#ue4-general

1 messages ยท Page 769 of 1

digital anchor
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just that bp being referenced will be already be loaded, why dont u do the normal way, have a soft pointer, when you need it just load it

storm venture
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what's a soft pointer?

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my goal is to shift the long loading times on later levels to my initial level

latent flume
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Do anyone know any good video about multithread? I want to multihread a class with functionality to a ray trace, select location, then spawn a object. It has to be multithreaded because I would like to use procedural terrain with spawned HISM meshes. I can't keep the main threads stuck on the spawner.

digital anchor
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when you create a variable you can select soft class pointer or soft object pointer

ancient obsidian
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Can someone explain this to me? It's from Release Notes:

TFieldIterator no longer iterates properties, use TFieldIterator instead

plush yew
#

hiiii !

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is there a way to remove this foliage in a choosen square objecct ?

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like i want to place a house so when the house is placed the folliage will be removed?

shadow shore
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Go to the foliage tab then press shift and do the same you do to place foliages

white relic
#

anyone use embergem?

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I need to increase the bounds idk how

shadow shore
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can someone help me with multi user editing?

plush yew
#

ohnoo ๐Ÿ˜„

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blackstorm i mean in game self :p

storm venture
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@shadow shore im pretty sure it only works if you're connected to your friend with a vpn

shadow shore
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how do I connect with him through a vpn?

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???

plush yew
storm venture
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youll both need to download something like hamachi or zerotier, then one person hosts and the other connects, theres tuts online for each of the programs

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@plush yew use an "or" statement

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connect all your boolean values into a single "or" node and use that instead

shadow shore
#

@storm venture thanks ;)

storm venture
#

np, good luck

shadow shore
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:D

plush yew
#

thanks tyker

#

tyler

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the BP has failed, dont know how to remove the folliage xD

storm venture
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you're trying to remove all overlapping tree meshes?

plush yew
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ow i changed it with little foliage now xD

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i want to put anything on the ground like a farm , a house anything that you can put into the game then i want an actor or code to do away the folliage in the game were u put the building or object

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forums says its imposible but i dont beleive it everything is posible

storm venture
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you might want to consider using blueprints instead of meshes for your foliage

plush yew
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yes i think that to

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then i can make some wind effect into it and some walk true grass without putting to mush performance loss

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gone take me 30 minuts of blender to xD god i hate blender and the co operation with unreal engine xD

lime girder
#

Hey guys, I just have a strange issue on switching to Android preview (ES 3.1, and Vulkan both show this:)

azure reef
#

Hello! I want to upload my game to Google Play and I need to create OBB file and I don't know what it's about 'Disable verify OBB on first start/update'. Should I let it checked or should I uncheck it? Thank you

quiet swallow
#

@rigid belfry, Nothing is wrong with the auto material it works just fine it's just that It was not what I was looking for first but since the auto material works better than my first solution there is no problem ๐Ÿ˜„

rigid belfry
#

yeah i linked the yt video because i saw you're interested in level design more than actual coding

plush yew
#

can anyone say why my meshes stop rotating after a while? I just added the rotating movement component. I want them to rotate forever.

quiet swallow
#

Yep I tried to learn coding about 5 times but it was all in vain since I ended up forgetting everything I learnt and not understanding anything beyond the basics and I also love being creative so I ended up deciding to specialist my self within 3d environment artist and nothing else yet, all though I want to learn as much as I can so over the years so I'm going to pick up on more things, after ue4 I want to blender then premiere and then coding etc.

novel oriole
#

Hey all, how would I go about storing a large list of data, as a asset of sorts in the content browser, basically what I want to do is have a almost sort of database of emails therfore using ALOT of text. As its the main medium of my story, and the list would be so large, I'd rather have a whole asset dedicated to it, rather than have to manage it in either a blueprint or have to manage tons of data assets. I have tried UDataTable but personally, I find the workflow awful as its not great for dynamically adding more entries in runtime, and to get a single entry where i dont know the row number, i have to iterate through each entry until it matches a boolean criteria, anything would be helpful at this point and damn this is a long paragraph

vernal thicket
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Enumeration?

novel oriole
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What do you mean by that?

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like a massive enum list?

vernal thicket
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Or a structure?

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It would be a single asset though?

novel oriole
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I cant dynamically add entries to a struct

vernal thicket
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No true

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Well enum is the only thing I can think of to store lots of information

novel oriole
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yeah I don't think an enum is a great idea for my thing

vernal thicket
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You designing a game or something else?

novel oriole
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A game

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But a major bit of story telling is through emails

cyan pasture
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4.25 Version
Hey guys, does someone knows why, the lighting on android package is seems to be blown out?.. on preview mobile mode looks ok.. but on the actuall package it's all white.

obtuse pendant
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Can someone help me with this, sorry for paint I just couldnt really put it into words

novel oriole
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Maybe putting the widget into world space?

obtuse pendant
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Not sure that helps with the space available/angle of the face

cerulean sandal
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do u have any idea on how i could do a thing for my game?
i need to
once an object is placed in its spot it should play an animation of the camera moving
and the hard part is
that i need some rocks in the scene to fly away
and i can do that with animations but thats not realistic

neon sparrow
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Hi all, just installed 4.25 and tried to open a project - now it's getting me to install VS 2019 (7GB) - do I need all of the components as an artist? ๐Ÿ˜ฉ

novel oriole
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unfortunately yes, although you can remove some extra stuff

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The only extra components you need is the Windows 10 SDK and the .NET SDK, but I'm not completely sure

neon sparrow
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Cheers for the info - wish there was some additional clarity for what artists need when installing this sort of stuff. I'm not going to be writing C++ anytime soon! ๐Ÿ˜„

novel oriole
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Install it through through the VS installer not unreal, ue4 doesnt gove you the option to remove some stuff

obtuse pendant
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Found the solution to my question, orthographic projection mode for the camera is what I was looking for

cerulean sandal
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now if someone could help me that would be nice lol

novel oriole
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Your explanation is pretty vague

granite magnet
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I want to import something from quixel to Unreal but I don't know what to choose here

whole quarry
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do you want to import a datatable from quixel?

novel oriole
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So if I'm correct, object placed in area -> camera animation -> epic realistic rocks flying away? @cerulean sandal

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Use the quixel addon

granite magnet
novel oriole
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Bridge and quixel addon

cerulean sandal
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So if I'm correct, object placed in area -> camera animation -> epic realistic rocks flying away? @cerulean sandal
@novel oriole nah the rocks shouldnt be realistic, the movement of them should

granite magnet
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how do I use the addon? Do I need to install it from the UE store or..?

novel oriole
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Install bridge, and it give a dialogue when it first starts, to select an DCC/Engine, just pick UE4, and then install it (guides online( @granite magnet

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@cerulean sandal you could use a explosion force?

cerulean sandal
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whats that?

granite magnet
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I did select UE4

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when I first installed it

novel oriole
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Have you installed the plugin

granite magnet
novel oriole
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@cerulean sandal adding a force to objects

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Via blueprints

granite magnet
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hmm I don't know I think not

cerulean sandal
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@cerulean sandal adding a force to objects
@novel oriole ok

novel oriole
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Try googling up, I don't have access to my computer rn but theres a official quixel guide to installing the bridge link @granite magnet

granite magnet
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alright I will thank you @novel oriole

novel oriole
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I will welcome you

tiny sonnet
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unless they have to be public, should i make most of my variables private?

hushed hare
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dude

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im so happy

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ive been coming back to this problem on and off for months

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and i just restarted the part that i couldnt figure out today

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and already

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almost perfected it

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its so nice

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im so happy

tiny sonnet
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?

hushed hare
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im not talking to you in specific

tiny sonnet
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ik

hushed hare
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sry if the "dude" confused you

tiny sonnet
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im asking what are u talkin abt

hushed hare
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im just saying this all cuz i was feeling down about it all earlier and i wanna let everyone here know that pushing through trouble times is so worth it

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i have a new motivation for this project now

tiny sonnet
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ahh gl 2 u then!

hushed hare
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you can see msgs from me in february where i was trying to get help on this lol

granite magnet
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@novel oriole even though I got the message "Successfully installed" I don't have the folders "UnrealEnginePython" and "MegascansPlugin"

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oh nvm.. seems like it works now xD

plush yew
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Is anyone here

waxen raven
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Nope

plush yew
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Are you good with animation?

granite magnet
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dude just ask your question and if someone can help that person will help

plush yew
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Well for some reason my animation has gone wack it's completely fine in blender but in unreal it just doesn't work

granite magnet
#

maybe send a gif or a short video of the problem

plush yew
granite magnet
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a picture is not able to show an animation ๐Ÿ˜… maybe something has gone wrong while importing.
I can't really help you since I'm new to Unreal but I've worked a lot with Unity and sometimes problems like that happened

plush yew
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Hmm alright

white relic
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anyone know how to change the spawn location of particles in niagara

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changing the '

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changing the 'location' on the z axis does not start them up or down

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it doesnt make any sense to me

surreal laurel
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Hi, so I have a BP that intermittently spawns actors that are all the same class. However, each of these spawns need to have movement based on different inputs. So ideally i'd like the same BP class to be spawned over and over, but to be able to drive each of them differently. What is the best way to achieve this?

