#ue4-general
1 messages ยท Page 769 of 1
what's a soft pointer?
my goal is to shift the long loading times on later levels to my initial level
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.
when you create a variable you can select soft class pointer or soft object pointer
Can someone explain this to me? It's from Release Notes:
TFieldIterator no longer iterates properties, use TFieldIterator instead
hiiii !
is there a way to remove this foliage in a choosen square objecct ?
like i want to place a house so when the house is placed the folliage will be removed?
Go to the foliage tab then press shift and do the same you do to place foliages
can someone help me with multi user editing?
@shadow shore im pretty sure it only works if you're connected to your friend with a vpn
is there a better way ??
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
@plush yew use an "or" statement
connect all your boolean values into a single "or" node and use that instead
@storm venture thanks ;)
np, good luck
:D
you're trying to remove all overlapping tree meshes?
ow i changed it with little foliage now xD
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
forums says its imposible but i dont beleive it everything is posible
you might want to consider using blueprints instead of meshes for your foliage
yes i think that to
then i can make some wind effect into it and some walk true grass without putting to mush performance loss
gone take me 30 minuts of blender to xD god i hate blender and the co operation with unreal engine xD
Hey guys, I just have a strange issue on switching to Android preview (ES 3.1, and Vulkan both show this:)
https://storage.googleapis.com/maketheory-send/12b063cf-3450-40c2-b91f-ce07904e27ce.gif
So I'm having this issue
On Shader Model 5 my map looks great
When I swap Vulkan my map's lighting is very different.
What's the general workflow for working between two separate rendering systems like this? Duplicating maps and adjusting lights?
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
@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 ๐
yeah i linked the yt video because i saw you're interested in level design more than actual coding
can anyone say why my meshes stop rotating after a while? I just added the rotating movement component. I want them to rotate forever.
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.
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
Enumeration?
I cant dynamically add entries to a struct
yeah I don't think an enum is a great idea for my thing
You designing a game or something else?
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.
Can someone help me with this, sorry for paint I just couldnt really put it into words
Maybe putting the widget into world space?
Not sure that helps with the space available/angle of the face
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
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? ๐ฉ
unfortunately yes, although you can remove some extra stuff
The only extra components you need is the Windows 10 SDK and the .NET SDK, but I'm not completely sure
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! ๐
Install it through through the VS installer not unreal, ue4 doesnt gove you the option to remove some stuff
Found the solution to my question, orthographic projection mode for the camera is what I was looking for
Your explanation is pretty vague
I want to import something from quixel to Unreal but I don't know what to choose here
do you want to import a datatable from quixel?
So if I'm correct, object placed in area -> camera animation -> epic realistic rocks flying away? @cerulean sandal
Use the quixel addon
I want to import this
Bridge and quixel addon
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
how do I use the addon? Do I need to install it from the UE store or..?
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
@cerulean sandal you could use a explosion force?
whats that?
Have you installed the plugin
hmm I don't know I think not
@cerulean sandal adding a force to objects
@novel oriole ok
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
alright I will thank you @novel oriole
I will welcome you
unless they have to be public, should i make most of my variables private?
dude
im so happy
ive been coming back to this problem on and off for months
and i just restarted the part that i couldnt figure out today
and already
almost perfected it
its so nice
im so happy
?
im not talking to you in specific
ik
sry if the "dude" confused you
im asking what are u talkin abt
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
i have a new motivation for this project now
ahh gl 2 u then!
you can see msgs from me in february where i was trying to get help on this lol
@novel oriole even though I got the message "Successfully installed" I don't have the folders "UnrealEnginePython" and "MegascansPlugin"
oh nvm.. seems like it works now xD
Is anyone here
Nope
Are you good with animation?
dude just ask your question and if someone can help that person will help
Well for some reason my animation has gone wack it's completely fine in blender but in unreal it just doesn't work
maybe send a gif or a short video of the problem
a picture is not able to show an animation ๐
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
Hmm alright
anyone know how to change the spawn location of particles in niagara
changing the '
changing the 'location' on the z axis does not start them up or down
it doesnt make any sense to me
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?
