#ue4-general

1 messages ยท Page 780 of 1

sand gale
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There are some things that sub-tick. so I'm sure there is a way, might have to be with C++ though. There is also physics sub-stepping but that's just for the physics so not sure if that would do it for you.

plush yew
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Hello guys I did this system for changing the material of the mesh and it works almost but when I change the color of the material, when I want again to change, unreal engine crashes, idk why

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can you help me?

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I tried with removing the widget after I choose color but it doesn't work again

sand gale
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You should only create one dynamic material - do it on begin play

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save a reference to that material (like you are) then when you want to change the color of that material you should just set a color parameter to a different color

plush yew
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so I need to do this for my mesh?

sinful bone
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I am still struggling with migrating my assets to another machine/making it ready for market place. I've tried to migrate it to the content folder and then move it between projects (to the content folder of the other project), but references are still getting lost.

Is there really no solution for this?

plush yew
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I tried with removing the widget after I choose color but it doesn't work again
if someone can help me tag me or DM me

plush yew
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whenever the player clicks away from any of the UI elements (on the 3d scene for example) their cursor gets captured, anyway to fix this?

dusty marlin
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Hello, how to add a texture group to the project? Should I add it in some .ini file? Ty

vocal herald
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I have a set of animations and my "camera" is the player so after animation ends I control player from the last frame. The problem is I can move the player but cant rotate him via Sequencer. It changes rotational values in Sequencer but in game nothing rotates at all. I need to control player camera rotation in Sequencer please help

plush yew
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How do I remove default camera in Player controller?

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how do i get rid of ActiveGameNameRedirects is there anyway to properly rename my project?

blissful sorrel
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Hey everyone. I tried everything from packaging to downgrading ue4 builds, but ansel still gives "A supported game is required to use this feature". I'm trying to record 360 captures and the PanoramicCapture plugin doesn't cut it, because the screenshots look nothing like the built level. is there anything else I could possibly use?

tight prawn
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is it possible to generate/create skeletal mesh directly inside UE ?

mild belfry
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he said his people needed him

plush yew
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Does anyone know how can I attach a spring arm to my Player controller inherited camera?

mental swan
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Hey! I have a trigger event in my scene, but it gets triggered when that capsule overlaps. How do I disable the overlap for the trigger volume, so it triggers only with the mesh?

limpid turret
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I take it no ones got a solution for unreal engine not importing a model because it says it can't triangulate it

severe lodge
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How to apply tessellation to a Main Material with different layers? Is this working?

limpid turret
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@solemn sun did you ever fix the 'unable to triangulate mesh' problem you had

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ah I think I fixed it, didn't realise there was a random extruded vert

lusty pumice
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texture coordinate is not working

rigid belfry
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@lusty pumice is that a texture or a material you want to scale?

novel oriole
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Hey peoples, I snapped up a quick protoype scene in blender, and just exported as fbx, but my colliders are retarded, is there any fix for this?

lusty pumice
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@rigid belfry that is a texture that I want to scale, because it ends up too large when I plug in the ScreenAlignedUVs

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doesn't fit the frame

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this is without the ScreenAlignedUVs how it normally looks ๐Ÿ‘‡

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so I'm guessing I need to plug something into TextureDimensions (V2)

midnight gate
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so ugh i clicked low quality settings

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and my whole engine has not responded for 10 minutes now

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my pc really aint that bad

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oh it responded

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and crashed

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ok im glad it responded

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lets hope it saved low settings

novel oriole
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That happens to me, the lowest preset i ever got to was medium

midnight gate
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rip

novel oriole
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anyway, after some digging i found that there are 2 different colliders, a simple one a complex one, how would i get the player to utilise the complex collider

manic pawn
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for this mesh it would be more sensible to just fix the simple collision

novel oriole
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how?

manic pawn
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you can have a box that is oriented properly

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name it UBX in your 3d program or something