dapper vortex
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Any one can help me ? i want build someting, to exe and on build i got 0 files

grim ore
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not much we can do but ask what does the error/output log say?

surreal laurel
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Hi, so I have a BP that intermittently spawns actors that are all the same class. However, each of these spawns need to have movement based on different inputs. So ideally i'd like the same BP class to be spawned over and over, but to be able to drive each of them differently. What is the best way to achieve this?
@surreal laurel I'm imagining with an array somehow, but i'm confused on how to access just the Actor Transform of each spawned actor seperately

quiet latch
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okay.. here is what you do ... you set up your inputs on the Player Controller... make an enum for each movement set ... a variable in the controller with that enum and on each input function you check that variable with a switch, make it call different functions on the pawn ... in the pawn class you define that same variable and set it to the movement set you want ... and when you possess a pawn you check the pawns movement set variable and set the one on the Controller ... savvy? @surreal laurel

so enum with the sets ... one variable on the Player Controller, one on the Pawn ... the pawn is fixed to what it needs and the controller checks it and sets it's own on possess... and on your input "forward" you switch by that variable ... and make it do different things on the pawn

if(GetPawn())
{
switch(MovementSet)
{
case "hover":
GetPawn<YourPawnClass>()->HoverForward();
break;
defailt:
break;
}
}

surreal laurel
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@quiet latch dayum, that's a great response. super helpful, thanks a ton!

quiet latch
#

โค๏ธ

light lark
#

hey guys. How do I add the Soul: Cave demo to my project? I just want to use the premade cave and give it a spin. But it only says add to project for some reason

digital badger
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The /master/ branch on github is at 4.26 :- is this correct?

neat forge
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would it be possible to make a material that can change text during run time?

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I want to make a computer screen that is printing variables basically, and itll print the words onto the material of the screen

tiny sonnet
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can u get the owning player controller from a player state

quiet latch
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take a look at render targets... @neat forge
No.. but you can
if(GetPawn())
{
GetPawn()->GetController<YourControllerClass>();
} @tiny sonnet

half barn
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I'm looking for someone to help/create a custom shader - what channel would that best fall under?

surreal laurel
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@half barn Probably graphics if people are feeling generous, otherwise looking-for-talent

neat forge
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Thanks guys for the info, I'll look into those

quiet latch
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@plush yew @neat forge the thing is if you use render targets you might aswell put the umg out onto it with it's full variability ... otherwise just set a parameter in the dynamic material ... however the scope is ... if it's just a neat thing to have do the limited version with the material ... if it's a core feature like having another player text something on screen you need to dig in

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oh.. yeah.. you need to MAKE the render target with the Slate ... I don't know if it's possible in BP... like draw() into the render target

surreal laurel
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What's the best way for every N execution fires to trip a branch then reset? For instance, a Do N node that returns false when it has completed which could set a boole and reset itself, if that makes sense

tiny sonnet
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@quiet latch im using bp, but that still helped thx!

surreal laurel
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Is there a node that returns a value based on whether or not the node before it is actually firing?

storm venture
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@neat forge if you're going for a computer screen, check out 3d widgets. you could get really fancy with those

tiny sonnet
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@plush yew cant you use an isvalid node or an breakpoint for debugging?

storm venture
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  • allows for the player to interact with the screen
neat forge
#

:O

surreal laurel
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@plush yew cant you use an isvalid node or an breakpoint for debugging?
@tiny sonnet I couldn't, cause i didn't know it existed! thanks

quiet latch
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umg is a shell for the slate system so you can have a facy editor ^^ ... I don't know if the render target approach works if you only use the editor... displaying one in umg sure... but you wanna MAKE one and draw to it with your umg thingie... I remember it being a husstle in code @plush yew

plush yew
surreal laurel
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@plush yew What's the problem exactly?

tiny sonnet
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i dont think that rig is for that animation

plush yew
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I'm not sure it looks great in blender

tiny sonnet
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it looks like it twerking but facing forward lol

plush yew
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The model just twists up

surreal laurel
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Looks more like it's mid-fortnite dance to me

quiet latch
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sry brother @plush yew

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it is absolutley possible tho... you just need a code build and f**k arround with slate ... it's a major endeavor tho and you need to weigh the efford... BUT... you know a lot when you made it ^^ ... essentially slate can do all the things umg (editor version of slate) can. But umg can not do all the things slate can.. some functions are not exposed... ๐Ÿคทโ€โ™‚๏ธ

https://docs.unrealengine.com/en-US/BlueprintAPI/CanvasRenderTarget2D/CreateCanvasRenderTarget2D/index.html

https://docs.unrealengine.com/en-US/BlueprintAPI/Rendering/BeginDrawCanvastoRenderTarget/index.html

maybe those help and I'm wrong and you CAN do it in BP ... fact check me, ALWAYS ^^
I'm using the dark side for too long now.. don't remember much about BP

Create Canvas Render Target 2D

Begin Draw Canvas to Render Target

plush yew
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It's not supposed to look like that

surreal laurel
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This is my set up for a counter that does 'A' until it reaches 100 and does 'B' then resets itself. I feel like there is probably a better way to do this, any advice?

quiet latch
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hmmm.. would help to know what it IS you're doing? ^^ ... right now you're doing a LOT of stuff on tick repeatedly.. that ain't no good son! ๐Ÿ˜„ @surreal laurel exept for you wanna test your CPU performance

slate vessel
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why with high lag values does spring arm camera rotation lag make the camera roll like this? i cant solve it

surreal laurel
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@quiet latch Yeah definitely trying to avoid the ol' tick. Event Tick is fed into a delay, and basically every 100 of those I want something to happen (Spawn Actor) and then the counter to get reset

quiet latch
#

is that counter function increasing one per tick? .. or does it runn 100 times per tick? ๐Ÿค” @surreal laurel

surreal laurel
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The Do N was left over from a previous attempt, so I guess this is a better look at it:

dapper vortex
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;;LogLauncherProfile: Unable to use promoted target - ../../../../haha/MyProject2/Binaries/Win64/UE4Game.target does not exist.;; when tried to package exe.

surreal laurel
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is that counter function increasing one per tick? .. or does it runn 100 times per tick? ๐Ÿค” @surreal laurel
@quiet latch Increasing one per tick

storm venture
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@surreal laurel keep in mind you're using !=, which means "does not equal"

surreal laurel
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@storm venture Right, that way when it does equal the boolean triggers and the counter is reset

quiet latch
#

okay.. STAHP.. that would make me wait for a spawn for ages on my shitty rig... use a timer to count down time ... how is it called in BP .. TimeLine or something ... OR.. you

define on the Actor:
float time = .0f;
float timeMax=10.0f;

tick(delta) //---->OnTick
{
time+=delta; //-----> increase time by delta or time = time+delta
if(time>timeMax) //---->branch if time bigger than timeMax
{
SpawnEnemy(); //--->do a thing
time=.0f; //---->set time to zero
}
}
@surreal laurel

storm venture
#

ah, so you want the "true" in the branch to execute 100 times and then execute the "false" once, then repeat?

dapper vortex
#

?

surreal laurel
#

ah, so you want the "true" in the branch to execute 100 times and then execute the "false" once, then repeat?
@storm venture yeah exactly

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@quiet latch Is using a timeline better than delay?

quiet latch
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more what you want in that situation @surreal laurel
but take a look at that tick function.. does EXACTLY what you want in real pausable ingame time without having this huge timeline thing lerking arround

dapper vortex
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;;LogLauncherProfile: Unable to use promoted target - ../../../../haha/MyProject2/Binaries/Win64/UE4Game.target does not exist.;; when tried to package exe. end nothing create in folder

storm venture
#

@surreal laurel did you make the Counter macro?

surreal laurel
#

@surreal laurel did you make the Counter macro?
@storm venture No I didn't, should I?

quiet latch
#

timers also run on tick.. just not that obvious and maybe on another thread @plush yew

surreal laurel
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@storm venture nvm I misunderstood, the Counter macro came with ue4

storm venture
#

that's weird, it's not in my version

surreal laurel
#

my bad, it doesn't come with, you need the extended scripting library plugin @storm venture

storm venture
dapper vortex
#

;;LogLauncherProfile: Unable to use promoted target - ../../../../haha/MyProject2/Binaries/Win64/UE4Game.target does not exist.;; when tried to package exe. end nothing create in folder

quiet latch
#

@surreal laurel @storm venture made an edit above.. to make it more clear for BP

novel summit
#

Hey, could someone help me? My spline system isn't working. I'm trying to use it to make a subway system but the little thing that shows up to bend and twist the spline isn't there.

dapper vortex
#

some one pls

quiet latch
#

use a Spline component and make the constuctor go over every spline segment and create a splineMeshComponent.. use the splines in and out tangents to set the ones of the splineMeshes... BUT.. also get the upvector.. super important or everything will be a mess ^^
@novel summit

frigid trellis
dapper vortex
#

;LogLauncherProfile: Unable to use promoted target - ../../../../haha/MyProject2/Binaries/Win64/UE4Game.target does not exist.;; when tried to package exe. end nothing create in folder pls some one can help

white relic
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bleh

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I am trying to get a sound to play attached to my tornado

