#ue4-general

1 messages Β· Page 778 of 1

jolly void
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but I don't know how to know where the center of the figure is
@heavy lagoon
in the static mesh viewport Approx Size gives you the mesh bounds of the object, half it to find the mass centroid

tight prawn
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is there a way to control static mesh opacity ?

rocky radish
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is there a way to control static mesh opacity ?
@tight prawn in the material maybe?

tight prawn
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indeed, i find myself finding the solution on my own right after i ask the questions here

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thank you nonetheless

rocky radish
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np πŸ˜„

vocal herald
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@vernal thicket I have 2 keyframes with different rotation values in Sequencer. When I play my Sequence I can see that rotational numbers are changing both inside Sequencer and inside PlayerController, but nothing actually rotates

limpid swallow
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Is it possible to hide components only in blueprint viewport?

brazen pier
stray notch
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firstly, did you name your variable correctly? Check the details?

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if you already got the math stuff done and a connection to a widget which displays the amount, you should be fine. most tutorials should explain the full layout fine.

atomic vortex
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can I pass a DataTableRow in a blueprint exposed property or do i need to pass the DataTable and the row I'm after as string?

plush yew
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@plush yew I'd start with some of the sample projects (the ue4 templates, or ShooterGame, ActionRPG from Epic) and just try and implement a few new features into those as a start
@plush yew I think it's better to start with your small projects, rather than ready-made blanks. In my experience, I will say that someone else's code is harder for me to disassemble and easier to write mine πŸ™‚

vernal thicket
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Anyone know how to reference variables accross maps? I've watched Mat's video on it but I have no idea how to pass information through player controller?, I've set up a volume adjuster, each time I travel through maps the volume stays adjusted but the slider goes back to it's default point so it looks like the volume hasn't been adjusted

plush yew
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@plush yew yea, I gotcha, thx)

vernal thicket
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@plush yew I think it's because if I create it in the level blueprint or the character blueprint, whenever a new map opens event begin play is called again and so that creates a new widget thus resetting the variables inside, is there a way to store the variable accross all maps.. I figured creating the widget in a way it's created once and that's it?

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Looks like I can pass the variable contents to a Game Instance and then just go back to it to get the values

low brook
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has anyone ever had this issue ? i have it all the time in 4.25 and i cant find anything about it

storm dome
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I'm new to unreal and in trying to make a really basic game where you have to run from one side to the other as fast as possible but I don't know how I would make a wall that would follow you that you would have to outrun and if you touched it you would die has anyone got any vids they could link?

rigid belfry
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@low brook is that actor perhaps using physics?

storm dome
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Okay thanks Ill try and do it without a video first and see what happens

rigid belfry
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i doubt you'll find videos about that because thats too specific

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plus it doesnt look that complicated either

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you have a wall that on hit = lose game and who needs to have its transform constantly updated

wise rain
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Guys, l have created a coop gameplay game for 4 people but whener one of the characters dies, all the characters dies and only host repawns at the check point. Around 2 weeks trying to solve it but coundt solve it.

vocal herald
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Is there a way to change Preview Render Level outside Unreal Editor? My project wont launch anymore after I changed it to Android

storm dome
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Okay I'm sure I'll figure it out it seems simple enough

fleet wraith
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is there an engine setting to make it so when i open an asset it opens as a new tab and not a new window?

low brook
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@rigid belfry no

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it happens to litteraly any static mesh

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sometimes hinders me from moving stuff at all tbh

rocky radish
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is there an engine setting to make it so when i open an asset it opens as a new tab and not a new window?
@fleet wraith there's an option for that in the engine preferences i think

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i'm gonna check the name

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when my editor gets out of 45%

wise rain
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Is ther anybody who is experienced with coop gameplay and character checkpoint spawn ??

zealous cloak
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i need help to built sth like filling a tank with gas for 15 seconds

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how can i make sure the user keeps spilling a liquid over the target tank?

kindred tusk
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does anyone know where i could get a modern revolver model for my first person shooter

zealous cloak
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after a certain amount od time i want to set tank as full

vernal thicket
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Can you not cast to game instance inside a widget?

wise rain
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l have created a coop gameplay game for 4 people but whener one of the characters dies, all the characters dies and only host repawns at the check point. Around 2 weeks trying to solve it but coundt solve it. Can anybody help me please?

plush yew
rocky radish
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yes, they removed the twitch category a while ago

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is there an engine setting to make it so when i open an asset it opens as a new tab and not a new window?
@fleet wraith Asset Editor Open Location in the Editor Preferences tab

fleet wraith
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@rocky radish ty!

rocky radish
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you're welcome

rigid belfry
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i think they stream in the science and technology category now?

grim juniper
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iirc the Unreal Engine category was changed to a tag

rocky radish
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i think they stream in the science and technology category now?
@rigid belfry yes, its in a tag (i think its either called unreal engine or ue4) now

plush yew
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ok thank you guys for answers ^^

rocky radish
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np

plush yew
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maybe someone have to inform Epic that link is broken on the launcher page?

rocky radish
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@heavy lagoon for that case you could cast to the player using 'get player character' as the object and getting the actor direction for the turret from that

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maybe making traces and casting to the objective according to the hit actors?

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then just drag a 'get player character' in there and connect it to the 'GetActorLocation' @heavy lagoon

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what problems?

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just do what i said inside the component, i'm not understanding what issue you're having when doing this.

wheat hare
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You cast to it, if I understand right

rocky radish
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wich is literally what i said

wheat hare
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Yeah I was trying to tell him what to look up in the docs

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"cast to"

rocky radish
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oh

blazing shell
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I am using nav bound mesh volume and notice that a navigation area ends if there is a polygon above it. Is there a way to circumvent this limitation?

vernal thicket
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Ue4 2.5 cast to game instance no longer functional?

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Always cast failed?

rocky radish
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@vernal thicket what errors are you getting when trying to cast to game instance?

vernal thicket
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Just Cast Failed - I've checked for the 5th time that i've got the correct one selected inside project settings maps and modes

rocky radish
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what are you using as the object?

vernal thicket
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Literally been stuck on this for 8 hours xD

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Get game instance

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Hold on i'll screenshot

rocky radish
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did you set that game instance as the project default?

vernal thicket
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Under Maps & Modes, yeah

grim ore
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breakpoint after the get game instance. Use a print string, plug in the get game instance node, F9 on the print string to breakpoint it. When it hits mouse over the return from the Get Game instance and see what it says it is getting as the return value.

vernal thicket
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^ I'll give that a go, I followed your tutorial on storing variables accross blueprints but I couldn't figure out how to access or store player controller variables?

dawn plover
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is there a dedicated quixel server?

vernal thicket
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So been trying with the game instance

grim ore
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this is in .25.1 and no issues getting my custom game instance

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player controller should work the same as the game instance except the player controller is temporary. Should still be able to get player controller -> cast -> get/set variable similar to the game instance way.

vernal thicket
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I did the break point and plugged it in, saw it stopped failing so Unplugged the print string now it casts fine

grim ore
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super duper weird lol

vernal thicket
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I swear to god.. wtf

grim ore
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maybe it never fully compiled at some point and this forced it to

vernal thicket
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Maybe pulling the display name from the game instance repaired whatever issue was there

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Yeah

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Welp thanks πŸ˜„ lmao

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8 hours for that, man

grim ore
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if something seems weird either try and debug, or shut down the project and re open it. it might find the stuck blueprint at that point

dawn plover
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is there a quixel server? the update isn't working

vernal thicket
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Yeah damn I'mma remember that, its working sweet now.

grim ore
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@dawn plover the update fails to let bridge launch?

dawn plover
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@grim ore no Bridge launches, but clicking 'download update', downloads nothing, opening settings will show the image below, but the link is unclickable, and the plugin update popup in the topright, is unclickable either

grim ore
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I got an email from them earlier today with "Due to a technical difficulty, the automatic app update that appears when you launch Bridge will not function correctly on Windows. To get the latest update, please download from quixel.com/bridge and run the installation."

dawn plover
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ohhhhhh

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oke thanks, will forward this

rocky radish
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for me it worked just fine

vernal thicket
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Ugh, It's such a relief to see it work - can't thank you enough

hot thistle
slim idol
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suddenly the epic launcher is extremely slow

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did an update happen?!

