#ue4-general

1 messages ยท Page 779 of 1

copper flicker
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how do you create one of those, I forgot..

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haven't done it in ages, and it's hidden well..

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oh sht... I found it. It's disabled...

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O o

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I tried creating a custom event, same

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We can't have custom events that get overwritten in Child class??

wheat hare
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Wow I didn't know you could do that. I am also interested in the answer to this.

wanton lotus
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Print screen key takes better pictures ๐Ÿ˜

digital anchor
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@copper flicker @wheat hare all functions and custom events can call the parent, delegates (dispatchers) can not, OnOverlap is a delegate

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you cant call the parent because it will always call it anyway, as the delegate will call any functions bound to it

rocky radish
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Guys I'm trying to do a landmine, that have to have an area of explosion bigger than the mine itself
@heavy lagoon and what do you need help with?

wheat hare
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Thanks for the explanation

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I made a similar mistake trying to use an instruction inside a function

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Can't you use a collider for that?

rocky radish
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then you could just make your bullets collide with it

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and do that function

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overlap also works if you configured your collision settings to do that sort of thing

dense aurora
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when i create plane

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my character cannot walk on it

rocky radish
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is the collision enabled @dense aurora

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?

dense aurora
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yes

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the map is one entire object

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and im guessing that the character can only walk on top of it

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ue4 mannequin

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character just falls through it

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๐Ÿค”

muted minnow
dense aurora
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he wont clip through the plane

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i can no longer walk even on the plane

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lol

muted minnow
dense aurora
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i checked the plane and the object settings

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i set them to same

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still fall through

rocky radish
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@dense aurora how big is it (it can glitch sometimes depending on the size if its ridiculously big)

dense aurora
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๐Ÿค”

rocky radish
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๐Ÿคฆ lol

dense aurora
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thats the object i want to walk on

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i mean the floor of it

rocky radish
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why didnt you say it was a custom mesh

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anyways

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maybe see if complex collision works? maybe it didn't import a simple collision

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@dense aurora

wheat hare
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I did the exact same thing, imported a custom mesh as my floor. Used complex as simple too. Not sure if it was the right call, but my player can walk on it and step up on the curbs.

dense aurora
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nvm

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fixed it

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also

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how can one make volumetrics

wheat hare
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In the engine?

dense aurora
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yes

rocky radish
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wdym with volumetrics?

dense aurora
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volumetric lightning

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like you know

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when the light catches dust

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its one entire mesh

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so i rather disabled the collision

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and put a plane instead

muted minnow
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@light lintel That didn't help, however... I switched to using the Rotating Movement component instead of doing it on tick in the blueprint, and that's giving me reliable results.

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@light lintel Thanks for your help

rocky radish
muted minnow
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@light lintel The particles themselves, or like, the entire emitter?

dense aurora
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yep

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thats what i meant

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looks hard to do

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might me shader

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๐Ÿค”

rocky radish
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@dense aurora use volumetric fog

dense aurora
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hmm

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oh

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darn

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i kinda wonder how will UE5 UI look like

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probably same as UE4

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reminds me of FX in terraria

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like being protected by flying shields around you

muted minnow
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@light lintel As a quick proof of concept, I just used cascade and gave it an Orbit and got pretty close.

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Yeah, I haven't touched niagara yet... Good luck

rigid belfry
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i am reading about multiplayer and often times i see people have booleans for either use lan or use internet

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what does lan mean in this case?

dense aurora
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did Epic show the UE5 UI somewhere ?

rigid belfry
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i know lan means local area network, so does that mean a lan server will only find clients using the same connection?

rocky radish
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did Epic show the UE5 UI somewhere ?
@dense aurora no

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the only thing they showed about ue5 is that demo trailer

vernal thicket
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@rigid belfry i'd assume so yeah

rigid belfry
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while working with loading screens? how do i make sure a level has loaded fully before hiding the loading screen menu?

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also,how do games make the loading progress bar bind to the actual loading?

plush yew
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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.
@scarlet birch
sorry I didn't understand the 2 ways ๐Ÿ˜ฆ

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can you send me tutorial or docs?

muted minnow
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@plush yew I'm not sure the context of that... You'll need to search for your modeling program's docs on origin points, but as for bp with a scene component as root... just create a new BP Actor, the default scene component will be there, add static mesh component, and position it relative to the origin.

plush yew
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origin points-wdym?

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@muted minnow

muted minnow
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Origin.. as in... the point 0,0,0

plush yew
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I did this

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now what I need?

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@muted minnow

muted minnow
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Like I said... I'm not sure the context. You tell me what you need ๐Ÿ˜‰

plush yew
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okay

muted minnow
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Looks like you're tryng to get the door to pivot on a hinge?

plush yew
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I tried with sequencer to rotate the door but the whole door is moving

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I want the door to rotate like this:

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not like this ^

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can you talk in DM to screenshare and show you what is the door looks like cus I can't explain it as I can see ๐Ÿ˜‚

muted minnow
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The big circle is the scene root, that's the origin, you need to position the door so that the corner of the door that you want the hinge to swing from is right at that origin.

plush yew
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okay yeah I understood

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will try to do it

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like this?

muted minnow
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Yes.

dense aurora
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how can i use emmisive map within UE

plush yew
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Yes. @muted minnow
and now when I try to do the sequencer it will work?

muted minnow
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In theory.

plush yew
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yes it works

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thank you man โค๏ธ

muted minnow
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๐Ÿ‘

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Suggestions on how to detect / handle that scenario?

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Ideally... the player would get pushed along the wall until while there was still space for it do so... and then if the player runs out of space, he'd get crushed and dies.

vernal thicket
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@rigid belfry

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@rigid belfry under maps there is something called 'transition map' you can use that

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maps & modes

rigid belfry
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@vernal thicket what do i need the transition map for?

dense aurora
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lool

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i made working flashlight

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there might be easier way to do it

restive eagle
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this would work too ๐Ÿ˜„

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if you wanted for an "easier" way

dense aurora
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well

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darn

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๐Ÿ˜„

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how can i spawn sound at location

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i got stuck here

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i want the sound to trigger at start

restive eagle
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put it on begin play

dense aurora
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lol im dumb

restive eagle
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if you say so ๐Ÿ˜„

fleet wraith
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but i can't figure out how to get it to sit ontop of the text box, i have to manually place it on the canvas panel but then it moves around at different resolutions

dense aurora
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for some reason

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its still 2D sound

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๐Ÿค”

restive eagle
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can it be that the sound is mono?

dense aurora
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nope

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the sound is stereo

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weird

vale silo
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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) ?

dense aurora
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dunno whats wrong

minor grove
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What would the appropriate channel be to talk about "my friend's" rigged vehicle that may "hypothetically be shaking" even when motionless?