Any one can help me ? i want build someting, to exe and on build i got 0 files
not much we can do but ask what does the error/output log say?
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
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;
}
}
@quiet latch dayum, that's a great response. super helpful, thanks a ton!
โค๏ธ
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
The /master/ branch on github is at 4.26 :- is this correct?
would it be possible to make a material that can change text during run time?
I want to make a computer screen that is printing variables basically, and itll print the words onto the material of the screen
can u get the owning player controller from a player state
take a look at render targets... @neat forge
No.. but you can
if(GetPawn())
{
GetPawn()->GetController<YourControllerClass>();
} @tiny sonnet
I'm looking for someone to help/create a custom shader - what channel would that best fall under?
@half barn Probably graphics if people are feeling generous, otherwise looking-for-talent
Thanks guys for the info, I'll look into those
@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
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
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
@quiet latch im using bp, but that still helped thx!
Is there a node that returns a value based on whether or not the node before it is actually firing?
@neat forge if you're going for a computer screen, check out 3d widgets. you could get really fancy with those
@plush yew cant you use an isvalid node or an breakpoint for debugging?
- allows for the player to interact with the screen
:O
@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
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
Would anyone know how to fix this model problem this only happens with animation
@plush yew What's the problem exactly?
i dont think that rig is for that animation
I'm not sure it looks great in blender
it looks like it twerking but facing forward lol
Looks more like it's mid-fortnite dance to me
sry brother @plush yew
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... ๐คทโโ๏ธ
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
It's not supposed to look like that
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?
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! ๐ @surreal laurel exept for you wanna test your CPU performance
why with high lag values does spring arm camera rotation lag make the camera roll like this? i cant solve it
@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
is that counter function increasing one per tick? .. or does it runn 100 times per tick? ๐ค @surreal laurel
The Do N was left over from a previous attempt, so I guess this is a better look at it:
;;LogLauncherProfile: Unable to use promoted target - ../../../../haha/MyProject2/Binaries/Win64/UE4Game.target does not exist.;; when tried to package exe.
is that counter function increasing one per tick? .. or does it runn 100 times per tick? ๐ค @surreal laurel
@quiet latch Increasing one per tick
@surreal laurel keep in mind you're using !=, which means "does not equal"
@storm venture Right, that way when it does equal the boolean triggers and the counter is reset
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
ah, so you want the "true" in the branch to execute 100 times and then execute the "false" once, then repeat?
?
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
@quiet latch Is using a timeline better than delay?
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
;;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
@surreal laurel did you make the Counter macro?
@surreal laurel did you make the Counter macro?
@storm venture No I didn't, should I?
timers also run on tick.. just not that obvious and maybe on another thread @plush yew
@storm venture nvm I misunderstood, the Counter macro came with ue4
that's weird, it's not in my version
my bad, it doesn't come with, you need the extended scripting library plugin @storm venture
@surreal laurel this probably isnt the best way, but, it seems to work:
;;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
@surreal laurel @storm venture made an edit above.. to make it more clear for BP
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.
some one pls
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
how do i scale an entire particle system, rn it just scales the individual particles like this https://gyazo.com/48b174993b8dea730e2db65f5e0d0bcb
;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
bleh
I am trying to get a sound to play attached to my tornado
added it into the blueprint and started the audio as th second in sequence
but its not playing
he
heh
@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 ... ๐คทโโ๏ธ
@quiet latch i just try to , build exe from ready ue4 project. what can be wrong lol
im click build then package. ;p
anything brother ๐ ... don't know your set up nor what you did @dapper vortex
oh man..idk sawwwyy
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? ๐ฎ
it auto spawns your default pawn by.. well default ๐ ... 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
Yeah, maybe--I'll look into that, thanks!
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?