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it crashed on me by just using the filter and search vault function

grizzled condor
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Hello guys how can i import my daz hair to unreal engine ?

smoky sonnet
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hey short question hope somebody can help me. i am creating a game which includes many songs and my question is HTF is piano tiles 2 for example so small at storage ?

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piano tiles 2 has around idk 200+ songs and i have 2 and it already uses around 40mb

wanton lotus
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@grizzled condor those sideburns put mine to shame, hehe.

grizzled condor
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what do u mean ?

wanton lotus
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Was just making a joke. The import problem is making the hair on the side of the face look like some wicked sideburns.

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@grizzled condor someone in #graphics may be able to help you import correctly (not many experts watch this channel). Importing into ue4 is a pain.

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@smoky sonnet I am not familiar with piano tiles 2, but it is possible they aren't even storing their audio files within the game and they are downloaded during runtime??

smoky sonnet
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that could be it mhh, i was just curious if there is a better way to handle audio files because they are so BIG

wanton lotus
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Does piano tiles require an internet connection or can it also be played offline?

smoky sonnet
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mhh the web says no

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i never tried it myself but some say you dont need a wifi connection

wanton lotus
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They possibly broke it all down note by note as well.

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You technically can make a song with a single sound cue if you are an expert at altering the sound cue during runtime to make it sound like any note you want.

smoky sonnet
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okay i understand what you mean but that is to complex for me πŸ˜„

wanton lotus
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Then you just need the sheet music for every song, which would be much smaller files than audio files.

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Yeah, it is beyond me as well, haha

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The logic is there though

smoky sonnet
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πŸ˜„ hey do you know if ue4 and also android are able to work with mp3s because i am working on an old project of me and i am using .wav files instead of mp3s i forgot why i did this

wanton lotus
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Someone in #audio may know better

grave radish
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You can turn mp3 into a wav in like 3 seconds with audacity

smoky sonnet
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i know

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but can ue4 work with mp3s i dont get it why i used .wav files

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because my song as a mp3 is 6mb big and as a .wav its 40MBs

plush yew
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I have a question

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A lot of unreal fps tutorials have the student make a thirdperson camera and stick it inside of the character to emulate a full body character, but I believe most "good" games make seperate models and just disable the model they dont need to see. For example in multiplayer, the fps player would only see his arms, however the enemy player would see the third person model and not the arms. How tf do I get this to work, since im a beginner, or is it okay to use the "true first person camera" many of these tutorials suggest using?

wanton lotus
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@smoky sonnet looks like aif, flac, ogg and wav are the only supported formats. Just tried to change the source of one of my sounds to check it.

green yarrow
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Hey guys, I have frustrating problem with localizations, Iam working with 4.24 and problem is with Hindi translation. I have made for test Third Person blank project with one widget containing about 22 text blocks with ~100 words each. English language is native and for testing i have made 2 other translations of that text, one is czech and one is hindi. I have 1 composite font, main font is for english, 1 subfont is for czech, 1 subfont is for hindi. Problem is when I switch language ingame via SetCurrentCulture, than Hindi make extreme fps drops, czech and english is without problems. Internationalization support is All, languages are checked in packaging.. Please help..

static sparrow
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Anyone ever gotten this before? I tried the "fix redirectors" or whatever it's called, on the containing directories, didn't help. I can't figure out what it's talking about. Google search didn't produce anything, either.

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It happens when I try to create a child blueprint from a specific abstract parent class.

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It doesn't crash the engine, it just refuses to create the child blueprint.

wanton lotus
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@green yarrow just did a bit of digging to find some info that may help. "We had a bug awhile back where when users were setting them to a non-existent font file it was causing large perf spikes." and "I had the same issue on 4.7 and it turned out to be that I had left a font parameter null. The reason this is hard to find is that no error is thrown and the font still draws fine when setting default font to a bogus font or null."

static sparrow
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I tried deleting the parent class and doing it again, same result.

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Sounds like a source control thing, right? But I don't have my project connected to source control atm

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I figured out that it has to do with the name I'm trying to give the child class. If I name it something else, it works.

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Weird. So, I just made it a different name, then renamed it to what I originally wanted, and it worked fine.

wraith wyvern
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UH OH

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can some one help me

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my project is now fucked for some reason

plush yew
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Literally no one available to help the newbies here lol

wraith wyvern
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@rocky radish you online? sorry for pinging you but im really fucked

green yarrow
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@wanton lotus thank you, I dont use any font material, Iam not sure, if there is any font parameter

rocky radish
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@rocky radish you online? sorry for pinging you but im really fucked
@wraith wyvern yes

wraith wyvern
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Sweet colud you help me out? sorry for pining you again

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pinging*

rocky radish
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yeah

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whats going on?

wraith wyvern
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So basically

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i made a intro thing

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like a splash screen

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and the other thing

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when i tried to play my game it just went to the main game insted of the menu first

wanton lotus
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@green yarrow Sorry, I am not too familiar with fonts in ue4. Was hoping what they mentioned in those quotes would be familiar to you.

green yarrow
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@wanton lotus Thank you anyway.

rocky radish
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when i tried to play my game it just went to the main game insted of the menu first
@wraith wyvern did you set the main menu as the game default start map?

wraith wyvern
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yeah

rigid belfry
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i doubt

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post a screenshot

rocky radish
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double check it

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and also, is this a packaged build?

wraith wyvern
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where do i check it again? @eternal urchin helped me set it up in the first place

rocky radish
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where do i check it again? helped me set it up in the first place
@wraith wyvern project settings->maps and modes

wraith wyvern
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what do i need to put in both

rocky radish
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editor startup is optional

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and in game default map you put the main menu

wraith wyvern
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okay thanks

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what do i do about the thingy tho

rigid belfry
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error message?

wraith wyvern
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correct

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that is a error message

rocky radish
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idk about that, but gtg so i wont be here

wraith wyvern
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shit okay

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thanks

rocky radish
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np

rigid belfry
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when do you get that error

wraith wyvern
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uhh

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when i launch the game

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so i can see the opening credits

rigid belfry
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did you package the project or are you launching from the editor

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from where are you "launching" the game?

wraith wyvern
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F ucks sake

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now another problem

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every time i click start game on my menu

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it just loads the menu again

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annd why are my trees black now

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@rigid belfry can you help me?

rigid belfry
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i cant, sorry

wraith wyvern
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F uck

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well

ionic gyro
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Hey guys. I’ve been trying to wrap my brain around this but I’m stumped. I think I’m supposed to used spline meshes for this sort of thing but I’m pretty new to the topic. Basically I’m trying to create something like a 3D model trailing behind the player, extending as they gain speed and bending as the player rotates. A good example of what im trying to do would be the trail that’s left behind the morph ball in Metroid prime

plush yew
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hello guys one friend want to make animation for door opening but she did the model but she can't make the animation because the door can't rotate, I mean this:

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not like this

open wadi
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I have a question. This is my main menu widget event graph. I'm trying to reconfigure this so that, on hover, the relevant nav text becomes bold, not switching background images.

