#ue4-general

1 messages · Page 775 of 1

open wadi
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So I'm guessing it's pretty straightforward.

steep sandal
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@young raft i dont really know good luck

zenith flower
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Turn out "Save as" feature is broken in unreal. Just lost tons of work... like 30 hours worth.
"Save as" created the copy as expected, but also saved my original.

open wadi
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You sure you didn't accidentally hit Ctrl+S or something?

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@zenith flower

zenith flower
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Let me see, i'll test it out since all it lost

open wadi
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I believe Save As behaves as intended.

young raft
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I hate losing work like that

open wadi
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But yes, that sucks regardless.

young raft
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Anyhow, thank you for your answer, @open wadi if anyone has further info they can provide, I would appreciate it. And thanks, @steep sandal.. I'll take all I can get.

open wadi
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Sure thing.

zenith flower
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@open wadi you are right, must have saved when closing the project or something

open wadi
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Yes, it happens, I hit Ctrl+S like a crackhead automatically, so it can happen.

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An old habit from losing Excel work in the 90s.

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I'm attempting to drag, off the "is not valid" pin in the left-most ? Is Valid, a "Create WB Pro Main Menu" widget node as you see here.

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However, in my new project, where I'm attempting to replicate this behavior, despite WB Pro Main Menu existing, I can find "create widget" as a node, but when I create it it says "Construct None"

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That's a "Create Widget" node, how do I get it to reference "WB Pro Main Menu" as seen in the previous image so it becomes "Create WB Pro Main Menu" widget?

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What am I missing?

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I created a variable in the widget itself that is a reference to the menu

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Does this make sense whatsoever?

lucid socket
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You cast the Return Value to WB Pro Main Menu.

open wadi
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@lucid socket ok, let me give that a shot, thank you.

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I am attempting to do this (note that in my project, it's called VMain Menu, but is the same thing)

toxic gorge
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Why does Visual Studio do a 20 minute build each time I make a small change to the engine code and run the debugger? ( New to C++ - coming from JavaScript / Python world )

open wadi
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But it won't let me connect the return value to the pin on the left side as it has been done on this example I'm attempting to copy:

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Am I having a stroke?

lucid socket
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As I said, you cast it first.

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Return Value is returned from that Blueprint node is a UUserWidget, so the set can't use it directly.

open wadi
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I apologize @lucid socket, I'm not familiar with that process yet, how is that done? Pardon the newness.

lucid socket
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Left click and drag from the Return Value node. Search for WB Pro Main Menu and you'll see an option "Cast ... WB Pro Main Menu"

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This will attempt to cast UUserWidget to WB Pro Main Menu. If it isn't that, it will call the Invalid Cast exec pipe

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Otherwise, it will call the Valid Cast exec pipe

open wadi
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(Note that VMain Menu and WB Pro Main Menu are identical)

lucid socket
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Well no they aren't. I assume VMainMenu is a pointer to an instance of WBProMainMenu while WBProMainMenu is the class.

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You should now be able to use the returned value of the cast in the set as shown above.

open wadi
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No, they're the same thing, this is a different project where I'm mimicking it

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So I renamed "WB Pro Main Menu" VMain Menu and recreated it

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Ok, so now that I've casted it, I then set it? Does that transform the nodes into the layout originally shown?

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In the original format I don't see that cast node, that's what's confusing I suppose.

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In addition to being a guy who has been coding for decades but is completely new to UE4 and Blueprints.

lucid socket
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What language did you code in?

open wadi
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Me? C, Pascal, ASM, Ruby

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Little bash scripting.

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But this GUI-based Blueprint nonsense, I'm quite new to.

lucid socket
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Yes, once you've casted it, you can then set it.

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VMainMenu and WBProMainMenu should be different things.

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VMainMenu should be a pointer to an instance of WBProMainMenu where as WBProMainMenu should be the widget Blueprint.

open wadi
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Ok, so just to be clear here, I've recreated "WB Pro Main Menu" in a new project and it simply has a different name, they're not two different entities.

lucid socket
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What is WB Pro Main menu?

open wadi
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It's a Widget from the original project I'm referencing.

lucid socket
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So it's a Widget Blueprint?

open wadi
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And I'm trying to recreate this aspect of the HUD functionality.

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Correct, a widget blueprint.

eager oak
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What’s the best way to learn coding? I really wanna make a game when I get a pc but don’t know where to start

lucid socket
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OK, so what you're trying to do above is instance that Widget Blueprint

open wadi
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Correct

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I realize it's leveraging inheritance in some way so that's why certain nodes don't appear as available, such as "Set to Viewport" or what have you, but what I'm confused by is why the original project I'm referencing didn't have to cast, and how the "Create WB Pro Main Menu Widget" node appeared when I appear to have created the relevant references in the event graph.

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As far as I can tell, anyway.

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Unless, upon doing some action, the nodes automatically update their names.

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Anyway, I'll figure it out, thanks for the help @lucid socket.

lucid socket
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Not sure, I've always had to cast it.

open wadi
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Got it.

kindred tusk
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How would i reference a Variable From one world blueprint to a different world blueprint

lime gull
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if I use "Set sprite color" can i revert it back? My sprite has multiple colors

eternal urchin
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hi can someone help me with world composition?

kindred tusk
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How would i reference a Variable From one world blueprint to a different world blueprint

cinder flare
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hi guys when i try build my dedicated server

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i got warning

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1>------ Build started: Project: GerilyaWarfare, Configuration: Invalid Win32 ------
1>The selected platform/configuration is not valid for this target.
========== Build: 1 succeeded, 0 failed, 2 up-to-date, 0 skipped ==========

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this is my build target config

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// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

[SupportedPlatforms(UnrealPlatformClass.Server)]
public class GerilyaWarfareServerTarget : TargetRules
{
public GerilyaWarfareServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
ExtraModuleNames.Add("GerilyaWarfare");
}
}

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what am i missing?

plush yew
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are you building from source?

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@cinder flare

open wadi
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I'm attempting to create a BP function library, but I don't see the option when I go to create a new BP class

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Why might I not see function library in the list of available Blueprint class types?

solemn siren
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@open wadi select the "all classes" drop down menu and search there

open wadi
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Right, I don't see it.

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Under All Classes.

solemn siren
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post a ss maybe? Would help

cinder flare
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@plush yew yeah im building from source, anyway its solved, i forgot to generate the project files

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thanks

open wadi
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I've posted about 20 screenshots in this channel in the past 24 hours, yes. But yes, I'll post a screenshot of the class not being available here, one moment.

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So now that it's established, why might that occur?

regal mulch
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Blueprint Function Libraries aren't in that menu?

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Rightclick the content browser and check the additional categories

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Should be under Blueprint or so

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@open wadi

plush yew
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it is in the menu?

open wadi
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@regal mulch Checking

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Well in that screenshot, you see, Blueprint Function LIbraries are present, but greyed out.

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The only selectable option is "RenderToTextureFunctionLibrary"

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For whatever odd reason.

regal mulch
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I said already, not there

open wadi
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Oh, I apologize! I gotcha.

plush yew
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try searching for the correct name instead

regal mulch
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No, it's not part of that menu

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Wtf stop telling him that

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BFL are listed directly in the rightclick menu of the content browser, under Blueprint or so

open wadi
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Got it! Thanks @regal mulch

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Yes, you can't select it from the "Pick Parent Class" window I was in, it's like @regal mulch said, it was within the right click context menu under "Blueprints" itself instead of selecting "Blueprint Class"

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Much appreciated.

regal mulch
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Yeah epic handles those differently

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Same as lots of other classes

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If however you want to make a cpp child of it, then you'll find it in that list, but that's the cpp class parent list then. BP go through the context menu

vocal nimbus
open wadi
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I have a somewhat unique question, and apologize for the newness. I'm now working with BP functions for the first time, and I'm studying a prexisting project, and in the left sidebar of this project, there are various categories: Utility, Input Detector, Buttons, etc; I see no way to create these categories. Are these manually created or are they automatically generated somehow?

cinder flare
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do we need to build new server .exe everytime we add some change on our project to test it?

eternal urchin
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can some one help me with world composition? i want to load/setVisability of a sublevel manually at BeginPlay or OnOverlap. independent of layer distance.

open wadi
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I believe the gurus have fallen asleep for the evening.

eternal urchin
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its 9AM were i am ^^

open wadi
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Ahh, I see.

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Anyone know if categories can be created for a Blueprint Function Library?

vernal thicket
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Anyone know if the UE derived data cache can be deleted? what's it for?

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ltierally taking up 16gb of a different drive...

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0

vivid mortar
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@vocal nimbus did you compile?

fiery copper
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I'm not sure how to do the nested ones but if you edit the Category field when the function is selected you can create new ones

vivid mortar
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Unreal takes way too much space

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Im down to like 40gb now

open wadi
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@fiery copper Thank you much.

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That did it perfectly, thank you @fiery copper

manic pawn
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just keep windows defender and you don't need any others

cinder panther
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Hello, i post here since i don't know where it can fit.