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added it into the blueprint and started the audio as th second in sequence

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but its not playing

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he

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heh

quiet latch
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@dapper vortex seems like something went wrong with your project... it sais it dosn't have the target file of your project... try to rebuild game files on the UE4Game.project ... ๐Ÿคทโ€โ™‚๏ธ

dapper vortex
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@quiet latch i just try to , build exe from ready ue4 project. what can be wrong lol

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im click build then package. ;p

quiet latch
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anything brother ๐Ÿ˜„ ... don't know your set up nor what you did @dapper vortex

dapper vortex
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this is just ready , scene from ue4

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bro

quiet latch
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oh man..idk sawwwyy

opaque quail
#

Sorry for the newbie question... I'm suddenly unable to control my pawn and not sure what I did wrong. It was working fine--I have a pawn set up that I can control third-person style. It's set to "possess Player 0." Well, when I load up my project now after editing the landscape, and hit "play," I'm stuck at location 0 0 0 instead of controlling the pawn, unable to move at all. The pawn is still set to "Player 0." No other pawns are. What the heck did I do wrong? ๐Ÿ˜ฎ

quiet latch
#

it auto spawns your default pawn by.. well default ๐Ÿ˜„ ... mabe you messed with that? ... or it spawns it now AFTER you possessed it in your code? .. it's messy I always disable that and do the spawning and possession myself
@opaque quail

opaque quail
#

Yeah, maybe--I'll look into that, thanks!

tiny sonnet
#

i have been trying to get keyboard input in a umg and this is the best way i could find. Is there a better way to handle this?

#

maybe a event dispatcher, now im think or a class interface directly from player controller?

quiet latch
#

ooof.. yeah... handle the input in the player controller and make it do a thing on the UMG
@tiny sonnet
NEVER put gameplay into the UMG.. it's only a display.. it does what you put in ... it REACTS.. never acts

novel summit
storm venture
#

@opaque quail might wanna double check and make sure you have it force the spawn despite collisions, maybe your new landscape is blocking the spawn?

quiet latch
#

oooff.. someone made what i explained to you into a custom thingie ... idk how to use that.. ask the creator or make it yourself @novel summit .. it's not that hard ... like i said.. the spline itself is just to get the deformation info ... and on the constructor you go over every splinepoint (get num spline points ... do a thing for hat number of times -1) ... and create SplineMeshComponents ... and feed that the position, tangent and up vector of the point and the next

opaque quail
#

@storm venture That very well could be it, I'll try that out. Thanks!

novel summit
#

@quiet latch lol, it worked before. I bought the dudes system and everything. It's just one day I loaded up what I had done already and the edit thingy was gone

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So I couldn't extend it or twist it out anything

quiet latch
#

O_O... well.. ask the creator to trouble shoot his product ๐Ÿ˜„ .. I wouldn't know... I know how you can do it yourself from scratch

dapper vortex
#

some one work on VR?

tiny sonnet
#

@plush yew i couldnt figure out how to use that lolol

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not to mention, i rather have all my inputs in one placwe

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@plush yew there is another problem tho

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I figured out what i was doing before but there is another problem https://gyazo.com/f7adee0fbe5970862051ca3f311b38a9 im trying to access access the function i set up for the enter button, but the "next-line" default function has priority. do u know how to fix that?

#

@plush yew

merry gazelle
#

Any idea what node sets the widget class of a widget inside of blueprints? (set widget for example doesn't list any widgets)

white relic
#

Is it possible attach particles to an animated.. ..spline

novel summit
#

@dapper vortex what ya need?

dapper vortex
#

@novel summit this is possible from normal project, not vr start build it for vr ? to exe ?

novel summit
#

like turn a normal project to vr?

plush yew
#

is it ok to use the default mannequin for my finished game?lmao

dapper vortex
#

@novel summit yes but after build to it exe

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bsc on , engine i can run it, but after?

novel summit
#

@dapper vortex so would you be using the vr project template or fps template

dapper vortex
#

fps

novel summit
#

@plush yew you'd have to check the tos

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but the animations are pretty eh so I dont suggest you do so lmao

#

@dapper vortex if you would be doing it with the exe you can but you need a specific software and you have to use a controller instead of 6dof vr controllers

dapper vortex
#

Yes ofc ik

novel summit
#

ok, then yeah. If you have the right software, any fps can be vr

white relic
#

Can splines be animated..

dapper vortex
#

I tried, some things with normal vr started asset, they fun but.. uh

novel summit
#

lol

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@white relic I honestly don't know. sorry.

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never tried

dapper vortex
#

uh?

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ready templates not wokrking

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?

novel summit
#

I have no idea sorry

dapper vortex
#

well

dapper vortex
#

@novel summit u know anything about doing exe ? i tried bud nothing create to me

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''says'' package complete''

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but nothing on folder

novel summit
#

can I see your folder

dapper vortex
#

im just pick new folder

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to package

#

?

white relic
#

anyone want to make me a quick mesh XD

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like its super simple

#

I am trying to use blender but its making my brain hurt and I am having trouble just clicking on the fucking cube lmao

dapper vortex
#

@novel summit ?

novel summit
#

hmmm

#

idk

dapper vortex
#

;/

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I need have installed visual ?

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idk this package just not working

restive arrow
#

I have a dot on a hud, and I want the position to follow something in the 3d space, how do I bind that?

#

Sorry wrong chat

white relic
soft fiber
#

@white relic Is that a tornado?

dapper vortex
#

any one cna help me how do it this exe?

#

LogPackFactory: Finished extracting 8 files (including 0 errors).

white relic
#

exporting as fbx and it wont show up in unreal even though says it imported it ๐Ÿ˜ฆ

#

tf

quiet latch
#

^^

#

it has 1:1 scale and you only need to apply a tilable texture that is moving sideways. it's 2km high and 20 meters wide on the ground... or 16m.. don't remember ...

plush yew
#

anyone know how to get a character to glide after pressing the jump key twice and holding it down in a 2d sidescroller?

white relic
#

@white relic
@quiet latch lmao you're awesome dude

quiet latch
#

๐Ÿ˜„

#

i know, right?

#

โœŒ๏ธ

#

let me see it towering and threatening in your game if you may... vids pls

grave spruce
fading crag
#

hi guys ~ how get shadowmap on material editor?

quiet latch
#

simple answer: you don't ... you could do a line trace from the Pawn to the light source to determine if something is in the shadow or not. Just be careful with the transparent parts of a sprite, because they will also block the trace. @fading crag

copper pike
#

Can anyone help me with a pc issue please

fading crag
#

But he's ineffective

copper pike
#

Would I be able to find help anywhere

#

For a pc issue

manic pawn
quiet latch
#

@fading crag oooff.. someone cracked open the render pipline by the looks of it ... that's no standart feature of the unreal engine. in the material editor you provide the renderer with material information. then at render time it takes the material information and the lighting information and makes a picture.. the material usually does not know about the lighting information. I don't know what these guys did but it must be something inserted in that process to give feedback to the material? ... idk. would need to see the code

covert pollen
#

i enabled forward rendering and distance field shadows and my shadows dissapear on play, anybody know why?

#

fresh level, no post processing

fading crag
#

ok~ i need think about it@quiet latch

quiet latch
#

I looked at the lightattenuationtexturesampler .. looks like a Mobile feature with the forward renderer. Not versed in mobile at all, saaawwyy ^^ ... but if you tell me what you try to do, maybe there is a clever workaround to make it happen @fading crag

grave spruce
#

GWvertiPeepoSadMan ok

fading crag
#

I want to simulate shadows on the mesh...because the mesh is Luminous@quiet latch

quiet latch
#

hmmm.. there ARE lighting channels... you can exclude meshes from being affected by a light source.. maybe that helps ... hmmm.. there is also a way to render cutom stencils in the render settings of a model... that can be used in the material editor to only affect that area and make stuff glow with a post processing effect ... maybe these starting points help you ^^ ... good luck! @fading crag

look up lighting channels, custom stencils and postProcessing materials.. there is always a way ๐Ÿ™‚

modern sinew
#

For some reason connecting these two nodes causes the entire widget, aside from some buttons that aren't bound to anything rn, to be disabled, and I don't know why; does anyone know?

#

Everything that has it's Enable bound to something gets unenabled when I connect those

fading crag
#

thanks for you @quiet latch

fickle wharf
#

hi, if i set an actor to "HiddenInGame", does this mean i can still use it? and does it have tangible performance benefits?
specifically, i want to add a PlayerState child bp to my player so i can add custom state (while keeping PlayerState base bp functionality), but i dont want to be seeing it in the editor or have it impact performance, since it'll be on every single player and NPC

chilly gale
#

Is there a way within UE4 Editor to change the pivot point from say X forward to Y forward or rotate the model 90 degrees please?

restive eagle
#

@chilly gale open the mesh and change settings under "transform" then click reimport

chilly gale
#

Reimport as not an option unless I export it, its part of an asset pack, My main issue is Epic don't set a standard for X or Y forward on assets so door etc come with what ever and it's a pain to change models for eg doors in BP's and the like

restive eagle
#

oh yeah makes sense when you are setting the hinge

#

i would just throw that mesh into maya and edit the pivot there

chilly gale
#

So I guess it export it change it in an app and bring it back again still, really should be a standard IMHO

restive eagle
#

i dont think that you can change the pivot inside the blueprint, but if its inside the level you can hold alt+middle mouse button

neat forge
chilly gale
#

it's more for having it work in BP's changing out a door that Y forward with a X forward doors not nice

restive eagle
#

you could try parenting the mesh to a component scene

#

and the scene would be the new pivot

chilly gale
#

Like an empty?

restive eagle
#

like so

#

its a bit hard to align it

#

but should work

#

scene is the pivot of the mesh, you just have to move the door into the right place

#

but personally i would just set the pivot within other software

plush yew
#

how do I import source code from another game into UE4 so that I can tinker with certain mechanics from it?