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Wha's the technique for, onhover, bolding, instead of image switching?

blazing shell
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Hello. I have 200 static meshes where I want to use Complex As Simple Collision, how to change that simply?

plush yew
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about my problem?

stable needle
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@blazing shell Shift-select your assets > right-click > asset actions > bulk edit via property matrix

blazing shell
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Thanks!

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is something similar possible for materials? i dont like how they have glossiness by default

frank oar
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Hi guys,

Does anyone know if it is possible to convert a project to scalable (for mobile, oculus quest) if it was originally built in "highest quality"

I honestly dont mind if a bunch of materials are removed in the process ect...

stable needle
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@blazing shell You'd have to create a master material and use material instances for the individual meshes. If you just imported and auto-created the materials, I don't think there's any way to bulk edit

plush yew
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Hi All, I am working on a list view with UMG and thought the On Item Selection Changed event was not firing but I accidentally right clicked the item and then the event fired πŸ˜› Anyone know how to switch that to the left mouse button?

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@wraith wyvern seems like u have multiple problem

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also if it load ur main menu again, most likely u didn't cook the map u are trying to travel too

wraith wyvern
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nope

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i solved it

plush yew
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U need to add maps on the cook list

wraith wyvern
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but since you are here

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can you help

plush yew
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depend, i got 10 mins before bedtime

wraith wyvern
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wiat are you talking about the trees or my menu problem

plush yew
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menu

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seems like u are trying to launch them rite

wraith wyvern
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yeah i fixed that

plush yew
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cool

wraith wyvern
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im talking about the trees

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how to i fix them

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they are black

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when i build lights

plush yew
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ur trees isn't black in editor?

wraith wyvern
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when i build lights

plush yew
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does it give u warning after light build finishes?

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like overlapping UV

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@wraith wyvern make sure u have extra UV channel for lightmap

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and set the resolution to 512

wraith wyvern
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i have no clue what that mean

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s

plush yew
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Ok double click ur tree

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or find it in the editor

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now look at Ur UV channel

ionic gyro
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Would anyone have any idea if spline meshes are the correct solution to my problem or should I maybe try something else?

plush yew
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see where i highlight?

wraith wyvern
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yes

plush yew
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if u dont have UV channel one

wraith wyvern
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i dont have that pannel

plush yew
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then u must make one

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errr

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Click on ur tree

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the reason why ur mesh is black because most likely, there is no Texture map to put the light into

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the whole point of building light is to put light information on a Texture channel

wraith wyvern
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i think i solved it

plush yew
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k

wraith wyvern
plush yew
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u have 2 different camera setup eh?

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normally u want to hide he head in a true FPS game

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everyone ignores my questions

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is there another discord I can go to?

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@plush yew U are trying to make true fps camera too?

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yeah

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here is prob best

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its super difficult

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in forum u dont even get ansswer...

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I just need advice

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Well I can tell u when it comes to

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other player seeing ur mesh but u dont

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im following a tutorial series

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the variable is called Owner See

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hang on let me SS

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yeah

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or u know about it?

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I know the concept right

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basically

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the players view disables parts of the mesh of the third person character right?

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like for example the head

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Yeah, sort of

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but it keeps it visible for other players

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that's the idea

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for say multiplayer

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Yes

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yeah

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my issue is

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So other player sees ur 3rd person mesh

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in these tutorials im following

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but u only see ur first person mesh

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yeah

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do i need to make seperate animations for first person arms

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or can I just make third person anims

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and make sure the camera fits well

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u can man, as long it's the same skeleton but tbh it really depend on ur game

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cuz in AAA game

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I literally have no idea what to do

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Im sure the First person mesh have it's own animation

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my game is just supposed to be like a quake game

ionic gyro
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hmm i am doing a similar thing

plush yew
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mirai it does

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but idk how to animate

ionic gyro
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i use seperate animations for 1st person

plush yew
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ive used blender ffor like 4 hours total

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and no tutorials cover my questions

rigid belfry
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@plush yew is this your first project?

plush yew
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Ive made a projevt before but it was a third person zelda like

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there is tutorial out there to animate FPS arms too but I suggest keeping it simple if this is your first project

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the tutorial owner stopped updating

rigid belfry
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you want to make a fps game?

plush yew
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I'm not really in the FPS bussiness but there are tons of fps tutorial out there not just one

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Yeah, im making a quake game essentially

rigid belfry
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see

plush yew
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Mirai there arent many good ones

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So u have animation for the 3rd person?

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Idk

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What mesh are u using?

ionic gyro
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fps arms can be simpler if you dont use 3rd person imo

plush yew
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Im asking if I should just do third person anims

rigid belfry
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the problem with tutorials is that you basically learn nothing. 0.

plush yew
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do u know how to re-target animation? cuz if u do u can get makret place starter anim

rigid belfry
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zero

wraith wyvern
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normally u want to hide he head in a true FPS game
@plush yew im doing both but if i launch the game and im in first person the camera doesnt work and i can look 360

rigid belfry
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stop following tutorials

plush yew
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@rigid belfry well I learnt everything from watching tutorial

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Yeah well idk how to do anything without them

rigid belfry
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thats the problem

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you gotta take the wheliees off my dude

plush yew
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bruh

rigid belfry
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start a fresh project

plush yew
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well mate , if u want the mesh to move u gotta animate it one way or another

rigid belfry
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you wanna make a fps? start a fps project

plush yew
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the next step would be to learn how to animate πŸ˜„

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Ive done stop motion

rigid belfry
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wanna make the projectiles destroy? google if you dont, or do it yourself if you can

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the next step is not to animate

wraith wyvern
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righy can you help me ?

plush yew
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@wraith wyvern Can't tell without looking at your code

rigid belfry
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you literally do that at the end of the game

plush yew
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righy I dont understand how tutorials are terrible

rigid belfry
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when everything is done

plush yew
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so are u saying it's ok in editor but at launch it got fucked?

wraith wyvern
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@wraith wyvern Can't tell without looking at your code
@plush yew what code do you neeD?

plush yew
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try to check the gameplay mode maybe?

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like for a person with maybe 10 hours of total unreal experience

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Ive learned a lot from tutorials

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@plush yew everything looks terrible until one day after you brute force your way with tons of tutorial, things started to make sense

rigid belfry
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yes, but at some point you gotta stop blindly following them

plush yew
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Its not that things look terrible that I care about

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well no shit sherlock

ionic gyro
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tutorials are fine i think he just meant dont souly rely on them

plush yew
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but im a beginner

rigid belfry
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i aint saying stop following them

plush yew
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@wraith wyvern Does it have anything to do with launch at all? if u play in editor the camera is fine?