Can someone explain to me why the TickGroup still actived and tick each frame even when the tick is disabled ?

remote roost
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going back to an old project of mine and trying to open it, getting this error upon trying to open it

dawn ember
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hey...

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any "veterans" around?

remote roost
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oh that is so weird gitlab caused the file to be something completely different

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something about the gitlab repo itself

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downloading it by itself tho fixed it

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doesnt work when i downloaded the zip

vocal nimbus
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@vocal nimbus did you compile?
@vivid mortar you are right, i did not. Kind of new to unreal. Thank you

cinder flare
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when i start dedicated server, in the logs always listen 0.0.0.0 port 7777

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eventhough i already set the IP address

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in the blueprint

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what am i missing?

teal tulip
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set the ip address ?

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from what I know will listen the local address you don't set the ip

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the client have to go to your ip 🤔

coral nimbus
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Soft cloth physics and collision mesh finally ready to live link in iClone, Can't wait to see their update in July!

granite magnet
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I've heard about something called "mod.io" which is thought for making you unreal game moddable for players. But I didn't get it right I think:
Is that really meant for players to make mods and upload them so that other players can download them or is it just for downloading mods and not creating them

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and if it is thought for creating mods is it just for small things like I don't know... replace a mesh or change some text in the game or something like that 😅 or is it thought for greater things like create items / enemies / equipment and so on?

tight prawn
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can anyone confirm that UE has a builtin text to speech plugin ?

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i'm quite sure I saw it in the plugins section but now i can't find it

cinder flare
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@teal tulip thanks

teal tulip
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@granite magnet is just a sharing platform, the mods aren't created with it

granite magnet
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oh alright. Thank you 😄

mellow flame
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guys: how would you implement a sort of super mario 3d world "double cherry" powerup?

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basically: how to split my pawn/character, being able to control both at the same time (clones would move as the main pawn/char)

rose quartz
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Is there something else now for runtimeMeshComponent or what do i need to do?

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Do i need to use proceduralMeshComponent now?

cinder flare
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whats better between create our own matchmaking system or use 3rd party like playfab?

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any suggestion?

novel oriole
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@mellow flame duplicate actor and have it take input as well, it seems pretty trivial

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@cinder flare, depends on scope and project. If you are going to make a revolution party MMO with 14 billion players a server with custom matchmaking logic, you would make your own system. If it’s just a generic FPS, just find a 3rd party one, preferably with editable source if you need to add some extra stuff

cinder flare
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ok thanks @novel oriole , im gonna try gamesparks

opaque quail
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Hey everyone! I'm having an odd bug. After using the foliage tool for awhile, I can't select anything at all that ISN'T foliage. I've made sure to "deselect" the foliage, switch out to the select tool, etc. Clicking on stuff just pans the camera around... any ideas?

dusty scroll
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switch back to object placer top left

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youre still on folage placement tool @opaque quail

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if that doesnt work restart editor

opaque quail
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@dusty scroll Switching back didn't help, but restarting a pile of times did work eventually... weird. Thanks!!

dusty scroll
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glad you work it working! 😄

opaque quail
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Thanks!

earnest violet
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I changed a material in one project and now all of my 6-8 UE4 Projects on 5 different Harddrives don't work. This is the error I'm getting! Does anyone know how I can fix this. Just FYI I have deleted the files from the folders that these errors pertain too! 😕

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Can anyone help me as all my projects are broken just because I changed one lousy material. Now none of my 6-7 projects across 5 harddrives work. Surely there is a simple fix for this without having to reinstall the engine. I am so mad right about now! SHIT ON ME FROM GREAT HEIGHT!!! 😕

whole quarry
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Create a blank project and see if problem remains

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If so try to verify engine or reinstall

azure gazelle
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@earnest violet Did you change the world grid material?
Because that‘s a editor material and the error says it can‘t be compiled which could mean you broke it.
There might be a faster way, but verifying the engine install should help.

earnest violet
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ok thx i'll try it

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Verify is greyed out mate. It won't let me select it! Any ideas?

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🙂

azure gazelle
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Is the editor still running? Sometimes you need to close an reopen the launcher.

winter gale
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So in 4.26 we get access to Chaos Vehicles and GPU Lightmass!

azure gazelle
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@winter gale Preview already out or is it source build?

winter gale
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@azure gazelle Source build

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However I get this warning trying to create Chaos Vehicle. Cannot create vehicle: UpdatedComponent has not initialized its rigid body actor.

azure gazelle
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Thanks^^ need to take a look at AR stuff, although I doubt that they actually improved Android AR Stuff.

winter gale
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They have Hololens template included

obtuse pendant
azure gazelle
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@winter gale that is great. But I’m more concerned about Android at the moment. Android and iOS are the places AR is really happening right now, not hololens with a few thousand potential consumers. And UE4 is currently rather lacking in regards to Android AR :S

thick herald
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Not seeing 4.26 in git. Am I blind?

whole quarry
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You think 26 will come while they announced ue5?

thick herald
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don't see why not

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in the recent sky atmosphere stream they mentioned improvements in 4.26

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I've saw Epic reference 4.26 in internal bug checking

azure gazelle
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UE5 will come sometimes next year for most of us, but ue4 projects will be upgradeable and some new features of the things they demonstrated with UE5 will probably be available in the UE4 release cycle already. It‘s not like UE5 is an entierly new engine, so it’s better to keep incrementally release features.

earnest violet
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For the love of GOD can ANYONE PLEASE tell me how to active Verify epic launcher. I can't click on it at the moment. It's greyed out and I've tried restarting my computer

cinder flare
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anyone have tutorial link how to login using google + playfab using blueprint ? already search on web no result (please let me know if my question is not allowed in this channel)

earnest violet
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all my projects are broken and it won't let me verify

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if I uninstall epic launcher will it delete my UE4?

regal mulch
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Not sure why you can't click on verify. You could try to just uninstall the ue4 version and reinstall it

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@cinder flare PlayFab should have tutorials for that already. Check their documentation.

earnest violet
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I don't have the data#

regal mulch
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You are on a volume?

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RIP

cinder flare
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@regal mulch i alredy check it, their tutorial is for customID not google sign in

earnest violet
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Their must be something I can do to activate verify. I can't find anything on google that shows me how to turn on verify. PLEASE HELP!!!! 😦

regal mulch
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@cinder flare Is there a node to authenticate with Google?

earnest violet
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if I uninstall epic launcher will it delete my UE4?

regal mulch
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Don't think so

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But you can try?

cinder flare
earnest violet
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If I uninstall and it wipes my UE4 I'm fucked. I then won't be able to download for two weeks until i get more data

cinder flare
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thats i try from my understanding

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but i think there are missing steps

regal mulch
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You need the SecretAPIKey

earnest violet
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Their must be something I can do to activate verify. I can't find anything on google that shows me how to turn on verify. PLEASE HELP!!!!

regal mulch
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Stop spamming or you will receive an infraction

viral fractal
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More Data.. you on mobile ?

earnest violet
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yeah, tethering with 3.5gb to last me two weeks and my project was going so well! 😕

cinder flare
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i mean first in first, i think there should be a button then popup will show, like when we create google sign in on website

viral fractal
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Why you want to uninstall ?

cinder flare
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that part is the one that i know im missing, but i dont know how to do it

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already search found nothing

regal mulch
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@cinder flare Not sure about that.

earnest violet
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If I uninstall launcher will it wipe my UE4 engine data?

regal mulch
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But you will most liekly need your own api key entered into the settings

idle hearth
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Hi How to create movable dust

viral fractal
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Why do you want to uninstall it ?

regal mulch
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And the Request Struct you create probably needs auth stuff from google @cinder flare

viral fractal
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Is there a reason why it need to happen asap.

cinder flare
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yeah, you are right auth stuff

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but to get the auth i need the button

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right? to fill in the usename password of google, then google api will verify it then send me the auth

regal mulch
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Could be, I don't know honestly

cinder flare
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this step is im missing that i dont know how to do it

regal mulch
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Ask on their forums please

earnest violet
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to see if I can get it working. I want to verify but it is non active. I can't click on verify. It's greyed out. How do I activate VERIFY. PLEASE for the love of god please help me. I am but a simple man!

cinder flare
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this is crazy, i know what im missing but dont know how

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@regal mulch yeah i already ask,

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thanks btw for your reponse

viral fractal
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I have no idea what your Problem is tbh.

earnest violet
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I can't verify

viral fractal
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So engine doesnt Work ?

earnest violet
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it won't let me

regal mulch
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@cinder flare For Steam, I had to expose a "GetAuthToken" function to get the current auth token from the SteamSubsystem.

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And that i passed into the request

earnest violet
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Can someone please give me a straight answer? If I delete Epic Launcher and reinstall it will I lose my UE4 and have to download it again???

viral fractal
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My god...