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
@quiet latch I'm trying to use this https://youtu.be/mKRrLJ4kmFE this is
This scene is available for purchase at these locations:
Cubebrush - http://cbr.sh/ej7iz6
Gumroad - https://gum.co/subwaytunnel
Unreal Marketplace - https://www.unrealengine.com/marketplace/en-US/product/city-subway-tunnel
New York style underground subway tunnel created for ...
It has a spline component in it
@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?
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
@storm venture That very well could be it, I'll try that out. Thanks!
@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
So I couldn't extend it or twist it out anything
O_O... well.. ask the creator to trouble shoot his product ๐ .. I wouldn't know... I know how you can do it yourself from scratch
some one work on VR?
@plush yew i couldnt figure out how to use that lolol
not to mention, i rather have all my inputs in one placwe
@plush yew there is another problem tho
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
Any idea what node sets the widget class of a widget inside of blueprints? (set widget for example doesn't list any widgets)
Is it possible attach particles to an animated.. ..spline
@dapper vortex what ya need?
@novel summit this is possible from normal project, not vr start build it for vr ? to exe ?
like turn a normal project to vr?
is it ok to use the default mannequin for my finished game?lmao
@novel summit yes but after build to it exe
bsc on , engine i can run it, but after?
@dapper vortex so would you be using the vr project template or fps template
fps
@plush yew you'd have to check the tos
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
Yes ofc ik
ok, then yeah. If you have the right software, any fps can be vr
Can splines be animated..
I tried, some things with normal vr started asset, they fun but.. uh
I have no idea sorry
well
@novel summit u know anything about doing exe ? i tried bud nothing create to me
''says'' package complete''
but nothing on folder
can I see your folder
anyone want to make me a quick mesh XD
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
@novel summit ?
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
oh wow I actually did it hahaahha
@white relic Is that a tornado?
any one cna help me how do it this exe?
LogPackFactory: Finished extracting 8 files (including 0 errors).
exporting as fbx and it wont show up in unreal even though says it imported it ๐ฆ
tf
@white relic
^^
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 ...
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
@quiet latch lmao you're awesome dude
๐
i know, right?
โ๏ธ
let me see it towering and threatening in your game if you may... vids pls
hi guys ~ how get shadowmap on material editor?
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
Can anyone help me with a pc issue please
@grave spruce first thoughts - the way the engine api is exposed (https://github.com/nxrighthere/UnrealCLR/blob/master/Source/Native/Source/UnrealCLR/Private/UnrealCLR.cpp ) is a total failure, and the license (https://github.com/nxrighthere/UnrealCLR/blob/master/LICENSE ) is basically saying no one can use it for any real purpose
@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
i enabled forward rendering and distance field shadows and my shadows dissapear on play, anybody know why?
fresh level, no post processing
ok~ i need think about it@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
ok
I want to simulate shadows on the mesh...because the mesh is Luminous@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 ๐
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
thanks for you @quiet latch
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
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?
@chilly gale open the mesh and change settings under "transform" then click reimport
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
oh yeah makes sense when you are setting the hinge
i would just throw that mesh into maya and edit the pivot there
So I guess it export it change it in an app and bring it back again still, really should be a standard IMHO
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
is anyone good with particles? How do I get these to stop twinkling/blinking https://gyazo.com/d7e42e8cd4f2b088629937109aaedb50
it's more for having it work in BP's changing out a door that Y forward with a X forward doors not nice
you could try parenting the mesh to a component scene
and the scene would be the new pivot
Like an empty?
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
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?
@restive eagle thanks for ALL your efforts and help Sir
As you say export fix is much cleaner and more professional
yes definitely, even if you never worked with maya/blender that shouldnt be too difficult
It's for doors in a UMG interface so who know what could break
im sure there are some tutorials online
@restive eagle you talking to me?
I can use Blender to do mesh work don't ask me to do bones or rigging tho
but you can make your custom blueprints from the source code
@restive eagle how?
carefuly? <smile>
Search the world's information, including webpages, images, videos and more. Google has many special features to help you find exactly what you're looking for.
i mean your question is not really reasonable
theres no magic button that on click will make that happen
so basically what I do is get the source code from a game, put it into UE4, then reverse engineer it into a blueprint?