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SWIM's vehicle

atomic vortex
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shit has been driving me crazy for hours, my component pointer is being nulled after constructor, has anyone seen that before?

vernal thicket
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@rigid belfry The transition map is the loading screen map

dark rune
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Does anyone know what node do i use in the anim blueprint transition so I can know how long has passed since an animation started/blended in

muted minnow
dark rune
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most likely its just a thing i want to do so after the init jump anim it transitions into a falling anim if it is still falling

muted minnow
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That's quite literally the example I have shown above. After jump start ends, it switches into a jump loop state.

rocky radish
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its still 2D sound
@dense aurora and why is that?

dense aurora
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i dunno

rocky radish
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i meant what is it doing that makes it a 2d sound

dense aurora
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well

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when i jump off the map

dark rune
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@muted minnow cool, thanks was just trying it out

dense aurora
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i can still hear the sound

rigid belfry
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@fleet wraith no idea if you figured it out, but this is how you would do it

rocky radish
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i can still hear the sound
@dense aurora because you need a sound attenuation

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without it no matter how far you are it will be the same volume

rigid belfry
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@vernal thicket why would i use a transition map when i can simply create a widget

rocky radish
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i can still hear the sound
@dense aurora try making a sound cue with sound attenuation and see if it still happens

dense aurora
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oh okay

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btw

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how can i make shader like

blissful sorrel
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hey everyone, I'm testing out ansel since I got a new rtx 2070 super

teal sparrow
rigid belfry
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looks like post process stuff at first glance

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not sure though

blissful sorrel
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but whenever I play in standard game mode ansel says "requires supported game"

restive eagle
rocky radish
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but whenever I play in standard game mode ansel says "requires supported game"
@blissful sorrel ansel is kinda broken in newer versions of ue4

blissful sorrel
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ah I see

restive eagle
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have you enabled the ansel plugin in the first place?

rocky radish
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i already tried it but it just kept giving me errors

blissful sorrel
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I did

rocky radish
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have you enabled the ansel plugin in the first place?
@restive eagle ansel plugin no longer works correctly in newer versions

blissful sorrel
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the photography plugin is enable in latest ue4 build not it refuses to work

hexed siren
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not 4 me tho

dense aurora
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Danielll

rocky radish
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yes?

dense aurora
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how hard is it to make visual respond to music

hexed siren
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btw i just made a HUGE project and plan to release it on steam in a couple months

blissful sorrel
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does packaging to exe it bypass that?

rocky radish
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does packaging to exe it bypass that?
@blissful sorrel i think not, but you could try (i never tried that because packaging takes too long for me)

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how hard is it to make visual respond to music
@dense aurora depends, what do you mean with that

vernal thicket
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@rigid belfry Transition map is between levels, it's something to display when the game is loading

dense aurora
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let me show you

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look at the sides of her outfit

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the bars are responsive to the music

rocky radish
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maybe you could try the audio visualization plugin?

dense aurora
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idk how did they do it

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my guess it was C++

rocky radish
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sound visualization plugin may help

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interesting.... light propagation volumes still work in 4.25 lol

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that was unexpected i must say

dense aurora
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well

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this will be hard to replicate

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i never did such thing lol

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could you help me with it ?

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this one ?

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never did such thing

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but ill try

shadow spade
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Does someone know how can I import a blender model to ue4 model properly?, cause I have tried to import some and the rigs don't seem to work properly.

rocky radish
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Does someone know how can I import a blender model to ue4 model properly?, cause I have tried to import some and the rigs don't seem to work properly.
@shadow spade what happened to the rigging?

shadow spade
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Like, the meshes and the bones go to weid positions, or are some rig parts that separate from the rig to independent ones

dense aurora
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Danielll could you help me with it

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im not sure how to make it work

rocky radish
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what are your import settings Lucigu?

shadow spade
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Give me a sec, I will take a screenshot

ashen orbit
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Hello, I just downloaded some rigged character off the Unreal Store, ``` Scaled to Epic skeleton: Yes
Rigged: Yes
Rigged to Epic skeleton: Yes, UE4 Mannequin Skeleton
Animated: Yes

I'm using the default third person mannequin as my parent class to these, but the base mannequin animations will not work with the characters. How do I set this up?
rocky radish
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@ashen orbit did you retarget the skeletons?

ashen orbit
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Well I don't know how to do that

rocky radish
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Danielll could you help me with it
@dense aurora there are a bunch of tutorials out there, you could probably find the one that fits best for what you're doing (i didn't use that plugin that much so i'll probably put you in a mess trying to help)

shadow spade
plush yew
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is there a texture pixel count to surface area size ratio?

rocky radish
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@shadow spade and can you show me a video of the animation being weird?

shadow spade
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Yeah

ashen orbit
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Do I retarget in the mannequin animation blueprint?

rocky radish
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Well I don't know how to do that
@ashen orbit right click the skeleton of your imported character and press retarget, and do that to the default mannequin

ashen orbit
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well the problem is I'm trying to find the skeleton but I can't find it, I will do a search again thank you

rocky radish
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np

ashen orbit
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Ok but the problem is here that the skeleton is already the UE4 mannequin

rocky radish
shadow spade
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Ok

dense aurora
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i did it

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but idk how on texture lol

shadow spade
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This is another example

ashen orbit
rocky radish
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does it happen on the animation editor @shadow spade ?

ashen orbit
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The skeleton and the mesh are correct but the animations are not the default ones form the UE4 mannequin, so I guess I somehow need it to to understand those are animations I don't want to use?

shadow spade
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does it happen on the animation editor @shadow spade ?
That happens when I press play

rocky radish
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with animation editor i meant when you double click the animation asset

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Lucigu

shadow spade
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Wait, I will look in that

rocky radish
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The skeleton and the mesh are correct but the animations are not the default ones form the UE4 mannequin, so I guess I somehow need it to to understand those are animations I don't want to use?
@ashen orbit ok wait i'm confused, do you want the custom animations to run in the default mannequin?

ashen orbit
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No I want that dude with the jeans to behave like the default mannequin

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and he already has the mannequin skeleton, so I'm abit confused as to proceed

rocky radish
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oh so you want the default mannequin animations on the custom mesh?

ashen orbit
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yes

rocky radish
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ok i'm gonna open ue4 to guide you through this

shadow spade
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with animation editor i meant when you double click the animation asset
Its static

ashen orbit
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Thank you Daniel

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I've done this before just forgot how

rocky radish
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ok go to your default mannequin skeleton

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@ashen orbit

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right click it and press retarget

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if your custom character skeleton doesn't show up toggle 'show only compatible skeletons' option

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then select it

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and press retarget

dense aurora
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i made cylinder move into the beat of music

ashen orbit
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Well the problem is the characters already have that skeleton

dense aurora
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but how it works on textures

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i have no idea

ashen orbit
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I don't see anything on the list

rocky radish
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@ashen orbit yes but that will allow it to run other skeleton animations

ashen orbit
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Oh wait

rocky radish
ashen orbit
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Thank you very much Daniel it works now

rocky radish
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does everything work correctly now?

dense aurora
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lol

rocky radish
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Thank you very much Daniel it works now
@ashen orbit you're welcome ๐Ÿ˜„

dense aurora
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im surprised how devs made the textures to move into the beat

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this is so confusing

rocky radish
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@dense aurora what have you done so far?

dense aurora
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i made cylinder move into the beat of music

ashen orbit
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Is there a way to combine two animation blueprints?

rocky radish
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Is there a way to combine two animation blueprints?
@ashen orbit i think that just by retargeting you can make them work with both of the meshes without any additional work

dense aurora
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combiner

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dont see anything liek that

ashen orbit
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Anyway, I haven't studied animations yet so I'm just gonna stick with basic manipulation

dense aurora
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hmm

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im still clueless how to do it for the texture

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the moving bars

rocky radish
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@ashen orbit you can just assign that anim bp to the retargeted mesh with no issues

dense aurora
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this big bar should be enough

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im not very good with UE4's nodes

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i only got used to Blender nodes

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so how exactly can i do what they did

plush yew
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if I have a surface that is 1500 x 1500 units. Should the texture have at least 2048 x 2048 pixels?

frosty sentinel
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i have a widget blueprint for my HUD and I'm tryin to change the text color but every time i change it and then compile it or try to play it in the editor it goes back to white

dense aurora
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This enough @plush yew ?

