#ue4-general

1 messages Β· Page 772 of 1

sullen sonnet
restive eagle
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i think i had the same issue as you, in the end i decided to stick with a montage

sullen sonnet
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@restive eagle in order for it to work i have to set the char to flying which is annoying

restive eagle
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only this animation doesnt work or other anims too?

sullen sonnet
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but animation without montage doesn't work at all

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all that go up

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horizontal animations are fine i believe

restive eagle
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ahh, maybe try disabling gravity for the character temporarily

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while its doing that anim

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maybe the movement component has to do smth with it

sullen sonnet
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well i did change it to flying it's the same effect

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but no work

restive eagle
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but you just said it works if you change it to flying

sullen sonnet
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only with montage

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no work

restive eagle
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can you show your bone list?

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might be that your root bone is not at the top of the hierarchy

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but just a guess

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i think he had the same problem

sullen sonnet
restive eagle
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does your root bone stay in the same place?

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during that animation

sullen sonnet
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i mean ye XD

restive eagle
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so its not a root animation?

sullen sonnet
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wait explain

restive eagle
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honestly i dont remember if root needs to stay at 0.0.0

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but try clicking on the link i've sent you

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im no expert in root anims, so honestly cant help you much in this case. sorry

sullen sonnet
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root enabled @restive eagle

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without root it goes up but without capsule

restive eagle
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had the same issue that capsule didnt move but i somehow fixed it in my other project.

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i would recommend downloading ALS

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and trying to learn how they did it

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they have a climbing system as well

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cant help you more honestly, sorry :<

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but that system should have everything you need

sullen sonnet
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oook ty

restive eagle
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you can use this as your foundation, its very well made

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they have discord support too

sullen sonnet
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ill look into it

upbeat lake
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hi all, anyone can tell me if 2 way audio is possible with pixel streaming? I have it working with one way audio, but how to get audio back from the web viewing client?

wary wave
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I don't believe you can

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it may be possible with engine modification, depending on how streaming hooks into the browser

cosmic furnace
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can we use c sharp in ue4?

obtuse pendant
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If someone could be bothered to look at this quickly; one picture is just the standard TPS BP, second one is standard TopDown BP and the third is what I added, switching the cameras works, but the control is what I'm stuck on: how can I seperate those entire comments of nodes so I can toggle between them?

silk ingot
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An error occurred while trying to generate project files.

Running D:/Games/Unreal Engine/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="D:/Unreal Engine/MyProject2/MyProject2.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Windows SDK must be installed in order to build this target.


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Hello lads, I've been working in Unity for a while now. But I've been wanting to learn how to use UE.

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After some research I've found it was best to start with a C++ project rather than a Blueprint project (difference between these are still a bit confusing to me)

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But when trying to create the project I get this error.

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However, if I create a blueprint project. This error does not occur.

wary wave
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I would suggest that you need to install the Windows SDK

silk ingot
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Wherefrom,

wary wave
silk ingot
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Ill give that a shot, thanks in regards.

wary wave
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hehe

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UE4 needs the 8.1 SDK, but I would be very surprised if everything isn't included in the Windows 10 SDK

silk ingot
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I guess we'll find out πŸ˜…

digital badger
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I deleted a file and it's started to haunt me. I removed all references, the raw *.uasset file has been deleted, but Asset Manager keeps complaining about the asset being unable to be loaded. Any suggestions?

novel oriole
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I usually download the Win 10 SDK from VS Installer, it’s much easier to manage etc.

wary wave
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installing Visual Studio would install the SDK yeah, but I don't think it's bundled with VS Code?

silk ingot
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I have both

novel oriole
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check your components in VS

wary wave
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@digital badger - that would suggest you didn't manage to find all the references (also never delete the raw uasset file)

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I would recover the deleted file, then try to track down those remaining references, the referencing assets would usually show up in the reference viewer

silk ingot
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I used to use VS Studio, but after a new Unity update it had some problems with compiling the code from some library's. Gave me some errors that weren't supposed to be there. When switching back to VS Code it was all fine again.

digital badger
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@wary wave I figured, now I have to go through this mess. Thanks for the suggestion, if the file is no longer recoverable would creating the asset with the same class/name work?

wary wave
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probably not - but the file should at least exist in the recycle bin

digital badger
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It appears I have cleared it since then :/ time to audit all my files

silk ingot
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Well, installing that SDK did indeed work πŸ˜…

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Odd that I had to reinstall it from an outsource rather than VS itself.

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but if it works, it works.

wary wave
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it's an optional install in Visual Studio

silk ingot
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I believe I had it installed. But maybe it was outdated.

wary wave
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which seems sensible, since not everyone will be developing Windows applications

silk ingot
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Fair enough.

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I hope I'm not going to get problems mixing up C# and C++ on the long run πŸ˜…

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Now I am wondering what has changed between the Blueprint project and C++ project.

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they both look like the same project to me.

wary wave
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one has a C++ project file, the other does not

silk ingot
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Alright.

upbeat lake
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@wary wave thanks for your response regarding pixel streaming 2 way audio. That's really to bad. It would be great to be able to tap into the viewers mic for a thing I'm building.

plush yew
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hello guys, is there a way with key when i click the camera from third person to change to first person?

vernal thicket
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@plush yew Add the 2nd camera whether it be the first or third person, Attach it to the character mesh, then set whichever you want to start on as active, and use the key press to toggle activate the first person off and the third person on, and vice versa

plush yew
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oKAY

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HOW WILL LOOK LIKE THIS SYSTEM?

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ops sorry fr the caps

vernal thicket
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Look

plush yew
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πŸ˜„

vernal thicket
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Here's a tutorial

plush yew
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ty

hearty trench
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where can I learn how to make games in ue?

vernal thicket
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@hearty trench I'd start with devsquad learning hub on youtube, he's in my opinion the easiest to follow to get started & covers lots of points thoroughly

restive eagle
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anything but virtus...

vernal thicket
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What's wrong with virtus?

frank oar
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Hi,
Basic question.
if you need to reference an object to access BP concerning that object from within a seperate BP,
Is using a "Cast to" adequate for the task ?
(I would expect it to be context dependent).

restive eagle
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he uses worst approaches for most of the stuff

vernal thicket
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Yeah

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He simplifies it for beginners lol, it's literally the basics

restive eagle
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just teaching bad practices

vernal thicket
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Each to there own

restive eagle
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well sure maybe its fine just to see a bunch of different nodes

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but nothing else

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after few years you will look back and think to yourself, did I really did that..

vernal thicket
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As you said, to learn how certain things work, it's not for building a full project

restive eagle
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there are probably only few youtubers that put in time to explain why they went with this method and not the other

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most of them just tell you to copy things like mindless zombies

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Mathew Wadstein is a really good teacher

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he should look him up

vernal thicket
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Agreed, but for a complete beginner, someone who's never done this before, virtus does a good job at showing the basics to get started

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@frank oar If you cast to, you can drag off the 'As', get the variable and then promote it to variable

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But It's better to Cast to at the beginning and not repeatedly, you can promote the 'As' straight up to a varaible and then use that reference to get the other variables

frank oar
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Yeah MW is amazing,
Speaking from the perspective of someone who started learning game dev 3/4 months ago, I can say that there are certain quality's a teacher can have to actually get the message across.
Not many of the youtubers (knowledgeable as they are, really get the information in/point across/explain things through)
I have just recently started using the learning portal/online courses that you can access directly through the epic launcher.
Since then I have had so many THATS IT moments.

I really do wish I started there.