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Can you ask a straight question

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I dont think it will delete it

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But i wont guarantee

earnest violet
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I am doing so. It's plain fucking English. I have spelled it out as easy as possible. It's not bloody hard to comprehend what I'm asking

viral fractal
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As im a compile from Source hilliebilly and dont even have launcher

whole quarry
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no, but the launcher wont be connected to the ue4 installation after reinstalling the launcher

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why do you want to reinstall the launcher though?

earnest violet
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Every problem I solve with UE4 it has a fucking annoyingly special to then give me an addtional 5 problems to solve. It prolly thinks I love never ending puzzles. FUCK THIS ENGINE!!!!

whole quarry
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sure, its the engine, not you 🙄

earnest violet
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Yeah sure verify should not work! Let's not be fan boy and kiss epic's money grabbing ass with shite launcher that takes forever to load

whole quarry
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ah yes that why its so prominent present in the digital enterainment

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also, money grabbing ass? what? 😄

regal mulch
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Yo, calm down please. Uninstall the Launcher and check if that solves it

earnest violet
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Don't get me wrong I do like UE4 very much so but something should work and it does not like VERIFY how would you feel being on the recieving end of it???

obtuse pendant
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Can someone tell me what the name of this node is? I've never seen this expression before

whole quarry
#

I would be like "welp, lets try to reinstall it"

regal mulch
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I would try to reinstall the Launcher /shrug

earnest violet
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yeah ok I'll try it

regal mulch
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And if in doubt redownload the engine, cause I have internet flat, like hopefully most peeps

whole quarry
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lets hope elon's skynet get online soon so everyone gets fast stable internet

viral fractal
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Delete system32.dll

regal mulch
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@obtuse pendant Older design of the "Unequal Boolean" node

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The way you screenshotted it you should rather use "NOT" though

obtuse pendant
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ooooh thats an exclamation mark

regal mulch
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Yes

obtuse pendant
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i thought it was this |

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unfortunate checkbox

viral fractal
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I need to import 5000 textures into UE4...

obtuse pendant
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nvm thanks lol

whole quarry
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its the equivalent of if (bla != "bla") {}

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the opposite of if (bla == "bla") {}

regal mulch
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Not exactly, but yeah

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SomeCondition != true

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Which is the same as !SomeCondition

viral fractal
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I still Wonder why it is Impossible to do anything in the editor while it is compiling textures

regal mulch
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Not impossible, but your PC is doing a lot during that

earnest violet
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@viral fractal Whereabouts is Delete system32.dll located mate? That's if you're taking to me i think?!

viral fractal
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It is Impossible

obtuse pendant
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lol

whole quarry
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dont delete system32 >.<

regal mulch
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Don't troll someone into deleting system32 or something along that line

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I will instantly boot you

viral fractal
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The "importing texture" window is in the foreground and you cant click anything else

thick herald
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deleting system32 is like hitting Alt+F4 except it will not restart

viral fractal
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Thats the Spirit

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Btw. You cant delete system32

obtuse pendant
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its like pulling the plug but you cant plug it back in

earnest violet
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@viral fractal You're a dick! Fuck off and shoot yorself!!

regal mulch
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Don't go offtopic

viral fractal
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Relax friend

earnest violet
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ok man 🙂

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Sorry about my respone. I just wanted to believe

earnest violet
#

LOL!!! That was quick! Did u have that to go or something??? LOL!!!

whole quarry
thick herald
#

it's in the gif options

earnest violet
#

I c

whole quarry
#

before eXi uses Luos banhammer 😛

regal mulch
#

Yo, stop going offtopic. #lounge is for that

thick herald
#

yarp. Agreees

viral fractal
#

Importing These textures is gonna Take a year...

regal mulch
#

Tbh, even though minimum spec setups exist for UE4 and you can use it wit hthat, it's ultimately build to be used with a freaking strong pc

viral fractal
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Its not about the pc

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My pc is stronger than 99% of the market

plush yew
#

is there a place to discuss modelling workflows going into UE4?

regal mulch
plush yew
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ok thanks

regal mulch
plush yew
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will do

viral fractal
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Its about the fact that you cant batch import more than 10 because UE is gonna crash if you do, and that you cant work inside the editor at all while inporting

kindred tusk
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Does anybody know how to reference a variable from one world blueprint to another world blueprint

whole quarry
#

Game Instance, use that

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it remains persistent throughout the entire game session

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and wont get destroyed during level transition

kindred tusk
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Oh thanks

dry lotus
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Is it possible to dynamically import functions from unreal engine dlls? Or do they always embed the functions in the game executable?

regal mulch
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Depends on what you want to do

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You can load pak files in froms of DLCs and Mods.

dry lotus
#

Do unreal engine .dll files exist? What are they called?

regal mulch
#

Check your binaries folder

dry lotus
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.pak has nothing to do with coding?

regal mulch
#

No, but with adding additional content if you don't want to just update the game

dry lotus
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hmhm I have to look into this .pak file editing

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okay okay 🙂

regal mulch
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But generally, it's more important why you even need that

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Might be solvable differently

tender flume
#

will having lesser numbers on a skeleton increase framerate?

obtuse pendant
#

did I understand correctly that this is necessary as long as you have a designated root bone?

tender flume
#

try without and see if it still works

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i have never had to use that once haha

obtuse pendant
#

Without its acting dodgy, like it resets the position once the animation plays out, with it checked it seems to work fine

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movement is hella steep to grasp

tender flume
#

oh then use it with checked

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i think thats to lock the root bone

scarlet birch
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Sometimes it can help with animations that are a little sloppy or if you're trying to use root motion animations for in place animations.

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IIRC, it locks the root to the local origin.

obtuse pendant
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hmm, but when I check it, it resets the import rotation I applied to duplicate animations

scarlet birch
#

or it might lock the joint to its own defualt postion. I'm not sure how it'd react when something like pelvis was the root.

obtuse pendant
#

does that mean I have to revert my animations to non-root boned ones

scarlet birch
#

There's probbably an offset or something for it in the details pane.

tender flume
#

is it possible to use a hair mesh and paint it for hair physics?

#

instead of hair strands? i heard only hair strands works.

scarlet birch
#

I've used the standard physics asset for skeletal meshes with stylized hair. Not sure what the options are for more realistic stuff.

tender flume
#

physics asset for skeletal mesh hm.

#

so i can just use a hair mesh yes?

eternal urchin
#

can some one help me with world composition? i want to load/setVisability of a sublevel manually at BeginPlay or OnOverlap. independent of layer distance.

scarlet birch
#

Check if the levels loaded, and if it's not load it. Probably should remove it from world comp then though or just move it to a layer that has distances that would make it always loaded. If you set it to a layer that would be always loaded you can just check if it's loaded before enabling input or showing the level on screen.

#

My bad, I missread part of the question. I'd just remove that level from world comp since you're not using it and you can just load it . Then use the set level visibility node if you're in BP.

white relic
#

Alright, imma be straight. I can't code for sh*..who wants to make a storm chasing game with me

frank oar
#

Hi,

I have just finished my tutorial
But have a minor issue...

When selecting buttons In the menu a tutorial pops up to tell you what to do there.

I used a 'Do once' node but that seems to reset each time the player changes level.

Can I make it 'Do once' and only open once in the whole time the project is being played ?

whole quarry
#

When you change a level, all stuff starts off again as if it.. well the level starts, so the constructors, the event begin play etc

#

If you want something to be reminded troughout the game session, then the Game Instance is your best buddy

#

@frank oar

frank oar
#

thank you @whole quarry I havent used the game instance up to this point so I will look into how I might run it mini tut from there.
thank you!

wispy parcel
#

Do quixel megascans come with collision data or do those need to be generated/added in manually?

still moat
wispy parcel
#

nice lol

cloud meadow
#

Hey guys, new to UE4 and blueprint. I'm trying to just get a grasp for things and wanted to make a character controller, including a crouch. In code I'd write the code to say, if crouch key pressed and isCrouched == false, crouch and set the value to true. else unCrouch and set value to false. How can I do that with Blueprint?

still moat
wanton lotus
#

@cloud meadow you need to use isCrouched in the branch node instead of setting the branch node to always true. Then set isCrouched to true or false afterwards.

cloud meadow
#

@wanton lotus Thanks, I realized having something like this might also help

#

Is the psudocode for what I'm trying to do

#

Ahhhh slash thanks. I changed my BP around and I was missing the get IsCrouched node on that branch

wanton lotus
#

Looks like you definitely understand the logic, just translating it to blueprints is a bit tricky for those new to it since it uses some different syntax.

cloud meadow
#

This is what I had right before your screenshot

#

and it'd crouch but not uncrouch, so thank you for the missing piece. Yeah I'm a .Net developer for my day job, code comes easy to me. Just trying to figure out this BP thing

wanton lotus
#

Essentially, your current branch node is saying "If (true)"

#

So only true would ever run

cloud meadow
#

Makes sense

#

Appreciate the help @wanton lotus and @still moat

wispy parcel
#

When you change lit to 'player collision' in the viewport, do you see the custom collision box on the door? @gleaming hound

#

@gleaming hound I'd suggest taking the door to your chosen 3D modelling package and making a custom collision mesh in there, then reimport without generating collisions. There are lots of tutorials out there for exporting custom collisions. This way you could fix the issue and keep collisions optimized too.