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So why say anything

rigid belfry
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just, understand whats going on

plush yew
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you make it seem like im retarded

rigid belfry
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no

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thats not the point

plush yew
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Tutorials wont make you "better" at anything

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Chill guys, I also only rely on tutorial and books

rigid belfry
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its like learning how to ride a bike

plush yew
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its just tips and tricks

rigid belfry
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sure you need the wheliees when youre starting

plush yew
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yeah I know what you are saying

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I understand

rigid belfry
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good

plush yew
#

Reading documentation is nightmare, it's better to do tutorial 4 - 5 times and u get the concept eventually

wraith wyvern
#

@wraith wyvern Does it have anything to do with launch at all? if u play in editor the camera is fine?
@plush yew nope editior its fucked if it launches in first person both with launcher

plush yew
#

Ok so here is my question

#

@wraith wyvern wait, I dunnoe what u mean. So the problem have nothing to do with launcher right?

rigid belfry
#

@wraith wyvern why can you look behind you when using the fps cam?

wraith wyvern
#

@wraith wyvern why can you look behind you when using the fps cam?
@rigid belfry i dont know thats what im asking

rigid belfry
#

in a first person game, the camera controlls the rotation of your character

wraith wyvern
#

bRUH

#

I KNOW

rigid belfry
#

have you tried googling it first, and then asking the discord?

plush yew
#

you need to enable the pawncontroller I think

rigid belfry
#

we're not a full time help center

wraith wyvern
#

have you tried googling it first, and then asking the discord?
@rigid belfry y es

rigid belfry
#

i doubt

plush yew
#

Guys can u all chill

ionic gyro
#

google is not my friend right now lol

rigid belfry
#

programming is 80% knowing what to google

plush yew
#

@plush yew U gotta limit the rotation

#

Yeah

#

mine works as is

#

i cant see behind me without the character rotating

#

like everything rotates in sync

#

hmm yeah that's kinda not a simple thing I suppose... these true FPS cam setup

#

because u do want the actor to rotate with the camera too

#

no its really easy

wraith wyvern
#

every time i launch the game and im in the first person mode i can do 360s but as soon as i toggle Third person then first person again its all good

plush yew
#

In today's episode we take a look at how we can setup the true first person camera by converting the third person camera to first person, giving us a realistic look and feel to our FPS game.

We also take a look at setting up our project and adding the animation starter pack t...

β–Ά Play video
#

watch this

#

oh if you're doing 2 cams idk

#

when u are in FPS mode

#

u checked use controller rotation YAW?

wraith wyvern
plush yew
#

yeah thats what I was gonna say

#

you have to go into the 3rd person character settings I think

#

@wraith wyvern U got it mixed up.....

#

that's why u have to toogle twice

#

before getting the right setup

#

Can u make A connect to the bottom

#

and B to the top one

#

see what happend brother

wraith wyvern
#

A connection from were

plush yew
#

The Flip Flop

#

hang on

rigid belfry
#

when you first start the game, youre in third person

plush yew
#

Try that

wraith wyvern
#

oh okay

rigid belfry
#

when you press the change camera button, the FLIP FLOP sends you to A

#

but in A you set it to third person

#

basically you're doing nothing

plush yew
#

I mean, I didn't really check the code, I just know if u have to press something twice before u get the right result. That's most likely the flip flop

rigid belfry
#

then, the second time you press again, the FLIP FLOP sends you to B

wraith wyvern
#

fixed

#

thanks

plush yew
#

@plush yew bro u making simple game

#

start with assets that u can have

#

especially if it's ur first game

#

yeah

#

my game is really simple

#

if u cant make animation

#

like

#

I can learn animations

#

try to use animation from marketplace

#

Im an artist

rigid belfry
#

@plush yew what problem did you have?

plush yew
#

Ok so my issue is idk if the tutorials im following are even decent

rigid belfry
#

you want to make custom animations you said?

plush yew
#

nonono

#

eventually yeah

#

but I just want to set up the bare bones of an fps

rigid belfry
#

virtus makes decent stuff

#

its clearly aimed at beginners though

plush yew
#

I have regenerating armor, health bars, damage volumes, etc

#

I have held off from doing anything weapon wise

#

because I dont want to lock myself into a system where I cant like add my own stuff

#

one step at a time buddy

#

but if ur game dont have to be perfect like i said

#

No I know

#

u can use Third person animation

#

Yeah

#

but that's kind of a pain

#

u need to learn aim offset

#

etc

#

I just want it to be like, smooth?

rigid belfry
#

you dont even need to use any real animation to be honest

plush yew
#

I dont plan on using ads btw

rigid belfry
#

you can have a simple pawn with no body

#

you move the camera

plush yew
#

Yeah but I want it to be multiplayer

rigid belfry
#

add a cube as a "gun" and shot mini cubes out the "gun"

plush yew
#

Yeah ive seen that stuff

#

Well for the 3rd person mesh, which u do have to make one. Assuming u gonna see other player character U do have to learn aim offset

rigid belfry
#

my dude

plush yew
#

like I just want a simple 4 player arena shooter

#

Multiplayer is really advance tbh

#

replication isn't an easy subject

rigid belfry
#

you have no idea what you'll get into, if you start working on multiplayer right now

plush yew
#

Im not working on it right now

calm spade
#

Wait can someone help me with a water texture problem

rigid belfry
#

just get to know the engine first

calm spade
#

I’m new to ue4 like very new

rigid belfry
#

make some stuff

plush yew
#

I don't want to discourage people from doing anything man, but If I have to give u advice after years of doing UE4. Try to stay away from multiplayer

rigid belfry
#

doesnt have to be games

#

i like to start training projects from time to time

plush yew
#

U can just make the game vs an A.I

rigid belfry
#

sometimes i train my landscape building skills, sometimes level design

#

you dont have to make games

plush yew
#

The only reason I picked unreal was for multiplayer

#

Well I mean, u can use template from UE4....

#

Because of the account integration

#

ur Logic from the start have to be tailored for multiplayer

calm spade
#

When I make a new landscape, then make the material my water. The water is all spiky and bugged can anyone help

plush yew
#

If u are doing the game from single player way from the start

#

u will end up redoing ur whole game

#

Okay well im willing to make it multiplayer from the start

rigid belfry
#

its a problem related to the materials most likely @calm spade

plush yew
#

Is this for school project btw?

#

I literally have like 3 blueprints

#

No

calm spade
#

It’s the wind waked material

plush yew
#

this is just for fun

calm spade
#

Waker

#

Wind Waker

rigid belfry
#

it doesnt matter how many blueprints you have

plush yew
#

I want to have something me and my friends can play

#

I literally have no code is what im saying

rigid belfry
#

that will take a lot to learn

plush yew
#

so I can just start over now

#

I understand man, but it's better if u start from single player till u know most of the coding

#

Yeah

#

U gotta make server

#

IP

#

dedicated server

#

replication

#

I was going to make it p2p

#

and that's old method already.....

#

most people use web service now

#

Idk if thats harder

rigid belfry
plush yew
#

sry what's p2p again?

#

peer to peer

rigid belfry
#

you wanna learn more about multiplayer? then follow the tutorial

plush yew
#

Local?

#

connections

rigid belfry
#

but this is not something for beginners

plush yew
#

I love silent hill man, I used to want to make a mini silent hill game multiplayer

rigid belfry
#

and you'll most likely learn nothing if you just blindly follow...

plush yew
#

took me 8 hours to get a god damn door open on both server and client

ionic gyro
#

i guess the main problem im having is im not sure how to manipulate the end position and tangent of a spline mesh based on velocity

plush yew
#

@ionic gyro You haven't even tell us what u want to do pepelaugh

rigid belfry
#

@plush yew i just starting learning multiplayer stuff, but from what i could gather, you dont really use peer to peer anymore

#

instead you'd make something called a listen server

plush yew
#

yeah

rigid belfry
#

where basically one of the players act has a server

#

and the clients connect to him

plush yew
#

Unreal engine have multiplayer tutorial right off the bat

#

some Chat, finding game, etc

#

Well for the game Im making atm i planned on making a single player tutorial

#

But man... looks soo outdated. since I am trying to sell my game I will never model my game that way

#

so maybe Ill just make it a short game

#

and use it to springboard into the next project

ionic gyro
#

i thought i did? but i can explain it in more detail if you need lol

rigid belfry
#

@plush yew yes the steam multiplayer tutorial from unreal is really outdated by now

plush yew
#

so what's exactly is ur problem? @ionic gyro

rigid belfry
#

but i posted a video of a really great guy who recreated it in 4.24

plush yew
#

Right now people use web service like Amazon game lift

#

etc

#

makes it harder to cheat

#

if people do everything server side

#

is anticheat really hard to add?