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thank you for the knowledge @vernal thicket !
thats really helpful!

vernal thicket
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No problem bud, glad i could help

austere scroll
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is there a node that makes it the activation of the node by chance ? like sometimes it does and sometimes it doesnt 50% 50%

restive eagle
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one way would be using "random int in range" 0-1

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then lets say if its = 1 you add a branch

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probably there are other ways, but this is pretty simple as it is

austere scroll
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if i want to make it less frequent , i increase the number from 1 to whatever i want ? @restive eagle

restive eagle
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yeah if you want lets say 25%, then min 0 max 3

late gorge
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Anyone know of a fix/workaround for 4.24 constant shader compiling issues?

next jetty
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@restive eagle don't forget about Random bool with weight

restive eagle
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never used it before but you are absolutely right

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@austere scroll look what @next jetty wrote. it will be easier to setup exact % without having the need to calculate it manually or making a macro

austere scroll
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where ?

restive eagle
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above my post

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"random bool with weight"

austere scroll
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oh ok

restive eagle
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my example will work too, but if you are going to make different % in the future. that example will be easier to setup

austere scroll
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the spawning is fine , its just that the logic doesnt activate when it spawns

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which im trying to figure out why

restive eagle
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my point just was about the chance. that theres a better solution to what i suggested before

austere scroll
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yea ok thanks

granite magnet
austere scroll
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@granite magnet not sure but it might be for #graphics

granite magnet
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alright I'm gonna post there

wooden forge
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is there anyway i can make the edges of this object a bit more visible? it looks like 2d on mobiles

lost monolith
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evry time i import something from megascans it crashes, pls help

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@wooden forge or simply add colour variation

plush yew
wooden forge
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thanks, i'll try to find something out

plush yew
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@plush yew this is something new ill try it

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@plush yew to answer your other questions 8 GB of RAM is pretty low to work with UE4 and it will be painful, if you have no need for a custom source build use the launcher version, and UDK is something else entirely and you only want it if you want to mod old games, not make new games
@plush yew ok

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im having problems with the launcher

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version

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adding a class and compiling it or the project

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always tells me c++ compile failed

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someone please help me with this i really got tired and frustrated using unity and godot to me was so much easier ofcourse unity cant be edited in some aspects but still didn't have problems adding or compiling the project

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and i cant be using a desktop these days im constantly moving can someone recommend a laptop for future uses im going to change this ... also im going to add rams to this one

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you had a textbook case of not enough virtual memory
@plush yew yes im installing Unreal through the epic launcher again

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hello guys I have little problem with the animation of the chair, I did this code for it, when i press X it works, but when I click again X it doesn't work 😦

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serious CPU, serious GPU and 32 GB of RAM
@plush yew wdym by serious ?

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well wat about something for "gaming" i mean by that more powerful like lenovo legion y540

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3ghz ? is their something like it in laptops uk i can use ?

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the problem was in the X button that i setuped, idk why it didn't work

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ok then

rigid belfry
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@austere scroll if you select 2 or multiple nodes, you can press Q on your keyboard to straighten the nodes

austere scroll
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ok lol

rigid belfry
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to drag reroute nodes, select it first and then press ctrl to drag it around

plush yew
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@plush yew should i try installing from the epic launcher now or there is other fixes i should try ?

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mhm ik i used the source cuz i thought it would be easier but i see its a painful process every time i wanna compile a project or start editing something

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so im going bak to the launcher version

rigid belfry
plush yew
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i thought so having "2" problems adding and compiling in the launcher i thought well lets give it a try

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but now

rigid belfry
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is it now possible to animate stuff in the editor itself?

plush yew
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"100" error msgs

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lol

rigid belfry
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@plush yew can i animate all kinds of actors now? say i wanna animate a cube. it is possible in unity, but from what i could understand, it is not in unreal

plush yew
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should i restart before i install or its ok to install unreal first ?

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❀️

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ill come bak for u if it doesnt wooooork lol jk thank you so much ❀️

rigid belfry
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pretty much that. you just animate through the animator

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i'll take a look at the sequencer first and then try the character rig project

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i am assuming the latter is used for playable characters rather than random actors

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good to know

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thanks a lot

plush yew
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hello guys again I have problem with the animation, I did it but when I click the button to move the chair, after time the chair goes back without touching the key again-why?

rigid belfry
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maybe the problem is that your actor goes back to starting position after animation is played

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see if theres any setting that could prevent that inside the actual animation

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could also be that the animation is looping?

plush yew
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no

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I didn't setup it looping

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in the cinematic I don't make it to return

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other question, I want to play video with sound and picture but when i upload it unreal engine detect only the video, why? it does it with every video 😦

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😭

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hey can someone help me out real quick?

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now I checked that in my other projects when I upload mp3 format music I can't use it cus it uploads in format

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why it uploads by default

frank oar
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why am I suddenly getting this message ?
NAVMESH NEEDS TO BE REBUILT.

plush yew
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i cant link Get direction to the speed so its not giving me a direction variable, help?

austere scroll
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@rigid belfry i made your set up on a spawning system , but the AI just stands there , is there anything i need to add/missed that would fix that ? thanks in advance

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there are oter parts for the AI blueprnt

exotic thicket
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you need to either use a spawn ai node or set auto possess by ai to spawned

spice cliff
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Hello i was just importing my mesh to see if there are any problems and this came up, how can i solve this, im not sure where to start

plush yew
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hey can someone please help me real quick?

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whenever i look down** my character cant move forward**

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he can move** side to side though**

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suggestions?

austere scroll
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@exotic thicket THANKS

exotic thicket
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Sounds like you're using the camera's forward vector to calculate movement direction instead of the character's

rigid belfry
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@austere scroll what that script does is, it simply instantiates an actor in your scene. it would be as if you were to literally drag the actor and drop it in the scene. what happens when do dont use the spawning script and instead drag the AI in the level? does it work?

austere scroll
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πŸ‘

plush yew
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can someone please explain a way i can calculate the direction?

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i made a blend space but i need a direction input to make it work

rigid belfry
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you can set the ai logic without using blueprints, in a class setting i believe

plush yew
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@exotic thicket how can i make it use my characters movement vector?

rigid belfry
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@plush yew i think you can do get velocity from the mesh??

plush yew
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lemme check

rigid belfry
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or the character movement component

plush yew
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where would i find that?

vernal thicket
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Don't you need to get the actor rotation and plug it in?

plush yew
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should i get controller rotation?

rigid belfry
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get actor rotation, get velocity

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plug those in the calculate direction function

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it spits out a float value and you can promote that to a variable

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you could even get the vector lenght out the velocity and have it be a speed variable

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anyone has any doc for having a landscape material use different textures based on height? i am assuming its done through masks?

paper kernel
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Question about map data: if I have a dummy actor that gathers some information about map geometry, how could I bake that into the map as persistent information?

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or do I just have to export it into separate file

plush yew
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i think i realized my problem, i rigged my blendspace for the slowalk animation, but my speed when pressing W exeeds that strait to running animation which has no blendspace

hearty walrus
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How do I access a boolean from another blueprint?

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I'm trying to change a boolean whenever the player walks through a trigger box

rigid belfry
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you can cast to it to begin with

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but that can get very expensive real fast

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from the trigger box event, there should also be a "another actor" pin

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thats the actor who triggered the event, from there you can have access to your character

plush yew
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Hi Guys, I got a little challenge (or not). I’m no expert yet and I don’t make the worlds that I use, only modify them to make them work for xR purposes.

For xR I use front plate and Back plate, that’s setup with 2 cameras each in the same position in the same world.
To achieve what I want at the moment, I run 2 instances of unreal eacht with different objects deleted from them.
But I want to run it in 1 instance to make it run smoother.