#

As long as it's a static mesh you're importing as a whole, yes. If you plan to make this modular or plan to break it apart, you'll need to make a custom collision for each individual piece. Because this mesh is mostly made of flat primitives, creating a custom mesh would be easy.

#

No problem at all. A lot of this is new to me too. I know these examples are done in 3dsmax but the same principles apply. In your case, it's probably best to create a clone of your mesh like in this first example. It's just the second example explains it better. Good luck

https://www.youtube.com/watch?v=6-6JPvQIdhM
https://www.youtube.com/watch?v=pMvEX0lnVSA

A Simple Tutorial showing you, How to Create a Collision in 3ds Max works on .Nif files. tested and working on Oblivion and Skyrim .nifs

▶ Play video

Learn how to create custom collision in Unreal Engine 4 by using 3DS Max.

Learn maths for video games► https://www.youtube.com/watch?v=Bc3-_h3vElk

Learn How to make a moon night time scene in UE4► https://www.youtube.com/watch?v=0YpZlUzkQVk

Facebook ► https://www.facebook...

▶ Play video
white relic
#

Can I just take a minute to say how annoyingly complicated 3d programs are

wispy parcel
#

Maybe something like Houdini but 3dsmax is a nice go-to. No disappearing UI lol

eternal urchin
#

@scarlet birch Mike
does the layer distance set the viewing distance from inside the level or the viewing distance of the level from another level?

scarlet birch
#

No, loading distance

#

Iirc, maybe lod distances too

eternal urchin
#

i cant remove world comp since im in need of world origin offset.

scarlet birch
#

but you can load levels that don't use it

#

not all levels have to be controlled by it

eternal urchin
#

i mean. if i set the loading distance of level A to 500000. is that the viewing distance from level A to Level B.
or from level B to Level A? @scarlet birch

alpine laurel
#

my grass and mountain textures are bright/shiny when there is light on it. What do you do to get rid of that

mint heath
#

roughness

alpine laurel
#

what do i put

mint heath
#

15

#

TEST DIFFRENT VALUES

#

caps lock was on sry

#

i also need help

spring arch
#

Maybe somebodie know how we can set frame rate for the physics objects only? So the update happens every 12 frames for example?

mint heath
#

no but do you know how to fix a player camera that wont look up and down

spring arch
#

Do you use some project template?

mint heath
#

no

#

i made a true first person camera off of a third person template

spring arch
#

And it works only horizontaly?

mint heath
#

yes

#

and my character walks sideways

#

if i turn on pawn control rotatiopn on camera settings it fixes it but the camera gets all messed up and out of place

spring arch
#

You cant try to copy the first persone character template.

#

Its a little bit different from 3d persone

mint heath
#

no because theres no character

spring arch
#

You want to see the legs?

mint heath
#

the whole body because i made it a swat team member for a multiplayer game

spring arch
#

ah ok cool

mint heath
#

yea it sucks rn but itll be better but i have everything but the camera isnt workinbg right

spring arch
#

Ok so you need to rotate camera using mouse input

mint heath
#

yes the y axis

#

x axis works grewat

stray marsh
#

anyone can help me with Pixel depth offset in Unreal ? in my case my mesh is getting dark, when i increase the value instead of a smooth transition to the ground

mint heath
#

can u help me with my cvamers

#

camera

spring arch
#

One moment i will check first persone template

mint heath
#

k

spring arch
#

@stray marsh Have you created it using some tutorial?

mint heath
#

yes but my camera got messed up and ive tried to fix it

spring arch
#

Here is how it looks in first persone template

mint heath
#

ok thx

spring arch
#

And here is for the movement

#

Its all inside character BP

finite jasper
#

I have a question. How do I do control rotation in 4.24?

spring arch
#

What do you want to rotate?

finite jasper
#

It’s for first person, if the character wants to look up and down while holding a gun

#

And the gun follows with it

spring arch
#

Do you you a project template for it?

#

THere is first persone template with a character that can look up and down

finite jasper
#

Oh alright

#

Thanks

stray marsh
#

no @spring arch its just a siimple one

spring arch
#

You cant try make some simple material and check it

#

I see you have a lot of stuff hapening on that material

#

Maybe test it on something more simple and see if it works

mint heath
#

but if i click the use pawn control rotation on my camera it fixes everything but the camera moves to a bad spot which you cannot move it back

stray marsh
#

@spring arch even with a normal setup its turning dark

finite dew
#

I'm new to unreal engine and I'm stuck on something. I've added the walk and running animation but I dont know how to add my other animations (35) If you respond please @ me

frank oar
#

Game instance is greyed out...
I found this through my project settings...
If I want to edit this, do I need to make a new one ?

stray marsh
#

the pixel depth kinda look more like this

finite dew
#

I want those animations for my character but dont know how

spring arch
#

@finite dew Do you use forward rendering ?

finite dew
#

I dont think so

spring arch
#

also you can play with the parameters on the dither temporal aa node

#

i remember i had same troubles

#

Oh sorry wrong answer

#

To add animations you ned to use animation bluerprint

#

and add state machine for example

#

inside of it

#

then you need to feed it with parameters or custom events

#

that will launch your custom animations

#

@finite dew So in the window when you have walk idle state

#

You need to add new state

#

that will be your custom animation

spice cliff
#

hey, ive got a problem, this animation i got from mixamo is not work correctly, as you can see its a bit stiff, this should not be happening, what is causing this? thanks

finite dew
#

Ah ok thanks alot I'll try this out later:)

spring arch
#

Here is the parameters which helped me

grim ore
#

@spice cliff it looks like it might have been an animation that was exported "in place" so the motion was removed from it.

spring arch
spice cliff
#

@grim ore oh so your saying its the mesh and exporting that mesh right?

stray marsh
#

thats doesnt work @spring arch cause my mesh is turning dark or blueish

#

cause the sphere is white, with pixel depth it is blue and pixel mush

grim ore
#

@spice cliff when you export the animation out of mixamo, one of the options is "in place". Did you have that checked?

spring arch
#

@stray marsh the white box is for size ref

spice cliff
#

@grim ore ill check one sec

spring arch
#

@stray marsh Sphere was a standart size?

stray marsh
#

y, its the standart spehre from UE4

#

with a white color and only pixel depth

spring arch
#

If you zoom close to the edge how it looks?

#

I know that shadows can apear if you use offset try to disable it for a moment

#

and check close the edge is it smoothing at all?

spice cliff
#

@grim ore right so, the only time i see 'in place' when you see the preview of said animation

stray marsh
#

@spring arch its work , when i deactivate, "cast shadows" but obviously i need shadows ^^

spice cliff
#

@grim ore and as well as mirror are you saying that these option affect the export ??

grim ore
#

yes and if that is checked when you export it will put the animation in place when it exports. did you have that checked?

#

any of those options affect the export

spice cliff
#

yes did

#

and now im thinking about it what your saying does make since

keen goblet
#

Depends on the game

spice cliff
#

@grim ore nope unchecking in place does not change anythink

grim ore
#

which animation is this?

spice cliff
#

@grim ore ive been test htis probelm with a running animation

grim ore
#

yes which one is this? and is this a skeletal mesh from mixamo as well or one from somewhere else you are retargetting?

spring arch
#

@round summit yeah shadows is a good stuff 😀

grim ore
#

if in place did not fix it, and you are retargetting, its possible you are retargetting a bone wrong. It looks like the animation is tied to the hips for the root

keen goblet
spice cliff
#

@grim ore i made the mesh myself and i made the skeleton myself aswell in blender

gleaming hound
#

Any tips for making lighting build faster? got 591 unbuilt objects

keen goblet
#

Aside from upgrading PC and setting a high priority for UE I don’t think there is a simple way

grim ore
#

lightmass importance volume, lower the quality if just testing, faster pc, more pc's using swarm, switch to realtime lighting, break your maps apart into smaller maps so you only have to build parts at a time?

alpine laurel
#

is there a bug with ue4 2.24.3 that is causing the static lighting to disappear on build

open wadi
#

Hopefully I explain this properly.

#

I'm examining a project and I'd like to determine where "BP_PMM_Instance" is located within this project - is there a way to jump to it, akin to the magnifying class icon when you specify a GameMode or some such?

#

I see no details panel when I click the Cast node, how might I find BP_PMM_Instance in this example?

grim ore
#

well that is a class, so it has to exist in the project somewhere. go to your content browser, click on search at the top, make sure you have your root content folder selected in your list on the left, and type in the class name to search for it

open wadi
#

@grim ore - Will do, thank you much.

grim ore
#

also assuming it is the game instance and is set correctly you can access it from the maps and modes in settings. click the eyeglass to navigate to it

open wadi
#

Hmm, it seems to only be searching for folders with the string I search for in the content browser.

grim ore
#

it should work for the name as well as you can see here

open wadi
#

Oh, filters, let me try that, apologies.

grim ore
#

yeah you are in the asset panel, the folder structure

open wadi
#

Got it! Thank you much @grim ore.

grim ore
#

even tho it says filters to the left, the filters is a button and not the same as the search bar to its right

open wadi
#

What would be the general term for classes, game modes, etc within a given project, so I use the correct terminology? For example, would I say "I need to search all modules within a given project?" Or maybe components?

grim ore
#

you would say classes

open wadi
#

Ahh, so you have to refer to the relevant object type.

grim ore
#

it also depends on where it is at

open wadi
#

There isn't some generic term for all aspects of a project.

grim ore
#

for example if you wanted to refer to something in the project, content in the content browser, its probably ok to refer to it as an asset

open wadi
#

Asset, got it.