#

like is there a way I can translate the source code into a blueprint?

chilly gale
#

@restive eagle thanks for ALL your efforts and help Sir

#

As you say export fix is much cleaner and more professional

restive eagle
#

yes definitely, even if you never worked with maya/blender that shouldnt be too difficult

chilly gale
#

It's for doors in a UMG interface so who know what could break

restive eagle
#

im sure there are some tutorials online

plush yew
#

@restive eagle you talking to me?

restive eagle
#

no ๐Ÿ˜ฆ

#

but you can make your custom blueprints from the source code

chilly gale
#

I can use Blender to do mesh work don't ask me to do bones or rigging tho

plush yew
#

but you can make your custom blueprints from the source code
@restive eagle how?

restive eagle
#

theres this one site

#

one sec

chilly gale
#

carefuly? <smile>

restive eagle
#
#

i mean your question is not really reasonable

#

theres no magic button that on click will make that happen

plush yew
#

so basically what I do is get the source code from a game, put it into UE4, then reverse engineer it into a blueprint?

restive eagle
#

im not sure you can get other games source code that easilly

#

even if you can that is illegal

#

you shouldnt talk about this here

plush yew
#

oh

#

my bad

#

guess I'll just have to do the Yoshi tongue from scratch

chilly gale
#

Taking ANYTHING from another engine into UE4 would be deep deep Dodo I think

plush yew
#

fine

#

then I guess I just gotta be patient and figure it out through trial and error

chilly gale
#

I would'nt want Epic leaning on me

restive eagle
#

prison is just a place though

chilly gale
#

Lotta time to contemplate code I guess

restive eagle
#

probably wouldnt go that far but still :D. dont use what you dont own

plush yew
#

code: the most frustrating language to learn

chilly gale
#

I'd guess they be after money

#

I don't know, some say English ain't fun

open wadi
#

I have a border with a background image that I want to insert as a background to a horizontal box tab button bar navigation. It is contained within a size box. For the life of me, no matter where in the hierarchy I set the border, it ends up on either the side or the bottom of the horizontal box. How on earth does one set a border with a background image within a horizontal box?

#

In this example, it ends up on the right side of the horizontal box.

#

What am I missing?

#

Anyone?

restive eagle
#

you need to put all your boxes inside the border

#

border need to be at the top of your hierarchy

open wadi
#

@restive eagle Thank you for the help, let me try that, I believe I have but let me check.

restive eagle
#

the same way as you have it with "b_global"

open wadi
#

@restive eagle Yes, see, here's the issue, now it appears at the top. It appears the issue is this SizeBox.

#

This is code I inherited so I'm attempting to make this work.

restive eagle
#

you havent parented anything to the border

#

theres no collapse arrow

#

it means its empty

open wadi
#

Oh, I see.

#

Let me try that.

restive eagle
#

drag the sb_buttons to the border and should be fine

open wadi
#

@restive eagle That did it! Thank you much.

#

If I wanted a vertical box to encompass the entire screen, is that possible? And would there be a point to doing so?

#

I assume so.

#

These are my VB settings. I don't see padding set, I'm trying to determine how to make it encompass the entire screen so my main menu encased within will be at the top of the screen.

#

Not sure how I simply make the VB encompass the entire screen.

#

Never mind, it appears to be its parent.

#

lol, how does one get the details pane back to the right side.

#

Has anyone in here ever accidentally moved the details pane in UMG to the center of the screen, so it takes up the upper-half of the editor, and then you want to move it back to the upper-right side of the editor and it simply won't return?

#

Details now will not snap to upper-right side, it simply will appear in a floating window or will take up half the screen, that's all it will snap to.

#

Closing and re-opening the project did not work, the details pane for any given widget is still nuts.

restive eagle
#

?

#

for me it snaps without any issues

#

not sure if the reset will work, worth a try i guess

open wadi
#

Yes, I'm looking for this.

#

I'm reading an article on that, but I don't see reset layout.

#

I have "Load Layout" and "Save Layout" in that section

#

Where you see Reset Layout, I have Load Layout

#

I'm on 4.24.3

#

What on earth

#

lol, why does everyone else see reset layout.

#

This is truly bizarre.

restive eagle
#

umm i took this image from 4.21

open wadi
#

Yeah.

#

Where you have "Reset Layout" I have "Load Layout" and I can choose the "Default Layout" but that appears to do nothing.

#

Restarts the project, everything remains the same, details pane is broken.

steep sandal
#

Any idea to make visual studio autocorrect better for ue4 cpp

white relic
#

oh hot damn

#

I got ray marching to work

#

._.

open wadi
#

Man, for the life of me I cannot reset my layout.

#

Anyone else on 4.24.3 and can confirm in the Window menu you do not see "Reset Layout" but "Load Layout" instead?

#

lol it's apparently impossible to reset the layout so my details panel appears where it used to, that's nice.

restive eagle
#

try deleting saved and intermediate folders, dont know what else you could do...

#

or maybe just saved should be enough

plush yew
#

hello guys I need little help for my character setup, I got the character from one site and the animation from mixamo, but my animation is not normal, see this:

#

lol

restive eagle
#

inside that animation find this

#

and change the import rotation

#

then click to reimport

#

i think it should be x90

stray tundra
#

is there any way for me to search for all macros in my project? I didn't use a prefix and i hate to check each bp one by one ๐Ÿ˜ฆ

plush yew
restive eagle
#

right click on the macro and find references

plush yew
#

I found this

restive eagle
#

@plush yew told you what to do

stray tundra
#

@restive eagle what if i want to search all macros not with a specific name

plush yew
#

yeah

#

it works

#

ty man โค๏ธ

#

yes boy

restive eagle
#

@stray tundra no clue then

plush yew
#

hello again

#

I started setuping animation bp

#

but i have no animation for idle ๐Ÿ˜ฆ

#

I found from mixamo, will try to setup it

marble hazel
#

Is there a way to check for a Boolean on a behavior tree?

#

I am trying to do a tree where if the enemy is stunned do nothing and if it isnt stunned chase the player or roam around

#

I can't get it to work because all I have to work with is the is set option

#

Is this something where eqs would help?

regal mulch
#

EQS is to gather information

#

I haven't touched behavior trees lately, but you should be able to just use a decorator or so

#

You can access the AIController and the Pawn in that

#

So you should be able to query if they are stunned

haughty monolith
#

Hello, guys can you give me an advice if you know some service which teaches UE4

#

im basically new

marble hazel
#

The only option I get from the decorator is that if the variable is set

#

which doesn't seem helpful since its a Boolean

#

I was using the blackboard decorator but maybe there is a more helpful one?

#

I have a variable that gets the stunned state from the ai already and set my blackboard variable as that

haughty monolith
#

Where did you guys learn how to work in UE4?

regal mulch
#

I opened UE4 and started playing around with it. Watched random Youtube videos that interested me etc.

#

but there might be better ways today

#

@marble hazel Well, you can make your own Decorator?

marble hazel
#

Yea I guess I should than I'm pretty new to Behavior trees I was not sure you could

#

Or maybe use compare blackboard entries and have one variable always set to true and see if another stunned boolean is equal to that

regal mulch
#

Ultimately you might have more than one reason why the AI shouldn't chase :P

tawdry wren
#

@vernal thicket @wooden forge ue4s networking isn't meant to scale to the scability a mmorpg needs, and i would not recommend using spatial os either

#

DM me if u want more information. I'm actually developing a mmorpg inside of the unreal engine 4 but not with SpatialOS nor UE4 networking.

#

@whole quarry and yes game instance gets more importance than the game mode. Game modes are honestly rather pointless when developing a mmorpg in the UE4 but they are still partially used.

open wadi
#

I have a question. I am on UE 4.23.4. I somehow detached my details panel and I cannot reset the layout. In the Window context menu, I do not have "reset layout", I only have "load layout" and if I load the default layout, it restarts the project but everything remains the same re: my details panel.
When I research this, everyone says to navigate to Window > Reset Layout, but I don't have that option. Did they modify that on 4.23.x?

#

And regardless, how on earth do I reset my layout so my details panel for any given widget is back on the right column where it belongs?

regal mulch
#

So I can't say I know how to fix this, but usually it saves properly if I just shut down the editor manually

#

I sometimes have these issues if I kill the editor via VS process

#

Without saving first.

open wadi
#

Ok, let me give that a shot.