I know that there is a option to hide in game, but I wan’t to make something like hide for camera.
En then choose either camera 1 or camera 2.

I don’t know if it's very clear what I want to achieve but I hope one of you guys can help me out!

Thanks in advance

hearty walrus
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shit my cat stood on my keyboard

placid hill
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I am trying to get a grenade working but I can't figure out how to talk to another blueprint properly. I want it to check if its overlapping the component made by the grenade at explosion time

rigid belfry
hearty walrus
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oh my

rigid belfry
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is the new control rig project so buggy just for me? also isn't there any form of documentation? no tutorial?

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i have never worked with the sequencer so i am feeling a little lost

fleet wraith
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do the paragon assets in the marketplace come with their abilities or particles? It looks just like their movement and basic attacks

rigid belfry
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i dont think thres any vfx avaible?

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might be wrong though

merry gazelle
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I'm hoping for some feedback on my particular usecase.

I have 1000 words as .wav files (200kb) each. I want to randomly play these files.

Originally I had a similar random word setup using multigate and tons of nodes. This time I think it's best to have a BP that connects to a datatable. Do you think this is the better way to go?

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I'm just worried about inputting all the files / titles into a large table and then hitting a limit or maybe 1000 entries is to much to handle(?)

rigid belfry
hearty walrus
placid hill
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im trying to interpolate a post process blend weight but I can't seem to get it to work?

rigid belfry
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this was done in unity, but the concept still holds @merry gazelle

hearty walrus
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Here's a better view of the compiling error

placid hill
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need to set what object is connecting to third person character

hearty walrus
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there's no object.

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It's for a debug GUI

placid hill
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the gui is the object

hearty walrus
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ohhhh

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how do I connect it

placid hill
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drag of object and type in Debug_GUI

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see what pops up

hearty walrus
placid hill
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bring up the list that shows when you type it

hearty walrus
placid hill
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hmmmm not sure. still learning bp myself

indigo glade
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you wont be able to cast a widget to a third person character

placid hill
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what about the camera within it?

rigid belfry
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the way to normally handle widgets is not by casting, but by housing a reference to that widget as a variable. If and when you add the widget to the viewport, set the variable in your character class or level BP (or wherever) to reference that widget and handle all interactions with the widget through that reference variable.

hearty walrus
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...what?

rigid belfry
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you have player named joe

hearty walrus
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yes

rigid belfry
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scratch that, watch this video

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that'll explain it a bit better

mellow flame
plush yew
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other question, I want to play video with sound and picture but when i upload it unreal engine detect only the video, why? it does it with every video 😦
anyone ??

placid hill
hearty walrus
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@mellow flame did you mean get player character#

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or controller

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character compiles with no errors, and controller shows a warning

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not a fatal error, just a warning

mellow flame
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it depends on where you're running that function, of course if you're inside playercontroller blueprint the casting would be useless, since you're already performing stuff as playercontroller

hearty walrus
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okay, it's compiling fine - how do I actually get it to show up?

mellow flame
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what you trying to do?

hearty walrus
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show if InLevel, a variable in ThirdPersonCharacter, is true or false

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boolean*

indigo glade
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@plush yew did you add the MediaSound component?

mellow flame
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@hearty walrus to see in the viewport just attach a "print screen" and connect your bool variable to the string pin

hearty walrus
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this is in the GUI, right

mellow flame
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no

hearty walrus
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where is it, then

mellow flame
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just in the viewport as "debug" print

hearty walrus
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where do I write this code

mellow flame
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in the blueprint

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soon after the function

hearty walrus
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what blueprint

mellow flame
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the one you're trying to access that variable

plush yew
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how to add it and where? @indigo glade

hearty walrus
indigo glade
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its "print string"

austere scroll
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whats the node for disabling collison ?

exotic thicket
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it's set collision something or other

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it sounds more like enabling collisions but it has an option so you can choose

austere scroll
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but it just shows this

hearty walrus
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It doesn't display @indigo glade

exotic thicket
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yeah try one of those

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the right one has a selection you can use

austere scroll
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do i keep it unticked

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?

exotic thicket
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unticked means no collision yeah

austere scroll
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ok thanks

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nope

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it doesnt owrk

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i have this AI actor and when i kill it it turns into a ragdoll

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but his collision stays where he died

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although i put it so it disables collison

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that doesnt make sense

exotic thicket
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try one of the others then

hard quarry
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If you add a Physics constraint to an object inside an actor it works, but it does not take in account the rotation of the static meshes which you selected.
In this example the door mesh (blue) and the anchor mesh (red) are both rotated -7 degrees, but the bounding boxes itself, red and blue are not rotated -7 degrees
Does anyone else experience this?
If so I would open a bug ticket.

indigo glade
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@hearty walrus what class did you derive your blueprint from?

hearty walrus
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?

indigo glade
fierce forge
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hi , do somebody knows from where i can get or buy a cartoon skybox for my game ?

austere scroll
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@fierce forge there is a program called "Spacescape

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it makes u make ur own skybox

fierce forge
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cartoon ?

austere scroll
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u can put a solid color as the background and pictures of cartooney clouds

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if thats what u wnat

fierce forge
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where i can find clouds ?

austere scroll
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give it a try its small in size

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@fierce forge png... from google

fierce forge
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but it legal to use it in a game ?

hearty walrus
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for the GUI

austere scroll
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tbh i have no idea

hearty walrus
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For the character

indigo glade
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all of your blueprints will derive either from C++ classes or blueprint classes, the parent class determines what your blueprint will be able to do from the get-go, but I dont think theres any class where you cant call Print String

exotic thicket
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If you want to use content from google for your game, you have to make sure it's licensed in a way that it's okay if you intend to release the game.

austere scroll
exotic thicket
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If you're just fucking around and not releasing it, nobody really cares

indigo glade
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especially those two you posted, I checked them myself just a moment ago they both can call print

fierce forge
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i said about clouds image

austere scroll
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ur have to find ur own clouds images

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there isnt ready ones in the program

fierce forge
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i used spacescape

austere scroll
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ok ?

vocal nimbus
#

Hello everyone

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This is really frustrating but I have been trying to get the editor 4.25.1 working since 8 hours now and its only stuck at 39 %. its taking 100% of my CPU. I installed the same one in my mc air and it works super smooth. What is going on?!!? this is incredible and i am lost and frustrated.

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does anyone have an idea how do i solve this?

hearty walrus
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@exotic thicket I've got it working now - problem is, it only appears for a few seconds, and it appears to be non-updating

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also, how can I make the variable get adjusted every time the player goes through the TriggerBox?

vernal thicket
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@hearty walrus if you've got a triggerbox with on collision it should trigger every time u walk through it

hearty walrus
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it only sets InLevel to false once

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it's changing a boolean

vernal thicket
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Well obviously I don't know the context but variables dont change themselves, you need to change it back to true so it can be trigged back to false again

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Can I see some blueprint?

