor move randomly in a direction. I want my tornado actor to move with something..but not on a predetermined spline...but to never go 'backwards' or too much side to side..basically introduce some jitter and chance of changing its path..but always moving towards one direction

#

and it has to adhere to the landscape so the effect doesn't clip through the ground

rigid belfry
#

add navmesh and do find randomreachable point

white relic
#

Okay thank you

rigid belfry
#

i dont think you actually need a navmesh for that

#

it just takes in a radius parameter

#

and the current location

#

then you do MoveTo

white relic
#

While were here..is it possible to use render targets to change wind intensity in a radius around the tornado

rigid belfry
#

i think you'll need a quick behaviourTree logic for that?

#

@lofty wave are you perhaps using the SM_DoorFrame provided with the starter content?

lofty wave
#

No

rigid belfry
lofty wave
#

😐

kind dew
#

no im definitely not serious about animating i just need a 30 degree rotation change lol. If i needed anything more than that I'm not dumb enough to try to animate and actual game exclusively in unreal lol

rigid belfry
#

@lofty wave select your actor and uncheck "Can Ever Affect Navigation"

white relic
#

Does the tornado actor have to be a character for the ai

#

I mean I can just use the normal actor right

rigid belfry
#

i think you actually want it to be a pawn

#

hold on

#

you dont have to follow all of it, you could just read it and apply what you need for your actor

white relic
#

nice thank you

rigid belfry
#

i think you should be fine as long as you use an AIController

#

but i might be wrong

white relic
#

I am trying now hope it works

rigid belfry
#

do something real quick for me

#

open your tornado, and on the main component, search "Controller" if you can set an AI controller class, its fine

white relic
#

Yea I set it 🙂

rigid belfry
#

good, then you dont need to change anything

white relic
#

appreciate you're responses man

rigid belfry
prisma plank
#

)

lofty wave
#

@lofty wave select your actor and uncheck "Can Ever Affect Navigation"
@rigid belfry
Well the problem is that the object thats blocking the navigation isnt the door or the doorframe but the surrounding walls

#

But wait

#

The walls have collisions

#

nvm you cant do that with a box brush :(

rigid belfry
#

Just disable collision on whatever object is obstructing the navmesh

lofty wave
#

Its a box brush

#

Thats the problem now

rigid belfry
#

Whats that

lofty wave
rigid belfry
#

Does it not have that setting? I am fairly sure it has it

lofty wave
#

Nope

rigid belfry
#

Then dont use it

lofty wave
rigid belfry
#

In the place modes, search for cube instead

lofty wave
#

Well but a normal cube doesnt tile the textures automatically

rigid belfry
#

Thats too bad

lofty wave
#

Right = Box Brush
Left = Cube

#

I found out another way

#

Placing a nav link proxy for every door

white relic
#

Also is it possible to use a radius from the actor to change wind locally

#

Hmm..you just drop the character into the navmesh but its not moving..hmm

#

Oh weird..

#

So when I hit play to see if the tornado moves..it. ... ....turns off...the niagara system stops playing

#

.......tfffff

#

Okay so the problem is the ai is navigating under the world

golden condor
#

What if my nav mesh doesnt show as green?

#

Even when pressing P

#

A restart of the engine solved it

white relic
quiet swallow
#

@rigid belfry Thanks to you helping me so much which I'm very greatfull for my brain has be able to comprehend stuff that I don't understand and now I have have gotten my self a master material which sure does not use the heatmaps that I created but this is a faster and better solution. 😄 (btw the textures and such is just a test I will switch them in the final version xd)

white relic
#

fixed it

#

bleh it still wont move anywhere in the navmesh..what on earth

quiet swallow
#

This is for the first time but unreal engine gave me a bluescreen xd

white relic
#

fixed it

#

I didn't need an ai controller

#

Are you using 4.25

#

I was using 4.25 and BSOD three times...never have I ever had a BSOD on this computer...it also crashed a f**k ton...only stable version for me seems to be 4.23

marsh swallow
#

In the Actor Details screen.... why are my custom vars at the bottom?