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
Taking ANYTHING from another engine into UE4 would be deep deep Dodo I think
I would'nt want Epic leaning on me
prison is just a place though
Lotta time to contemplate code I guess
probably wouldnt go that far but still :D. dont use what you dont own
code: the most frustrating language to learn
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.
In this example, it ends up beneath the box.
What am I missing?
Anyone?
you need to put all your boxes inside the border
border need to be at the top of your hierarchy
@restive eagle Thank you for the help, let me try that, I believe I have but let me check.
the same way as you have it with "b_global"
@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.
you havent parented anything to the border
theres no collapse arrow
it means its empty
drag the sb_buttons to the border and should be fine
@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.
?
for me it snaps without any issues
not sure if the reset will work, worth a try i guess
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.
umm i took this image from 4.21
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.
Any idea to make visual studio autocorrect better for ue4 cpp
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.
try deleting saved and intermediate folders, dont know what else you could do...
or maybe just saved should be enough
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
inside that animation find this
and change the import rotation
then click to reimport
i think it should be x90
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 ๐ฆ
right click on the macro and find references
I found this
@stray tundra then click this https://prnt.sc/t0ij1x
@plush yew told you what to do
@restive eagle what if i want to search all macros not with a specific name
@stray tundra no clue then
hello again
I started setuping animation bp
but i have no animation for idle ๐ฆ
I found from mixamo, will try to setup it
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?
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
Hello, guys can you give me an advice if you know some service which teaches UE4
im basically new
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
Where did you guys learn how to work in UE4?
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?
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
Ultimately you might have more than one reason why the AI shouldn't chase :P
@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.
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?
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.
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?
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:
Hmm, ok.
But worth a try backing it up though
Sure.
anyone working with blender and UE?
should a fast-paced RPG game have crouch-mechanic?
@unkempt sandal yes i do
@wooden forge Any idea why the thing happens in the pic?
No idea, tbh, could yoy send me the blend filw so i can check it on my end
Sure, redoing the IK-s now, maybe i messed up the parenting somehow
Aight
anyone know how to import an EXR images as a cubemap? It keeps showing up as an image texture.
@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
Uhh i think i got it @wooden forge , but thanks anyway !:)
all good @unkempt sandal , i was a bit busy rn sorry
@wooden forge No problem! ๐
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
@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
Part of the tutorial streams of an entire game
join the discord
https://discord.gg/0n3t7wXxHlRiCB9C
support my work
www.patreon.com/hellrunner2k
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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
i think thats plane
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.
Did you try deleting your saved folder now?
Yes, that didn't work, alas @regal mulch
@regal mulch can you please answer in private chat
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
I appreciate the idea though, truly.
I already forwarded your PM. You would do good not using the Server at the moment, cause you are basically ban-evading.
is it safe to delete derived cache folder?
@plush yew You can use a material to distribute foliage... look that up.
@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
@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.
@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.
Oh, the project-specific one, yes I believe that's the one I edited.
One moment, checking.
Please unban my other account, i beg you. I have been banned for a year, i would never do that again ofcourse
a ban sounds more reasonable than a warning
hello guys I have problem with my animations, my character when I turn him left or right he does it so weird
people tend to not take warnings seriously
lol, what on earth happened to get permanently banned from a support channel?
what did he do? ^^ Just curious.. don't wanna do it myself
when youre banned, you know if what you did was right or not as compared to just a warning
Sure, no worries, just curious.
@regal mulch derived cache, whats the purpose?
https://gyazo.com/f5d266644551a244d0624e83221547eb why can i not rezise the highlited capsule?
@regal mulch Thanks! Im planning to dive into C++, so if its doable i will try to figure it out! ๐
is this channel ok to ask for help ?
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
was that to me? XD
oh no just in general since people were wondering what happened
ah
@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.
Anyone know an easy way to get direction speed?