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And what's the context?

indigo glade
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you have on begin overlap, and on end overlap

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it wont work with just one of those

hearty walrus
dapper vortex
#

Hello i got problem i dont see textures /msh when im behind

#

what can be wrong

vernal thicket
#

So when do you want it to go back to true?

hearty walrus
#

when the player goes through the trigger again

vernal thicket
#

Then you need a flip flop i believe?

indigo glade
#

then you need to flipflop it

vernal thicket
#

So after cast do a flip flop, plug A into set false and B into set true

indigo glade
hearty walrus
#

thanks

indigo glade
#

It always starts with A

#

I mean, first call to it goes through A

hearty walrus
#

That's (hopefully!!!) this trigger system dealt with

#

now I need to properly update it to work with the zooming system

indigo glade
#

so you might need to put a NOT between the IsA and Set

hearty walrus
#
  • rewrite the zooming system whilst I'm at it, because it's giving me headaches
indigo glade
#

if it comes out backwards from whta you expect

dapper vortex
#

Hello i got problem i dont see textures /msh when im behind
what can be wrong

rocky radish
#

Hello i got problem i dont see textures /msh when im behind
what can be wrong
@dapper vortex culling maybe? can you show a video of the issue?

dapper vortex
rocky radish
#

oh you just have to enable 'two sided' in the material settings

#

@dapper vortex

dapper vortex
#

that?

rocky radish
#

no thats the mesh settings

#

in the material

vital cosmos
#

anyone else getting frequent random crashes on ue 4.25

dapper vortex
#

@rocky radish ty

rocky radish
#

np

novel oriole
#

Does anyone know a alternative to data table, because you can’t add entries to it

#

Dynamically

lethal venture
#

Hello, how can I make the buttons scale to the text inside of a vertical list thanks

novel oriole
#

Fit to content

lethal venture
#

I can't as it makes it really small then

novel oriole
#

Is the text the child of the button?

lethal venture
#

It's because I've made it when you hover over the button the text changes color and yeah

#

and the buttons are a child of the vertical list

agile aurora
#

Hmm

#

Idk man I kinda like it how it is now

dapper vortex
#

how i can reset my ui on unreal engine ?/interface

#

i mean i close someting and this is not show up

lethal venture
#

Is there a way if you hover just over the text not the button?

#

How can I allow multiple objects into one target?

plush yew
#

sorry to interrupt but i setup my animation engine to go from Idle to Crouch with (C) but when i crouch it repeats the crouching animation over and over. help?

dapper oak
#

if you have a crouch idle animation you need to make sure you set that up at the end otherwise it willjust continue to loop until the condition can return

vernal thicket
#

@plush yew are you using a full animation where inside the animation the character goes from standing to crouching?

#

Because if the animation is set to loop it will look strange

plush yew
#

yeah i have it to where the 1st keyframe is him standing and then the last is him crouched

#

how do i make it not loop?

vernal thicket
#

Well it's just going to loop

plush yew
#

oh i have to have just crouching animation?

vernal thicket
#

the problem is if you remove the loop the character won't be moving at all at the end of the animation, but for now if you want that, click the animation inside the state and there will be a checkbox called looping inside the details panel

plush yew
#

ok im doing that now

vernal thicket
#

Realistically you should get an animation which is just crouching, not moving from standing to crouching, that way you can still show it breathing or something

plush yew
#

thanks that fixed it

vernal thicket
#

sweet

plush yew
#

yeah right now im just doing a from scratch test model to get a feel for how the BP mechanics work

#

when i seriously make the real deal game im going to make the animations correctly

#

thx man

vernal thicket
#

What i'd do in your case to make it more realistic

#

is get the same crouching animation and trim out the standing to crouched and just have the crouching part looping

#

then you can transition into that animation from the standing to crouching

#

but yeah it is more work lol

lethal venture
mint raptor
#

@lethal venture There is already a built in way to change color on hover for UMG button

rocky radish
#

yeah, you dont need to do it like that

mint raptor
#

and if by add multiple text you mean set text?

lethal venture
#

Oh okay

mint raptor
#

Go to the button on UMG

lethal venture
#

Yeah

mint raptor
#

and look at the details panel

lethal venture
#

Okay, sorry I'm new to Unreal 4

mint raptor
#

no worries

lethal venture
#

I came from Unity lol

mint raptor
#

once there you will see an "Appearance" section

lethal venture
#

Okay

mint raptor
#

You will see a style section

lethal venture
#

Yeah

mint raptor
#

And you can set the color for Normal, hovered, Pressed, etc...

lethal venture
#

Oh okay thanks

mint raptor
#

But as to your original question I need clarification on what you mean by multiple text.

#

Multi line text?

lethal venture
#

No I meant by multiple text variables

#

Also the hover don't change the text color

vernal thicket
#

The hover setting is for the button

random holly
#

Anyone offering services to rig to epic skeletons? Dm me

lethal venture
#

I know I've changed the tint and it's not changing the text color

mint raptor
#

@lethal venture Text doesn't have that

#

if you want to do text

#

the button has a on hovered/unhovered event

#

Use that instead of tick

lethal venture
#

I know yeah But's it's long when you have to do 14 buttons

mint raptor
#

You don't want to have tick execute the code needlessly

#

No need to take that performance hit

lethal venture
#

Okay thanks

rocky radish
random holly
#

I dont have permission to post in there =[

rocky radish
#

@random holly check the pins

rigid belfry
#

and i've come to the conclusion that i dont think this is necessary at all?

#

it just feels like there's so little you can do in terms of actual good animation

#

when i could instead use the mr mannequin's tools blender add on and do my animations in blender

obtuse pendant
#

my progress with getting to know animations and movement has stagnated

#

and so has my motivation

weak hemlock
#

Sort of Unreal related but, do you pronounce Skeletal mesh like Skeeleetal mesh? Or Skeletal like Skeleton? Maybe an UK thing πŸ˜†

rigid belfry
#

i just pronounce it how its written, in this case skeletal

weak hemlock
#

Yeah, always done that as well, but heard 2 people from work say Skeeleetal, was surprised haha

rigid belfry
#

i think it depends on your accent

#

i am italian so i would actually pronounce it something like "skeletael" in english

plush yew
#

light brightness vary as I move from dark to light in my map

#

what is this?

weak hemlock
#

@plush yew Auto Exposure

rigid belfry
#

its called "eye adaptation" and its a post process effect that comes by default with the engine

weak hemlock
#

You can change in Post Process or camera settings

obtuse pendant
#

is the TPS BP solid enough to use as a base

#

or is one supposed to extend on it

#

i mean you obviously will but i mean

#

i dont know how to put it

soft fiber
#

The texture on one of the landscape segments completely disappeared and I can't get it back?

midnight gate
#

elp

#

update leads to a save file

#

and for some reason it overwrites it self all the time

#

how do i fix this?

rocky radish
#

it overwrites the older save games because its saving to that same slot

soft fiber
#

Looks like I used too many texture, I though you could use 16...

midnight gate
#

but it shounldt do that

#

because im saving a map

#

the map has like 6 rows of data

#

why is it showing only 1

vagrant nexus
#

So... Just joined.. this would be the place to discuss and/or ask for help with unreal related things?

midnight gate
#

ok so when i select the other ones it overwrites the boolean data of the 0 value map

rigid viper
rigid belfry
#

@vagrant nexus yeah, you can post for help, reply to help requests or just talk about ue related stuff

#

@obtuse pendant all the third person template does is make you move, of course you'd want to expand on it. i like to remove everything from it though and just use what i'll need

obtuse pendant
#

locomotion looks so appealing when comparing to the ice-skating feet

#

but i still dont grasp it

rigid belfry
#

i also have a copy of a third person project where i already have stuff i know i will always want in there

#

say, some gravity related stuff, just so my character falls off faster than it takes him to reach max jump heigh

#

then you just duplicate it from there and you're good to go

#

the animations could have use some touch ups at later stages of development

#

even the free mocap ones in the marketplace are way better

#

you could technically work on a project where you just set up your mannequin to work with those animations, and you could always start a new tp template off that first project you created

obtuse pendant
#

back when i used to fiddle around with unity i always had the issue that animations looked so off