mint umbra
#

Oh whops, wrong channel 🙂

marsh swallow
#

lol

wispy imp
#

hey guys i have a question about boundaries in unreal engine

#

I want to have a track around an island, with boundaries around it that prevent the player from going too far off track

#

I am thinking about just using blocking volumes and placing them on the track, but I was wondering if that would be inefficient and poorly optimized

#

is there a better solution for boundaries that would help the game run better?

sullen sonnet
#

Anyone have issues with ray tracing and engine getting stuck?

wispy imp
#

@plush yew is blocking volume the most efficient way to do it?

grim ore
#

a basic blocking volume is probbly going to be a very basic and efficient way of doing blocking yes, especially if its a basic shape.

plush yew
#

How do I get the bot to post a job in the look-for-talent channel

#

Thanks

#

Not working

#

lol

#

🙂

candid rapids
#

Anyone know how to get the pitch to work on the thirdperson character without moving the pawn. I animated the character but i can't get the pitch to work with it

latent flume
#

Quick question. I installed Unreal 4.24.3 on linux. Everything seems fine but when I add a plugin i get errors like this. I thought it was the plugin but it occurs with other ones too. So, it's a Unreal issue. Does anyone knows what it means?

grim ore
#

What is the dirgravity module?

latent flume
#

I also use a dialogue system which has 4.24 source along with the plugin.

grim ore
#

so if its this one

#

yep

#

check out the .uplugin, its not whitelisted for linux

#

you will run into that issue for quite a few plugins as they dont test it on linux

latent flume
#

The other one I use dlg system definitely isn't white listed because I use it in version 4.21

grim ore
#

you can edit the .uplugin yourself and add linux as a whitelisted platform and see if it compiles

latent flume
#

It says "WhitelistPlatforms": [ "Win32", "Win64", "Mac", "Linux"

grim ore
#

is that the one you downloaded or the one from the github?

#

and you are right Linux is there its just not tabbed correctly.

#

so yeah it should work, are there other errors?

#

is it just when you add plugins, or example projects with plugins like this failing?

latent flume
#

Nope. I downloaded the project from github with the plugin. Which has the same error. I am going look at the log now.

#

Hmmm

grim ore
#

yeah all of the plugins arent compiling

latent flume
#

Which is weird I followed the proper install for Unreal.

grim ore
#

and did a full build of the editor?

latent flume
#

Yes. I'm trying again.

grim ore
#

maybe check to see if the plugins compiled or not, like the cable one it says is missing in Engine\Plugins\Runtime\CableComponent\Binaries\

#

on win64 it definitely compiles by default... it should compile yours as well, super weird

latent flume
#

I have 4.24.1 and 4.24.3 on this computer. So, I'm going try 4.24.1.

#

Hmm

plush yew
#

Can someone help me figure out an error? It wont let me select play in the editor and it just says cant play in editor when performing duplicate component operation, but I have no idea what that means

plush yew
#

anyone know how to code for a character action similar to how Yoshi's tongue works in a 2d platformer?

white relic
plush yew
#

@white relic nice

#

but yeah, anyone know how to code for Yoshi's tongue?

#

I'm making a game with a similar mechanic in mind

#

and I'm new to UE4

soft fiber
#

Creating a terrain material for four different texture. I'm missing roughness for one texture. What do I put in the layer blend for that texture?

white relic
#

put a scalar see what looks best idk

#

are render targets scuffed...It was working fine all day and suddenly stops working again and I have to redo th entire script allover

soft fiber
#

I'll give that a try.

plush yew
#

@soft fiber good luck

#

so yeah, blueprint for Yoshi tongue mechanic? anyone?

hushed hare
#

the thing im doing requires a good understanding of velocity in unreal and i dont have that

#

like

#

what unit is velocity in?

#

i know its a vector

#

is it like

#

x,y,z are each the units/sec in those axis the actor moves

manic pawn
#

centimeters per second

hushed hare
#

alright thats good

white relic
#

is there a way to make a decal in a material function?

#

to save on performance while updating each frame?

#

two pans

#

hoyl fuck

#

that is a big difference..