rigid belfry
#

@plush yew i just started working on a multiplayer game and only this took me 2 days(12h of work?)

plush yew
#

idc how long it takes

#

@plush yew Yeah you can forget doing anti cheat

#

ill probably stick with singleplayer anyways

#

Yeah man, I totally recommend single player

#

it looks good though rig

rigid belfry
#

my take on this is

#

if you cant make it singleplayer, there is NO WAY you're gonna do it online

plush yew
#

I dont even have assets lmao

ionic gyro
#

well you know how ribbon trails work right? well i basically want to do that but with a thin rectangular mesh. where the mesh extends and bends away from the object its attached to as it moves

rigid belfry
#

you dont need the assets my guy

plush yew
#

I planned on making my own since the game is going to be low poly

#

anyways

rigid belfry
#

i am already repeating myself, but you could literally have cubes running around

plush yew
#

No I know

cedar wave
#

UE provides so many free assets that you can use as placeholders....it's a pretty outdated reason on not creating a game.

plush yew
#

but I want to add stuff after

#

okay so my final issue is this

rigid belfry
#

yeah of course, once you get the whole game ready then sure

#

you can swap assets

plush yew
#

with the "true" first person stuff right

#

@ionic gyro are you talking about particle effects? I hope someone can help you with it because I don't touch them

#

should I just make it arm animations instead of true first person?

ionic gyro
#

nah i im thinking i can do it by manipulating the mesh with a spline

plush yew
#

like get rid of the true first person

#

and then do like the arm thing

rigid belfry
#

you can do whatever you want

plush yew
#

Ur choice

#

Im asking for advice

rigid belfry
#

its your vision, your project

#

it only depends on how long its gonna take

plush yew
#

if its single player I dont think I need true third person

rigid belfry
#

and how confident you are

plush yew
#

If u are doing it for fun with friends... i would just do the Aim offset for 3rd person and do a true FPS cam

#

If it's single player then dw about True fps camera

#

just do an arm Animation

#

and hide the rest of the body

#

well I already said I have no idea how to do multiplayer

rigid belfry
#

i think you're just looking too forward in time

#

you could do screensharing

plush yew
#

well yeah i dont want to screw myself

#

like im literally just following this guys tutorial

ionic gyro
#

i just want to know how to manipulate the spline correctly. i would offer my code but im pretty sure its way off from what i need to be doing

rigid belfry
#

what you could do to speed up your learning is

#

ok, follow the tutorial, but dont copy as you watch

#

watch the tutorial, finish it and then try to do it on yourself

plush yew
#

I dont have a good enough memory for that lmao

rigid belfry
#

if you dont remember or its not working, go back and look what was wrong

#

and you'll already learn stuff

#

its not about memory

plush yew
#

It is literally about memory

rigid belfry
#

look at it as a language rather

plush yew
#

Im terrible at languages

rigid belfry
#

you wanna tell the computer to do something

#

its not blind commands you're typing

plush yew
#

I was viewing blueprints more as logic

#

Im not just copying things without thinking

#

I figured out how to modify damage and regeneration and stuff like that

ionic gyro
#

could i maybe do something similar with a skeletal mesh?

rigid belfry
#

@ionic gyro you wanna change the way a mesh looks in real time?

ionic gyro
#

yeah basically

#

i kind of just want one point of the mesh attached to the player while the opposite point interps towards that point as it moves. so it will go out as the player moves and retract when the player stops

plush yew
#

like a cape?

ionic gyro
#

more like what you would see a sword trail do but slower

plush yew
#

ah

#

like a tracer sorta

ionic gyro
#

the reason im trying to do it with a mesh is so that its visible from all sides

plush yew
#

Sword trail use anim notify

ionic gyro
#

so not really a particle

plush yew
#

particle also visible on all sides tho

#

and it work from trail start to trail end

#

so i just match it with my sword and always get the result i wanted regardless of the attack animation

ionic gyro
#

yeah but i want the trail to be visible even when looking straight at its side

plush yew
#

well my particle always visible when viewed from all sides

ionic gyro
#

nice @plush yew

plush yew
#

if it's something u are looking for, u can get sword particle from market place

#

and see how they do it

#

it's currently free i think

#

Yeah advanced magix FX12 is free atm

ionic gyro
#

idk if you saw my post earlier but its not so much a weapon trail as it is something like the light that trails behind the morph ball in metroid prime

plush yew
#

yea sry, I don't think I fully understand

ionic gyro
#

let me see if i can find an example\

#

its made so that you can see it even when viewing the morph ball from straight behind

plush yew
#

its like s transparent block

ionic gyro
#

yep

plush yew
#

thats something a lot of older games did

#

yeah its like a cube spawner

#

essentially

ionic gyro
#

wait so i wouldnt need to make a bending model?

plush yew
#

legend of zelda ocarina of time did this a lot

#

its mostly huge tris

#

yeah

ionic gyro
#

ah so would i just spawn the thin cubes at an interval so that it would appear theyre curving?

plush yew
#

just have it spawn from the blade no?

#

they'll decay

ionic gyro
#

yeah

#

i tried that. i mustve done it wrong though lol

#

why didnt i think of a rectangular material? god i feel dumb

#

thanks sorry for my bad explanation lol

plush yew
#

are you making a zelda like?

ionic gyro
#

no actually

#

tbh im making a metroid fan game

plush yew
#

oh nice

ionic gyro
#

specifically metroid prime.

plush yew
#

ye

#

super metroid / zero is my favorite

ionic gyro
#

ball works perfect just need that trail effect

plush yew
#

y6e

#

I hope it goes well

ionic gyro
#

thanks. i can show my progress on here if you guys want to see it

plush yew
#

yeah

#

#work-in-progress

serene ridge
#

Hi, someone has an idea of the best way to convert some Autodesk Inventor files to unreal?

ionic gyro
#

capsule? you mean like a capsule shaped material?

plain terrace
#

Unreal engine casually using 7 gb of ram

#

Murdering my computer at the same time

ionic gyro
#

ah good idea thanks

#

@plush yew i put up an old vid i recorded

plush yew
#

nice

ionic gyro
#

thanks πŸ™‚

plush yew
#

wow

#

way better than what I can do

ionic gyro
#

well i cant take credit for any of the assets in that vid accept the textures on the gun really. and the particle effects lol

open wadi
#

Oh never mind, I found it, deleting question.

#

Is it possible to do nested comments?

rigid iris
#

Hello everyone! Epic Games support tell me write my feedback to official Discord. Who know what official Discord for Epic Games?

plush yew
#

noa I havent even gotten guns set up and im starting over lol

ionic gyro
#

tbh i started over that project several times before i got this far lol

#

i could recommend a good youtube channel for gun mechanics if you like

#

his channel is called underscore. i based a lot of my initial gun mechanics off of his videos

plain terrace
#

I have this obj file that has like 129 parts and I don’t know how to import it as one skeletal mesh

open wadi
#

When using a "set color and opacity" widget, how do I reference the text within a button?

#

I want a nav menu option to switch to bold on mouseover

#

ON hover

lilac wedge
#

not really good with materials any idea on a material that randomly changes color over time cycling through 4/5 different colors ?

digital anchor
#

time * float for speed, plug that as the X of a 1d texture gradient with your colors

lilac wedge
#

not too sure what a 1d gradient is? is it a node?