#

not even like their fluidity or anything but them just not playing along

#

like the sliding feet i mentioned

#

hence why im so fixated on locomotion because it just looks amazing

rigid belfry
#

i mean

#

play 10 AAA games and tell me how many out of those have IK foot placement

plush yew
#

noticed that a wall of 500 units. If I split it into 100 x 5 meshes, lightmass takes longer to rebuild

obtuse pendant
#

true that, guess ill just do as you mentioned

rigid belfry
#

you wont notice them once you got hud, textures, grass, combat

#

NPCs

#

you see that only because your project is blank

hard quarry
#

Has anyone of you ever worked with a physics handle?

obtuse pendant
#

i mean you can still blend animations no?

hard quarry
#

I want to make a door handle for the VR hand to grab and open the door, and I am wondering if a Physics Handle is the right thing to use there

dusty latch
#

Hi! I imported a mesh into ue4 and after I built the lights I got these shadows... can anybody help me how to correct it?

rigid belfry
#

UV mapping

dusty latch
#

okay

#

and what can i do with this?

dapper vortex
#

ue4 have someting like a save in cloud like a unity ?

#

bsc i want work on project with 2 person

rigid belfry
#

did you make that object in a 3d modeling software?

dusty latch
#

in blender

analog vessel
#

Hi guys! πŸ™‚ Can anyone point me in the right direction on how to apply the displacement map so that it affects the sphere on all sides? Right now it seems that it only affects the sides, but not the whole sphere, haha. I am using Quixel Scans, and am trying to learn to setup all the maps correctly. Does anyone have and idea what might be missing?

echo blaze
#

so any idea on when this is coming ?

#
#

inb4 it's in lumen

rigid belfry
dusty latch
#

okay thanks

frank oar
#

If you are playing an animation montage, will anim notifies ne inherited from the anim which the montage was created ?

rigid belfry
#

an uv map tells the engine where the light has to go in a nutshell

full goblet
#

how does unreal engine run on mac os without a gpu

#

I might get a egpu though

#

maybe with a rx 580

rigid belfry
#

what mac do you have

#

the system reqs for unreal should be : Quad-core Intel or AMD processor, 2.5 GHz or faster NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher 8 GB RAM.
These are recommended specs so realistically your going to need the equivalent of a MacBook pro, or an iMac to run it and still then it probably won't run great due to the graphics cards

#

you could buy an used laptop for the same price as the egpu, install a 128gb ssd and it would still perform better than most macs, just saying

rocky radish
#

@analog vessel multiply it by the vertex normals and also, you have a node that is just multiply by 1, so its useless

deft haven
#

I have gtx 1070, i7-7700, 16gb ram and HDD. Is that enough to have a good experience in unreal engine 4?

rigid belfry
#

just posted the system reqs 2 messages above...

deft haven
#

Yeah but requirements and experience are different things

#

I heard ssd plays important role

#

And you need like 32 gb ram

#

To actually be productive

rare harbor
#

16 GB of ram is more than enough to be productive

#

Putting your projects in an SSD is gonna greatly reduce loading times whoever

rigid belfry
#

yeah the ssd is a great jump in terms of quality

rare harbor
#

this is helpful if you are a programmer and close and recompile your project often

plush yew
#

Is cinematic matinee ?

rigid belfry
#

but you dont absolutely need 32gb of ram

#

what helps is cpu cores

#

so any new ryzen cpu is a must currently

deft haven
#

So i7-7700 isn't enough

rigid belfry
#

of course it is. i think you're just finding excuses for not starting?

rare harbor
#

It is

rocky radish
#

it is enough

#

your pc will handle ue4 just fine

rare harbor
#

more than 6/8 cpu cores is needed for very heavy workloads and giant games

plush yew
#

@deft haven lol I have a i7 870

rare harbor
#

don't compare yourself to AAA title devs and setups

#

For anything that can be done on your own, what you have is great

rocky radish
#

@deft haven lol I have a i7 870
@plush yew i used to have a i5 650 lol thankfully i upgraded it

deft haven
#

I build my system just before Intel increased the cores

plush yew
#

yeah

rare harbor
#

4 cores might be just the limit

#

but it's a powerful CPU

#

it shouldn't stop you from learning and working properly

deft haven
#

Do you guys work in big teams to make games with unreal. Have you made a game that made money alone?

rare harbor
#

No, i'm a beginner

rigid belfry
#

if anything i'll help you make more performant games

plush yew
#

unreal engine run proprely on my old laptop with 2 cores

rigid belfry
#

never worked with a team, never shipped a game on ue4

vagrant nexus
#

Ok cool. So I'm not at home right now, but here's my issue I'm having.. so in my game setup, I have an AI charger character, set up with the on see pawn blueprint. It was working before, now it's not, and I've looked through everything and can't figure out what changed in order for it to stop working.

rigid belfry
#

most of us are Amateurs

silk sluice
#

Hi, are the tutorials from here still relevant/functional? or the interface has changed a lot since then. Its 4.14.1

rigid belfry
#

from where? @silk sluice

silk sluice
#

The HighTide care package to get started

deft haven
#

Is motion capture really important for the game to not feel clunky? I mean combat based games. Or can you manage to have a pretty close result without motion capture?

midnight gate
#

so i have a widget that takes data from actors in level this widget is a child so all 6 of them have difrent id's right? that they take from the actors? then why do when i click the button to change the variable it only saves the last variable

rare harbor
#

@deft haven motion capture makes a huge difference in animation if you want to make a realistic moving character, but it can be very expensive

#

it's not a must

midnight gate
#

its like all the other children just reset to default

rigid belfry
#

only AAA game corps use motion cap and even then, its not used that much for combat. animators would have the motion cap and then fix it by hand

rare harbor
#

@vagrant nexus You should ask in #gameplay-ai, you have more chances of being answered there

rigid belfry
#

there are ways to make motion cap even in your home, but i think using handmade animation is still better

deft haven
#

Have any of you made games with unreal engine?

onyx cedar
#

Are there any legit reasons to use VS 2019, or should I still just stick w/ VS 2017?

rocky radish
#

so i have a widget that takes data from actors in level this widget is a child so all 6 of them have difrent id's right? that they take from the actors? then why do when i click the button to change the variable it only saves the last variable
@midnight gate you can make a for each loop for setting each variable, from what i understood from your question

rare harbor
#

Even if you use mocap you still need animators to fix the details

#

@onyx cedar i've recently upgraded from 17 to 19 and the first thing I noticed is that the main menu of VS opens quicker

#

Intellisense is a bit faster with unreal too

midnight gate
#

@rocky radish so every time i click a button i loop thought them?

#

are you sure thats gonna work?

onyx cedar
#

are you using whole tomato visual assist?

rare harbor
#

Without visual assist I noticed it

onyx cedar
#

i wasn't able to get it working w/ 2019, i admittedly didn't try very hard to though

rare harbor
#

I just downloaded the extension trial

rocky radish
#

@midnight gate the for each loop will execute the nodes you put in it 'in the body of the for each loop' for each index of that array

#

so you can set the array element for each index in the array

midnight gate
#

NO

#

i need them to be induvidual

#

not the same

#

i want 1 to be true 6 to be false 4 true

#

smth like that

#

not that only last selected one will be true

rocky radish
#

yes, for each loop will help you set each variable inside the array, sorry if i didnt understand your question

midnight gate
#

i dont want to set all the variables to true

rigid belfry
#

you can set the value of 1 index

rocky radish
#

you dont necessarily set them all to true @midnight gate

midnight gate
#

yea thats what im trying to do but it only sets the last variable modified

storm jungle
#

Not a dev or anything, and I don't know if this is the right place to ask....