#

maybe its just a preview thing

#

Maybe there is something you're missing because I use panners and I never noticed that

#

:\

plush yew
#

@plush yew reminds me of when the Flash runs in circles at super speed to create a vortex

nova harbor
white relic
#

wtf

dense bolt
#

can anyone how to have infinite worlds

#

or voxel

restive eagle
#

procedural generation probably

broken mauve
#

anyone get this problem?
@white relic its your VGA driver. update

upper karma
#

Yo can anyone link me to a good tutorial for making a simple target system?

#

Something where I can lock-on to something with a button press or whatever

floral knoll
#

work of art

upper karma
#

Good lord what IS that

floral knoll
#

SPEGGTI

upper karma
#

yummy patsa

restive eagle
#

there was a free pack for target lock on the marketplace last month

#

should have taken it 😄

noble marsh
#

@floral knoll WOW SPAGHETTI WITHOUT END

floral knoll
#

I am not done

jolly pumice
#

How to export textures from UE4?

restive vale
#

Hi! Anyone have used Firebase database to save player data in the cloud?

tame delta
#

Does throttling downloads in the launcher not throttle Unreal Engine downloads?

#

Ok nevermind, bugged out for me, needed to pause and resume download

jolly pumice
#

Help, I can't figure out how to export textures. I watched tutorial on youtube and all of them have button export here. But not me.

sand spear
#

Hello Guys,
I've a weird problem YouTube does not count my videos likes for two or three days!! any idea how to fix that?

rigid belfry
#

@jolly pumice migrate

#

@sand spear what do you mean by that?

restive eagle
#

atleast with paragon assets unreal locked all the textures

#

so maybe its the same case with this one

#

its still possible to export the textures, but you need to make a render target system

plush yew
#

Is ue5 available to download?

sand spear
#

@rigid belfry When somebody likes my videos in the panel or in the video page the like count does not increase!

green prairie
#

Hi guys.. Perhaps you can help out here... I have a simple bomb that explodes, and does radial damage.. It all works perfectly... Although, I want the radial damage to ignore a character, but I can't get it to work.. I have tried making it ignore actors with a certain tag, but it doesn't work...

#

I have even tried putting in the specific actor, but can't get it to work

raven island
#

is there a way to disable collision for water bp actor?

upper karma
#

should have taken it 😄
Omg wait I have that! I totally forgot, thank you!

terse vigil
#

Hey i got an issue when i pack my project and play the main menu pops up but when press play nothing happens even though i packed both the menu and the game level.

rigid belfry
#

@green prairie are you setting the Friend tag somewhere?

#

maybe the array you're using is empty?

midnight gate
#

lets say for example i need to set 1 to true

maiden sundial
#

Would say Party[1] = true; from the look

#

But without knowing what Party is it's just a guess

midnight gate
#

how do i do with blueprint

maiden sundial
#

Ow blueprints xD

#

Do you have a getter for this variable ?

midnight gate
#

i guess so

#

is theres a node that will set 1 to true?

maiden sundial
#

That's the quickest way i found

midnight gate
#

alrithy that should work

uneven fractal
#

huh for the first time blueprint sets turned out to be the correct solution

maiden sundial
#

Not 100% sure if that works how i think, but that might be the better way

midnight gate
#

perfec

uneven fractal
#

not sure how you found the set bool by ref node before you found the generic set array element

midnight gate
#

ok now how can i get an index out of this array

maiden sundial
#

Type in get and prefer the get by ref

midnight gate
#

i dont think this node gives me an index

maiden sundial
midnight gate
#

yes it gives me the boolean of the array

#

but i need the index number

#

wait that breaks programing concepts i need to rethink my stategy

maiden sundial
#

You could use the Find node, but that might give troubles on an boolean array xD

midnight gate
#

ok ok i got a new idea

#

how do i get the things out of the array that are only true?

uneven fractal
#

do a for each loop and add the indexes of the true bools to a new array

midnight gate
#

ohhhhh

#

ofc thats genius

#

thanks

green prairie
#

@rigid belfry What do you mean Array empty?

midnight gate
#

ok works good now

#

now how do i spawn buttons in runtime depending on how much items i got in my array

coral folio
#

ha anyone tried using video textures for material shaders?