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well

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darn

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lol

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how'd you want to do that

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there is

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but only for blueprints

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cuz in the nodes i dont see any audio releated functions

rocky radish
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i think you could use a scalar parameter to change the value of that mask and change it in bp - suggestion

dense aurora
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how did the devs make it is a mystery to me

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i'd have to ask them

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yea

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well this is some hardcore stuff

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im lost

brazen pier
rocky radish
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@brazen pier you can make values in the vertical and horizontal axis if thats what you mean

brazen pier
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that's what i want but have no idea how

rocky radish
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you made a blendspace 1d, you have to make the other blendspace one

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(wich name is only blendspace, not blendspace 1d)

brazen pier
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ohh

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thanks

rocky radish
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np

dense aurora
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darn

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i give up

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this is too hard for me

onyx cedar
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do any of the rest of you have problems getting verification emails from epic when logging from a new machine?

blissful sorrel
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darn
@dense aurora audio visualization tutorial is fairly achievable, I can configure it in a base project for you and you can tailor it if u want

dense aurora
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bruh

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i cannot even make the lights shine randomly

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damn this crap

rigid belfry
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its not crap

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git gud

ashen orbit
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how long does it take to learn basic 3d modelling for prototyping only (not something I want to focus on)

rigid belfry
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are you willing to start the donut challenge?

ashen orbit
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i don't know what that is

rigid belfry
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oh, you poor child

ashen orbit
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why is it a challenge

rigid belfry
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technically speaking, anything you do is a challenge

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i like to call it challenge because completing the whole beginner tuts playlist is not an easy task

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also

ashen orbit
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I'm not even done with unreal engine basic tutorials

rigid belfry
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strictly speaking, you really dont need anything beside cubes for prototyping

ashen orbit
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true

rigid belfry
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if you cant make a box die, you wont be able to make a player die

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you cant build rome if you've never build a lego set

ashen orbit
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I've made a character die

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and click E to respawn

rigid belfry
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then you're already ahead of most people who try game dev

ashen orbit
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did it myself like a big boy

rigid belfry
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so long you keep making stuff, you'll learn the engine

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just keep at it

ashen orbit
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well look

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I have an idea for how to make learning unreal engine easier

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and im shocked its not a thing (at least I cannot find it)

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What i mostly find is tutorials that kind of show you how its made, but if you've ever done a university course, they show you something and then they ask you to do something yourself that's conceptually different but cannot just be copy pasted. And that helps me a shit ton

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it's hard to know what one's level is when starting out so exercises would be of tremendous help

rigid belfry
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most tutorials cather to beginners who need to be hand held

ashen orbit
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sure but its too much hand holding

rigid belfry
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you're free to learn from a tutorial and then be on your own

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thats how i do too

ashen orbit
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there's no thinking yourself

rigid belfry
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instead of blindly following along, i make sure to sit back and understand what they're doing

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then doing it myself

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while making sure i am not making too many errors along the way

restive eagle
ashen orbit
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sure but it would be nice with some standard exercises with a "manual" afterwards when you've attempted it

restive eagle
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just instead of making a system at the end, theres a quiz

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to evaluate how much you understood

ashen orbit
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i will check it out

restive eagle
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never used it myself because it mainly covers fundamentals

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its a bit too late for that ๐Ÿ˜„

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discount from 165 to 16. yeah right, praying on people who impulse buy

muted minnow
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Yeah... Udemy has 85%-90% sales every month...

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Gotta feel bad for the poor sucker who paid full price.

restive eagle
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and they put a timer for a "limited time offer"

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which resets each day

muted minnow
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Yeah

restive eagle
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oh no, only 6hours. i should get it asap

lapis bronze
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Udemy sales are fake

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that said i bought a udemy course on unreal4 networking and wasnt disappointed

muted minnow
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Yes

harsh tiger
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hello, does anyone happen to know the object wildcard that goes into PlacedEditorUtilityBase

restive eagle
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you need to make your own variable for the object

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and it needs to be set

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if your object is of the same class that you are casting to, then you dont need to cast

muted minnow
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Out of my own curiosity... What is PlacedEditorUtilityBase?

restive eagle
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its his custom bp

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i cant find it by default, so he must have created it

muted minnow
restive eagle
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yeah doesnt exist anymore on 4.23, then i guess i was wrong...

muted minnow
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WorldStatic vs WorldDynamic... so I guess if it movable?

rocky radish
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if the object mobility is set to static then overlap all dynamics wont detect it unless its set to movable

harsh tiger
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hmmmm

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its his custom bp
@restive eagle an i didnt create that BP

restive eagle
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yeah i understood that later

muted minnow
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@heavy lagoon Further down the page, it defines WorldStatic vs WorldDynamic.

restive eagle
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you still need to set up a system on how to get the object, it could be done via line trace/overlap or even get all actors of class (the last one should be avoided if possible), just few examples. there are more approaches, mainly depends on your system

ashen orbit
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Are Udemy courses any good for Unreal Engine

rocky radish
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some of them maybe

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most of them are not imo

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some of the courses just have a fake introduction to the course like teaching you how to make half life 3 but in reality the course is nothing like that, but these are just some rarer cases

jolly sage
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anyone familiar how i could use himachi to use multi user editing

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yea

rocky radish
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wow i forgot that existed tbh lol

jolly sage
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im still confused

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idk what the hell im doing lol

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i just downloaded hamachi

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we connected to a server

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i see his pc name

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he sees mine

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it says request timed out

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what should I do if the request timed out

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we cant ping

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it says reques ttimed out

ashen orbit
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guys how do you make so i don't see the visible outline of an actor (the box that contains it in a world)

restive eagle
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press g?

ashen orbit
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thx

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no im taking pictures

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thanks

restive eagle
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you can use this

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it should hide everything

ashen orbit
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thx

plain terrace
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how would i be able to have all these meshes have physics but stick together, is there like a weld option

restive eagle
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physics constrain handle?

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cant tell you more though, will have to figure out the rest ๐Ÿ˜„

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if he merges them together then it will be a single object

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then you wont be able to apply physics to each mesh

plain terrace
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i need diferent textures and moving parts

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i just need to get a better model

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prob get free trial of some autodesk thing

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cuz i have 130 parts with my current model and that its painful to import them all as skeletal meshes

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lol

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when i import the obj into belnder it merges all the parts together sadly

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ill see what i can do lol

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but shouldnt i have multiple parts to that skeletal mesh?

round fox
#

is it normal for it to take >2 hours to compile UE4 from AUR? (with Ryzen 7 1800X)

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I think clang

plain terrace
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mk im gonna get 3ds max or somethin

round fox
#

I like AUR because I'm lazy. Is there a downside to using AUR?

#

ah

#

I think yaourt is unmaintained now

#

I use yay

plain terrace
#

i wonder what will happen if i pretend that im going to a certain school on autodesk hmmmm

#

i am going to a certain highschool but it didnt pop up on the options

#

lol

#

ill just get the full version with a free trial later then

round fox
#

god why is compression singlethreaded

plain terrace
#

mk so after lke 10 minutes, i imported it as a skeletal mesh from blender and its just one peice

#

on blender, it merged everything to one

#

the wheels arent supposed to be one with the body lol

#

i know that with 3ds max you can somewhat have a bunch of different parts and export as one file

#

and with unreal you can then import it as one skeletal mesh with all the parts

#

and boom that should work

#

i phink

#

or i can just use normal meshes

#

and have a really bad car

#

mk ive concluded what i shall do, thanks yall

serene ridge
#

I applied material to a couple mesh in Unreal, and now I would like to move the whole house to a new project, is it possible? I managed to move it but without the material applied

gaunt tide
#

Any reason my left clicking on my mouse during runtime isnt working for my game?

serene ridge
#

@plush yew the thing is it is not an asset, and I don't know how to pack it all as an asset

gaunt tide
#

@plush yew Yes input is set in project settings as well in the blueprint

serene ridge
#

@plush yew I found the mesh in the content browser, but the material is not applied here, if I migrate it, it will be grey

fading kelp
#

I hate to ask such a basic question, but could anyone help me figure out why the lens options on my cameras are greyed out?

harsh tiger
#

i know how casts work, however i didnt make "PlacedEditorUtilityBase" so i'm not sure how i'd figure out what to put in the object wildcard input

#

4.22.3

#

is what im using now

#

damnnnm, 4 months ago an no answer

#

all i want is to get the location of the camera in the view port๐Ÿ˜‚ didnt think it would be so awkward

#

the camera you use to look around the editor

#

i want to get the location of it in the world during editor time

whole quarry
#

Make an actor that print its location and then attach that actor to the camera

harsh tiger
#

i swear the docs are terrible for this sort of thing

#

but i need it in bp haha. this is where im stuck

#

i have been doing a c++ course. what that guy done doesn't look too difficult. i just think i'd have to create a fresh C++ editor utility widget class and then change the parent of my current BP one

#

i just feel like its gonna give me a ton of issues haha

#

baffles me how you cant get the viewport camera location in blueprint

#

okay, thank you!