Your best bet is to remove Intermediate and Saved folder of your project and check if that resolves it
of a character in bp
If not, then there are stillsaved folders for the engine itself i guess
@sullen sonnet Velocity of the CharacterMovementComponent?
@regal mulch Thank you much, I'll track down the Intermediate folder as well.
@open wadi ๐ https://prnt.sc/t0lhdk
@regal mulch well i need forward speed and right
@sullen sonnet GetVelocity() ----- speed
FVector VelocityTmp = GetVelocity();
VelocityTmp.Normalize() ------ Direction
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.
Oh, @restive eagle, I apologize! Must have stepped away when you provided that response.
im joking btw @open wadi ๐
let me try
not angry
Well I just tried intermediate too and the details panel remains in the same spot.
create a new project and see if the problem persists
I closed the project, renamed both folders to bak-NameOfFolder, relaunched the project, and the behavior remains.
but it should be project related
@restive eagle Will do.
Hey, does anyone know anything about UWP Support in Unreal Engine?
@open wadi it wont hurt removing them in general
Ok, I backed up the directories, both of them, and deleted them entirely.
Let's give it a shot.
@regal mulch ty so much i didn't know dot product is so useful
any1 know a ue4 discord where 1 can ask for help? sry nif not allowed to ask it ehre
Guess you could try to reinstall the engine version itself :D
thank you
@raven island and https://discord.gg/unreal-slackers
Yes, different projects work fine.
kappa
So it's tied to this specific project.
if its not a big project you can try migrating everything to a new one
Hmm
@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)
Also, could there be any other place that such viewport settings might be stored within a given project?
Project-specific settings?
thats your saved folder
Bizarre.
what i did was make a bp class character and add the pig to that
@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.
Not sure if relevant, but the details pane in question that is misbehaving is within a UMG Widget.
if i rezise it there it also rezises the pig
Never mind, just confirmed that permanently-undocked details panel is happening within all modules, or whatever the term might be.
@raven island That's if you scale it. But there are seperate options like character height, etc. that modify the root collider
okay ill look into it thx
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.
found it thank you
@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
yeah idk what u mean by that
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
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.
@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 ^^
@regal mulch That would be tremendous, thank you.
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
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.
Character capsules are meant to be upright. All you can go down to is sphere size
@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.
alright thank you
ะะตัะตะฐะปัะฝัะน ััะฝะพะบ ะดะฒะธะณะฐัะตะปั
gesundheit ^^
just assume no?
@noble marsh you speak some english? ... I only know the trading language of the planet and german .... I might be able to help you ๐
lol
Hello guys. Maybe you know how to limit frame rate on particle system? I want it to update only 24 frames per second.
cascade or niagara? .. particles update on every frame... but you can define the speed of the flipbook.. idk what you wanna do ^^ @spring arch
What's the recommended way to download the latest version of UE4?
what do you mean?
Manually download it or leverage the Epic installer somehow?
do you need to edit the source?
if so download and build it from github
if not use launcher
that makes 0 difference
I should build from source on Windows? Ok.
Normally if I'm building from source I think *nix.
yes, i blocked you
wtf?
stop harrasing me in dms
@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?
https://www.youtube.com/watch?v=UlzrLj2XPfs&list=PL8XXsDrzCD2s0QoTTdstqjlxXUXDaJH5x
I make a video series to explain exactly that.. it's raw streams tho so you might need to skip though stuff
@open wadi
Part of the tutorial streams of an entire game
join the discord
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Yes, I'm watching, thank you @quiet latch.
is there a reason why you need the source?
@spring arch yes.. there are some open source programms that take a series of pngs and make a spritesheet
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.
oh then use the launcher
Since they like you launching from the UI.
building from source will take up a lot of space
The Launcher, yes.
@quiet latch Ok thank you!
and it will take hours to build it
@open wadi Which UI element did you unhook again?
@regal mulch The details panel.
I moved it to the left so I could take a reasonable screenshot on this 40" 4K monitor.
Like, in the Event Graph of the Widget area?
And now, I cannot get it back.