#

is it possible to create a mod for an unreal engine game for practicing in-game mechanics? Like a sandbox training room of a sort? I'd be willing to pay for one to be developed.

midnight gate
#

well ark is done in ue4 and has pleanty of mods

#

should be quite posible

rocky radish
#

is it possible to create a mod for an unreal engine game for practicing in-game mechanics? Like a sandbox training room of a sort? I'd be willing to pay for one to be developed.
@storm jungle some games (like hello neighbour and Unreal tournament) have mod editors

storm jungle
#

The game I have in mind would be Dead by Daylight.

#

If there's any mod editor for it, I haven't found one

rocky radish
#

i dont think Dead by Daylight has an editor for it

storm jungle
#

Right

#

How hard would it be to create such an editor? Is it even possible?

kindred viper
#

quite difficult

rigid belfry
#

the game needs open source

#

that means everybody has access to game files and they can edit them

kindred viper
#

open source isnt the issue

rigid belfry
#

it isnt?

kindred viper
#

its the tools to do it in the Unreal Engine aren't exportable

#

you have to create them

storm jungle
#

Does anyone here have any experience with this?

kindred viper
#

some

rocky radish
#

it's possible, but it's not an easy task

plush yew
#

if there are global illumination solutions that work realtime and offline computing. Can't the offline computing be accelerated to work at 1 fps?

kindred viper
#

sure

#

you will find most global illumination solutions suitable for Unreal work at better fps than that anyway. Even the RTX one

plush yew
#

waiting for lightmass to rebuild for hours is a lot of wasted time

midnight gate
#

imposible

#

the array system is imposible

#

i have no idea why its not working'

#

i guess its ue4 problem

#

been trying to figure this out for like 5 days

grim ore
#

yep 100% UE4, definitely not operator

wary wave
#

'array system'?

kindred viper
#

@plush yew I haven't built with lightmass for years. Even back in the day I was using Approximated Hybrid Raytracing to work so I didn't have to worry about lighting builds. VXGI also. Now we can use the tools from RTX and its all good

rigid belfry
#

@midnight gate i am still a beginner and i have never done this, but let me try to help you either way

#

each single value will be read, meaning that it is possible to change them

rare harbor
#

Oh boy, I'm I the only one that hates blueprint for loops ?

grim ore
#

you are

rare harbor
#

nice.

wary wave
#

blueprint loops are messy

kindred viper
#

should feel lucky really. There are no multi-dimensional arrays in the engine. Imagine how that would look in blueprints

obtuse pendant
#

what the hell, UE has a whole course platform

#

why doesnt it tell u that lol

kindred viper
#

I tell people :p

rare harbor
#

I personally always map multi-dimensional arrays to normal arrays, then access the variables by inputting x and y in a function to get the index

#

index = x + width * y is an example

grim ore
#

they do tell you on the website and the launcher...

onyx cedar
#

If I'm ever caught iterating over a group of things a lot, i move it to c++. which is its own can of worms, but so it goes

kindred viper
#

me too

sweet relic
stable needle
#

Hey, I'm using the Navigation Invoker system for an open world AI, but I'm getting the error message that my navmesh bounds volume is too large.

"Error: Navmesh bounds are too large! Limiting requested tiles count (1225224) to: (1048576)"

Wasn't this system implemented specifically for large worlds? Is there anything I can do to raise the tile count limit or work around the limitation?

full goblet
#

what mac do you have
@rigid belfry I havent bought a mac yet but im looking at a i7 mac mini or a i5 macbook pro

rigid belfry
#

@midnight gate sorry i received a call. just to move this forward, this will now print each array index and its current value

half panther
#

Hello, Im trying to recreate a piece of terrain in ue4.
Do you know a way to somehow underlay a map image as reference material so I can orient myself a bit?

kindred viper
#

technically you can use geodata to recreate real life pieces of terrain.

rigid belfry
#

world builder is creat too

kindred viper
#

its not always perfect but its a great start

rigid belfry
#

you can also create landscape in other programs and then import it

#

or you can sculpt it by hand in unreal

half panther
#

I already have a heightmap, but I want to know where to put streets etc.

kindred viper
#

you can also just dab a jpeg with greyscale and make a landscape :p

#

@half panther geodata will cover streets. You can dynamically generate them too

midnight gate
#

But i just need to set values induvudualy inside an array and save them

kindred viper
#

set array elem

midnight gate
#

Its not working either

#

I think its smth to do with the way ue4 handles spawning children

rocky radish
#

are you setting the ID variable to anything @midnight gate

kindred viper
#

@midnight gate what are you trying to do?

midnight gate
#

Trying to save the value of my children widget into an actor using array

kindred viper
#

I would guess your logic is broken then rather than it being how UE4 handles children

#

I dont mean that to sound harsh as it does

midnight gate
#

The value is being changed in runtime when i click a button

#

Then how else do i do it?

#

If my logic doesnt work wich one will

kindred viper
#

well you would typically have an array of widgets, then you would get a reference to the widget you want to store, then add it to the array.

rigid belfry
#

@midnight gate i havent found an actual way to change their values in blueprints yet, but so far this is what i've wrote

midnight gate
#

Hmmm

grim ore
#

define problem very very clearly. break problem into smaller parts. code the solution to each part.

exotic thicket
#

One fairly easy way to do it would be to keep a value in your button widget to tell you which actor it is changing

#

this way you can just refer to it directly

midnight gate
#

Thats how im doin it zomg

#

I have the boolean variable in my child widget and im setting array element based on the id

#

It seems to work

#

But when i load back in its broke

agile aurora
#

help me

grim ore
#

wait... wait a long long time

exotic thicket
#

"load back in" as in you load a save game or you reopen the menu or what specifically?

grim ore
#

@midnight gate looking at the code you posted, you never set the array element to anything but false.....

midnight gate
#

I close it and open it and it saves everyyime i change a value and loads on begin play

#

Cant i use it to set true?

grim ore
#

look at your code

midnight gate
#

Oh....

#

Hmm.....

grim ore
#

your set array elements should be getting the vaslue of InParty I assume and not the return from the setter before it

soft panther
midnight gate
#

But ive tried other methids too they didnt work

soft panther
#

Which Of Them I should Download So I Can Make Games With IT ?
@soft panther ??????

grim ore
#

especially since your true is never hooked up

cedar wave
#

Community @soft panther

midnight gate
#

I used maps they gave me aame errors

rigid belfry
#

you dont make games out of visual studio per se

soft panther
#

Community @soft panther
@cedar wave @queen lava

#

Thx

kindred viper
#

@soft panther I'd probably get the "patience" edition

rigid belfry
#

thats called an IDE, you write scripts with it. scripts that are then used by a game engine to build the game

soft panther
#

Yea

cedar wave
#

@rigid belfry Thus "making games with it". Don't be that guy.

soft panther
#

I Mean To This @rigid belfry

grim ore
#

@midnight gate walk thru your code out loud. Read the A part of your flip flop. It reads "If A -> Set InParty to True -> Call Set Array Elements on an Array, with an Index of ID + 1 and set the Item to nothing" (nothing is hooked up to it on the A path)

kindred viper
#

you can make games out of visual studio though.