#

has*

exotic thicket
#

@midnight gate have you tried using spawn actor from class?

#

if it's a button actor, you might have to do something different if it's a UI button or something

rigid belfry
#

@green prairie i am trying to have a similiar setup you yours and see whats going on

#

i got some friend and enemy cubes to spawn, let me work on the apply damage now

midnight gate
#

hmmmmm

rigid belfry
#

meanwhile, can you just make sure your array has actually any data in it

austere scroll
#

is it normal for people that started out 6-7 months ago to take them mmultiple months to make not very complex things ?

rigid belfry
#

sometimes what you think is not complex, actually is

#

@green prairie bear with me 1 second, ok?

#

i have one setup for enemy too. inside my character, i draw a sphere for debugging purpouses and apply dmg in a radius

austere scroll
#

this is my spawn friend function
@rigid belfry does that setup work with MOST AI characters ?

#

its quite neat

rigid belfry
#

@green prairie i create a float variable with a value of 3 and i call it health, then i do this inside the enemy's event graph

#

i can setup the logic behind ignoring friends, but i am pretty sure you can do it yourself from here onward

#

@austere scroll the for loop only instantiates the actor, no matter what it is. if the actor has any logic in it, then i'll work just fine

austere scroll
#

Thanks 🙂

rigid belfry
#

to do a for loop, create a new int variable and set it to be an array

upper karma
#

Real quick, sorry to interrupt, but can someone tell me a good way to have the player have a little control in mid-air when jumping? I'm really not a fan of being locked into a jump and having 0 air control.

golden condor
#

Like a new mechanic?

#

Something like glide?

rigid belfry
golden condor
#

Or just controlling the direction when jumping?

upper karma
#

Nah just being able to move a little when jumping. It's from the base third-person controller

#

Or just controlling the direction when jumping?
@golden condor ^this

rigid belfry
#

if you're making a platformer, you can also make the player jump higher when holding down jump event

#

ala knight jump and many others

upper karma
#

Oh fr?

rigid belfry
#

its literally called jump hold time

#

let me do it real quick

golden condor
#

Well, you can set it so that when you're off the ground and in the air you can still control the direction with the camera maybe

rigid belfry
#

i was working on a large scale gravity based project and i found that usefull

#

i'll post a little video to recap for @green prairie then i'll be off to cook myself something

golden condor
#

Just to bump the issue

green prairie
#

@rigid belfry Thanks.. But unfortunately, it makes zero sense to me 😦 It should be as easy as just plug something into the ignore array...

golden condor
#

Will delete the past pictures of the same problem

rigid belfry
#

this is what the system ive wrote is doing currently

#

some general notes. this is destroying actors on the fly, which is never a good idea for various reasons, especially performance

golden condor
#

Feel free to let me know what my mistake is.

rigid belfry
#

you could first disable it, and then destroy it later when player loads a new level

#

but if its just cubes, no biggie

upper karma
#

Yeah I just wanna be able to control my jump a little, cause rn I jump and am just locked into it. It wanna be able to freely move even while I'm in the air like most platformers.

rigid belfry
#

this only happens when you're dealing with larger project and you're destroying dozens of actors costantly

upper karma
#

woops shit sorry

rigid belfry
#

the air control will let you do just that

upper karma
#

Where is that at?

rigid belfry
#

i've already answered that

#

and posted a screenshot

golden condor
#

Any help?

upper karma
#

My bad, thank you!

#

Works like a charm, thanks!

mellow flame
#

can someone help me with overlapping lightmap uv? my uv are not overlapping, and ue4 is not generating any lightmap uv. so my render is sh*t

rigid belfry
#

@golden condor 1. cast to nodes are kinda bad in terms of performance. 2. the cast to node isn't even starting because nothing is executing it

golden condor
#

I did link it to the event but the problem is still showing

#

Also, sorry. That was a bad screenshot while debugging

rigid belfry
#

are you even firing any event? break all links and only connect a print string to the event receive execute ai