#

cant find it :/

digital anchor
#

no i meant if you just want some colors make a texture with like 1x5 pixels to use as a gradient

lilac wedge
#

ahh ok

late verge
#

roughly how long would it take for me to get competent with blueprints having no prior coding experience

lilac wedge
#

It depends on how fast you pick things up everyone's different. There's a lot of documentation and nearly every question you have as a beginner has an answer somewhere on the ue4 forum so depends on you

white relic
#

ue4 4.24 always crashes randomly when drawing out node s

zenith herald
#

how do i open engine's console to allow texture2d array?

open wadi
#

In fact, does anyone have any idea how to alter the text within a button in any way when someone hovers over it?

lilac wedge
#

but would say you should be able to starting making something youself in a few weeks. Thats the beauty of blueprints

#

@open wadi get the on hover event of the button. And make the text within the button a varible and you can change the font size ....

open wadi
#

@lilac wedge interesting, ok. So something like this isn't necessary?

lilac wedge
#

I mean if you want to save the selected button for later than i guess but just to change the color not really. Just drag the heroes node to the target of the set col

mystic holly
#

Can anyone help me with soccer mechanics

open wadi
#

@lilac wedge Thank you, I just made the relevant text a variable, what node should I leverage to change it to bold? Set Color and Opacity?

lilac wedge
#

theres a set font node. Right click on the "In Font Info" and split the struct to change it or make it a variable if you are going to use the same settings later on

open wadi
#

Great, thanks much @lilac wedge!

lilac wedge
#

Np πŸ™‚

azure shore
#

hey is there a way to constrain rotation on a chosen axis outside of physics

exotic thicket
#

If you're not using physics, then the object wouldn't rotate unless you rotate it yourself

#

So you'd have to make sure your own rotation code doesn't rotate it in ways you don't want

onyx cedar
#

here's a dumb question: how do you pan the blueprint graph on a laptop with only a keyboard and trackpad?

#

i'm dying over here

#

That didn't work, but I did get it to pan by stretching the rectangular marque off the edge of the graph. So I guess that's ok?

#

it may be my track pad is dumb

still hemlock
#

Hi

#

I'm having a problem with shadows

open wadi
#

If I want to create a gif so that I can demo functionality to this support channel, what does everyone use to do such on Windows?

#

What's the best app for that?

plush yew
#

Hello everyone, I need help. How can I encrypt .pak file on Android?

#

It gives me an error

#

If I enable encryption

#

It'a fine on PC but wrong on Android

#

module_engine_28_of_47

#

Smth with types

open wadi
#

Example of the animation I'm attempting to create in my navigation - notice how the "store" text becomes bold on hover, then fades back to normal on unhover

plush yew
#

invalid sh_type for string table section

open wadi
#

I got the "turn to bold version of font on hover" code to work by using the following - but instead of just doing the reverse for on unhover, how would I generate the fade to normal font?

lapis bronze
#

its not going bold when you hover, its just changing color on hover

#

but sure

plush yew
#

Learn about timelines

#

Could be very helpful

#

Some help 'bout stuff above?

open wadi
#

If useful, here's the full event graph section for bolding / unbolding the text on hover. I just need to create the quick "fade back to non-bold-version of font", instead of this, which just flips back and forth between bold and standard font on hover.

#

No, this code has it flipping between the bold and standard version of the font on hover.

#

And it works properly.

#

The "fade from bold version of font to standard version of font on unhover" is the part I'm having trouble finding articles or tutorials about online.

#

@lapis bronze Are you saying that the example gif of the example I'm emulating, they're changing the color, not changing the font itself? That makes sense, thank you.

#

So I need to be altering the color of the font itself, not changing the font itself.

lapis bronze
#

yeah they are not changing the font, you can change text color

open wadi
#

Interesting. If I were to do that, do you know of a way to "fade" between colors like the example gif is doing?

lapis bronze
#

timeline

open wadi
#

Timeline, ok, I'll research that, thank you @lapis bronze.

lapis bronze
#

or even better, just make an animation of it happening and play it

#

the widget system has an animation timeline

#

you can animate almost any property

open wadi
#

Interesting

lapis bronze
#

and save it to an animation to be played back in blueprint

plush yew
#

Some help for me with sh_type?..

open wadi
#

Will work on that, thank you much @lapis bronze!

lapis bronze
open wadi
#

Very nice.

lapis bronze
#

there's probably a better tutorial than that, but this will get your feet wet

#

just search Widget Animation blueprint

wanton lotus
open wadi
#

Oh really? That's great @wanton lotus, yes I'm building this off that super-helpful example you provided, that was a lifesaver.

#

I'll remove those, thank you much.

plush yew
#

@lapis bronze Ok I'll try, thank you

open wadi
#

Yup, just eliminated them and it works perfectly.

distant totem
#

@open wadi sorry to bother, is this example of which you speak available publicly? :3

open wadi
#

Hi @distant totem, do what?

#

Oh

distant totem
#

OH sorry nevermind, I mis-read what you said above, I thought there was an example UMG template somewhere, sorry xP

open wadi
#

Oh no worries, no it's a very specific bit of code for this project.

wanton lotus
open wadi
#

Nice, there it is.

distant totem
#

awesome thank you for that! I'm honestly really interested in your project droptone and would love to see it as it progresses

#

dota has a great menu layout imo

open wadi
#

Sure thing @distant totem, yeah I'm just trying to learn UI / UMG and I'm trying to build a non-standard UI as an example. Every single tutorial on "here's how to build a menu in Unreal" as the same menu example, like 3 rectangles.

#

Kind of akin to the pubg pause menu.

#

Which makes sense considering it was built in Unreal.

#

And that's boring to me.

distant totem
#

ah yeah i completely agree, every UMG tutorial i've seen also is very basic like that too, it makes it hard for me when it's time to actually tackle UI because I always get lost, little things like you can't call keyboard presses from UMG or cast to level blueprint iirc

open wadi
#

Exactly.

lapis bronze
#

once you learn how the hierachy, padding, and when to use Canvas'

#

it gets easier

#

a lot of those tutorials are built on the knowledge of other shittier tutorials

#

I bought a really nice asset off the UE4 store, and it had the cleanest UI setup ive ever seen, and ive been using it to learn the UMG system from the inside

#

Making widgets for things you'll reuse later is a big tip

#

You can place widgets inside other widgets

open wadi
#

Interesting, thank you @lapis bronze.

boreal sun
#

Weird question, but does anyone know how to keep my player facing forward when running into a wall?

#

Like if I move and hit some sort of collision my character will turn, even when holding the movement direction forward

exotic thicket
#

I recall there's an instigator option on spawning, you might wanna try using that

#

the instigator is basically whoever is "responsible" for damage and such the object causes

#

if that doesn't do the trick, then you may wanna just add a variable into the actor and save it there

distant totem
#

@lapis bronze what is the name of that asset? would love to check it out

open wadi
#

I need a subtle drop-shadow as seen here. It's going down and to the left. Anyone know how to emulate these font settings for a given text block?

#

I'm here fiddling with shadows and offsets but I can't get it to do this typical drop shadow look, I know the engine that built this particular asset is based on CSS / XML so I assume they're leveraging some standard HTTP / CSS component.

lapis bronze
#

@distant totem its called "Auto Settings" on the marketplace

open wadi
#

This is a text block in UMG - I'm supposed to put a light behind a camera?

#

This is in the main menu.

#

Is that correct?

#

What's odd is that there are settings FOR drop shadow for the text, but not a checkbox to enable the dropshadow itself.

#

"shadow offset" is present

#

in the settings

#

And the shadow color as well.

#

But nowhere to simply enable the shadow.

#

If it were light-based I would assume the offset wouldn't be necessary, as that would all be relative to light positioning.

plush yew
#

hey

#

i want to make an house

#

were u can upgrade stuff

#

from house to farm to castle to BAAAAM πŸ˜„

#

i dont know were to start, is there any right direction i can find

#

?