#

Technically you could make a little shader only game with it. It would be a math nightmare but you could

midnight gate
#

So is it the flip flop ?

soft panther
#

Visual Studio Is Hard ?

kindred viper
#

yes

soft panther
#

oh ***

agile aurora
#

I swear UE4 wasn't meant for anything that's not a supercomputer

cedar wave
#

Making games is hard.

kindred viper
#

I've used it for nearly 20 years and I still have only used 1% of the entire thing

soft panther
#

im 1 year with ue4 and now someone recomended me to use visual studio

kindred viper
#

@agile aurora actually its made to scale down to low end hardware. Just not during development

agile aurora
#

exactly

kindred viper
#

well whats the issue?

agile aurora
#

I'm trying to develope

#

lmao

kindred viper
#

I mean, you dont expect to win a grand prix in a Fiat Polski

agile aurora
#

what?

#

I don't know much about cars sry

kindred viper
#

you need a beast of a system to create a beast of a game

soft panther
#

Yea Thats Right

kindred viper
#

fiat polski was an EU re-issue of the Lada classic models

agile aurora
#

but it's...

#

the default starter project...

grim ore
#

or use a crap of a machine to make a lower target game, UE4 can do that if you have patience

soft panther
#

@grim ore Youtube God Is Here With As

grim ore
#

I've run UE4 on a iGPU on an i3 3rd gen and did just fine, lower your expectations and just go with it

agile aurora
#

my CPU is even worse than that lol

grim ore
#

then lower them even more 🀷

agile aurora
#

lmao

grim ore
#

"I want to make GTA6 on a Raspberry Pi" is just not a valid expectation

cedar wave
#

Do you absolutely HAVE to use UE? Maybe a different engine would be better for your particular case. Use the right tool for the job.

kindred viper
#

I have a project right now, had no baked lighting, uses RTX, hasn't got any volumes limiting/optimising path tracing at all. It runs in editor at 3 fps thanks to the fact I only have a 1080ti. So what I do is, when I need to do anything, I move to Unlit mode, or use console commands to switch off certain effects. Mostly its the reflections/translucency that kills my fps. Global Illumination does of course, but in an expected way

cedar wave
#

@grim ore To be fair. Rockstar doesn't even want to make GTA6 on a supercomputer πŸ˜›

soft panther
#

Yea With Unlit U Run Less Caculations So Yea Basically You Run It Faster In Unlit

agile aurora
#

lol

gritty marsh
soft panther
#

0.8 ??? Is That Possible ???

kindred viper
#

sure

grim ore
#

drop your scalability to low and render scale to 50%. if you can't get 15FPS at that you need to replace your hardware or switch to an alternative engine.

soft panther
#

@gritty marsh Sry But IDK

#

Im Depressed AF

rigid belfry
#

@midnight gate i think you figured it out already, but just to familiarize myself with the topic, i did this

kindred viper
#

we all are

restive eagle
#

hmm i wonder if they ever going to introduce cloud computers, like google stadia

#

but for ue

rigid belfry
restive eagle
#

that would be a cool feature for those who cant afford a powerful pc

kindred viper
#

@restive eagle you can do that now

#

check out pixel streaming

soft panther
#

we all are
@kindred viper My Man

gritty marsh
#

@gritty marsh Sry But IDK
@soft panther
cheer up!

soft panther
#

@soft panther
cheer up!
@gritty marsh ❀️

restive eagle
#

@kindred viper ahh thats cool, thought it doesnt exist yet. personally i wouldnt use it but those who cant afford a decent pc might consider it as an option

kindred viper
soft panther
#

Cool I Will Listen To This Now

#

Thx >3

kindred viper
#

happy music, happy thoughts

midnight gate
#

@rigid belfry does it work?

soft panther
#

Bro The Vibe Of The Song Is So Coll

#

Cool *

kindred viper
#

the band is amazing. more than 13 albums and they are still fairly unknown

rigid belfry
#

the branch takes in the bool values of each index, when its true, it fires TRUE and sets it to false. when its FALSE, it fires and sets it to true

#

check what i've already posted

soft panther
#

Yea I Never Heard Of Them

#

But Its Good

rigid belfry
#

the video @grim ore made helped a lot

kindred viper
#

yeah. lots of happy songs. Danger High Voltage is probably their most famous alongside Gaybar, but they have dozens of amazing songs

soft panther
#

All Those Ue Talks Maid Me Want To Go To Make Something Cool In Ue4

rigid belfry
#

thats how they get you

soft panther
#

Bro Im Started To Vibin In My House So Hard Now

#

Im Dancing Like Im Down At McDonaldz

#

@kindred viper U R God

agile aurora
#

Nooooooo

kindred viper
#

I dont know about that, but I do know that music is important when you do this job. You need happy, energetic music otherwise if you listen to music that is down and depressing, you will end up in dire straights.

plush yew
#

does anyone know a good site to find Height Maps? (Png file)

agile aurora
#

UE4 crashed right before it was done baking

#

and now I gotta do everything over again

plush yew
#

heck gamr

kindred viper
#

harsh

rigid belfry
plush yew
#

hey guys do yall know where i could find/make a height map for my "project"?

soft panther
#

@rigid belfry You Know Everything Are You

agile aurora
soft panther
agile aurora
#

:(

#

now I gotta rebake everythign

kindred viper
#

@plush yew you can make a heightmap yourself, or you can use geodata to generate one, or you can use WorldMachine to use an editor to make one. But essentially all you need is mspaint to make a heightmap

soft panther
#

@agile aurora You Can Do An Excute Consol Command And Cancel This

plush yew
#

your speaking a whole new language to me buddy, but lets give it a shot

kindred viper
#

check out worldmachine then. do the tutorials (you will need to its not the best UI). Should be golden then

barren flume
#

How can I get it so when a player's health reaches 0 possess a different character already in the level

rigid belfry
#

you can literally open up paint, fill it with black and then paint some white spots

#

and use that as heighmap

soft panther
kindred viper
#

@barren flume in your health check, fire an event that depossesses and repossessesesessessessss

soft panther
barren flume
#

but how do I get the actor already in the level

#

inside of a character blueprint

agile aurora
#

hmm

#

also how do I enable "unlit mode" for the viewport?

#

it's killing my frames

kindred viper
#

@barren flume a couple of ways. either a. store a ref to it when it spawns or b. get all actors of class or c. interface or d. tags

#

@agile aurora top of the viewport (lit by default)

agile aurora
#

ahhhhh that's so much better

kindred viper
#

yeah its like leaving a public bathroom and being able to breathe again :p

barren flume
agile aurora
#

3% baby!!

#

only 2 more hours!

stoic osprey
#

Hey guys a bit new to Unreal Engine just been wondering how do game devs make games with different levels as separate. How do you combine these levels into a game.

rocky radish
#

3% baby!!
@agile aurora πŸ₯³ πŸ₯³ πŸ₯³

grim ore
#

@stoic osprey you can make seperate maps/levels and then just load them as needed when you finish the last, or you can use level streaming to load and unload them while the player is playing

stoic osprey
#

@grim ore How do you combine them into a game.

grim ore
#

I dont understand what you mean

#

a game is the entire thing, your entire project

rigid belfry
#

console command load level

vernal thicket
#

Yeah load level lol

#

Under project settings set the starting map as the first to open, and then at the end of each level just do a open level with name

rigid belfry
#

you have a trigger box for example

#

on trigget enter -> load level: level02

stoic osprey
#

What does load level do? Srry for my ignorance btw.

vernal thicket
#

Loads a level

#

On your project, you can for instance save as, and type Map1, then click New level, save as Map2

#

You now hVe 2 levels you can open with Open Level

dapper vortex
#

how i can give some one my project to work on in both ?

vernal thicket
#

Github

dapper vortex
#

there is no cloud save ?