#

is this related to beheviour trees? i think your problem might be related to that

golden condor
#

Yep, events are firing

rigid belfry
#

maybe you forgot to link a finish execute at the end of any of your blueprint

golden condor
#

It prints

rigid belfry
#

is the cast failing? connect 2 print strings. 1 on the normal execute and a second on cast failed

mellow flame
#

@rigid belfry yes I know how to generate lightmap uv

rigid belfry
#

you need to link a finish execute here too, otherwise the beheviourtree will always loop this script

mellow flame
#

but the error persists. it tells me 50% overlapping

rigid belfry
#

how many static lights do you have in your scene?

mellow flame
#

4

rigid belfry
#

just to make sure

#

how many uv channels do you have on your static meshes

golden condor
#

Ok, so it only prints when it succeeds

#

idk what to put there.

#

I thought I had ended my logic there

mellow flame
#

how many uv channels do you have on your static meshes
@rigid belfry 2

#

this is the error i get after building, and the light blue arrow to show you the "blacked out" texture

rigid belfry
#

can you make another uv channel?

mellow flame
#

from 3d software or unreal?

rigid belfry
#

You can either fix this in your modeling program or create new UVs automatically within the mesh properties in UE4

#

can you try doing it in ue4 first?

mellow flame
#

do i need to delete the old one, or do i have to have 3 channels?

rigid belfry
#

i still got a lot to learn on that regard

#

@mellow flame you need more channels

wheat hare
#

It doesn't suck

rigid belfry
#

it kinda does, especially near the ceiling

wheat hare
#

Need to turn some of those down

#

And that thing near the ceiling is super common for beginners
What platform are you using?

rigid belfry
#

this was done entirely on ue4

wheat hare
#

No

#

Come on

rigid belfry
#

i just took a high res screenshot

mellow flame
#

also im creating the new channel, but it's empty

wheat hare
#

Sick

#

I have no patience for that, I need to use sketchup

#

Do you ever do skeletal meshes? All the tutorials are for importing bones from blender and I'd rather just do it in UE if I can

rigid belfry
#

between the different kinds of game engines, plus blender for modeling and resolve for video editing, i really cant afford to learn a new program

wheat hare
#

I feel that

rigid belfry
#

but sketchup is great, i'll give you that

wheat hare
#

It's really really fast, but everything's got that "look" in the end. There are folks in the sketchup discord who are wizards, I am not one.

#

But I can make terrain maps really fast and make quick changes in datasmith

#

Like using the datasmith importer as kind of a live updater

#

I found a gorgeous biarticulated bus in sketchup 3d warehouse and the fbx importer / reimport was just fine for making changes and getting the model actually into the engine too, didn't even need datasmith.

mellow flame
#

i don't know, i did everything i needed to do to fix this but this is not working. i give up. i spent too many days

rigid belfry
#

Red Dead Redemption 2 was in production for seven years before releasing, yet you give up after working for a few hours on 1 project

mellow flame
#

it is 3 days, not few hours, and i'm not rockstar.

#

the project is actually one single model in one single room, nothing to spend more than 1 hour

#

i bet the problem is on export from marvelous designer

rigid belfry
#

probably

#

its related to the uv channel

mellow flame
#

i did everything i could to fix this, spent hours to fix the uvs, i fixed them, yet still telling me they are overlapping even if they dont

rigid belfry
#

dont unwrap everything on 1 channel, make a little bit more

bitter iris
#

does anyone here use steamsockets?

bitter iris
azure gazelle
#

@bitter iris Working with your own app id or 480?

midnight gate
#

so im doing some advanced suttf here and i nee dhelp

#

im trying to call an image file from an actor but i realized im using a data table how can i do it thought an actor instead?