#

Can someone tell me why my ball character cant jump from any mesh that is moved or scaled ingame time?

#

but in the house u can upgrade other stuff to not a big upgrade stuff XD

distant totem
#

@lapis bronze awesome thank you πŸ‘

open wadi
vague shale
#

I grabbed a copy of my friends project for 4.24 and am trying to build it so I can mess around with it, but when I hit build in VS its trying to build using my friend's engine location (H:\Unreal) instead of my engine location (C:\ProgramFiles\Unreal) is there some file somewhere in VS where I can tell it to look in the right place?
MSB3073 The command ""H:\Unreal 4\UE_4.24\Engine\Build\BatchFiles\Build.bat" Cybold Win64 Development -Project="C:\Users\lordm\Documents\GitHub\Cybold\Cybold.uproject" -WaitMutex -FromMsBuild" exited with code 9009

open wadi
#

This is what happens when you hit page 8 of google results for "drop shadow text block ue4"

plush yew
#

sooooow

distant totem
#

now we all know your real name is Chrome user, muwhahaha

#

page 2+ of google is definitely what they call the "dark web"

open wadi
#

Yes that's my real name, I was undercover until now.

#

My parents named me Chrome and my last name is User.

#

User, Chrome

#

Middle name is Entry-Level

dense hatch
#

quick question about materials, if i know a mesh is going to be switching between material params a lot (and many times a second) would it be easier on the gpu if i broke up the material into smaller materials and set new materials in code?

i guess the question is: is it faster to use an IF node in material graph or to set the mesh material?

alpine laurel
#

is there a setting to turn of message log or at least have it not pop up every time i hit play to test something

open wadi
#

So here's a new one: I can now properly change the text color on hover, works fine using this code, but "on unhover" does nothing. Why might that be?

#

Why on earth would that be necessary when the "onunhovered" event exists?

#

And works fine when changing between two fonts?

plush yew
#

how can i simply interact with that actor?

#

i want to get a component mesh within that actor and make it visible

#

why do no tutorials show you how to make your own assets??

#

literally none of the ones ive seen show you how to rig a gun or anything

#

I dont understand how to go from like practice assets to making them in blender

rocky radish
#

because its not really related to unreal engine, more to the 3d software that you'll use

plush yew
#

well yeah but how come theres not like a masterclass that shows both

white relic
#

Like when you try and find a tutorial for something you're learning for the first time and the person skips over the keys they're pressing lmao

plush yew
#

its just so confusing

#

yeah

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idrc about the keys I can figure that out

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I just dont want to follow a tutorial and not be able to do anything with the finished product

#

its so fucking irritating

rocky radish
#

there are some rare tutorials that actually DO show you how to make the assets (dont ask me for them because i dont remember the names)

kind mulch
#

Are you using Blender?

upper marsh
#

I am sorry but is this thing supposed to be a launcher? Where is settings? Where is well... anything? How do I find unreal engine in that?

rocky radish
#

@upper marsh maybe in the 3 bars on the top left?

plush yew
#

I have used blender in the past

#

im not super great with it but Id love to learn it more to make game assets

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I hate using stand in assets because it always seems like so much work to replace the old files when I can start a project with assets

#

but alas idk how to do that even if im an artist

upper marsh
#

@rocky radish They does nothing, just switches view from one big to couple small featured games. Typing unreal engine in search does nothing.

rocky radish
#

@upper marsh maybe try restarting the launcher?

upper marsh
#

@rocky radish Did so. Nothing still. This thing is horrible.

kind mulch
#

@plush yew I found this tutorial today, so far I could tell it seems like the person is doing a good job at showing what they are doing. I wanted to take a look at a it later on, but it might be useful to you, it shows all the steps to create a model in blender https://youtu.be/KcCXM5zCuc0

In this step-by-step Blender tutorial series I'll take you through the entire process of modeling and texturing a combat knife game asset in Blender. In the first part of this series we'll be creating the high poly model of the knife that we'll later use for baking normal maps...

β–Ά Play video
plush yew
#

Thank you

#

ill book mark it

gaunt tide
#

Point me to the correct channel ,Idk which it belongs,but the question relates to creating a building system similar to stormworks and from the depths to use as an example.

#

Level design?

wanton lotus
#

@open wadi You don't need to set those variables. You only ever need to use "get" with them since they are already initialized with the defaults you set in the designer.

ancient lotus
#

whats the easiest way to paint a decal or paint a little spot on a skeletal meshes material without using a scene capture component?

plush yew
#

I cant figure this out idk anymore

mental helm
#

Did Epic ever release the UT Outpost 23 map as a editable level/map or content example?

#

Looks like they did, found someone used it for testing a lighting change to the engine, https://forums.unrealengine.com/development-discussion/rendering/1493669-localized-ibl-implementation , anyone know how to download it?

surreal laurel
#

Alright i'm thoroughly confused about the different realtime GI and AO features. I've been using Light Propagation Volumes but the light bleed creates a real issue for me. After some looking around, i've come across ScreenSpace GI, HeightField GI, DistanceField GI, and Cascade Shadow Maps (not sure how this relates?). Now i'm totally unsure about what combination of these features are best for a realtime, day-night cycle, interior & exterior environment game.. any thoughts?

plain terrace
#

Daniell isn’t here to save the day

alpine laurel
#

i need to change the vaultcache location. Is it as simple as changing the location in the epic games launcher or do i have to do something else?

dim gate
#

does anyone get this thing where if I open ue4 with visual studio firefox just suddenly stops working all of the sudden

#

edge also doesn't work

#

I haven't tried chrome

stray smelt
#

I assume this is not possible, but gonna ask just in case. If I have selected multiple blueprints of the same type, is there a way to edit a child component of them simultanously? (e.g. material of one of the child meshes)

#

not in content browser/asset, but in an actual level

plain terrace
manic pawn
#

means your question was not simple enough for someone to answer without thinking about it and not interesting enough for someone to investigate it more

plush yew
#

@plush yew wat kind of artist are u?

#

@stray smelt sure you can. Just get the one the one that you want to reference

#

@stray smelt it really depends on how u want to do it but giving each child blueprint an ID is one of the way

#

so when u cast the blueprint, u can check if ID == 4 for example, then change material on that referred actor

#

With Quixel is there a material generator?

#

yeah pretty sure there is like plugin for it as well

#

where u can see the changes in real time

#

I havent use that since forever tho

#

I need real textures for my map, mostly plaster, marble, granite, bronze and such.

#

last time i use quixel they have preset for cloth, metal, plastic, etc

plain terrace
#

@manic pawn dont bully me i just made that meme cuz i saw how there were many other questions that were being asked without any asnwers. I haven't really had that many questions here yet

plush yew
#

and there is substance

manic pawn
#

there's no bullying here, it's just the truth

plush yew
#

yeah I moved from substance to Quixel tho

#

just pick one?

#

i think substance designer also have plugin in market place

#

quixel creates materials procedurally?

#

@plain terrace wat's ur question?

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@plush yew not sure what u mean by procedural

#

i used it cuz it have preset for materials

#

u can have multiple layer as well

#

So when u make a gun asset for example

#

i can add scratches, dust, plastic, metal, etc

#

it will produce the normal texture, roughness texture, diffuse, etc

#

@plush yew every tool can be good man, so long you can utilize it. Here is a tutorial with substance painter

https://www.youtube.com/watch?v=9MYGCdf9VHs

Dear friends, It's time for the next venture into the chamfer zone! I am happy to say that the AKM tutorial is finally available at www.gumroad.com/timb

The trailer should give you a good idea of all the different stations we are going to cover and those are a lot.
I am cert...