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it's on the documentation

novel oriole
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alright cool

mild belfry
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or you can just add a box collision and scale/rotate it

manic pawn
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ah, there are tools to move it in the editor now?

mild belfry
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yep

manic pawn
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that's nice

mild belfry
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you cant use "F" key to focus to them tho which is annoying

novel oriole
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is there anyway to lock an object, so its visible, but cannot be selected?

glacial lantern
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Heyo got a question

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For some reason this is mixing both the "aim cache" and "locomotion cache" weirdly

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I want it to swap between the two

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I think I get what I did wrong

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Ah okay the slot didn't work how I thought it would

stray smelt
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How does lightmap resolution work, like what does "8" (default) constitute? I assume higher value = higher res?

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so if it's 8 (pixels?), how does this translate to a landscape? each segment?

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my issue is that the baked lightmap file is huge, even though i have an importance volume. trying to find the culprits

dim merlin
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Hi, i was checking out 'SpringLandscape' (a landscape auto material) and noticed tiny parts of different textures, like:

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So how is this possible, im unable to reproduce it using the paint tool (way to small)

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is it a color map maybe?

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i mean, they are layer for sure...

rocky radish
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@dim merlin did you try in the landscape paint tools or other paint tool?

dim merlin
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the landscape paint tools, its just vertex colors i'd say..

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so but notice the grass on the image is way way smaller than the vertex density

warm hinge
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Hey there,

does anyone know, why reflection capture resolution is drastically reduced on OpenGLES 3.1?
Is there a way to control the resolution?

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Thank you in advance ๐Ÿ™‚

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What I mean:
Editor:

whole quarry
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Mobile is usually less graphicsl than pc

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Also not everything is supported on mobile

dark rune
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how can i make it so that my character (tpp) can't turn beyond x degrees (like a mounted machine gun)?

warm hinge
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I just thought there maybe is a hack ๐Ÿ˜›

whole quarry
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@dark rune clamp

rocky radish
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view pitch/yaw max/min in player camera manager maybe @dark rune

dark rune
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ok trying the yaw max min thing rn

rigid belfry
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i dont even think reflections are uspported on mobile

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@lusty pumice you'd usually change the U and V tiling of a texture to either make it larger or smaller

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why are you using that material function?

willow plank
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hello guys.I want to ask

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is there any sorting or filtering tool ?

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like

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what we use and what we dont

rigid belfry
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what do you wanna filter

willow plank
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what we use and what we dont
@willow plank .

rigid belfry
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what is that you're using

willow plank
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?

rigid belfry
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๐Ÿ˜„

plush yew
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what we use and what we don't .... you mean built in tools of unreal or what ?

willow plank
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i just wanna sort these objects i used so i can delete what i dont use

rigid belfry
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actors you placed in your scene?

willow plank
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ah yea

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and textures materials also

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like there is two materials

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i use one of them

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but i dont use another one

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and i want to see it that i don't use it

rigid belfry
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and you wanna delete materials and textures you're not using?

willow plank
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right

rigid belfry
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you can right click almost anything in the content browser and there should be a "find references" option

willow plank
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so im going to do it on every single object ??

plush yew
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Hello everyone, I just imported an FBX object which I generated in C4D. My plan is to texture it in Unreal. However, when I want to apply textures, it is really hard to align them correctly because something weird is happening to my mesh: https://i.imgur.com/BzVuWxj.jpg Does anyone know how to avoid this? I'm new to this stuff so the answer could be very simple..

rigid belfry
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well, why did you create stuff you're not gonna use in the first place?

willow plank
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cuz im downloading some stuff from Epic store.