#

do you need to be logged in

#

that may be an issue then haha

plush yew
harsh tiger
#

ah okay, i'll have a look into it. thank you for the help @plush yew !

restive eagle
#

5% is just if you make 1mil, as far as I remember

#

arent you licensed by default?

#

all you have to do is link your epic account to github

#

and you will get access

#

well yeah thats what i had in mind

#

by using the engine you already agree with their terms

#

it sounded a bit that you need to ask for persmission

#

so that might scared the guy ๐Ÿ˜„

harsh tiger
#

its all good, although i just linked my epic an git account and it still gives me that error when i click on the link

open wadi
#

Question: I have 5 nav menu items that are supposed to sit in a "slot" in a background image. I've got them set up decently when I "play" the game on my 40" Dell 4K, but I'm concerned that on a smaller monitor they'll be off-center from their "slots", which you can see here in the design section of the widget.

#

Is there any way to "center" either a size box, or a button, at a specific point on a background image?

harsh tiger
#

nvm, i didnt join the invite that gets sent to your email after connecting haha

open wadi
#

So that regardless of monitor size the text will be centered?

gaunt tide
#

@plush yew Oh I can click the mouse all day with BP playing and not get a response from it lmao. I have a bp called EditorCamera which is the pawn I am controlling when the vehicle editor level is opened.

crimson vector
#

So we just upgraded our project to 4.25 and noticed a major regression. Our map takes a long time to save, but in 4.24, we could use File -> Save All and the map would save quickly because it would not save the builtdata file. Now it seems in 4.25 that File -> Save All saves builtdata and is very slow again. Anyone know how to get back the fast map saving?

#

(maybe this has nothing to do with the version upgrade but we didn't change anything else)

lost reef
#

@crimson vector after upgrading I no longer have any crashes. So 4.25 is a god send for me. But my landscape material is out of wonk for whatever reason ๐Ÿ˜‚

crimson vector
#

I noticed I can alt+F4 out of UE4 and then just not select builtdata when it warns me about the things I need to save

#

but killing the editor is not what I want to do

#

I feel like I'm just missing something really obvious

shadow spade
#

Can someone recomend me some tutorials for animation in UE4?, like for making animation videos and stuff (not game animtions), since I am trying to learn more things about making animations and short films in UE$, and I am not able to find any more good tutorials on the internet.

#

Oh

fading kelp
#

Is there some setting I need to enable to be able to get depth of field in the camera?

#

lens options are disabled

jolly sage
#

When I use steamworks to upload a game Iโ€™m a bit confused with registration

dense aurora
#

i wanted to make flickering flashlight

#

didnt work out

grim ore
#

@open wadi about all you can do is use the anchoring system to set it up properly. make them offset X from one side so they are always X from that side for example regardless of your monitor size. Or you make the image in the background always centered and then the icons always centered in a box the same size as the background and it should sync up regardless of the monitor. At the worst, drop the monitor down in resolution and test it yourself ๐Ÿ™‚

honest vale
#

@dense aurora begin play only fires once

#

when the object is spawned into the world (or at level startup)

vernal thicket
#

@dense aurora yeah you need to make a timeline and set to loop, its easy

dense aurora
#

so do i use

#

Event Tick

#

instead

vernal thicket
#

No

#

Terrible for performance, use a timeline, set it to loop

dense aurora
#

wtf that even is

#

im not so good with UE4

honest vale
#

@vernal thicket that's no different from using tick

#

timelines tick every frame too

dense aurora
#

and where do i find that dam timeline

honest vale
#

I mean, of course it's more ergonomic to use timelines than it is to have a gigantic tick function ๐Ÿ˜›

dense aurora
#

i wanted to do something complicated

honest vale
#

but they don't magically have better performance

dense aurora
#

but im unable to do it

vernal thicket
#

The loop is called inside the timeline not on the blueprint

dense aurora
#

i see no timeline bro

vernal thicket
#

How would you do a flickering light without some kind of loop

dense aurora
#

im not so new to UE4

vernal thicket
#

Cliff

dry lotus
#

help

#

why is unreal engine >100gb when compiled

#

which part do you compile

restive eagle
#

thats normal, mine is 92gb

dry lotus
#

okay ty

terse vigil
#

My project crash when press play in editor

#

i can figure out why

#

can,t

restive eagle
#

without any error messages we cant help you

dense aurora
#

i have question about something else

#

how can i change emission of material based on beat of music

restive eagle
#

hmm, do you have debug symbols installed?

#

even then you will most likely be on your own, you did smth that is causing this error and only you know what you did

#

try to redo your changes that you think might be causing this, if not then you could revert to your previous version if you were using source control

limpid turret
#

well this is a new one, I'm importing a model into ue4, its already triangulated but it gives me an error saying 'import failed, unable to triangulate mesh'

#

I checked and the model has no quads, its all tris, I also tried removing all triangulation to let ue4 do it instead but it failed there too with the same message

open wadi
#

@grim ore Thanks Mathew, appreciated.

limpid turret
#

hah I suck at naming conventions apparently, I should change that

#

but yeah I'm stumped and it seems like no one online has had this problem or fixed it

next badger
#

Anyone familiar with AHUD?

restive eagle
#

@light lintel its fine, intermediate folder weights 20gb

wheat hare
#

@dense aurora that's a sweet idea

dense aurora
#

i finally figured it out

#

how to make the lights move into the beat of music ๐Ÿ˜„

wheat hare
#

Post BP pls

dense aurora
#

its simple as that

wheat hare
#

That's some mighty elegant blueprint work.

next badger
#

@dense aurora new audio engine?

dense aurora
#

its a plugin

#

but

#

i stil ldont know

#

how to make the bars move into the beat

#

that must be harder to replicate

wheat hare
#

I've got a little neon element in my puzzle, I'll go plug that into it. Wonder what it looks like with 90s techno

dense aurora
#

time to figure out the music bars

#

how it works lol

#

its funny cuz

#

each bar moves differently

#

and it seems to be hard

wheat hare
#

There's probably a function for it lmao

dense aurora
#

well

#

thing is

#

the music bars

#

is a material

wheat hare
#

It's nice how much control you have over the eq in the engine

dense aurora
#

well

#

i dont get how they did it

#

my brain is freezing

#

look at the coat

#

im confused

wheat hare
#

Ok yeah that's pretty cool

dense aurora
#

confusion 100

wheat hare
#

Almost like it's a video that's projected on there
It's a material that does that?

dense aurora
#

yes

#

atleast i think so

#

cuz i have the texture for the bars

#

How do these bars move like that

wheat hare
#

There's a cool material in the free section this month that changes visibility in a cool way, maybe there's some idea in there

dense aurora
#

๐Ÿง 

#

idk how it works

#

idk how to replicate that

#

im confused to bottom

#

I'd have to ask the devs

wheat hare
#

It's a cool effect

grim ore
#

so the actual question is does that music change? if not you might be seeing a material effect that is completely independent of the music

#

you assume its based to the music but it might not be

dense aurora
#

it is

#

cuz

#

when are two people with lobby in that game

#

with two remix skins

#

the music changes

#

and so the suits go into beat of that

#

i dont know how it works

next badger
#

@dense aurora in ue4 you can make a material that will have say 8 bands, 0-1, it will show proper amount of the tiles based on the band volume (value 0-1)
then you add those variables to MPC (material parameter collection) or DMI (dynamic material instance)
you can update those vars in async audio thread i think

dense aurora
#

that sounds too advanced

#

im not able to do that alone

next badger
#

and you can get those variables from sound vis plugin

wheat hare
#

Yeah it's dark

dense aurora
#

can you make me template

#

im so confused from the bars

next badger
#

is that a job offer?