#

Nope, no dice.

#

Thank you for the idea though, I appreciate any help on this, I've been trying to fix this for an hour.

#

I'm surprised this is so difficult.

#

Is there an ini file I can hose or something?

unkempt sandal
#

Yo guys, anyone tried importing a model and rig from blender with IK-s? Followed some tutorials on youtube on how to export from blender into unreal. But it looks like my rig gets disconnected at the IK-s like this:

regal mulch
#

@open wadi You could kill your Saved folder

#

Might reset a few more settings though

open wadi
#

Hmm, ok.

regal mulch
#

But worth a try backing it up though

open wadi
#

Sure.

unkempt sandal
#

anyone working with blender and UE?

tender flume
#

should a fast-paced RPG game have crouch-mechanic?

wooden forge
#

@unkempt sandal yes i do

unkempt sandal
#

@wooden forge Any idea why the thing happens in the pic?

wooden forge
#

No idea, tbh, could yoy send me the blend filw so i can check it on my end

unkempt sandal
#

Sure, redoing the IK-s now, maybe i messed up the parenting somehow

wooden forge
#

Aight

gusty sigil
#

anyone know how to import an EXR images as a cubemap? It keeps showing up as an image texture.

unkempt sandal
#

@wooden forge ok i seem to have fixed the disconnected bones issue but the IK-s still appear in UE , except Knee IK it didnt import it for som reason

plush yew
#

hello guys again

#

this node I can't find it

#

when I write calculate direction

unkempt sandal
#

Uhh i think i got it @wooden forge , but thanks anyway !:)

wooden forge
#

all good @unkempt sandal , i was a bit busy rn sorry

unkempt sandal
#

@wooden forge No problem! ๐Ÿ™‚

plush yew
#

Guys can you please unban my second account please, i have been banned for 1 year now. I know my mistake and would never do it again, please give me one chance i didnt get a warning. I really need this server, it would help me a lot.

#

My second account @OrdanFilm, i would be so glad

quiet latch
#

@plush yew You already have it in code and you make a BP from it... to prototype... and then get it down in code again? .. there is no magical "make code out of my BPs" button! You redo EVERYTHING if you want it in proper.
Set up a C++ project, create the classes needed and put it there.
I make a video series of my streams to show people EXACTLY that stuff.. it's raw streams tho... no compressed tutorialz... might have to skip though it
check it out
https://www.youtube.com/watch?v=UlzrLj2XPfs&list=PL8XXsDrzCD2s0QoTTdstqjlxXUXDaJH5x

plush yew
#

Does anyone know how to get this type of grass like in Rocket League, artificial grass

#

I 've been struggling a whole day and i cant find a way

tender flume
#

i think thats plane

open wadi
#

Hi everyone - quick question - for the past 2-3 hours I've been attempting to reset my layout. I'm using UE 4.24.3. Whenever I google it, I'm told to go to Window > Reset Layout, but this option does not exist for me. I have Window > Load Layout, and you can load the "default layout", but this isn't resetting my layout.

regal mulch
#

Did you try deleting your saved folder now?

open wadi
#

Yes, that didn't work, alas @regal mulch

plush yew
#

@regal mulch can you please answer in private chat

unkempt sandal
#

I have red that UE-s multiplayer support is so-so. How was fortinte and PUBG was able to handle 100 players then? Am i missing something? Or just misinformation

open wadi
#

I appreciate the idea though, truly.

regal mulch
#

I already forwarded your PM. You would do good not using the Server at the moment, cause you are basically ban-evading.

tender flume
#

is it safe to delete derived cache folder?

quiet latch
#

@plush yew You can use a material to distribute foliage... look that up.

plush yew
#

@regal mulch i didn't even get a warning before i got permanently banned

#

i have been banned for a year now, i really need the server

regal mulch
#

@unkempt sandal UE4's default Multiplayer support is for games like Unreal Tournament.
They added support for larger counts of players via the "Replication Graph".
For all I know, it's not suuuuper stable and def requires C++ and some manual fixing.

open wadi
#

@regal mulch Wait, perhaps I'm mistaken - do you know the path to the "Saved" folder? I assume it's under Program Files > Epic Games > UE_4.24

#

I think I may have edited the incorrect folder.

regal mulch
#

The one in your project

#

Literally top-level

open wadi
#

Oh, the project-specific one, yes I believe that's the one I edited.

#

One moment, checking.

plush yew
#

Please unban my other account, i beg you. I have been banned for a year, i would never do that again ofcourse

tender flume
#

a ban sounds more reasonable than a warning

plush yew
#

hello guys I have problem with my animations, my character when I turn him left or right he does it so weird

tender flume
#

people tend to not take warnings seriously

open wadi
#

lol, what on earth happened to get permanently banned from a support channel?

quiet latch
#

what did he do? ^^ Just curious.. don't wanna do it myself

regal mulch
#

We have lots of bans

#

:P

tender flume
#

when youre banned, you know if what you did was right or not as compared to just a warning

regal mulch
#

Sorry, not openly discussing this here

#

They are muted now

open wadi
#

Sure, no worries, just curious.

tender flume
#

@regal mulch derived cache, whats the purpose?

raven island
unkempt sandal
#

@regal mulch Thanks! Im planning to dive into C++, so if its doable i will try to figure it out! ๐Ÿ™‚

sullen sonnet
#

is this channel ok to ask for help ?

exotic thicket
#

just pretend you're in a professional setting talking to people you've never talked to and you're probably not going to get banned lol

sullen sonnet
#

was that to me? XD

exotic thicket
#

oh no just in general since people were wondering what happened

sullen sonnet
#

ah

open wadi
#

@regal mulch I confirmed - while this did surprisingly change the settings of for example, the content browser view, back to the default, my details panel remains improper.

#

Very strange.

#

What a conundrum.

#

I mean, would reinstalling the entire engine be recommended at this point? Seems a bit extreme.

sullen sonnet
#

Anyone know an easy way to get direction speed?

regal mulch
#

Your best bet is to remove Intermediate and Saved folder of your project and check if that resolves it

sullen sonnet
#

of a character in bp

regal mulch
#

If not, then there are stillsaved folders for the engine itself i guess

#

@sullen sonnet Velocity of the CharacterMovementComponent?

open wadi
#

@regal mulch Thank you much, I'll track down the Intermediate folder as well.

restive eagle
sullen sonnet
#

@regal mulch well i need forward speed and right

quiet latch
#

@sullen sonnet GetVelocity() ----- speed

FVector VelocityTmp = GetVelocity();
VelocityTmp.Normalize() ------ Direction

regal mulch
#

Vector Math is your friend

#

You can take the Velocity vector

#

And use the DotProduct with the Forward and the Right vector

#

To get the speed along that axis.

open wadi
#

Oh, @restive eagle, I apologize! Must have stepped away when you provided that response.

restive eagle
#

im joking btw @open wadi ๐Ÿ˜„

sullen sonnet
#

let me try

restive eagle
#

not angry

open wadi
#

Well I just tried intermediate too and the details panel remains in the same spot.

restive eagle
#

create a new project and see if the problem persists

open wadi
#

I closed the project, renamed both folders to bak-NameOfFolder, relaunched the project, and the behavior remains.

restive eagle
#

but it should be project related

open wadi
#

@restive eagle Will do.

restive eagle
#

not sure about renaming, it might still use them as old references

#

just a guess

open wadi
#

Oh really? I'm on Windows, you think it might be using Symlinks?

#

Ok.

jolly arch
#

Hey, does anyone know anything about UWP Support in Unreal Engine?

restive eagle
#

@open wadi it wont hurt removing them in general

open wadi
#

Ok, I backed up the directories, both of them, and deleted them entirely.

#

Let's give it a shot.

sullen sonnet
#

@regal mulch ty so much i didn't know dot product is so useful

raven island
#

any1 know a ue4 discord where 1 can ask for help? sry nif not allowed to ask it ehre

sullen sonnet
#

@raven island ye

open wadi
#

Entirely deleting the directories didn't work either.

#

Testing different project.

regal mulch
#

Guess you could try to reinstall the engine version itself :D

raven island
#

thank you

sullen sonnet
open wadi
#

Yes, different projects work fine.

sullen sonnet
#

kappa

open wadi
#

So it's tied to this specific project.

restive eagle
#

if its not a big project you can try migrating everything to a new one

open wadi
#

Hmm

azure gazelle
#

@raven island regarding your collision capsule problem. I guess you use a Character as a base class? Then you should be able to modify that capsule collider in the class defaults or Character Movement (don't have UE4 open atm)

open wadi
#

Also, could there be any other place that such viewport settings might be stored within a given project?

#

Project-specific settings?

restive eagle
#

thats your saved folder

open wadi
#

Bizarre.

raven island
#

what i did was make a bp class character and add the pig to that

azure gazelle
#

@raven island Then the options to modify the root collider should be exposed in the details panel to the right. Either on the class defaults or Character Movement.

open wadi
#

Not sure if relevant, but the details pane in question that is misbehaving is within a UMG Widget.

raven island
#

if i rezise it there it also rezises the pig

open wadi
#

Never mind, just confirmed that permanently-undocked details panel is happening within all modules, or whatever the term might be.

azure gazelle
#

@raven island That's if you scale it. But there are seperate options like character height, etc. that modify the root collider

raven island
#

okay ill look into it thx

open wadi
#

I mean what on earth, if all viewport settings are contained within "Saved", and I delete Saved, and I see that it updates the default view of the Content Browser for example, why on earth would it retain the odd, undocked Details panel?