#

i want the actor to have the image variable that says to set image

#

but i need to send that image variable somewhere because i cant cast it every single time

bitter iris
#

@azure gazelle yeah working with my own, its live

azure gazelle
#

@bitter iris Hmm.. not sure in that case.. I Would have expected it with 480, but with your own it's probably just a Connection (either Client or Server) problem. Could be pretty much anything internet related though. I've seen Users with Issues posting these Warnings while playing Valve Games (complaining about disconnects). So that's pretty much my best guess.. But maybe #multiplayer has a clue.

bitter iris
#

just tryna figure thigns out

#

its not a problem that stops things its just there

#

right now im tryna figure out how a scroll box can be used this way, only works left one for me

frank oar
#

Question!
Before I go and mess something up big time...
Why is it that moving folders seems like such a task for the engine to handle ?
as an example, I have made a folder to store ALL of my market place content, this first one I moved into it from the content home took like 10 mins.

it also leaves an empty folder in the main content folder.
Am I supposed to be moving things differently ?

drowsy turtle
#

what did i do wrong?

azure gazelle
#

@frank oar UE4 will create redirectors pointing to the new location of the files. I guess it also does some Checks while moving (if the assets are refrenced by other assets or blueprints). The empty folder left behind exists because the redirectors inside (where the old asset used to be) still exist.. They are not visible in the Editor though. Right click the folder and chose "Fix up Redirectos". You should now be able to remove the empty folders

drowsy turtle
#

oh, nvm

#

problem solved

#

wait, how do i make it movable?

frank oar
#

thank you @azure gazelle I am very glad to be able to sort that out!

drowsy turtle
#

nvm again i solved the problem, the sun moves now

steel osprey
#

I keep getting 'testB_BuildData.uasset' failed to save as it is only partially loaded, any help?

fresh rampart
#

hey people, whats the most used approach for enemy ai attacks? Have play animation inside the behavior tree and a notify in the animation to tell the code that the AI is attacking or have a task in the behaviour tree that calls a function in the enemy code that handles logic and plays the attack montage? Or neither of these 2?

plush yew
#

I have a pose file

#

how do I get that to apply too my model

exotic thicket
#

@fresh rampart either works. I used a BT task that triggered an animation and another BT task that triggered damage on the target, but later moved to using an attack function on the pawn instead. I think BT tasks are great for quickly putting together the basic functionality, but I needed more flexibility in how the pawn performed the attack, and that was easier in the blueprint itself

fresh rampart
#

yh, i was leaning on an attack function myself, but since im new to BT's i wasnt sure if it was prefered for creating new Ais to have everything on them. thanks

errant lichen
#

Hello, does anybody has experience with reading the luminance values of each pixel. I am trying to build a luminance camera sensor.. so far I was able to read the values of one pixel by capturing the scene and transfering the image to a rendertarget. then I was able to read the values with the functionalities in the blueprint editor. but I'm stuck since I'm not sure if this is an accurate measurement for the luminance value of the pixel. furthermore I'm not sure how to read all values from the whole image.
I am aiming to read the luminance values and want to create a pseudocolor display. For any help I would be grateful.

plush yew
#

how do I import content that I just downloaded from the marketplace into my project?

slate vessel
#

I'm using a springarm to enable camera lag for a (cinematic mode) when I press a key. Only problem is the camera seems to start to roll despite the settings not to inherit any roll so I do not know how to fix. Any tips pllleeeeease?

fiery mortar
#

guys I can't enable the ai debugger

#

anyone know why that might be?

midnight gate
#

elp

#

help

#

my textures dont appear in the image variable

#

i cant select

rigid belfry
#

@fiery mortar hit the ' (apostrophe key) on your keyboard

fiery mortar
#

I did

#

that's the problem

twilit hill
#

i guess thats why nobody bothers with it

#

unless .. imposters i guess

grand ermine
#

Failed to load map!
../../../../Excel_Shit/FollowSplineSimple4_24/FollowSplineSimple4_24/Content/VehicleBP/Maps/VehicleExampleMap.umap appears to be an asset file.

#

does anyone about that?

#

i close the project after saving

#

now doesnt open

#

in file explorer its shown

#

but ue4 doesnt read it

#

tried all vers

#

23 to 25

#

.