dense aurora
#

no

#

i'd like to know how to do it

restive eagle
#

either find a tutorial or you are on your own ๐Ÿ˜„

#

you are asking a bit too much for a simple thank you

dense aurora
#

Simple?!

restive eagle
#

i mean i doubt anyone will be willing to spend couple of hours of their time

#

to make you a system

#

maybe there will be one kind soul, but I highly doubt it

next badger
#

yep, i think it will take a couple of hours to make a material template, shaders, sample BP and link that to example sound

restive eagle
#

i mean it can take even 10 minutes if you already went over that stuff bunch of times, but its a pretty new and unique system that not a lot of people had the time to figure it all out

#

if he had somewhat working system but it had some bugs, then sure we might be able to help via discord

next badger
#

no chance I can make a material with texture that can be sampled to show volume bars in 10 mins

#

even tho i know what i'm doing

#

maybe some people can

grim ore
#

this is what you want, and just assign the output to your material and profit

next badger
#

@grim ore yep, he needs a material that draws them

dense aurora
#

i used simmiliar thing to move lights into the beat

next badger
#

@grim ore the bars

#

and i assume we're talking packed texture one

polar plank
#

What's the simplest and most fool-proof of duplicating an UE4 project so I can try some very extreme changes to important code that I don't want to mess up in the original? I'm basically looking for "Save As" but for the entire project.

grim ore
#

ctrl-c and ctrl-v in file explorer?

next badger
#

^

polar plank
#

lol does that work?

restive eagle
#

it does if your keyboard works

next badger
#

ue4 project is just a folder

polar plank
#

Damn, I should have thought of that lol. Thanks for the advice.

next badger
#

@polar plank but keep in mind, doing so with content in content folder does not

polar plank
#

So if I duplicate the folder, the new project won't have the Content?

next badger
#

no, if you copy some content in content folder it will break...WHOLE folder is ok

polar plank
#

Ah I see

#

Thank you

livid haven
#

Anyone remember if/how to run the editor using -game and cooked data?

open wadi
#

So @grim ore, based on what you're saying, it might be impossible to ensure that these nav bar items remain properly in their bg image "slots" regardless of resolution. I tested like you said and if I drop down to 1920x1080 for example, everything is out of wack.

I'm modeling this menu after the Dota2 menu, which I know was built in Source2/Panorama, which is CSS / XML based, so maybe UMG can't replicate this functionality?

livid haven
#

Late to this thread, but you can do whatever you want with UMG and/or Slate, just may not be as straight forward out of the box as some other approaches.

open wadi
#

Right now both my nav bar image and the horizontal box that my buttons are within are centered, one issue, for example, is I have a spacer on the left side to ensure the first menu option appears in the proper slot.

livid haven
#

What exactly are you struggling with?

#

(I'm freelance now, but was on the Fortnite UI team for 5 - 6 years)

open wadi
#

droptoneToday at 2:37 PM
Question: I have 5 nav menu items that are supposed to sit in a "slot" in a background image. I've got them set up decently when I "play" the game on my 40" Dell 4K, but I'm concerned that on a smaller monitor they'll be off-center from their "slots", which you can see here in the design section of the widget.

Is there any way to "center" either a size box, or a button, at a specific point on a background image?

livid haven
#

Why would they be off-center?

#

If you set them to be centered, they'll be centered.

open wadi
#

Do what?

livid haven
#

Horizontal Alignment. Have it centered.

open wadi
#

To which MathewW responded:

#

MathewWToday at 3:00 PM

@droptone about all you can do is use the anchoring system to set it up properly. make them offset X from one side so they are always X from that side for example regardless of your monitor size. Or you make the image in the background always centered and then the icons always centered in a box the same size as the background and it should sync up regardless of the monitor. At the worst, drop the monitor down in resolution and test it yourself

livid haven
#

Is this because the "buttons" aren't actually buttons at all and it's one big texture?

open wadi
#

To which I tested and, dropping my resolution breaks the layout. I was hopeful there would be a way to "pin" a given button / sizebox / whatever to a specific point on a background image.

#

No, the buttons are buttons within sizeboxes, within a horizontal box, as seen in the previous image hierarchy.

livid haven
#

I'm looking at your screenshot and it definitely looks like what I just described.

#

You have one big texture.

open wadi
#

Right now I'm using a spacer on the left to move the first option to the first "slot" in the background image.

#

Are you referring to the background image?

livid haven
#

Yeah

open wadi
#

Yes, the background image itself was ripped directly from the Dota 2 assets and is one large image. The buttons are buttons within size boxes, which are within a horizontal box, with a spacer on the left to get the first nav option to appear in its proper "slot" on the background.

livid haven
#

Then yes, as he described, you'll have to forcibly fit all your elements overlaid onto the texture.

#

Which is a rare, rare, rare case of Canvas Panel being sensible.

#

You really do want to force all of your elements to be arbitrarily positioned.

open wadi
#

Ok, thank you @livid haven. Is there perhaps a better solution to replicate this functionality?

#

Or layout, whatever term one would use?

#

It's a project where step 1 is directly replicating the Dota 2 nav in UMG.

#

Then building from there.

livid haven
#

Well, not having one big static image with elements overlaid onto it. ๐Ÿ˜›

#

Having each logical element of the UI actually having its own separate visuals.

open wadi
#

So what, I would have to cut up the background image and place them within containers, so to speak?

livid haven
#

Essentially

open wadi
#

Hmm

livid haven
#

Which will get a little weird as you may need to use negative padding in places, since those "buttons" are weird parallelograms.

open wadi
#

Right.

livid haven
#

If you really want to use the aesthetic they have, then yeah, you either go with overlaying onto a fixed/static 2D image or go hardcore off the deep into vector-art.

open wadi
#

Interesting that Panorama does it this way but UMG can't, ohwell.

storm venture
#

hey so i have an issue and was able to create it fairly easily, its regarding a massive frame drop when using landscapes.
if i make a blank project with raytracing on, fill the world with a landscape (15x15 quads or greater), then it causes my fps to drop by half whenever i move the camera.

open wadi
#

Why would going deep into vector-art be relevant? Confused as to what I'd be doing there.

distant totem
#

@storm venture how many components is your landscape

livid haven
#

Interesting that Panorama does it this way but UMG can't, ohwell.
Can't do what?

open wadi
#

Apparently can't use a static background image in the manner described, the background image was pulled directly from the Dota 2 assets, so they're using static background images.

livid haven
#

I just told you how to do it, as did Matt W

#

It is an inherently limiting and flawed approach.

#

It can't scale because it's a 2D image.

#

And all your UI that's overlaid on the image has to be strictly fixed relative to the top left of the image.

open wadi
#

I mean, it works perfectly good in Dota 2. The assets contain a smaller version of the navbar images for 4:3 aspect ratios (based on filename).

#

Ok, it should be fixed to the left?

livid haven
#

Then do that.

open wadi
#

Then do that, ok.

livid haven
#

It works "perfectly good" in that they had to author different UI textures for different aspect ratios. Which is not great.

#

So double the work.

open wadi
#

Well, they have 2, but yes that's true.

livid haven
#

And they would have had to create 2 layouts.

#

Which you will have to do.

open wadi
#

So ideally, one would have a single image that scales properly to various resolutions.

livid haven
#

Ideally, one wouldn't have an image at all.

open wadi
#

Obviously I don't plan on using this exact image, I just want this setup.

#

Oh really, ok, what would one use instead?

livid haven
#

Each logical element would have its own textures and flow and scale reactively as necessary.

storm venture
#

@distant totem 1024 components on my current test

open wadi
#

I see.