#

Makes sense.

stray marsh
#

maybe Pixel depth offset isnt working with Ray tracing ?

grim ore
#

if that content was a blueprint, you might refer to it as a blueprint

#

if that blueprint was in the world, it would be an instance of the blueprint

open wadi
#

I'm adding the search tip you just taught me to my general UE4 notes so I wanted to use the correct term, thanks again.

grim ore
open wadi
#

Interesting.

grim ore
#

also... correct wordage is good to know, kudos for that, but even knowing it doesnt help when half the time its got multiple names lol. For example world, level, and map is sorta interchangeable sometimes in UE4..... because.... Epic

craggy perch
#

is there a class that is easily accessible from editor? (Basically i am trying to make it easier for designers to add quests to our game so would like to add some sort of integer based ID system to quests) but don't really want to link up a database to our project.

Is there somethingl like a 'gamestate' but editor only, where i could store highest quest ID, so when they add a new quest I would just take that number + 1 as next quest ID? Or is there a better 'quick' alternative?

grim ore
#

Data Assets are normally what one might use to make stuff in the editor but I can't think of an easy place to store global variables in the editor itself. Normally for something like what you are talking about you would use a data table imported in from an external source like a spreadsheet so you can easily keep track and modify a list of data

exotic thicket
#

You probably could have a data asset per quest, and then store a list of valid quests somewhere

grim ore
#

technically you could write an editor utility plugin that could manage variables and keep track of your quests for you but storing the data is not super easy in pure blueprints and the editor.

craggy perch
#

yeah just really want to make it as friendly to the designers as possible, so that they don't have to worry about numbering at all, and they would just focus on their pipeline of adding a quest and all the numbering and everything else would be automatic.

#

okay will try a few things, thanks

exotic thicket
#

What is the purpose of numbering? Order of quests?

craggy perch
#

no, just internal ID

#

so that if they want to search for a quest after a bug report the QA could just say quest 301 has a problem

exotic thicket
#

A string text ID might work as well :)

grim ore
#

well the question might be asked, how are they designing the quests in the first place?

open wadi
#

I'm creating some error handling, and I'm reading the docs here - does anyone have a simple explanation for "TravelError"? The UE4 docs state "Allows games to handle cases such as trying to load an invalid map, which are not covered by Network Error".

#

Is that it? Invalid maps? Where else might TravelError get called?

#

Or when else, rather?

grim ore
#

I doubt anyone actually knows off the top of their head without looking at the C++ code but as this is networking you could try in #multiplayer

vital jackal
#

how the hell do you move folders without breaking everything? god

rich stream
#

hey, I wonder if anyone here could help. I'm getting spammed by this error in the log
StartTransport failed to create multicast socket on 0.0.0.0:0, joined to 230.0.0.1:6666 with TTL 1
LogUdpMessaging: Warning: UDP messaging encountered an error. Auto repair routine started for reinitialization
FUdpSocketBuilder: Failed to subscribe UdpMessageMulticastSocket to multicast group 230.0.0.1 on interface 0.0.0.0

#

I tried disabling the network transport in settings, as suggested by a forum post, but no luck.

#

it's a single player, vr project, using the vr sample. I believe the error started when I removed some assets from the vr sample, but can't be sure.
AAh, of course when I had given up and had to ask, then I got the idea to check plugins, an there was 2 network plugins enabled. Disabled those and the error is gone.

open wadi
#

Will do @grim ore, thanks again for the quality support.

craggy perch
#

@grim ore
right now they are just loose blueprints in folders, and it works but after they added a 100 of them it's a bit messy and they're losing time on finding the correct quests sometimes because they name the BP's strangely 🙂 so i'm trying to make a 'quest editor' for it basically so that they will have one Editor Widget BP where they will do everything 'quest' related in a nice organized manner (the code structure underneath is well structured from what i can see but just want to help them visually do the same thing a bit faster).

That's why I wondered if there's a place for global editor vars so that I could replace the ID system cause right now they're manually writing QuestID strings as 'ID' but the naming conventions aren't enforced and it has happened that multiple people used same ID's for different Quests etc 😄 So want to help them avoiding human error in situations like that.

spice cliff
open wadi
#

Is there a quick way to tell, within an event graph, if a given function comes prepackaged with UE4, or if it's user-created? Example here with "Create Request" in this project I am studying - I don't see Create Request listed in the group of functions for this asset, yet I don't see "Create Request" listed as an available node when I drag a pin off and attempt to create a new node either.

#

So I'm not sure where the heck this function is coming from, and if it's a prepackaged one with UE4 or if it's one that was created for this project.

#

In the documentation, I see FHttpModule::CreateRequest listed as an existing method.

#

So I assume it's prepackaged.

grim ore
#

@craggy perch yeah about all I could think of is your quest editor could keep track internally but saving it out to a file is hard in pure BP (the curent quest max #) and if you reset the blueprint itself any internal variables would probably be reset as well.

#

@open wadi usually if you mouse over the node it should say which library it is in, and at that point you would look thru the docs. Plugin/user created nodes all integrate with built in so no real way of knowing unless you are not using any plugins or user created at all

open wadi
#

Makes sense, thank you. Would there be any particular reason, ,when I drag a pin off a node in my own project, even if "context sensitive" is unchecked, "create request" doesn't appear as an available node?

#

Do I need to #include an http library or some such (assuming this is an HTTP method)

grim ore
#

some nodes require a certain context and can only show up in that context, for example animation nodes wont show up outside of the animation Blueprint. Its the same for other nodes, so you might have some that only show up in the game mode or game instance

open wadi
#

Googling "cannot call createrequest" ue4 doesn't give good information thus far.

#

Hmm, ok. I tried leaving out context sensitive but the same issue appears. I'll keep at it, thank you @grim ore

grim ore
#

its not the context sensitive. that lets nodes that could work with the right input work, its a completely different oddity

alpine laurel
#

what exactly causes static lighting to disappear when you build?

grim ore
#

when you hit build it would delete the old lightmaps since you are making new ones

#

@open wadi for the Create Request nodes, if you mouse over them does the tooltip say where they come from

open wadi
#

Checking...

#

Mouseover says "target is BP Main Menu Functions"

#

That's all.

#

Specifically it says:

"Create Request

Target is BP Main Menu Functions"

#

On mouseover.

grim ore
#

definitely does not sound like its built in, but you should be able to find that in your project

#

by the naming it sorta sounds like a function library

exotic cave
#

Anyone here played/checked out Bloodstained?

#

In particular I'm wondering if anyone's explored the mods. Are they for UE? Or is it something else entirely?

open wadi
#

Got it @grim ore - It's a function that was created in that BP Main Menu Functions asset.

#

Thank you.

dire parcel
#

best way to learn UE4 ? any recommendations where i can learn and or buy classes ?

teal tulip
#

Welp YouTube tutorials or udemy things

grim ore
#

look at the pinned pin at the top of this channel, lots of links to official training for free

uncut sky
#

Hello @everyone, how can I make a Solo, Duo and Squad system?

frank oar
#

I have been told a few times that Navemesh bounds is only used for AI.
But the whole time I have been working on my project I have only been able to move (teleport) where there is a navmeshbounds path...

I want to make an area the player cant leave until they have read the tutorial widget fully, or skipped it.
Is it possible to change from one Navboundsmesh to another through BP to achieve this ?

marble shoal
#

Hey Anyone had luck with using custom characters with ALS V4. I have 2 epic characters working with it after retargeting the Anim bp and I have added the Virtual bones but My foot IK wont work , also they walk slow and sprint ok but if they jog they move there legs super fast on the spot and look silly

#

@frank oar If your using VR YOU NEED the nav mesh. the default teleport system needs it. but you could use blocking volumes to around the area.

#

@frank oar then you could kill the blocking volumes once Tutorial had ended

frank oar
#

Oh brilliant!
I will give that a Google as I havent used them before, I am hoping I wont be able to teleport thought them then ?

Might be exactly what I need!

Thank you @marble shoal

obtuse pendant
#

@marble shoal If no one here can help you with ALS (I would but I gave up myself lol) they have their own discord, maybe try asking there (also tell me how if you manage to do it lol)

tight prawn
#

are there any resources about adaptive music in UE4 ?

kindred tusk
#

How would i detect that you have been or are in a specific world through a game instance

marble shoal
#

@obtuse pendant Yes I tried to join it but they wanted my Phone number. Don't really feel comfortable handing that out to strangers tbh

obtuse pendant
#

Hm, i dont remember that

marble shoal
#

@kindred tusk Just a rough guess, but maybe get the level name. or if level name = to name set a bool. never done it before but seems like a simple way

kindred tusk
#

oh so check the level that you are in and if it is the one you are looking for then mark it as complete

marble shoal
kindred tusk
#

that makes a lot of sence thanks

marble shoal
#

Take this with a poinch of salt . I just came up with this idea in an instant

#

pinch

cedar wave
#

I'm lookin' to create a world where it is mostly water. Does anyone know of a specific approach to achieve this? Would a plane with a water material be too unrealistic?