#

saved last time in 4.24

fiery mortar
#

arg why the hell ai debugger is not showing up

#

so weird

slate vessel
#

whats usually the most common reason for high ram usage? many of our testers report our game us taking up to 21gb of ram and is often locked at 100% cpu usage

kindred viper
#

memory leaks

slate vessel
#

forgive me but, what is and how to we prevent memory leaks?

kindred viper
#

it might not be your issue. I mean its just a common reason for high ram usage. Could be a number of other things too

slate vessel
#

ok thanks ill do some profiling and dig a little deeper

hushed hare
#

how do i push through and solve really hard problems

kindred viper
#

@hushed hare never stop trying

hushed hare
#

i just pretty much had to start a mechanic all over because its too hard

kindred viper
#

iteration is king anyway you learned something

hushed hare
#

it really sucks seeing so many people have perfect solutions but i cant apply them

#

im just trying to make an average portal system

#

the only difference is theyre linked by location

kindred viper
#

did you check out the portals on the marketplace?

hushed hare
#

like

#

i dont have money

kindred viper
#

ahh they were free a while back

hushed hare
#

i really do think my game idea has a lot of potential

#

but its just

#

so hard

kindred viper
#

nobody who finished a project ever said it was easy. Just have to keep grinding.

solemn orbit
#

hello

#

one question

#

can you open older ue4 projects in newer ue4 version?

slate vessel
#

no wonder people are running out of ram

#

what's a sensible texture streaming pool size to set for a AAA game?

teal tulip
#

the texture pool isn't stored on ram

#

this days you could aim for 4GB of VRAM on AAA games I bet

slate vessel
#

i know primarily its stored on the gpu vram but we had an issue where all of our textures where turning blurry so we had to increase our pool size. I assumed if the pool limit it starts to use system memory

teal tulip
#

Not total sure if it will use system memory

#

but will be limited rather by your GPU

#

megatextures is a different topic

mellow flame
#

is there any way to "stretch" an animation on the sequencer?

white relic
#

Is it possible to use a render target to change the intensity of wind in a certain area

wooden forge
#

Is there anyway to make exponential height fog work on android?

teal tulip
#

well you can make a shader yourself I bet

#

but not sure if that performance will be any good

atomic meadow
rigid belfry
#

whats wrong with it

#

What have I learned after making 100+ Level Designs in Unity? Let's talk about it!

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atomic meadow
rigid belfry
#

is that a shadow?

white relic
rigid belfry
#

that is 1 fat material script

#

where did you find it

white relic
#

googling lol

#

texture sampler parameter 2d's.....ugh

#

oh sweet

#

he releassed his project to download

#

scrutinizes

novel oriole
#

Am I the only one who hates it when a tutorial requires you to download a project

white relic
#

I mean..if it s areally complicated tutorial its nice to have a reference project

rigid belfry
#

i like to do everything from scratch so idont like it either

novel oriole
#

If it's a really complicated tutorial, it's a bigger file to download

white relic
#

Well yea sure but when you've only been at this a couple weeks like me

#

XD

#

The only experience I have is ...source engine

novel oriole
#

That's not bad

white relic
#

and this is completeeeeeeeeeely different

rigid belfry
#

i have been learning for about 1 year now and i have never had the need to download anyone's project

novel oriole
#

At least it isnt something like scratch or python

white relic
#

I have been using photoshop for 10 years..so textures are easy for me..and I did source engine for a few years back in 2012

rigid belfry
#

btw, i think the O for the "ORH" acronym might stand for occlusion?

#

or better yet, go here

#

select the entire material and press ctrl+c

#

then paste it in the website

#

you can select all with the shortcut ctrl+a

#

then scroll down the page and click on "create new paste"

wooden forge
#

is there anyway to make a fake shadow between the tree and the ground so it doesnt looks too dull?

rigid belfry
#

ambient occlusion?

wooden forge
#

im deving it for mobile and AO isnt working on mobile

lost marlin
#

whats the best way to record gameplay in UE4? Ive tried obs studio and it wont capture the window...

rigid belfry
white relic
#

did you try display capture

wooden forge
#

i use amd radeon relive @lost marlin if you have nividia use geforce experience

rigid belfry
lost marlin
#

@wooden forge thanks, will try it out!

wooden forge
#

@rigid belfry i've already enabled mobile hdr and AO still not working on android es3.1 preview

#

i've read somewhere AO isnt working on mobile devices at all

rigid belfry
#

lighting on mobile is basically the highest-cost thing in just about any UE4 scene. I'm not sure how much you already know about lighting, but the link i just posted is super helpful if you're just starting out. In general though, static lights ONLY affect static objects. My advice is to have a decent number of static lights to get the environment looking the way you want. Then add a single STATIONARY (not movable) light that blankets the scene in a way that you want (if it's a sun-like light, go directional, otherwise it'll have to be more specific). Most mobile platforms can handle just the one stationary light, maybe two if it's a higher-end device. Rule of thumb though - if it doesn't have to move, make it a static object and bake (build) the lighting.