#

So as an old coder who is quite new to UE4, I've watched multiple "build a main menu" tutorials, and they basically all have you doing the same thing - some generic 3 rectangle menu that looks fairly ghetto. That's part of the issue, I'm having to basically learn how to pull off "pretty top nav" as I go.

#

I appreciate the advice.

distant totem
#

theres your problem, the more components, the more it's going to tank your FPS. when your making a landscape, try something like these settings, then scale it in the creation left side up to 500 or whatever your desired size, you gotta do anything to keep that component count down. I just copy and pasted a huge landscape I had that was 80 components, down to a landscape of the same size, consisting of 4 components, but scaled up to 600 @storm venture

livid haven
#

I doubt there are any good UI tutorials out there, given the quality of tutorials I've ever seen.

open wadi
#

Indeed.

distant totem
grim ore
#

using normal buttons sheered to give the angle effect, then just skin it all

distant totem
#

(i wish discord had threads like slack)

open wadi
#

Interesting @grim ore

#

Yes that looks like a practical starting point.

#

Any chance you could detail how you just did that so well or toss over the uasset or some such?

#

Or point me in a direction for a relevant tutorial?

grim ore
#

its a horizontal box, you can see it on the left. then some buttons in the box, you can see that on the left. then some text in thebuttons, you can see that on the left

#

lol

open wadi
#

I see.

grim ore
open wadi
#

Ok so I can glean all the necessary info from the screenshots, will do.

grim ore
#

the key is the render transform section where you can change the way stuff looks

#

so the buttons are sheared -30 to angle them, then the text is sheared 30 to put them straight again

#

I dont have any fancy artwork to go with it lol

open wadi
#

No worries, I grabbed the screenshots, getting to work, much appreciated.

#

Which begs the question - say someone wasn't an artist themselves, but was interested in commissioning some art for such - what's the recommended place to do this?

#

Something cheap like Fiverr?

grim ore
open wadi
#

Terrific.

grim ore
#

otherwise find someones portfolio online that does work you like and get in contact with them ๐Ÿ™‚

open wadi
#

Sounds good, will do.

grim ore
#

UMG isn't perfect but there is a ton of functionality there if you whack at it enough lol. the only real annoying feature that is missing is non square click targets (even sheared you still have a square, so circle buttons are a pain for example)

wanton lotus
#

Oh, I like that shearing. Didn't even know buttons had that.

#

Circle buttons would be no problem with the render target button I made. As long as the render target resolution is pretty low it doesn't impact performance.

#

I just don't get how there is no "polygon button" or something similar. Would come in very handy for buttons of all shapes.

grim ore
#

yep it would, you can code it yourself under the hood using the events in UMG but out of the box nope ๐Ÿ˜ฆ

wanton lotus
#

If I create a custom button, can I setup click events for it that are created inside its parent widget, like a normal button?

grim ore
#

how so?

wanton lotus
#

Right now they are just custom events within the custom button's blueprint.

weak perch
#

Hey guys, just a quick question. I have been making an environment and just want some feedback on what game you think it looks like the most?

grim ore
#

those are tied to the button so if you set those up in that widget then yes. If you for example make a widget blueprint, put the root widget as a button, and set up the button in that widget then that button event would be in that blueprint. If you then added that custom button blueprint to another widget blueprint it wouldnt show up as a click event since you are not talking to a button but a custom widget blueprint

wanton lotus
#

Wanted to make my render button feel more like a normal button before releasing it to the marketplace as a free download.

stark briar
#

Hi, everyone, I have a problem with "Fatal error".
My packaged game crashes, when i'm transiting from one map to another. I hope, someone can help me..... Ping me, Please!!!!!!!๐Ÿ˜ญ ๐Ÿ˜ญ ๐Ÿ˜ญ

weak perch
#

What game do you think this best represents

#

have 3 more images laoding but internets shit lol

next badger
#

Is Possess Acknowledge triggered on Unposess too?

grim ore
#

in here you can see i made a UMG_CustomButton with Button as a parent. this shows up in the widget panel like a normal button and the click event will show up on the right. the one below it, UMG_WBP_Button is a normal UMG Widget with just a button inside of it, that will not show up with a click event on the right since that is a WIDGET BLUEPRRINT (USER WIDGET) and not an actual WIDGET like a normal Button @wanton lotus

grim ore
#

@stark briar install the debug symbols so when it crashes you get a full log, turn on logging if its packaged, and read the logs in the logs folder in the saved folder. Without any of that info no one here can help, we can only guess its broke

wanton lotus
#

@grim ore I think I got it now. Thanks for your help.

stark briar
#

@grim ore i guess, i have it...

weak perch
#

pls help

#

Uni project need evaluation done

#

and I need feedback

stark briar
#

@grim ore yep, i have them. What's next?

grim ore
#

it could be any type of game, the setting is just fantasy @weak perch

#

@stark briar you can paste them to some place like pastebin, or you could read them and see what it says is causing the issue

stark briar
#

Can't find them in Appdata/(projectname)/saved.....

grim ore
#

is this running in editor? if so they are in the project folder

stark briar
#

Nope

#

Packaged Game

grim ore
#

then you need to turn on logging or the console to see them

wanton lotus
#

Damn, got the button events now, but then realized I can't use them since I am doing custom hit testing to figure out if it is a click or not.

stark briar
#

But how can i read them, if game crashes?

grim ore
#

you can always add -log to the project when you run it and it will give you a console log while it is running

raven narwhal
#

Hello, maybe someone had this problem. I have Rich Text with Decorator (To display key icons)

And it works in ENG, but for some reason dont work in other languages.

I use BP's and regular Set Text node and built-in Localization

Thank you

stark briar
#

How do i open command line in packaged project?
I feel stupid...

grim ore
#

right click the executable, make a shortcut, edit the shortcut and add -log to the end of the executable

stark briar
#

after .exe?

open wadi
#

@grim ore - Building from your example, if I insert background images for those buttons, will they scale properly as well, as the buttons / border did in your gif? Could I slam one background image behind the entire border and it scale properly as well?

stark briar
open wadi
mystic holly
#

Hey does anyone know how to fix widgets not showing up at all

stark briar
#

Hey does anyone know how to fix widgets not showing up at all
@mystic holly depends on what you mean

mystic holly
#

All of my widgets won't show up at all

stark briar
#

Code please ๐Ÿ™‚

mystic holly
#

It's not the code

#

It worked before

#

I've done print strings and it works fine

grim ore
#

@open wadi it will scale based on the DPI scaling options in the project settings. Basically it will be 1.0 (normal size) at a certain resolution then scale up or down when you hit certain other sizes. Check out the Project Settings -> User Interface. IF you dont let someone scale by hand, so fixed resolution only, then its easy to test as well

mystic holly
#

Could the files be broken??

open wadi
#

Perfect, thank you much.

#

@mystic holly While I'm still in the UE4 learning stage, I believe it's a safe bet that the information you're providing is too vague to make a proper diagnosis.

stark briar
#

@mystic holly Try to create new widget and simply add it to the screen

mystic holly
#

I've done that too

#

I've even done it the level blueprint and it doesn't work

stark briar
#

Try another engine version?

mystic holly
#

The code I'm writing is: Event begin play, create widget, then add to viewport

#

okay

grim ore
#

@mystic holly is your widget good? are you sure the code is being called? is anything else using the viewport?

open wadi
#

@grim ore When you have a moment, would you mind screenshotting the details panel for one of those horizontal boxes and one of the buttons so I can properly duplicate those parallelograms?

mystic holly
#

What do you mean is anything else using the viewport?

grim ore
#

I dunno, maybe you have 2 different places you are adding widgets

stark briar
#

"Add to screen" can help too

mystic holly
#

okay

#

@grim ore Sadly no that's not it

grim ore
#

welp..... we cant really help if you tried it all and it all works but it doesnt work ๐Ÿ˜ฆ that means it all broke

open wadi
#

lol

mystic holly
#

well

grim ore
mystic holly
#

At least I didn't have too much

grim ore
#

no idea if this is a good order lol, I just like using borders to allow background images

open wadi
#

Perfect, thank you very much.