#

Think like an open-world game where being on the water is the main focus.

silk delta
#

Anyone encountered a problem where a mesh will only show in game if you flick to wireframe and back?

#

Doesn't happen when I run as a standalone game though. Odd.

azure shore
#

hey this is quite specific, but does anyone know of any ways to like, draw landscape within runtime? in my level editor Id like to have a sort of brush tool that you can draw landscape with

#

I know of voxel plugins and stuff but Id much prefer to do it myself because I wouldnt need the whole thing

marble shoal
#

@silk delta I had an issue where the landscape was there but would not show, But I could drive on It and see it in wireframe . I had to remake the level 😦

silk delta
#

Weird hey! Oh well I've switched back to having the game preview in the current editor window. It was the separate window that was doing it. Small problems...

obtuse pendant
#

mfw a bug makes me redo 3 hours of work when its just a yaw node attached to a pitch

azure shore
#

I feel your pain

white relic
#

trying to blend translucent materials together isa f**ng nightmare

kindred viper
#

indeed it is

#

I hear with raytracing its better, but its not my field to say

obtuse pendant
#

pog

#

after like 4 days i managed to get my first ever self made character moving

fresh python
#

how do i add megascans plugin to ue4 4.25?

#

i downloaded bridge but nothing happened

#

the expoort button in bridge is greyed out

vagrant nexus
#

smh

wheat hare
#

what is it called if I want a drivable car to drive itself around?
any tutorials on that?

marble hazel
#

I'm trying to get this 3d sound component on an actor to work but the player only hears the sound if it spawns in its inner radius

#

does anyone know why that could be?

#

If the player walks into the radius without being spawned in it it does not work

wheat hare
#

then trigger it on collision with the actor, not when it spawns?

#

you could even give it its own collider

marble hazel
#

Arent you only supposed to start hearing the sound when you are in the fall off radius?

#

I want you to hear the sound once you get into a certain radius of the actor

#

even making the fall off and radius very small I can hear it all the way from the spawn point

distant totem
#

I haven't been able to generate the console variables HTML file from the help menu since 4.24, still not working in 4.25, did they change the statfps command in game?

#

is anybody able to generate that and paste it by chance?

#

for 4.25

wheat hare
#

oh I'm sorry, I misunderstood your question

distant totem
#

oh stat fps does work it just doesn't appear in the dropdown I see

marble hazel
#

Do you know how I could fix that I watched a video but it just worked in that one

south urchin
#

Anyone played around with the new SkyAtmosphere component? I can't figure out how to make the fog transition not so damn harsh/direct 🤔

#

that blueish line it transitions way too sharp

#

other than increasing the distance from the camera it starts I couldn't find any other solution

#

that's the effect it's producing yes but with the new SkyAtmosphere component not the old Atmospheric Fog component

distant totem
#

is there some sort of heightfog component inside it?

#

i haven't looked at the new stuff I don't know if its all in one sky bp

south urchin
#

it's the mie scattering effect that more or less replaces heightfog yes

exotic thicket
#

How do folks usually refer to other components from your own custom components? Just get refs to the components from the parent actor in begin play by class or something?

#

A lot of the options for doing that feels so brittle :p

#

I guess something like that'd do

#

It's not like I need that many component refs anyway... at least not right now lol

#

this sprite animation stuff I'm doing is just getting so freaking complicated that it's starting to feel like I'm going to need a sprite animation state machine component :P

dim plover
#

You should probably keep that in the component itself.
You can just getOwner in whatever component lifecycle event you want.

exotic thicket
#

Oh can you set a soft ref in editor and it resolves to the component at runtime? That'd be pretty handy

#

I've been using soft refs with some savegame stuff but haven't really looked at them that much

#

interesting, will have to check that out

dim plover
#

Other component instances or just the class?
Because if you want the instance, I don't think you can use soft refs.

night bridge
#

Does anyone know a tutorial where it teaches you hew to make it so that when you shoot a rocket or grenade at a building or something it explodes and causes damage to the building like actually destroy stuff too

plush yew
#

hey guys, so ive been using unreal 4 for about all of 2 weeks and im just wondering if its better to stick to blueprints or if it would be better to Learn C++ and Develope with it.

latent flume
wanton lotus
#

@plush yew are you familiar with any other programming languages?

plush yew
#

no but im just wondering if it would be a good idea to learn C++

latent flume
plush yew
#

i know its Very difficult but ive been looking into it and i wanted to know if using C++ coding would be better than constantly running into annoying deadends with Blueprint

wanton lotus
#

It would definitely be beneficial to know C++, but it isn't necessarily required.

#

What kind of deadends are you running into?

plush yew
#

so ive been working on a test project for a week now and completed it. i got the character to walk and look around and rigged the animations and gamemodes and all. But im trying to develope a "Survival" type game and its very difficult to find help on YT (Even with Virtus Devsquad, and Ryan Layley)

#

i was just wondering from more experienced users of ue4 what is better to use (even if its not easy or quick)

wanton lotus
#

For quick reference, the Survival Game Kit found on the marketplace was created entirely using blueprints.

#

As for which is better, C++ will be more efficient if you know exactly what you are doing. An inexperienced programmer may end up with code even less efficient than using blueprints.

#

When it comes to programming, there are countless ways to accomplish the same task, however, each way won't be the same in terms of efficiency.

plush yew
#

So i should stick to blueprint?

#

or learn C++ online

wanton lotus
#

Not trying to discourage you from learning C++, it would be beneficial to be able to understand it and the logic you learn from programming will translate very well when creating blueprints.

dim plover
#

Learn Blueprints first. Then, if you want, C++.

wanton lotus
#

For the most part, you will still utilize mostly blueprints, since there is no point in recreating the wheel.

plush yew
#

yeah i get what your saying

wanton lotus
#

For things that don't yet exist in blueprints and you need, you then turn to C++.

plush yew
#

yeah what im trying to accomplish are mechanics i cant figure out how to accomplish with BPs

#

anyways now at 16 or in im gonna go into programming anyways why not start now, even if it would take the rest of the summer and ill never get a chance to "attempt to make a game"

#

thanks for the advice

#

😉

undone cradle
#

question, anyone build a mixed reality app in unreal engine?

open wadi
#

I cannot find this "is in viewport" node - its target is "User Widget" - if I search for "is in viewport" or anything with "viewport" I don't see the node available. Where / how would one find this node?

distant totem
open wadi
#

Note that this is another project I'm referencing, I'm attempting to create this node in my own project.

#

That did it @distant totem! Thank you much.

distant totem
#

no prob 🙌

sly glade
#

Hello all - would anyone happen to have a build of this ?

#

(I would be more than happy to build it myself but this is something I have zero experience with)

#

and I should probably mention that what I am interested in is really the end result (half lambert in UE4), so if there is any other way to get there I'd love to hear it too

plush yew
#

The programmer working on my project said that the FBX file i gave him for a pistol didn't have a physics object. Does anyone know what i can do to fix this?

sly glade
#

your best bet is for both you and your programmer to learn how to setup physics objects (it's pretty straightforward). You can either generate them on import, or point to an existing one, or create them manually (all within UE). They do not come from the FBX file itself.

#

Can't blame you for not knowing about it ; and your programmer shouldn't make shit up 😄

plush yew
#

thank you, i'll relay the message

sly glade
#

it's certainly part of asset creation though, so I'd say it's up to you

#

not him

#

so I guess you guys are both to blame 😄

plush yew
#

yeah

#

can you link me to any resources where i can learn how to do that?

sly glade
plush yew
#

thx

#

He says there is an issue with the scale of the skeleton

sly glade
#

then there's probably an issue with the scale of the skeleton.

plush yew
#

yes, i understand that

#

i don't understand how to fix it

#

that is why i am asking here

limber mesa
#

Hey if anybody can help me with this error that would be appreciated

#

idk how i got this error lol

#

nvm fixed it, i made a typo again lol

#

line 30

#

editdefaultonly

#

its EditDefaultsOnly

scarlet birch
#

Anyone know a possible reason UE would crash when trying to save or apply a key frame curve to a joint? It's giving several different errors and this is a fresh project with only the model and few other things added to it. It's only certain joints that cause the crash.

#

I'm wondering if it might be because it's a retargeted animation and the joint I'm trying to keyframe is not present on the source skeleton.