β–Ά Play video
plain terrace
#

I do not have a question yet

#

God dam y’all took the meme too seriously chill

manic pawn
#

or maybe you are taking the responses too seriously Think360Warp

plush yew
#

I'm installing quixel

open eagle
#

How Inefficient is BSP

plush yew
#

you can always convert them to static mesh when in doubt

#

jesus

atomic vortex
#

why is my sphere component placed completely off when dropped into the world?

barren flume
#

Is there a way I can import .MP4 videos without using it for just startup videos but to use as a video sequence

#

for like a certain part of the game

#

I'm trying to get it so when you press a button a video clip will play with text on it

#

or if I can't use a widget

#

I could just play the video

serene owl
#

can i ask a dumb question

#

how do i import an enviroment

cloud mortar
#

hey, so whats the rule of thumb for how many lods i should have, and at what distance they all should be?

exotic thicket
#

I suspect that largely depends on the complexity of your scenes and/or how noticeable LOD pop in is

tawdry osprey
#

Hey yall, UE4 rookie here. I'm trying to use the procedural grass too for my landscape, but the LandscapeGrassOutput node isn't turning green even with the landscape grass type set up. What the heck am I missing to make this work?

alpine laurel
#

if your game has a mac and pc version and discord game sdk could people play together

#

trying to figure out a good way to enable mac/pc crossplay

vale silo
#

I made a simple material with bump offset and it looked as expected. Then I decided it would be nice to do 3-way blend using vertex colors, heightlerp and bump offset. Well, that didn't work for some reason. Is there a trick to making N-way blended material (using vertex colors) with bump offset and height lerp (to have more natural transition between textures) ?

storm terrace
#

and stuck loading the 3rd person template at 39%.... why?

#

what I meant to ask is possibly how?
Because I load way more complex ue4 maps without any issues so I think something is wrong with my project.
If that is the case, do any of you know how to find and fix the issue?

#

Wow, the level did load up, not sure why for such a simple template (compared to other complex levels loading way faster).

vale silo
#

how do I spawn an actor with its Z axis aligned with surface normal ?

onyx cedar
#

aligned with the surface normal of what?

#

oh, didn't see other statement. reading now

shut lantern
#

Hi! I'm new to the engine and have a beginner question:
What's wrong with my collision setup that my character falls through the floor?
(that's the capsule component)

prisma plank
#

or maybe you are taking the responses too seriously :Think360Warp:
@manic pawn ahahha )) crazy smile! ))

storm venture
#

@shut lantern might be an issue with the floor, the collision settings on the character look good

shut lantern
#

thats whats weird, I'm using the default floor from the default map

#

and suddently it doesn't work anymore

#

😦

little hill
#

i have a willys jeep with a mounted i have been modeling and now i am trying to get the gun to work. i have the driving physics sorted. do i need to export the gun as a seperate object?

#

import*

shut lantern
#

thats whats weird, I'm using the default floor from the default map
i'm positive i have the collision stuff setup properly, unless something's overriding it ?

sage ingot
stray notch
#

Anybody have a recommendation for an intermediate level Udemy course ? Most Interested in seeing content about how more advanced blueprints get setup with some explanation

glacial lantern
#

only the one I actually want to see shows up there so I'm not sure where this one is coming from

plain terrace
#

i have no idea but you could show some blue prints

#

Gn humans

glacial lantern
calm spade
#

How come my foliage won't place on my landscape?

glacial lantern
#

and that just attaches thee gun to the hand (which the other gun isn't doing)

calm spade
#

Can someone help

plush yew
#

hello guys one friend want to make animation for door opening but she did the model but she can't make the animation because the door can't rotate, I mean this:

lapis bronze
#

i thought reflection probes were baked, and not realtime? The reflected light is changing when the flames come in

lucid socket
#

@lapis bronze UE4 also uses screen space reflections.

lapis bronze
#

Ah so it must be that

storm venture
#

hey so im playing with ray tracing in an open world scene and my fps drops from 60 to 20 whenever i move the camera's position, but rotation has no effect on fps. any ideas why?

lusty plank
#

moving the position changes the LOD range and the bounds of rendering (from origin at the camera/pawn), rotation does not.

#

So maybe it triggers ray recalculation?

ocean smelt
#

@calm spade I would suggest being more detailed in your question, and add some screenshots at least. Saying foliage won't place on your terrain is very broad. It's like saying hey doc, my bodies sore, what's wrong? πŸ™‚

grave nebula
#

@storm venture Accel structure does not need to be rebuild, when you are only rotating viewpoint.

lusty pumice
#

hey guys I have this particle running in realtime. problem is when I move the camera away the lights on the wall dissapear

#

hope someone can help me with this

stray notch
#

simple question: what's the reason that my function is blue? how do I make it display as green?

plush yew
#

Click your function and check "Pure"

stray notch
#

ohhh. Right

plush yew
#

only do it if the call has no side effect though

stray notch
#

nah i just forgot to make this one pure. didnt know that was the reason it changed color.

#

lmao

plush yew
#

Hey, I am trying to compute the angular velocity of a vive controller.
I currently do the following to get the delta angle since last tick, but the Roll and Pitch do not follow the controller's rotation.
Basically if in front of me, the pitch and roll are correct, but if I turn 90Β° left/right, Pitch and roll get inverted.
Any idea why ?

#

btw - I just joined the serv, if this is the wrong place to post please tell me

dusky crest
honest vale
#

at least there used to be a system where users with less than 10 posts had to have their posts approved by mods

scarlet birch
#

@plush yew either move the hinge corner of the doors to the origin in the modeling program or add the mesh to a bp with a scene component as the root.

austere hinge
#

hii iam working on minimap for simplicity iam using render target.. now how to show checkpoint on minimap without making it visible to player camera..

gaunt basin
#

Hey guys, I'm trying to replicate the in-game cutscene system from Final Fantasy 9. Can someone who's made something similar please DM me to give advice? Thanks

calm spade
#

How do I attatch my rain particles to my player?

plush yew
#

@plush yew I believe u have to take the player actor rotation into account

#

@plush yew my A.I head can look into the camera/player. There was a problem once where if i rotate her -180 degree she will no longer properly (inverted). Solved the issue by adding actor rotation into the equation

lost shore
#

When I build a project, my destructible meshes are invisible (until destroyed, then it shows up) but in the editor they render properly, anyone have any idea why this could be happening?

jagged halo
#

How do I attatch my rain particles to my player?
@calm spade You can just add a particle emiter as a child in your character blueprint. Make sure that particles spawn in world space tho.

calm spade
#

Ok I'll try.

#

Uh

#

How do I do that

#

I'm very new to this

jagged halo
#

It would be wise to start watching some tutorials then πŸ™‚

calm spade
#

I can't find any

#

That cover that

jagged halo
#

πŸ˜›

#

What is your problem exactly? the particle system or using your particle emitter as a child to your parent (character)

calm spade
#

Well, I created the rain particle, I just want it to attatch to the character while they walk, and I'm not too sure how to.

jagged halo
#

Well, so you have your blueprint character right?

calm spade
#

Yes

jagged halo
#

You should be able to add a particle emitter in that blueprint

#

when you open that blueprint you see a hierachy of children of your parent blueprint

#

Just give the emitter a relative position above your player!

calm spade
#

In the Event Graph?

jagged halo
#

Nope

calm spade
#

Where is it located then?

jagged halo
#

Under components

#

You should read about how a component entity system works

calm spade
#

Do I attach the emitter to my mesh?

plush yew
#

entirely up to you

#

its ur game

#

u can attach it to the capsule component and it will still follow

copper flicker
#

Howdy, can anyone explain pls.. how to create a call to parent node?