#

Incredibly helpful.

grim ore
#

keep in mind it was literally a quick and dirty you have options here are some options idea lol

stark briar
#

You're like a hot cake

#

Taken by everyone

open wadi
#

Absolutely, just going to stat with the basics here. My legacy method would not allow for the text blocks to stay uniform within the background image sections when resolutions switched, so this is a good starting point.

#

Yes, well @grim ore is a true guru, I've watched about 30 of his tutorial videos on YouTube thus far.

grim ore
#

keep in mind there is a size box widget which might have helped as well without using the sheer.

open wadi
#

Right.

stark briar
#

My time!๐Ÿฅณ

grim ore
#

I pasted an image, it will give you a running log you can watch

stark briar
#

Still can't

grim ore
#

cant what? the log doesnt show up on screen?

stark briar
#

Yep

grim ore
#

does the log not show up, or the window doesnt show up? one issue is without is being in developer mode or setting the use logs in shipping mode flag when you build you wont get any logging

#

shipping mode strips out logging

soft fiber
#

Does anyone know if you can change to editable layers in landscape after the landscape has been created? I'm guessing no?

grim ore
#

you can, click the landscape in your world outliner -> scroll down in the details panel a short bit -> click the checkbox for enable edit layers

soft fiber
#

@grim ore found it! Awesome... Thanks

stark briar
#

@grim ore [2020.06.24-22.35.42:598][123]LogStreaming: Error: Couldn't find file for package /Engine/VREditor/Sounds/UI/Click_on_Button_Cue requested by async loading code. NameToLoad: /Engine/VREditor/Sounds/UI/Click_on_Button_Cue
[2020.06.24-22.35.42:601][123]LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
[2020.06.24-22.35.42:602][123]LogStreaming: Error: Found 1 dependent packages...
[2020.06.24-22.35.42:605][123]LogStreaming: Error: /Game/VanGogh/Placeable/Interactable/Statue/BP_Statue
[2020.06.24-22.35.42:666][127]LogStreaming: Error: Couldn't find file for package /Engine/VREditor/Sounds/UI/Drop_Item_From_ContentBrowser requested by async loading code. NameToLoad: /Engine/VREditor/Sounds/UI/Drop_Item_From_ContentBrowser
[2020.06.24-22.35.42:669][127]LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
[2020.06.24-22.35.42:671][127]LogStreaming: Error: Found 1 dependent packages...
[2020.06.24-22.35.42:673][127]LogStreaming: Error: /Game/VanGogh/Placeable/Interactable/Urn/BP_Urn

#

It's red

glass dirge
#

Anyone know how to make my character fall faster than he jumps?

stark briar
#

I guess, i should not use engine sounds.....

grim ore
#

that shouldnt cause a crash as far as I know but yes either copy (dont move) those to your project and then use those versions and package or use different sounds but all of the content for your project should be IN the project

plush yew
#

is there a material function out there that rotates the texture?

#

seems like there should be.

severe lodge
#

Hey guys. Can i add tessellation to a Material with Several layers

neon bough
#

gotta love when the engine crashs on startup while it worked fine before you closed the project -.-

distant totem
stark briar
#

@grim ore Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 836]
Rendering thread exception:
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

0x00007ff75950071b ImpressionismProject.exe!UnknownFunction []
0x00007ff75842d320 ImpressionismProject.exe!UnknownFunction []
0x00007ff75841ff3c ImpressionismProject.exe!UnknownFunction []
0x00007ff758432ab3 ImpressionismProject.exe!UnknownFunction []
0x00007ff757f78dbc ImpressionismProject.exe!UnknownFunction []
0x00007ff7583c2705 ImpressionismProject.exe!UnknownFunction []
0x00007ff7583a2fd3 ImpressionismProject.exe!UnknownFunction []
0x00007ff756ee9fd4 ImpressionismProject.exe!UnknownFunction []
0x00007ff756eea333 ImpressionismProject.exe!UnknownFunction []
0x00007ff758b2a204 ImpressionismProject.exe!UnknownFunction []
0x00007ff758b2eeff ImpressionismProject.exe!UnknownFunction []
0x00007ff7572f615f ImpressionismProject.exe!UnknownFunction []
0x00007ff7572ec0c1 ImpressionismProject.exe!UnknownFunction []
0x00007ffe670581f4 KERNEL32.DLL!UnknownFunction []
0x00007ffe69e7a251 ntdll.dll!UnknownFunction []

grim ore
#

yeah you are going to haved to include debug files on package now since thats not much help. It definitely points to a problem in your project tho

stark briar
#

Yep, found it

grim ore
#

hopefully when it crashes again it will give you the actual spot now where you have an issue

stark briar
#

Hmmm, very useful feature ๐Ÿ™‚

plush yew
#

The XY axis are flipped

#

what do I do?

stark briar
#

@grim ore `Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 836]
Rendering thread exception:
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

0x00007ff61510071b ImpressionismProject.exe!FArrowSceneProxy::GetDynamicMeshElements() []
0x00007ff61402d320 ImpressionismProject.exe!FSceneRenderer::GatherDynamicMeshElements() []
0x00007ff61401ff3c ImpressionismProject.exe!FSceneRenderer::ComputeViewVisibility() []
0x00007ff614032ab3 ImpressionismProject.exe!FDeferredShadingSceneRenderer::InitViews() []
0x00007ff613b78dbc ImpressionismProject.exe!FDeferredShadingSceneRenderer::Render() []
0x00007ff613fc2705 ImpressionismProject.exe!FRendererModule::RenderPostResolvedSceneColorExtension() []
0x00007ff613fa2fd3 ImpressionismProject.exe!TBaseStaticDelegateInstance<void __cdecl(wchar_t const * __ptr64,IConsoleObject * __ptr64),unsigned int & __ptr64>::ExecuteIfSafe() []
0x00007ff612ae9fd4 ImpressionismProject.exe!FNamedTaskThread::ProcessTasksNamedThread() []
0x00007ff612aea333 ImpressionismProject.exe!FNamedTaskThread::ProcessTasksUntilQuit() []
0x00007ff61472a204 ImpressionismProject.exe!RenderingThreadMain() []
0x00007ff61472eeff ImpressionismProject.exe!FRenderingThread::Run() []
0x00007ff612ef615f ImpressionismProject.exe!FRunnableThreadWin::Run() []
0x00007ff612eec0c1 ImpressionismProject.exe!FRunnableThreadWin::GuardedRun() []
0x00007ffe670581f4 KERNEL32.DLL!UnknownFunction []
0x00007ffe69e7a251 ntdll.dll!UnknownFunction []`

fluid lance
#

@plush yew you use a "custom rotator" function inside the material and roate your texture by how much you want it to be rotated

plush yew
#

I think I'm missunderstanding the coordinate system in blender

stark briar
#

@fluid lance Don't you know my problem?

plush yew
#

in unreal, is Y pointing down?

#

X is right, but Y is reversed

river silo
#

Does somebody know why my dedicated server is crashing while loading the server default map with the message: Browse: 127.0.0.1//Game/Maps/Lobby - TravelFailure: ClientTravelFailure, Reason for Failure: 'Servers can't open network URLs'

grim ore
#

@stark briar this is what someone says about that error when they had it "This problem is seen in the nearby process that the ArrowMaterial of ArrowComponent is empty, I feel very embarrassed! Finally, after testing, it is found that this problem will occur if HideInGame is unchecked when using ActorComponent in Actor. There is no problem in the editor, it will appear after packaging."

#

so are you using an arrow component in the game? those are normally editor only items that should not be used in game

stark briar
#

@grim ore yep, it works finally, thanx to you! Greetings!

grim ore
#

yay

boreal sun
#

When my pawn runs into collisions he gets turned around super easily

#

Is there any setting in character movement that might fix this?