#

Only within this one project? That makes me concerned that reinstalling the engine will have no effect, since other projects are unaffected.

raven island
#

found it thank you

quiet latch
#

@raven island You can not ROTATE it tho... you might need to make your own character class derived from pawn ... and if you use a relative rotation for the UCapsuleComponent you add and set as RootComponent you MIGHT even get arround creating your own UMovementComponent and can use the UCharacterMovementComponent... one would need to R&D that

raven island
#

yeah idk what u mean by that

regal mulch
#

Character and CharacterMovementComp are pretty much one thing

#

And the cmc expects a capsule

#

If you make a pawn child, you will lose all cmc stuff

open wadi
#

Honestly, I find it very surprising that you can't simply drag the Details pane to the right sidebar and have it regain its default position. Once you undock the details pane, you can only have it standalone, or taking up half the screen, or full screen.

regal mulch
#

That doesn't sound right

#

I'll check on that once I'm back at the pc

quiet latch
#

@raven island the ACharacter class is a Apawn with extra shi.. ssstuff.. like there is a Capsule in there.. the CharacterMovement component.. all sorts of networking stuff... depends on what you wanna do.. but you could get away with it if it's just basic NPC animal movement.. and you would have a performance increase cuz it's not computing a whole bunch on unnessesary stuff.... exept you ARE the pig... don't know what you wana do ^^

open wadi
#

@regal mulch That would be tremendous, thank you.

raven island
#

well i cannot make capuse size of pig as with cannot be bigger than height

#

well all i want to do is make it walk around its pen

open wadi
#

I'm truly at a loss here. While I'm new to UE4, I've been coding for decades and spent years as a Network Administrator, I'm quite computer literate. And this makes no sense.

#

Clearly these project-specific settings related to the Details panel are contained somewhere other than "Saved" or "intermediate".

#

Where, I haven't a clue.

#

What about the Config directory?

#

All I see in there are 4 .ini files.

#

Eliminating the Config directory didn't fix the Details panel.

regal mulch
#

Character capsules are meant to be upright. All you can go down to is sphere size

quiet latch
#

@raven island https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/ACharacter/index.html
look at the Inheritance Hierarchy
It's based on pawn
you could create your own PAWN ...
Add a PrimitiveComponent for collision and make a tailor made MovementComponent that has the bounds of the pen already defined and just gets random points and move there, and add it... that would be way less expensive that the fully fleshed out character class...

Characters are Pawns that have a mesh, collision, and built-in movement logic.

raven island
#

alright thank you

noble marsh
#

ะะตั€ะตะฐะปัŒะฝั‹ะน ั€ั‹ะฝะพะบ ะดะฒะธะณะฐั‚ะตะปั

quiet latch
#

gesundheit ^^

noble marsh
#

ั€ัƒััะบะธะต ะตัั‚ัŒ?

#

ะฝะตั‚ ะฝัƒ ะพะบ

raven island
#

just assume no?

open wadi
#

@quiet latch lol

#

Het Hey Ok

quiet latch
#

@noble marsh you speak some english? ... I only know the trading language of the planet and german .... I might be able to help you ๐Ÿ˜„

open wadi
#

lol

spring arch
#

Hello guys. Maybe you know how to limit frame rate on particle system? I want it to update only 24 frames per second.

quiet latch
#

cascade or niagara? .. particles update on every frame... but you can define the speed of the flipbook.. idk what you wanna do ^^ @spring arch

open wadi
#

What's the recommended way to download the latest version of UE4?

restive eagle
#

what do you mean?

open wadi
#

Manually download it or leverage the Epic installer somehow?

restive eagle
#

do you need to edit the source?

#

if so download and build it from github

#

if not use launcher

open wadi
#

I'm on Windows.

#

Ok.

restive eagle
#

that makes 0 difference

open wadi
#

I should build from source on Windows? Ok.

#

Normally if I'm building from source I think *nix.

plush yew
#

I can't write you in DM? @restive eagle

restive eagle
#

yes, i blocked you

plush yew
#

wtf?

restive eagle
#

stop harrasing me in dms

plush yew
#

why?

#

are you okay?

spring arch
#

@quiet latch I think its cascade. I know how to limit flip book frame rate. But to use it I need a sprite sheet right?

quiet latch
open wadi
#

Yes, I'm watching, thank you @quiet latch.

restive eagle
#

is there a reason why you need the source?

quiet latch
#

@spring arch yes.. there are some open source programms that take a series of pngs and make a spritesheet

open wadi
#

Me? No, I don't need the source. I was just assuming that Epic had some method for manually upgrading the engine from their little UI.

restive eagle
#

oh then use the launcher

open wadi
#

Since they like you launching from the UI.

restive eagle
#

building from source will take up a lot of space

open wadi
#

The Launcher, yes.

spring arch
#

@quiet latch Ok thank you!

restive eagle
#

and it will take hours to build it

regal mulch
#

@open wadi Which UI element did you unhook again?

open wadi
#

@regal mulch The details panel.

#

I moved it to the left so I could take a reasonable screenshot on this 40" 4K monitor.

regal mulch
#

Like, in the Event Graph of the Widget area?

open wadi
#

And now, I cannot get it back.

regal mulch
#

Screenshot?

quiet latch
#

@restive eagle Yes, BUT.. you have full source code controll and neat little features like the ability to make dedicated servers for your game

open wadi
#

Yes, exactly, screenshot coming.

regal mulch
#

About Source: Get a decent PC :P then it takes ~20 min to compile the engine if at all

restive eagle
#

@quiet latch im using myself a custom version build so I know that, but i was wondering if he needs the source in general

#

i have the one with dual quaternion

quiet latch
#

ooofff... MONSTER rig @regal mulch ๐Ÿ˜„ ... i compile about 4-5 hours on the damn thing .. rip me

open wadi
#

For example, it's detached. And I've dragged it to the left here so it will fit in a reasonable screenshot.

plush yew
#

check it please

open wadi
#

And for the life of me I cannot reset it so that it appears in the right sidebar like it always did.

plush yew
#

this is the problem with the animation, idk why it is weird

open wadi
#

And deleting Saved and Intermediate for the specific project has no effect on this, and other projects remain fine in this regard.

#

I can full screen it, I can make it take up half the viewport, the top half.

quiet latch
#

@open wadi click on that Details card in on the top of the window and drag it.. you should be able to dock it back into the ui

open wadi
#

@regal mulch For example, setting it to the top half of the viewport is no issue, like this.

#

@quiet latch That's the entire issue, if I drag it, it will only lock to the top half of the viewport like this, I cannot get it to lock to the right sidebar like it is supposed to.

quiet latch
#

@open wadi wierd ....

open wadi
#

It will either float or do this.

#

I'm not sure if it's an issue with 4.24.3 specifically, as every article I read on this tells you to navigate to Window > Reset Layout, yet I don't have that option under Window; I have "Load Layout" in place of "Reset Layout".

#

And I can Load Layout > Default Layout, which relaunches the project, yet the issue remains.

restive eagle
#

yeah that option doesnt exist on 4.24

#

i think they changed it to load - load default

ashen ermine
open wadi
#

@restive eagle That makes sense.

ashen ermine
#

Just load - the default engine

restive eagle
#

but he said that doesnt work

ashen ermine
#

oh, sry my bad, came in late ๐Ÿ˜›

open wadi
#

@ashen ermine Yes, I've tried that several times, does not resolve the issue.

eager sigil
#

I'm getting weird hitches every few seconds where the frame rate drops from 120fps down to a very very low frame rate for a fraction of a second and then recoveres. Any ideas what might be causing it? I have added the hitch log here

open wadi
#

No worries.

quiet latch
#

@open wadi seems like a bug at first glance... cutsom build you say? .. idk brother

open wadi
#

I appreciate the help.

regal mulch
#

Can you drag it away

#

Release it

#

Then grab it again and pull it over the left side?

#

Cause i have no issue putting it where it was before

restive eagle
#

me neither

open wadi
#

@regal mulch Yes, oddly enough that does work. It will lock to the left side, as seen here.

#

It just won't lock to the right like it always did.

regal mulch
#

Hover the designer graph and it should show you the white lines

#

Drage it on the right one and release

#

That must work

#

Tsauken shows it in the image

restive eagle
#

sometimes it might be a bit wonky

ashen ermine
#

@open wadi close engine, go to "\yourproject\Saved\Config\Windows" and delete the EditorPerProjectUserSettings.ini - it should reset all layout and stuff

restive eagle
#

but it definitely snaps

#

told him that too

ashen ermine
#

lol wtf xD

restive eagle
#

its been going for some time now ๐Ÿ˜„

open wadi
#

@regal mulch If I drag it to the right, this is all it will do - taking up the top half of the viewport.

regal mulch
#

Then you dropped it on the top of the window :D

restive eagle
open wadi
#

Is there some sort of right sidebar I need to open to give it a place to dock?

regal mulch
#

No, it's attached to the right of the graph

restive eagle
#

you are dropping in this zone?

open wadi
#

Never mind, holy crap.