Screenshot?
@restive eagle Yes, BUT.. you have full source code controll and neat little features like the ability to make dedicated servers for your game
Yes, exactly, screenshot coming.
About Source: Get a decent PC :P then it takes ~20 min to compile the engine if at all
@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
ooofff... MONSTER rig @regal mulch ๐ ... i compile about 4-5 hours on the damn thing .. rip me
For example, it's detached. And I've dragged it to the left here so it will fit in a reasonable screenshot.
And for the life of me I cannot reset it so that it appears in the right sidebar like it always did.
this is the problem with the animation, idk why it is weird
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.
@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
@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.
@open wadi wierd ....
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.
yeah that option doesnt exist on 4.24
i think they changed it to load - load default
@open wadi
@restive eagle That makes sense.
Just load - the default engine
but he said that doesnt work
oh, sry my bad, came in late ๐
@ashen ermine Yes, I've tried that several times, does not resolve the issue.
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
No worries.
@open wadi seems like a bug at first glance... cutsom build you say? .. idk brother
I appreciate the help.
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
@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.
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
sometimes it might be a bit wonky
@open wadi close engine, go to "\yourproject\Saved\Config\Windows" and delete the EditorPerProjectUserSettings.ini - it should reset all layout and stuff
lol wtf xD
its been going for some time now ๐
@regal mulch If I drag it to the right, this is all it will do - taking up the top half of the viewport.
Then you dropped it on the top of the window :D
Is there some sort of right sidebar I need to open to give it a place to dock?
No, it's attached to the right of the graph
you are dropping in this zone?
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.
Thank you very much @restive eagle @regal mulch @quiet latch
Good lord.
The space is not as large as indicated there.
i mean thats the first thing you should have tried...
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.
:D
but since you said it doesnt snap we believed you
hahahaha... well it worked in the end ๐
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.
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?
@ashen ermine
take a look at this
https://docs.unrealengine.com/en-US/API/Runtime/UMG/Components/UWidgetComponent/index.html
The widget component provides a surface in the 3D environment on which to render widgets normally rendered to the screen.
it's a widget component placable in 3D space ... and you can even easily interact with it if you get one of those in your player controller and hook it up
https://docs.unrealengine.com/en-US/API/Runtime/UMG/Components/UWidgetInteractionComponent/index.html
@ashen ermine
This is a component to allow interaction with the Widget Component.
@quiet latch But the point is I want it to be 2D
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
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.
well... then make a large SConstraintCanvas and drag it over your main canvas.. maybe ^^
https://docs.unrealengine.com/en-US/API/Runtime/Slate/Widgets/Layout/SConstraintCanvas/index.html
@ashen ermine
ConstraintCanvas is a layout widget that allows you to arbitrary position and size child widgets in a relative coordinate space.
oh wait.. UMG is different... but it should be easily possible in UMG aswell
@quiet latch "constraintCanvas" isn't exposed to UMG ๐ Was looking at the canvas options maybe it's something in there...
check it please
??
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
^ 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
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?
@quiet latch Yep, ๐ 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...
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.
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!
Is 4.25.1 stable? Any major issues since it's a .1 subversion?
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. ๐
@open wadi I ran into issues with win7 on that build ... I REALLY hope they resolve it in the next update
Oh really.
check it please
@plush yew how I can fix this turning?
i need to use replicating for local co op ?
@fierce forge Local sa in LAN - yes .. local as in couch splitscreen - no ^^
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?
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
instead of "reverse" go on "reverse from end"
that doesn't work either
the false check goes through aswell
it's just not reversing
Anyone ?
Is adding a negative force a good idea to simulate gravity?
That's probably how the engine applies gravity
Anyone know how to export materials from blender? my whole ass model is exporting with no materials just some horrible off white colour
@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
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
@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
what can i do if it is ? @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"
on start you can get your rotation and promote it to a variable
which will be plugged in into A
im not exactly sure i follow you
no idea why it should be an issue and what begin play has to do with it?
because it rotates me weirdly when i play
thats not enough information to determine whats exactly wrong
hmmm how can i explain
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
ye but during slide i can still change rotation
so then save only the axis you want it to return at
like you did with your "B" input
hmm ok let try
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:
doesn't work
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"
it doesn't reverse still
have you checked if it ever goes to false?