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And they include hell lotta items what i don't even need

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Hello everyone, I just imported an FBX object which I generated in C4D. My plan is to texture it in Unreal. However, when I want to apply textures, it is really hard to align them correctly because something weird is happening to my mesh: https://i.imgur.com/BzVuWxj.jpg Does anyone know how to avoid this? I'm new to this stuff so the answer could be very simple..
@plush yew i see there u have an Uv overlap.

plush yew
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Move them into manually created folders (the stuff that you need is "them")

rigid belfry
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@plush yew could be you need to unwrap the texture mapping, could be the UV channel in case of bad lighting/the actor turning black

plush yew
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And delete the folders you originally imported

willow plank
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And delete the folders you originally imported
@plush yew its going to take so long...

plush yew
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Well you always manually select what you want

rigid belfry
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there is no tool that does that automatically

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@plush yew there should be an error popping up saying "uv overlap" or something like that

plush yew
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@willow plank @rigid belfry can this be done in Unreal, or do I have to set that up in C4d?

rigid belfry
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do you have that error perhaps?

willow plank
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@plush yew in c4d if there is UV unwrapping possible

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if not use Blender

vocal herald
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im going crazy guys. How can I control player camera rotation with Sequencer???

rigid belfry
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why do you want to control the player camera?

willow plank
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he means rotation maybe ?

rigid belfry
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you need a new cinecamera in the scene, make that the main for the sequence, and then return to player camera

plush yew
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@rigid belfry one sec, I"ll reimport to check

vocal herald
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my animations sequences need to move the player

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so i can continue playing where the animation ended

plush yew
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I'm trying to import a mesh, for some reason the content browser can't find it

rigid belfry
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@plush yew even if you search for it?

plush yew
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arch_corridor_gaps nowhere to be found after importing it

next badger
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New camera nad transition to it will be a proper way, but you can control camera that is owned by player controller too
you just need to add that reference to Sequencer

rigid belfry
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i would almost never animate a camera the player is gonna control

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what if for some reason it bugs out?

vocal herald
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@next badger I tried to keyframe PlayerController rotation and Camera manager

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but nothing works

rigid belfry
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make a new camera and make it main

plush yew
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Men I actually wanted to ask a question myself. Chaos rising in chat lol.
In Unreal when you merge actors you can change the merged actor's material but not the array of static meshes as they're , well , merged.
What I'm talking about is a merge like in unity where you have one parent objetยดct with further childs and the relationship can be pulled into and out of the CB.

Or if you have any ideas how to move parts of a scene consisting of static meshes without turning them into a single model , I'm open for ideas ._.

rigid belfry
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then do transitions to swap to normal

vocal herald
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but i can see the transition

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image flickers a little bit when cameras switch

rigid belfry
plush yew
rigid belfry
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did you make the mesh in c4d?

plush yew
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yes

rigid belfry
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there should be a setting for selecting smoothing groups when exporting

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something like edge and face?

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or are you exporting with smoothing groups disabled?

vocal herald
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@rigid belfry i really need to animate player controlled camera. doesnt matter if it bugs out

next badger
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@vocal herald you need to reference actual camera, it may be persistent or spawned on runtime, if it is spawned on runtime you will have tough time animating it

rigid belfry
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you really dont, but whatever

vocal herald
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its persistent

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but its controlled by playercontroller

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and playercontroller only respects mouse input

plush yew
vocal herald
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i cant change rotation manually for some reason

next badger
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no it's not...camera controlled by player controller is controlled via camera manager, and you can manually control it

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you can feed some parameters to it as well

vocal herald
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i tried to manually control camera manager

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same thing

next badger
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camera manager != camera

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CM only controls the cameras

vocal herald
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i start my game and there is PlayerCameraManager

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whenever i change the rotation values they change back

next badger
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why would they not?