#

@restive eagle That's it. The very middle of the right side allowed for it to be docked there.

#

And then I could resize the designer graph.

#

My word, that was 3 hours of my time.

restive eagle
#

....

#

classic

#

๐Ÿ˜„

open wadi
#

Thank you very much @restive eagle @regal mulch @quiet latch

#

Good lord.

#

The space is not as large as indicated there.

restive eagle
#

i mean thats the first thing you should have tried...

open wadi
#

On this large monitor it's a tiny fraction of the middle of the right sidebar, but if you place it right in the middle, it'll dock on the right.

regal mulch
#

:D

restive eagle
#

but since you said it doesnt snap we believed you

quiet latch
#

hahahaha... well it worked in the end ๐Ÿ˜„

open wadi
#

Good lord.

#

Much appreciated.

#

I still find it interesting that resetting the project-specific settings didn't resolve this earlier.

#

I'll study that later.

ashen ermine
#

Ok...how to ask this? I need to make a widget with a larger-than-viewport map (Much like Frostpunk's book of laws, any other game with a large map). I would want to be able to zoom in-out & drag the viewport on it where I need it - if that makes any sense. How would I go about that? I need it to be widget, not level with top cam or that kind of workaround. Any ideas?

quiet latch
ashen ermine
#

@quiet latch But the point is I want it to be 2D

plush yew
#

i need support.
the problems I am having is with compiling the C++ project or adding a class in c++

i tried reinstalling but it didn't work nothing on the forums i found that fixed it I tried adding everything in the VS and using the default 2017 instead of the 2019 and still didn't work ... so please help

im working on: OS windows 10 64bit, intel core i7-8565U CPU @ 1.80 (1.99), RAM 8GB, GPU Radeon 520, intel UHD Graphics 620 memory 2048mb

i read the unreal requirements and it wanted more powerful pc and i dont hv that now ig thats the problem anyways so i need a work around i see it works fine but the c++ doesnt so please help

ashen ermine
#

Player opens it, pops up, fills the entire screen and can be dragged, zoomed (probably zoom can be done with scale so that's ok). But the dragging bit can't think of a way. Btw, I can't cpp a single line, so I need to make it in bp.

quiet latch
#

oh wait.. UMG is different... but it should be easily possible in UMG aswell

ashen ermine
#

@quiet latch "constraintCanvas" isn't exposed to UMG ๐Ÿ˜ Was looking at the canvas options maybe it's something in there...

plush yew
#

check it please
??

quiet latch
#

I think the regular canvas in UMG IS a ConstraintCanvas... make a full screen canvas and add the large one as a child... should be possible @ashen ermine

exotic thicket
#

^ yeah I think you should be able to do it, you can just adjust the position of the child object so it's partially outside of the parent

#

the areas of it which are outside of the viewport won't show

eager sigil
#

I am getting frame hitches every couple of seconds. When i look at the hitches log, it seems like the issue is with something in PerObject Shadow Projections. Any idea what might be causing that/what per object shadow projections does exactly that might cause frame hitches every couple of seconds?

ashen ermine
#

@quiet latch Yep, ๐Ÿ™‚ It works. It allows me to make children bigger than itself. Now...the question is how to access/move the viewport(canvas) on the larger child...

frank oar
#

Hi all,
Does anyone know of any courses which talk/walk you through the general optimization process of a project ?
I know its different in every project.
Something that would advise you where to look and what to do in certain scenarios.

I know it is a subject with a TON of parts, but if I can get a general idea, at least I will know where I need to branch off/do further learning for which points...

If I am making sense ?
I'm not asking a crazy question like "How do I optimise my game"
I just need pointing in the general direction.

quiet latch
#

get that Input functionality in your Player Controller and control the widget directly from there... @ashen ermine

#

always remember.. gamplay happens on the controller and the actors.. NOT in the menus!

open wadi
#

Is 4.25.1 stable? Any major issues since it's a .1 subversion?

ashen ermine
#

always remember.. gamplay happens on the controller and the actors.. NOT in the menus!
@quiet latch Ofc. The problem was changing the transform of the widget (viewport) itself...But now, I think I have it, and will dig into it since I could jsut ref the canvas itself and change it's transform, see if that works. ๐Ÿ™‚

quiet latch
#

@open wadi I ran into issues with win7 on that build ... I REALLY hope they resolve it in the next update

open wadi
#

Oh really.

plush yew
#

check it please
@plush yew how I can fix this turning?

fierce forge
#

i need to use replicating for local co op ?

quiet latch
#

@fierce forge Local sa in LAN - yes .. local as in couch splitscreen - no ^^

fierce forge
#

splitscreen

#

local co op is on the same pc

sullen sonnet
#

hi guys i need some more help

#

how do i reverse the rotation here? Reverse in timeline doesn't work so im guessing it's something to do with the lerp?

mellow flame
#

i need to use replicating for local co op ?
@fierce forge no you don't need

#

@sullen sonnet you should plug in reverse from end

sullen sonnet
#

from finished you mean?

#

or?

mellow flame
#

instead of "reverse" go on "reverse from end"

sullen sonnet
#

that doesn't work either

#

the false check goes through aswell

#

it's just not reversing

#

Anyone ?

cerulean sandal
plush yew
#

Is adding a negative force a good idea to simulate gravity?

exotic thicket
#

That's probably how the engine applies gravity

vernal thicket
#

Anyone know how to export materials from blender? my whole ass model is exporting with no materials just some horrible off white colour

quiet latch
#

@vernal thicket I'd export all the textures from various programs and assemble the material in the Material editor directly ... no extra weight for stuff you don't need. and parameters for dynamic mats and what not ... you could also make material functions and make base Materials for your game... the more you reuse those the beter...
remember ... 1 Material = one draw call
1 Mesh = 1 draw call...
so the fewer you get away with per model the better... like have the eyes seperatley and use the same eye Material for everything.. make parameters for the iris and the color and you can reuse the same material on ALL your models with eyes

remote roost
#

my controllers just stopped working with ue4, dunno how to fix it

#

doesnt even work on older packaged builds

#

any of my controllers

#

lol

#

figured it out, its assigning it to player 2

#

how can i fix that

restive eagle
#

@sullen sonnet i think it doesnt work when reversing because "A" is already the same as your "B" you can print string it to make sure

remote roost
#

this isnt a 2 player game

#

i only have one controller plugged in

sullen sonnet
#

what can i do if it is ? @restive eagle

restive eagle
#

your A needs to be a promoted variable

#

that doesnt change

#

your initial starting point

#

if that makes sense, like a checkpoint to which you would want to return

#

but in your current example you are using your current rotation and not the "checkpoint"

sullen sonnet
#

ah makes sense

#

i had this mistakes multiple times but can never remember

restive eagle
#

on start you can get your rotation and promote it to a variable

#

which will be plugged in into A

sullen sonnet
#

hmm

#

when should i s1ave it?

restive eagle
#

after true i suppose

#

and this event should be called once per condition change

sullen sonnet
#

ye that's an issue because it rotates on beginplay basically

#

@restive eagle

restive eagle
#

im not exactly sure i follow you

#

no idea why it should be an issue and what begin play has to do with it?

sullen sonnet
#

because it rotates me weirdly when i play

restive eagle
#

thats not enough information to determine whats exactly wrong

sullen sonnet
#

hmmm how can i explain

restive eagle
#

your logic should be simple enough, you save the rotation before slide and use it in your "A"

#

so after you finish sliding it would return to the initial rotation

#

unless you have some other logic which rotates your character when its sliding

sullen sonnet
#

ye but during slide i can still change rotation

restive eagle
#

so then save only the axis you want it to return at

#

like you did with your "B" input

sullen sonnet
#

hmm ok let try

ashen ermine
#

Can someone pls help a little bit with the vector math here? I want to zoom in at mouse cursor location in this widget. The code:

#

The widget:

restive eagle
#

since you are taking too long ๐Ÿ˜„

sullen sonnet
#

doesn't work

restive eagle
#

doesnt work can mean a lot of things

#

whats the issue now

#

i mean since you are only changing X-axis you can just use "float lerp"

sullen sonnet
#

it doesn't reverse still

restive eagle
#

have you checked if it ever goes to false?

sullen sonnet
#

made play from start better tho xd

#

i did

#

always does

ashen ermine
#

@sullen sonnet play from start & reverse from end maybe?

sullen sonnet
#

it is

restive eagle
#

are you changing your rotation before the timeline?

sullen sonnet
#

no

restive eagle
#

because it should return to your original rot

#

show me a picture

#

how it looks atm

sullen sonnet
#

k

restive eagle
#

what exactly happens on reverse

#

and does it always start with true?

sullen sonnet
#

it starts true ye and nothing happens on reverse it's stays at the rotation that play from start sets

restive eagle
#

show how it looks inside your timeline

sullen sonnet
#

wait

restive eagle
#

another guess would be that you are calling this event constantly on reverse

sullen sonnet
#

when i starts game it goes to false first

#

well i made sure it only does it once

restive eagle
#

can you add a print string on update and connect it to "alpha delta"