@sullen sonnet play from start & reverse from end maybe?
it is
are you changing your rotation before the timeline?
no
because it should return to your original rot
show me a picture
how it looks atm
it starts true ye and nothing happens on reverse it's stays at the rotation that play from start sets
show how it looks inside your timeline
wait
another guess would be that you are calling this event constantly on reverse
can you add a print string on update and connect it to "alpha delta"
to make sure if it returns to 0
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 ?
force close @frank oar
thank you @sullen sonnet
@restive eagle i think having a timer with a timeline is bad idea lol
guys whats the JDK version used for Packaging for android. I am suing 1.07 and its giving me error
it sticks around 1, right?
@restive eagle and it does goes to 0 on reverse
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
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
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
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
i don't think there's anything overlapping?
"dont think" is not being sure 100%
that is the start of the system
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 ๐
ooo i see what you mean ye i do that often actually but in this case there wasn't much in the way
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 ty for the help m8 appreciate it!
Oh I thought focus was meant to take care of that
np, didnt help much though :D. you did the heavy lifting yourself
Ill try it out
โค๏ธ ๐
@obtuse pendant usually mouse click re-enables focus again
you could also try changing "is focusable"
both solutions should work
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
well im sure my first suggestion does work, would have to try the second one though
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 thatโs a bit of a hassle to set up for every new character. So Iโm thinking of creating a separate blueprint that just spawns them for every step of every character, but thatโs 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.)
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."
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
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
@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 Did you check this thread? Several suggestions there
@stable needle Which thread?
Sorry, messed up the copy-paste: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1722586-unreal-engine-is-exiting-due-to-d3d-device-being-lost-again-and-again/page2
Hi
I have noticed a new issue with UE 4.24 when shaders are compiling if I tried to move around in the level even a little movement, or play the level the editor will crash with message
Unreal Engine is exiting due to D3D device being lost.
also when renaming/moving a fol...
@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?
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
@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
i cant export my file.... ERROR: Unable to clear log folder
Anybody have experience finding a work around to export a project...?
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
@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.
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?
hey all, quick question, does uint derive from UObject, because I have an Array of UObjects, as i want multiple variable types, thanks
Hello
??
Were haiving an issue when packaging the gamebuild?
Also @plush yew in the settings somewhere you can enable backface culling
where is this option?
uncheck but beware, it causes your geometry to be rendered twice sometimes, i think
I tried with checked and unchecked, bth of them= same result ๐ฆ
doesn't see it in the game
@novel oriole have you any knowledge with compile errors.
and Martouu, does it have an alpha mask applied?
you need to flip the normal of that face
Oh yeah didnt think of that
that Double Sided Geotry is for collision detection
What errors are you getting
if you go in to the material, you cam enable double sided material
then it will render the material on both sides of the face
@novel oriole
yep im having a look
Oh sorry my bad :p
@plush yew in the Material, the Details Pane enable the Two Sided option
discord is slow today..
Youve got an access denied error in there, so try running the build tool as admin
or just run ue4 as admin
see if that helps
Oh okie ๐ I'll let you know
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
2D - unity
3D - a bit more tricky, but i imagine loads of people here would say ue4 lol
Oh ok
this community would rather be biased for that question tbh
Hello guys, I have other problem for mp4 in ue 4
I imported the video
but it is weird
I want on this rectangle to be normal, notrotated
also the video has no sound ๐ฆ
idk why
can someone help me?
does rebuild lighting time depends on meshes?
I added meshes to my map, rebuild light is taking much more time
naturally adding more geometry makes lighting more complex
on meshes, how many lights, shadow resolution and other things
but meshes CAN make build times longer
higher poly meshes make lighting rebuild longer?
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?