#

I feel like most games will let you hold forward and keep playing the running animation when you press into a wall, but unreal kinda turns your character and slides him along the wall

crisp fable
#

ok who wants to have an appendage measuring contest

#

i've been a paying member of cgtextures/textures.com since 2008

#

ok go

alpine laurel
#

why does the splash screen not show up on packaged game? It will show on standalone in the editor

keen moss
#

can anyone help explain why my terrain material is showing a hard edge in certain areas? and how to fix it?

vale silo
#

I am using Spawn Emitter at Location BP node with Manual Pooling (which I use inside a function). I need to release emitter back to the pool when particles effect done playing. Is it this the correct way of doing it:

unique timber
#

does unreal engine work with Visual Studio 2019?

crisp fable
#

@keen moss it looks like you've set a hard limit for materials per terrain component

#

But I've also run into that as a bug before

keen moss
#

@crisp fable how do i adjust that?

crisp fable
#

I'm out at the moment and can't check, but by default it shouldn't be an issue unless you're targetting mobile

#

Also the landscape layer blend mode matters

#

You can attempt to force it to rebuild the splat map by painting some cliff on that tile

#

All it should take is one brush click

keen moss
#

ive tried sculpting to fix it and it adds more hard edges

exotic cave
#

I mean, that's a null pointer dereference by any other name, @stark briar

cobalt orbit
#

I am trying to study some Opensource games so I can extend my knowledge on unreal engine, but the thing is, I don't know how to download Opensource projects. Anyone know how?

lusty citrus
#

Hi guys

#

Nice to meet you!

cobalt orbit
#

@lusty citrus hi

#

me neither lmao

keen moss
#

does anyone else know how to solve this material hard edge issue?

lime gull
#

Anybody know how to make a web swinging / rope swinging system, mainly for vr?

keen moss
#

ive tried both of those things, nothing seems to work, i think its an issue with the terrain asset being created from a height map but i cant figure it out

regal drum
#

Why does Epic make it so hard to get the UE4 source code and build it

#

I've had nothing but problems for the past 4 hours trying to get it set up

icy flower
#

Yo sip

#

Sup

lapis bronze
#

@regal drum i have no clue
i pulled from source once on github, and changed nothing, and it just doesn't compile

#

different error everytime

regal drum
#

I can't even get the thing to download properly

pure stratus
#

How can someone state that a character covering half of screen is a good design? ๐Ÿคฏ

boreal sun
#

@pure stratus That's a cropped screen cap

#

Not sure why I need to prove anything lol. This is so far from even a prototype of a game

lapis bronze
#

posts a picture of WoW notorious for losing targets amongst a spam of VFX

boreal sun
#

Also that was not even anywhere near the point of the question I was asking

pure stratus
#

@boreal sun It's quite obvious that 971ร—360 isn't a native resolution.

boreal sun
#

Anyways, I'm guessing my problem is inherent with the character movement component ๐Ÿ˜

#

Right here I'm stuck on terrain, but my velocity is still 400

#

I'm not sure what makes this specific spot different from when I collide against, say, a wall or something

#

But when I normally collide, my velocity goes down to 0. Does anyone know if there's a way to keep my velocity value high, even when not moving forward?

#

Or at least proportional to my movement input

pure stratus
#

@lapis bronze Sounds like a casual to me. ๐Ÿง Or noob.
btw. If you can't see you're standing in fire, you should propably not say that at all.
Or if you really have to tell that to everyone, #lounge seems a way better place for that.

lapis bronze
#

you'd have to step into C++ to do that reliably

boreal sun
#

guh

plush yew
#

whats with this guy lol

lapis bronze
#

idk i blocked him

plush yew
#

<@&213101288538374145>

plain terrace
#

wat who

weary basalt
#

@plush yew ?

#

Is there an issue?

#

Or did someone clear it up already.

hollow knoll
#

Can someone help me share a build of a vr game to another team mate?
We're developing on Oculus Quest, and a team member needs to play around with the project on their quest.
We're not in the same location or else we would use the same HMD.

#

I would really appreciate the help! ๐Ÿ™‚

jolly sage
#

when my friend and I do multiuser session the things he put down disappear on my screen but they are still there

swift relic
#

Is there anyone here that can help a newbie with like... 2 problems I'm having? People keep linking me videos and stuff but they aren't solving my issue. This is so entirely frustrating. I'd love to stream what I'm doing and voice chat with someone. I'd be willing to pay for help at this point. Lol

wanton lotus
#

@swift relic what problems are you having?

swift relic
#

Its specifically with getting materials to correctly import from megascans and then tiling them without it looking reptitive. I know theres something called texture bombing, but I cannot figure out for the life of me

glacial lantern
#

How could I go about getting this?

#

I just need an event from the blueprint of the character's animations

wanton lotus
#

@swift relic beyond my expertise, sorry. I am no good with materials.

glacial lantern
wanton lotus
#

@glacial lantern what bp are you calling your input action from? Player controller? The name of the game is references. You need to know how BPs interact with eachother.

glacial lantern
#

Just the event graph in the Ue4ASP_character (from the free animation pack)

#

Then I'm trying to cast to the blueprint for the animations of the same character

#

I assumed it would've just required the mesh ahd that would've been fine

#

I hate casting ;-;

#

Okie

#

I found something that works

#

still don't understand casting

wanton lotus
glacial lantern
#

Yeah I found the anim instance works

#

I just gotta learn what works and what doesn't

sage ingot
ancient lotus
#

looks clean

marble pendant
#

So i want all your thoughts on this.. cause i know everyones got their own opinions on it.

I've gone through 2 tutorials now using blueprint. With a much firmer understanding of the engine, do you think I should switch over to learning C++ or do you believe that with all the improvements that EPIC makes I should just focus on learning blueprint really well

dim plover
#

You gotta get pretty good with BPs first, especially just to learn the UE4 API.

teal shell
#

Hello, anybody know if ue4 supports CMYK?

rigid belfry
#

@sage ingot is that widget draggable or is it locked in that place? i'll do something similiar in a not so distant future so i am curious

storm venture
#

anyone have any opinions on the Quixel Mixer vs Substance Painter debate?

#

I like to idea of switching over to Mixer but Painter still has more (arguably critical) features afaik

gilded plinth
#

Evening all. I'm working on some low poly procedurally spawned levels and I would like to determine the shape of the floor and other bits and bops using world position offset material vertex manipulation/animation. I will have a character running on the floors while the floor is changing shape and i'm wondering what my options are for collision in this scenario, or perhaps if collision with the floor is a bad idea all together what my other options may be to get the characters feet to continue to be on the ground despites any floor transformations

#

Not sure what channel to take that question to : )

#

Does complex collision update when a mesh is deformed with world position offset?

terse vigil
#

It works new the was a bp messing things up i removed it and now its work

sand gale
#

@storm venture After playing around with Mixer and trying to get it to work well for painting objects, it's nice and all but it's very very simplified compared to substance painter, understandable considering it's much newer. But I think the way they are designing their UI I expect Mixer wants to stay a lot more simple compared to substance painter. They seem to be taking that very easy unintimidating approach. I think it will be good and useful for simpler straight PBR map stuff though.

#

@gilded plinth I'm 95% sure that complex collision doesn't update with shader vertex offsets. I say this because I know even the object visibility bounds don't update. I think shader vertex offsets only happen on the GPU side and the cpu isn't even aware of them and the traces happen on the cpu.

#

But I'm not 100% sure.... so might be worth testing.

plush yew
#

Because of VR re-projection, my game runs at 45fps most of time, and 90fps some times.
My game could easily run 70fps+ all the time, but because of VR re-projection every time the framerate goes below 90, it just snaps to 45.

Is there any way I could tell the game to keep ticking an actor at 70Hz, even if FPS goes to 45 ? (considering my machine could render 70fps, it's clearly powerful enough to tick my actor at 70Hz)

#

Or maybe is there a way to keep 70fps, but only feed my VR headset with 45fps as it demands ?