#

to make sure if it returns to 0

sullen sonnet
#

this is timer function

#

that runs the event

#

and ok

frank oar
#

when you click play and you play in the new menu pop up screen....
if that freezes/crashes, can I go back to the editor or do I have to force close/restart ?

sullen sonnet
#

force close @frank oar

frank oar
#

thank you @sullen sonnet

sullen sonnet
#

@restive eagle i think having a timer with a timeline is bad idea lol

restive eagle
#

i told you it gets called constantly

#

if thats the issue

late loom
#

guys whats the JDK version used for Packaging for android. I am suing 1.07 and its giving me error

restive eagle
#

it sticks around 1, right?

sullen sonnet
#

@restive eagle and it does goes to 0 on reverse

restive eagle
#

hmm

#

one last thing you can check what value for the roll is saved on true

#

and what value it tries to set it back to when going back to 0

#

other than that, no clue

sullen sonnet
#

hmmmmmmmmm

#

ok

restive eagle
#

if that looks fine i would recommend simplifying your logic a bit just to make a working system even without going down the slope

#

just to have a working concept and later on build on that

sullen sonnet
#

fml

#

it's fixed

#

i just had to set roll to 0

#

if that looks fine i would recommend simplifying your logic a bit just to make a working system even without going down the slope
@restive eagle what do you mean by this

restive eagle
#

i mean if you are struggling with something and your system has a lot of different logic, i would cut out all the unnecessary parts and just leave the one that needs to be fixed

#

because some other places might be overlapping with your logic

#

once that is done, you start reconnecting all the previous steps and that way you would narrow down the exact issue

sullen sonnet
#

i don't think there's anything overlapping?

restive eagle
#

"dont think" is not being sure 100%

sullen sonnet
#

that is the start of the system

restive eagle
#

thats not the point, your current problem was that it was not returning back to original rotation

#

so you just temporally remove all the other logic and make that one work first

#

easier to debug if you are not sure about smth

#

anyways im glad you fixed it, im going back to my work ๐Ÿ™‚

sullen sonnet
#

ooo i see what you mean ye i do that often actually but in this case there wasn't much in the way

obtuse pendant
#

when you create a widget (say for a HUD) and create another widget within that widget (say a popup), how do you disable interaction with the parent widget? I tried set user focus but it doesnt work

restive eagle
#

change its visibility

#

not to take mouse inputs

#

not-hit testable

sullen sonnet
#

@restive eagle ty for the help m8 appreciate it!

obtuse pendant
#

Oh I thought focus was meant to take care of that

restive eagle
#

np, didnt help much though :D. you did the heavy lifting yourself

obtuse pendant
#

Ill try it out

sullen sonnet
#

โค๏ธ ๐Ÿ˜Š

restive eagle
#

@obtuse pendant usually mouse click re-enables focus again

#

you could also try changing "is focusable"

#

both solutions should work

obtuse pendant
#

Yeah I figured that "is focusable" is meant to seperate like, static things from say menus

#

but in my case both the parent and the child widgets should be interactive, just not the parent when the child is active

restive eagle
#

well im sure my first suggestion does work, would have to try the second one though

stable needle
#

Quick performance question:

My player character, NPCs and enemies all need footstep sounds and particles. Right now I have sound and emitter components in each character blueprint that activate for each step, but thatโ€™s a bit of a hassle to set up for every new character. So Iโ€™m thinking of creating a separate blueprint that just spawns them for every step of every character, but thatโ€™s a lot of sounds/VFX getting constantly created and destroyed.

Is that a bad idea, performance-wise, or should it make no noticeable difference? (Talking PC and console, not mobile.)

brave pebble
#

Any suggestion what to do when I get non stop crashes in UE4 with this message? "Unreal Engine is exiting due to D3D device being lost."

stable needle
#

Any suggestion what to do when I get non stop crashes in UE4 with this message? "Unreal Engine is exiting due to D3D device being lost."
@brave pebble Did you check this thread? Several suggestions there

midnight gate
#

so im trying to make a menu for all the characters in game by using a actor component and also game modes
note that im using 2 game modes 1 wich runs the battle system 2 wich shows the list by spawning children into a grid widget
so the spawned children are buttons right?
now i want those buttons to change a variable called in party
the variable in party comes from an actor that tells the child wich image and text to use
so how do i cast it backwards from the child widget to the parent aka the actor?
i just want to make a list of characters and set them as available or not

quiet latch
#

@stable needle the standart approach would be to derive from ACharacter and put your functionality there so it's on every instance of your NPCs and PCs ... you CAN do this by creating child blueprints but i would advise against that ... I usually make it so that the porperties of an enemy (models, sounds, values like speed and stuff) come from a DataBase.. that way you can make a new model and just make a new entry in the dataBase to create a new enemy

brave pebble
#

@brave pebble Did you check this thread? Several suggestions there
@stable needle Which thread?

stable needle
whole quarry
#

@whole quarry and yes game instance gets more importance than the game mode. Game modes are honestly rather pointless when developing a mmorpg in the UE4 but they are still partially used.
@tawdry wren

What language are you using for the server?

whole quarry
#

note that im using 2 game modes 1 wich runs the battle system 2 wich shows the list by spawning children into a grid widget

why overcomplicating it? you can only use 1 gamemode at a given time

stable needle
#

@quiet latch Thanks, that makes sense. I considered creating a new character class for that, but that would mean I have to change the parent class for my already existing characters, which tends to get messy. Probably worth looking into though

stray notch
#

i cant export my file.... ERROR: Unable to clear log folder
Anybody have experience finding a work around to export a project...?

oblique tangle
#

Any1 know why this is happening? Got root motion all set up

midnight gate
#

ok ok im almost there

#

so i finaly figured out how to set the in party value inside the widget

#

but now how do i export this value and import it into my actor?

#

that i even have set a value id for

#

i need smth like is this id matchig etc

#

but how this is so complex

quiet latch
#

@midnight gate Gamplay values should be on classes like the Player Controller or in networked games the gameState.. you only DISPLAY these values on the UI ... NEVER put gameplay mechanics in your Menus and HUDs.. so your Controller can get and dirtribute them or your pawn can ask for them.

plush yew
#

hello guys I am using room model which is from internet and I think that i am having problem with the visibility, when I watch the ceiling I can't see it, when I move the camera over it, I see it

#

hmmm

#

how I can fix it?

novel oriole
#

hey all, quick question, does uint derive from UObject, because I have an Array of UObjects, as i want multiple variable types, thanks

drowsy scroll
#

Hello

plush yew
#

??

drowsy scroll
#

Were haiving an issue when packaging the gamebuild?

#

Also @plush yew in the settings somewhere you can enable backface culling

plush yew
#

where is this option?

drowsy scroll
#

Sorry its doublesided geometry

plush yew
#

okay

#

I need to check it or uncheck it?

novel oriole
#

uncheck but beware, it causes your geometry to be rendered twice sometimes, i think

plush yew
#

I tried with checked and unchecked, bth of them= same result ๐Ÿ˜ฆ

#

doesn't see it in the game

drowsy scroll
#

@novel oriole have you any knowledge with compile errors.

#

and Martouu, does it have an alpha mask applied?

whole quarry
#

you need to flip the normal of that face

drowsy scroll
#

Oh yeah didnt think of that

whole quarry
#

that Double Sided Geotry is for collision detection

novel oriole
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What errors are you getting

whole quarry
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if you go in to the material, you cam enable double sided material

drowsy scroll
whole quarry
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then it will render the material on both sides of the face

drowsy scroll
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@novel oriole

novel oriole
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yep im having a look

drowsy scroll
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Oh sorry my bad :p

whole quarry
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discord is slow today..

novel oriole
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Youve got an access denied error in there, so try running the build tool as admin

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or just run ue4 as admin

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see if that helps

drowsy scroll
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Oh okie ๐Ÿ™‚ I'll let you know

late stag
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I am using both engines unity and unreal and I wanna choose a main one for 3d and 2d games which one should I use

novel oriole
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2D - unity

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3D - a bit more tricky, but i imagine loads of people here would say ue4 lol

late stag
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Oh ok

whole quarry
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this community would rather be biased for that question tbh

novel oriole
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but for 2D defo unity

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UE4's Paper2D is wack

late stag
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Oh

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Oo

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K

plush yew
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Hello guys, I have other problem for mp4 in ue 4

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I imported the video

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but it is weird

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I want on this rectangle to be normal, notrotated

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also the video has no sound ๐Ÿ˜ฆ

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idk why

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can someone help me?

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does rebuild lighting time depends on meshes?

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I added meshes to my map, rebuild light is taking much more time

paper kernel
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naturally adding more geometry makes lighting more complex

rocky radish
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on meshes, how many lights, shadow resolution and other things

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but meshes CAN make build times longer

plush yew
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higher poly meshes make lighting rebuild longer?

azure reef
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Hello guys! Just released a game on Google Play and I use Google Play Services for login but the problem is that the login always fails. The strange thing is that in development mode the login it's working. I'm doing something wrong?