There is a reason most mobile games are very rudimentary in their lighting/design. Lighting is expensive, and the limited resources on mobile just make it impossible to get the exact thing you're going for sometimes without making some kind of major cuts elsewhere.

#

@ebon linden if the camera is attached to the player, and the player is blocked by a wall, then the camera wont move either

wooden forge
#

@rigid belfry yeah i'm actually just starting out on mobile and was too anxious about the coding part i was kept thinking im developing it for a toaster, but didn't know lightning is expensive as well

#

i'll read the article more carefully this time, thanks!

shadow shore
#

can someone please help me with multi user editing in unreal?

clear warren
#

Does anyone have any idea what to do when Unreal keeps crashing every time I open a Windows Explorer browser from it? Even just when I make a new project, and am browsing to the right folder to create it in. :/

rigid belfry
#

@wooden forge some mobile games dont even use lighting all togheter

#

lighting is a big deal for mobile, dont forget that

#

note that you could actually afford to keep lighting in your game

#

it a case by case scenario really

#

also, you could test in on your 1-2year old android device and assume everything is fine, and then your game will receive trash reviews and low ratings because the majority of people actually have a really low end phone

wooden forge
#

i'm making a game that the player can spawn animals/trees and control them, i think in that case i have to totally give up on lightning

rigid belfry
#

1 really quick performance tip i can give you on that

#

creating and destroying actors is actually super taxing

#

what you can do, is you can create something like 20 instances of 1 actor in your level, and have them be set to hidden or inactive

#

and then simple activate/deactive them

#

you then can finally destroy everything once the player leaves the level

#

that's how most games do it. thats why loading screens usually take a lot to load

#

because you're actually loading everything from the get go, and then simply making visible when needed

wooden forge
#

what if i use the same actor for different characters? like when a tree dies i change the mesh to a chicken and switch the codes? would that make any difference? as i'm switching meshes?

wintry pecan
#

I have a property in a ai blueprint I got from the marketplace (I do not have the base class)

I managed to spawn an instance of the blueprint from a c++ class that manages the traffic of these blueprints

I am trying to initialize a few of the properties in the blueprint, I managed to initalize a boolean property, how could I set the other property (an actor reference) from this c++ class given a reference to the property and the actor I want to set

white relic
#

weird

#

tessellation multiplier isn't having any effect

wooden forge
#

@rigid belfry also thank you for the vid, i've understood much more about mobile developing

rigid belfry
#

@white relic are you on windows?

white relic
#

yea

wintry pecan
#
            static FName RoadSplinePropName = TEXT("Road Spline");
            static FName FollowSplinePropName = TEXT("Follow Spline?");
            for (TFieldIterator<UProperty> PropertyIterator(NewCar->GetClass()); PropertyIterator; ++PropertyIterator)
            {
                UProperty* Property = *PropertyIterator;

                if (Property->GetFName() == RoadSplinePropName)
                {
                    UEnumProperty* EProperty = Cast<UEnumProperty>(Property);
                    if (EProperty) {
                        
                        //set property reference to actor 

                        GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Orange, FString::Printf(TEXT("Changing Property: %s"), *(Property->GetName())));
                    }
                }
                if (Property->GetFName() == FollowSplinePropName)
                {
                    UBoolProperty* BProperty = Cast<UBoolProperty>(Property);
                    if (BProperty) {
                        BProperty->SetPropertyValue(Property->ContainerPtrToValuePtr<float>(NewCar), true);
                        GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Orange, FString::Printf(TEXT("Changing Property: %s"), *(Property->GetName())));
                    }
                }

            }

storm venture
#

stupid question, but can i cast an empty object to some BP to load that BP in memory?