#

like a unity ?

vernal thicket
#

Mat? XD

barren flume
#

git

#

and some more

#

then you chose which one you want to use

#

I've only used git for that

dapper vortex
#

Ok

barren flume
#

I don't know about the rest

#

you should be able to work with other people on unreal engine

#

then changes made are updated to whatever provider you use

#

when you chose to submit it

dapper vortex
#

yes yes

#

but what u mean

vernal thicket
#

Oh is that how it works?

dapper vortex
#

on github ?

#

or someting else

#

bsc i have one more perosn

barren flume
#

if you want to use git

dapper vortex
#

to working on project

barren flume
#

that's what i used

#

unlimited storage

vernal thicket
#

Google github kio

dapper vortex
#

but i need all time, update it manually and send again ?

barren flume
#

only issues i've had with git is how to use lfs

#

i've read tutorials about it but can't seem to get it to work

kindred viper
#

use perforce. save yourself the pain

#

I mean, there is pain involved in learning perforce, but its short and worth it

analog vessel
#

@rocky radish Hi Danielll, thx for your help, been trying for some time but I can't get it to work πŸ˜– , do you mean like this perhaps?

#

I can only get tessellation on right and left side

rocky radish
#

yes, that should work, but apparently not πŸ€”

analog vessel
#

yea, hehe, I am very confused, perhaps there is something wrong with the displacement map of quixel?

#

Maybe I should try another texture set?

rocky radish
#

is that displacement texture directly from quixel?

analog vessel
agile aurora
#

ARE YOU KIDDING ME

#

AGAIN

#

right before the lighting finished rebuilding

#

now I gotta re-rebuild it again

vernal thicket
#

Aw bro I've seen that message like 5 times today

#

XD

rocky radish
#

lol i feel bad for you Dirty Dan

rigid belfry
#

@plush yew off the rgb value of the diss. texture, drag the pin and type power

#

or maybe its called 1-x?

agile aurora
#

no

rigid belfry
#

found the problem

agile aurora
#

because UE4 crashed again

rigid belfry
#

i am suspecting its all gonna look white

agile aurora
#

nah I remember it was all blue

rocky radish
#

how many lights do you have in your scene?

agile aurora
#

idk

#

it was literally the default project with grass added

vernal thicket
#

XD

#

1

#

2

rocky radish
#

yes its from quixel
@analog vessel try getting the red channel for the displacement then

analog vessel
#

Ok will do πŸ™‚ Thx for your help btw, really appreciate it!

#

trying my best to learn how materials work

rocky radish
#

Np

rigid belfry
#

creating material is basically doing math but with colors

analog vessel
#

@rocky radish You solved it! Now it is doing tessellation on all sides!

#

Thx a lot man! πŸ™‚

rocky radish
#

Np πŸ˜„

frank oar
#

I am trying to cast to a BP,
The warning says that it doesn't inherit from the player character but I do not know what it DOES inherit from.
So I am totally stumped as to what should go into the object Pin..

ANY advice is welcome!

rocky radish
#

is the class you're casting to a character or a pawn?

frank oar
#

it is an actor bp

soft fiber
#

Could someone explain the max terrain textures to me? I'm looking at some textures that have base color, height, roughness, ambient occlusion, and normal maps. Would that be 5 of the 14ish available textures? Thanks

rocky radish
#

it is an actor bp
@frank oar if its not a character type class then its not going to inherit from character

grim ore
#

@frank oar What Is Authaer_BP? Why do you want to cast to it? what are you trying to do?

frank oar
#

I am trying to create a reference so that I can call an event in that bp from my anim bp.

when connected, the notify event will call an event in Authaerbp to attach static mesh to sockets..

grim ore
#

so what is Authaer_BP?

frank oar
#

that is a parent bp I currently have set up to effect a bunch of children actors.

grim ore
#

is this something in the world somewhere?

frank oar
#

Ill explain very briefly,
its basically a sports educational tool.
you can view skills which are spawned in using widgets.
some of them you can interact with, I use Authaer_bp as a parent to handle all of the spawning/interaction ect..

grim ore
#

ok, is this something in the world somewhere?

frank oar
#

the skills are basicaly animations i created/ made into actors and children of the authaer_bp

#

they are in the world when the player spawns them in

grim ore
#

you are trying to talk to Authaer_BP, you need an instance of it (a copy in the world) to talk to. This is why I keep asking is this in the world somewhere?

frank oar
#

the player uses widgets (which you taught me how to make) "youtube" XD

#

to spawn

grim ore
#

if Authaer_BP is in the world you can use "Get Actor of Class" and get the instance of the one in the world to talk to

frank oar
#

get actor of class seemed to work!

#

ill have to test it with a print string

plush yew
#

Hi got a new quest

frank oar
#

thank you @grim ore

plush yew
#

is there a way someone can record themself from a scene capture component then place the recording in the VR world which other could see

frank oar
#

would it be correct to say that...
you can change one function without effecting the rest,
but macros all change when edited ?

#

I watched a live stream on media the other day @plush yew which showed how you can get a live webcam/camera feed into your level if that has any relation to what you are trying to achieve ?

#

others would be able to see it

#

I would assume since it would be playing in the level, either on a widget or on a mesh your using as a screen.

plush yew
#

kind of, what I'm kind of attempting is the player in VR headset would give there views infront of a scene capture component, the point being it's inside of the engine which is captured but the audio is them. That recording is then available for them to place somewhere in the world. Which other people trying it can see it

rigid belfry
#

i kinda like this art style

#

maybe i'll do something with voxels

#

current plan is to go with a stylized toon look, hence the little dust poof

open wadi
#

Is there a way in UE4 to automatically open any given module / widget as a tab on the main viewport by default?

#

So I don't have to constantly drag newly-opened windows to the top bar?

kindred viper
#

@open wadi there is but you wont like it

rigid belfry
#

havent done it yet, but i know you can set or remove focus to widgets, so i am fairly certain its possible

open wadi
#

I won't? Ok.

kindred viper
#

well depends what you need but

rigid belfry
#

oh wait i misunderstood

kindred viper
#

there are standard editor widget utilities for the viewport. But they are the editor viewport. There are some others in the most recent version (if they were released). Or you can make your own

open wadi
#

Well, the issue is, I'm essentially rebuililding a project, for training purposes, in two different Unreal instances. One instance has the old project, and another has the new project where I am constantly referencing the old project to mimic variables, event graphs, etc.

#

And it's horribly annoying, when alt+tabbing back and forth, to have these open windows.

#

So I'm having to constantly drag a given window to the top taskbar in the viewport.

kindred viper
#

that adds another layer of nope

open wadi
#

Do what?

kindred viper
#

you could technically do all kinds of inter-application stuff but its deep code. You could probably do something really hacky too. But as far as I can think for now, you would be better just alt-tabbing and getting on with it

open wadi
#

Ok, so it's not simply a setting.

#

I would have to really mess with the UE4 editor.

kindred viper
#

in more ways that are available too

open wadi
#

Ok, then I'll leave it as-is, thank you @kindred viper

kindred viper
#

UE doesn't like backwards compatibility so accessing the assets directly for import wouldn't even work

open wadi
#

I wonder if there would be a way to get Windows to not layer the two instances of UE4 in the bottom Windows taskbar so I could click either one.

#

Well it's for training, I'm learning the UMG widgets and what not as I go.

#

It's not a complex project I'm copying.

#

Pretty simple.

covert pollen
kindred viper
#

you could snap the editor to the side of the desktop and have them aligned that way (presuming you are on windows)

covert pollen
open wadi
#

Yes, I'm on Windows.