#

ok, well that solved it. Typing out the questions made me wonder if it was due to retargeting so I exported the animation from the editor and reimported it. No more crash.

kindred tusk
#

how to i reference a variable from a game instance to a world

remote brook
#

where can i get a 2d level already made for free?

hidden knoll
#

there are templates

open wadi
hidden knoll
#

@remote brook Do you mean the basic structure already done?

kindred tusk
#

just use the 2d side scroller template it will give you a nice starting template

tiny sonnet
#

is there a flip flop with 3 execs?

vernal thicket
#

Anyone know of an obvious reason my ai move to succeeds even though the ai is blocked and doesn't reach acceptable radius?

steel fulcrum
vocal nimbus
#

after i build everything, why does my lighting go insanely bright?

vernal thicket
#

Have you got the skylight turned up?

plush yew
#

what does this icon mean?

storm jasper
#

Hello,files cs(c#) need compile ?

#

or only c++ files

#

?

dusty scroll
#

@plush yew means its a pawn that is possessed

#

you also most likely have gameplay debugger on

#

@storm jasper yes, compiled languages need to be compiled

plush yew
#

yeah the debugger was intentional but i didn't know the icon

#

thank ya!

dusty scroll
#

very welcome mate!

#

the red one means pawn not possessed

plush yew
#

ahh

storm jasper
#

thanks

#

in content browser

#

don't work to add cpp files

#

or source

#

solution?

vernal thicket
#

Anyone know how to stop ai move to success on blocked?

#

Literally makes no sense, the ai move to node will succeed if the ai is blocked, logic right there

valid agate
#

Hi All, I'm having this strange behaviour un UE4.25. I don't know how it started by all of a sudden I have all my project lights burning out (Redness). Can someone help?

plush yew
#

Hello guys I want to make with widget with 3 buttons to can change the color of the furniture (cube for example)
I read all the docs and watch videos but I can't still do it

#

and when I begin overlap the cube it shows, when end overlap, it removes, this works without problem

#

but now I have not idea when I click on the green button for event on released what bp I need to do

#

if someone can help me please tag me or write me in DM

#

hello? @plush yew

#

idk man

#

I am waiting for help too

#

idk when 7k people are online

#

yep

thick herald
#

@valid agate are you using raytracing by any chance? I've saw some people get weird lighting due to that and translucent objects like coloured glass

valid agate
#

@thick herald - Interestingly not enabled in this project.

thick herald
#

Calm down @plush yew 😄

#

Sorry not sure, first are you sure those nodes are being fired? Have you used breakpoints or print strings to check?

#

Sorry @valid agate not sure what to suggest. I take it you've gone through all your light sources and checked them to see if they are the cause?

#

What does it look like in unlit mode?

oblique tangle
#

Anyone know how I can force my anim montage to stop based on a notify?

#

Got a hit reaction montage and I want my enemy to stay on the ground

valid agate
thick herald
#

if it's multiple projects, sounds like you may have changed something in the engine instead of the project

#

anything you may have changed in the engine - any project - will effect all projects.

frank oar
#

Hi guys,
I have never used a blocking volume before,
Why does this one allow the navmesh to appear in the middle like this ?

thick herald
#

@plush yew you say ok, but I asked a question 🙂 have you done what I asked?

#

Sorry @frank oar no idea

waxen raven
#

Navmesh is blocked by blocking volume

#

But if something inside...

#

If would be able to navigate in there.

thick herald
#

actually being called / being used. You need to check this by using break points or print strings

#

So you still need to check if those nodes are being called, my man. You need to use breakpoints and /or print strings.

mossy nymph
#

@plush yew change the material, od change the parameter of the material on the dynamic material instance for the cube's static mesh

plush yew
#

I didn't understand you completely, what dynamic material instance? I have material parameter collection, also about the cube mesh in the level it needs to be cube or cube actor? @mossy nymph

mossy nymph
#

you need to create a dynamic material instance from the material if you're going to change its parameters

#

otherwise, you will do so for the mesh asset

#

which means you color one cube green, you color them all green

plush yew
#

okay if I create the dynamic material instance from the material do I need material parameter collection

#

yeah, I understand, I will need to do it not for the mesh asset cus if I have 3 cubes I will want to customise them in 3 different colors not in 1 same

mossy nymph
#

if you setup your parameters correctly

iron viper
#

Hi all, I'm new to Unreal and just got a new PC.
I recently got a "Out of video memory" error when creating a new cpp file from a new project. Every unreal startup and visual studio startup seems to take really long as well.
How can I check if unreal is using my gpu? And is this a problem related to it?
Currently on a i7 64bit with GTX1060 16gb ram

plush yew
#

man, please be patient

mossy nymph
#

and OnClick you set the VectorParameterValue of the DMI to match the button's color

#

it will work

#

for that widget also needs a reference to the cube actor

plush yew
#

okay, good, will check out the dynamic how to create and if I have some questions can I write them directly in DM to not make spam here?

mossy nymph
#

don't DM me 🙂

plush yew
#

why I can't dm you

frank oar
oblique tangle
#

@plush yew You're not even executing off of the line trace man

#

Look at your line trace

plush yew
#

line trace

#

watch tutorials for beginners, don't throw yourself into the deep

valid agate
#

@thick herald Will keep looking at here. Thanks for the tip about the lights, it gave me a way to go. It seems if I create a level from scratch it doesn't show up. Perhaps this is something weird that was caused by importing some demo from the library. And reading through the notes, it states they are not compatible with UE 4.25. And I have to convert it to run in this version of the engine.

plush yew
#

stop spam and be annnoying man

#

please stop

#

stop spam it man

#

<@&213101288538374145> please warn or mute him cus he doesn't stop spamming and he is annoying, please

#

thank you in advance

#

okay I have bigger progress now but it is weird 😂, when I overlap the model it becomes green without clicking the green button, why xD
@mossy nymph

fierce tulip
#

@plush yew read the rules or banhammer

#

your pick

plush yew
#

thank you

azure shore
#

if anyone here knows little big planet, is it possible to make something like the shape tool in ue4? you know how you can click and drag with a shape to like draw with it

fierce tulip
#

ok bye

versed lion
#

@cyan marten i sent you like 3 DMS

azure shore
#

ouch

plush yew
#

oooof

azure shore
#

trust me it happens, sometimes people are just too busy, dont fully understand the problem or dont know how to help at all

versed lion
#

@azure shore What you mean?

if anyone here knows little big planet, is it possible to make something like the shape tool in ue4? you know how you can click and drag with a shape to like draw with it
@azure shore

plush yew
#

yeah I understand

azure shore
#

Im not sure how to describe it

plush yew
#

I found where my problem is but idk how to solve, the most important is that I found where it is 😂

#

in the main material when I chose the color when I begin overlap it, it change it, but I don't want to change it 😦

fierce tulip
#

@azure shore yes, there is a tool like it on the marketplace

#

< old lbp creator

azure shore
#

oh wow really?

plush yew
fierce tulip
#

its not 100% 1:1 but it kinda works like it

plush yew
#

I want when I begin overlap will popu widget with 3 colors to choose and set the color of the mesh, yeah but actually no 😦

azure shore
#

awesome, Ill have a look

#

Id prefer to do it myself though

fierce tulip
#

thats months of coding prolly hehe

azure shore
#

yeah kappa

#

I wanna make a level editor but its gotta be optimised

fierce tulip
#

ok, im afk again.

versed lion
#

@fierce tulip Is there a way I can make ue4 more friendly to 2d game making, I am having trouble with the 3d camera, while working on a 2d game

azure shore
#

ah so it is spline, I was wondering if that was it actually

versed lion
#

sry if i am interrupting

azure shore
#

oh @versed lion Im making a 2d game too, I just use ortho camera

fierce tulip
#

@versed lion there is also a new 2d tool on the marketplace for 2d

#

its awesome

versed lion
#

is it free?

azure shore
#

OOF 100 quid, Im not surprised its expensive but thats why I have to make it myself

fierce tulip
#

not sure if they got the grand yet or not

#

*grant/grand

versed lion
#

what's the tool's name?

fierce tulip
azure shore
#

what do you need to do in 2d?

versed lion
#

And ty for responding I appreciate it

#

@azure shore i am trying to make a 2d pixel art game simple

fierce tulip
#

np, now im really afk

plush yew
#

xD nice

azure shore
#

oh, I tried with pixel art and a big problem was pixel distortion and I wasnt sure how to fix

plush yew
#

uum, anyone can help me for my problem that I want to do for 1 week 😭

#

I will wait, don't worry I am patient not like Maxi

versed lion
#

@plush yew what's wrong bro?

#

i will try my best to help 😛

plush yew
#

okay good

#

I will explain for 100000000000000302032403442432 time

#

okay

#

😂

#

so I have one cube mesh, I want when I overlap it to popup widget ith 3 colors, green red and blue for example, doesn't matter

#

when I overlap it, the widget popup, no problem, but now I did it someway when I overlap it to change the material of the mesh

versed lion
#

You want basically to make a choice in game to customize the cube's color?

plush yew
#

yeah

#

I created dynamic material

#

I have parameter value

#

but idk what to do

#

let me screenshot the code

#

I think that the problem is in this main material

#

I need to do it here when I have the model to not change the color when I overlap, I want to change it when I click on the one of the 3 buttons

#

I hope you understand 😄

versed lion
#

yeah yeah

#

umm

#

lets take it to the DM so we wont spam ^_^

plush yew
#

okay yeah 🙂

obtuse pendant
#

Quick question, I have a blend space set up with an idle and then 3 degrees of varying speeds like this

#

but the 2. node from the top gets completely skipped if I keep it like this and if I remove the top node, the animation of the 2. node only starts fully playing if the preview is still at the uppermost position

#

shouldnt it be completely that animation as soon as I pass that node?

obtuse pendant
#

yeah if I check the weight details the middle one gets completely skipped, its 0.5 from the first one and 0.5 from the bottom one

frank oar
#

I am using a nav modifier like a blocking volume to stop the player proceeding until the tutorial is completed.
I am using a "Get all actors of class" > "Destroy" once the tutorial is completed, but the player is still unable to travel past that area (like its still there)

please can anyone advise me on this ?

dreamy lake
#

@obtuse pendant ive been having issues with non—snapping blendspace nodes as well.. never been able to male it work actually :/

obtuse pendant
#

you reckon it gets disregarded because its not snapping to the grid?

dreamy lake
#

I would think its a bug that has never really been fixed

#

And yes. If you make more grid lines and make it snap to it, then it should work

obtuse pendant
#

How do I make them snap to the grid again, enable "snap to grid" for every single one?

dreamy lake
#

Yep.. just right click the node and then enable it there

tight prawn
#

is it possible to use "Material Slot" when working with Geometry brushes ?

frank oar
#

this isn't working and I was hoping to show this to people in an hour XD

I would be very greatful if anyone has an idea..

tight prawn
#

I have a texture atlas, and i want to apply a material slot to curved stairway or whatever

#

how can one go about doing that

versed lion
#

@frank oar what part of this code is not working?

#

try adding a delay after the 1st sequence

obtuse pendant
#

@dreamy lake thanks, it worked

frank oar
#

well I am using a nav modifier as a blocking volume.
I was hoping that using destroy on it would stop its blocking function...
alowing the player access to the navmeshbounds volume and therefore able to move past it... @versed lion

versed lion
#

instead of using blocking volume

frank oar
#

My first guess would be that the navmesh isn't updating when I use destroy, so it might actually be working but I cant travel past it because the navmesh didnt update ?

versed lion
#

try making an actor

#

with collision that will block the player

#

then the destroy actor will work much properly

frank oar
#

THAT SHOULD WORK !

versed lion
#

i think yeah 😄

frank oar
#

oh wow thank you

versed lion
#

np brother

frank oar
#

I wish I had the brain cells to come to that solution myself XD

versed lion
#

sometimes just think on the other similar stuff you can do if A doesn't work so B is familiar and could work

#

have a good day man 🙂 i hope you will impress the people

frank oar
#

thank you !
been working really hard on this so I hope so too!

azure shore
#

so does anyone know anything about making a level editor? I cant find a SINGLE tutorial on it anywhere

#

I know most of it is really simple but I dont know how to optimise it and save it

#

like sure I could build something with loads of blocks but then itd be bad performance

#

and idk how to save and load

whole quarry
#

Why would it be bad performance?

azure shore
#

well, for bigger maps with lots of actors

#

I made a line tool, click once then click again to make a platform from first click location to second, which works well but Id probably need more than that

#

its a bit ugly

#

ideally Id like something just like the little big planet shape tool but theres no tutorials anywhere

versed lion
#

@azure shore try looking up on google, map rendering, light rendering, and all of these stuff it should like make the map "completed"

azure shore
#

Ive dodged a bullet with that and my game is unlit 😏

#

an actual in game level editor I mean

versed lion
#

ohh

#

ok

frank oar
#

Weird problem, when I used the standard 1m cube SM to block an area, if I scale it up, navmeshbounds actually gets inside of it. I feel like its going to get a little out of hand if I have to make a thousand of them just to kill the navmesh within an area the teleporter could potentially reach XD

#

though I could make them long and thin like this I guess, that would need less

versed lion
#

just customize the nav mesh

azure shore
versed lion
#

why isn't it the best?

azure shore
#

well

#

its 3 meshes for each click, which may not be too bad but this feels a bit limited

versed lion
#

Its your best, that's the best thing about it 🙂

#

and its looks kinda nice ngl

azure shore
#

thanks

#

maybe its ok for now, I could add like a size option

#

admittedly Im not 100% sure how optimised things like this will be, but I feel like itll get bad for having a lot of this

#

maybe the fact that the game has hardly any graphics will make up for it, Im not sure it seems like a lot of collision

vocal nimbus
#

Have you got the skylight turned up?
@vernal thicket yes i have

bronze mango
#

who is the brackeys of ue4 😅

#

i want to switch from unity to ue4 any good yt channels

supple totem
#

hi all, does anyone know what this means in terms of ending an undo transaction? Only successful if the transaction's action counter is 1.

#

does that mean I can't have multiple actions lumped into one transaction?

wheat hare
#

@bronze mango the guy who does the WTF is...? series comes in here and answers questions sometimes. Those are good beginner videos but like all YouTube you have to make sure you're using the most up-to-date methods for the engine version you're using

#

Like in 4.25 you might animate something with an actor sequence whereas if you're version locked for some reason to 4.19 you'd use something else.

rigid belfry
#

can i have a GIF as a widget menu image?

bronze mango
#

That does Not sound good at all😅

rigid belfry
#

i dont think there's an unreal brackeys

#

but there's lots of great channels

bronze mango
#

😕

azure shore
#

relating to what I asked earlier, how easy would it be to kill performance by just spamming lots of cube meshes? like would thousands drop fps, or millions or what

atomic vortex
#

Hi, in a tower defense, would you implement projectile types as components? Let's say 3 different towers use homing projectiles
I'm a bit confused how or how much to implement in the component
Currently the tower itself spawns a projectile actor

exotic thicket
#

You could probably just have a different projectile actor for each projectile type and choose which one to spawn

frank oar
#

When I try to change the material (I am trying to make the text emissive)
it just turns into a block, anyone know a workaround for this ?

azure shore
#

try editing the default text material, text material uses some kinda other functions for the transparency or whatever you call it

#

a normal emissive material doesnt know how to do that by default

#

like as you can see in the preview

frank oar
#

ok, Ill see if I can make an instance and edit that

copper mesa
#

Hi guys, Anyone had experience working with Composure? ~*

fresh python
#

Hello, im trying to follow this BP tutorial for ue 4.25 but i dont have "Right Mouse Button" in my blueprint menu? 😦

#

i dont have "Mouse Events" at all in BLUEPRINT Editor

#

ok nevermind found it

#

its only accessible in the event graph

#

not the other BP windows

#

sorry

kindred tusk
#

How would I reference a variable from a Game instance to a level

exotic thicket
#

use "get game instance", and cast it to your specific game instance

kindred tusk
#

Oh ok I didn't realize that you could cast to anything but your player

exotic thicket
#

you can cast to anything :)

#

well, anything that makes sense in the specific context

tight prawn
#

hey

#

i'm working on a mountain scene

#

and i want there to be a thick layer of fog that the player can't see through

#

unless he goes up the mountain "stairs"

#

how does one go about achieving that ?

vernal thicket
#

@tight prawn Exponential Height Fog

tight prawn
#

yeah I'm playing around with that, but it affects the entire map

versed lion
#

The chest is an Actor

tight prawn
#

Halp ?

wheat hare
#

Plug the density of the fog into the z of the player

#

I did that with opacity once for another reason

tight prawn
#

nope didn't get the results i want

#

this is from the documentation, i've followed it but i don't get the same results

obtuse pendant
#

I want to switch the used blendspace in my animation blueprint via my character controller, do I need casting for that?

#

I already promoted the blendspace in the animation BP to a variable, just need to set it from the character controller

viral fractal
#

Is it normal for UE to take 25min to import 15 4k textures, What the hell, this should be under a minute

mint raptor
#

so this is annoying. Unreal thinks a BPA is being referenced in BPB and it is not. Whenever I go to delete BPA and warns me that BPB is using it and when I force delete editor stops responding.

What can I do to be sure that BPB really doesn't have BPA in it at all?

obtuse pendant
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not sure but from what I experienced it doesnt sometimes fully delete stuff, i halfassed quite a lot of organizing assets and stuff and when I checked in the file explorer there were remaining assets that wouldnt show up in the content browser

mint raptor
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@obtuse pendant Well that's because if you rename an asset, it keeps the original for some reason can't recall. If you right click on the folder and click Clean up or Fix Up Redirector it should get rid of excess files

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In my case it thinks it is being used but I can't find any ref of it actually in the BP

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I'm tempted to just hard delete from windows

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but IDK what further chaos that will unveil

exotic thicket
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I had that problem Nonlin, but Force Delete did not freeze UE for me :\ Have you tried waiting for a few minutes? I've noticed it can sometimes just freeze and look like it crashed but it just takes a while

mint raptor
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@exotic thicket waited 30 minutes

exotic thicket
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Oof

mint raptor
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Task Manager showed about a 7-8% CPU ussage

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Not responding the entire time

exotic thicket
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Have you tried using the validation options in the asset actions? Not really sure if they're relevant to this