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they are still controlled by CM

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but it does not mean you cant modify the way it is controlled by it

rigid belfry
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try disabling triangulate geometry @plush yew

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i think unreal does that by default

next badger
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add some bias, set the bias from Sequencer, add that bias by CM

plush yew
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uh. Does unreal engine detect naming conflicts when importing? I just renamed the mesh arch_corridor_gaps to ADFSDGjsgfh and now it did import properly

next badger
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@plush yew afaik no

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it just reimports

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weird case may be when it's a redirector

plush yew
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@rigid belfry it's the same

rigid belfry
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then i have no idea

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sorry

plush yew
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Ok np, thanks for helping out though

signal rover
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does anyone know what the best way is to massively reorganize the folder structure of a project? Moving all files, fixing up redirects and continuing takes ages

thick herald
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There are marketplace assets that claim to help with that kind of thing @signal rover

soft lodge
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Hi folks, is there anyone here that I can ask a couple of questions about the Hello Neighbor Mod Kit?

plush yew
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Does anyone here have an idea on how can I move a cahracter like in monument valley?

signal rover
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There are marketplace assets that claim to help with that kind of thing @signal rover
@thick herald ok, thanks

soft lodge
flint trench
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Anybody know when the UE4 Marketplace Summer Sale will be?

ember star
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I want to define a set of mechanics, would normally go in 'game mode' i supposed, but for the sake of not putting EVERYTHING in game mode... what's the right parent class to use to keep extending out game mode, so that i can still make blueprint callable functions from the game mode context?

vernal thicket
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@ember star Instance?

ember star
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i guess i mean... gameinstance, game mode, etc classes seem singular

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i want to define multiple systems seperately

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like 'database connection/queries'

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i want to build out general functions that i can call from game mode/levels

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i tried a simple Object c++ class, and upon making a blueprint for it i couldnt find it in the listed classes

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'blueprint function library'?

wanton lotus
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@ember star yes, use that for global static functions.

ember star
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awesome, thanks

left citrus
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Having some pretty weird visual bugs, building lighting doesn't fix it, disabling post processing doesn't fix it, not SS reflections causing it, Ray Tracing is disabled, no permutation of post processing fixes it, disabling all the lights doesn't fix it, so I assume it's something in the light bake file, anybody got any ideas?

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doesn't show up on any profile overview

ashen orbit
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why is googling an unreal engine issue so fucking hard

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i just want to know if its possible to open two projects at the same time

thin sluice
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hello i'm having an issue with unreal rn

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so essentially all emissive materials that i've made are displayed as solid black in the viewport

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i've tried the emissive from the automotive materials pack as well as made my own but both of them display as black

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on preview mode it looks fine but in the viewport its just a reflective black

plush yew
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I think I'm skipping a step. I build a mesh, unwrap but I never check the texture in blender. I just import a texture in unreal

left citrus
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@plush yew forgot to mention, removed all the reflection captures, rebuilt them etc afaik not the offender

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seems to only be a problem with all these assets I migrated from 4.24 -> 4.25

narrow meteor
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hello, so im having an issue that when i spawn a projectile that it supposed to line up with a line trace it doesnt line up at all and goes a little bit to the side?

plush yew
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Hello, can anyone help me with my ik foot placement?

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I made a post process anim blueprint for my character that has ik

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And it worksl because i can see it in the viewport

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I dont know how to apply it to the main animbp and the mesh in general though

tawdry storm
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has anyone here worked with the variant manager and has some tips to make working with it less frustrating?

thin sluice
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many questions no answers

pliant echo
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Hmmmm unable to open projects in 4.25.1. What does this error mean? "Assertion failed: !IsGarbageCollecting() [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 2286] Unable to create new object: MediaPlaylist /Engine/Transient.None. Creating UObjects while Collecting Garbage is not allowed!"

misty lynx
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Hey guys, can you recommend any good(and obviously up to date) books on programming in Unreal/Unreal in general/Game development? I will be going on a no internet type of holiday soon and want to take a bit of education with me

maiden sundial
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I sadly think there aren't good books for UE since most of them are quickly out-dated.
The best source would be the internet

whole quarry
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i just want to know if its possible to open two projects at the same time
@ashen orbit

Why not just try it (and yes you can)

ember star
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if im doing collision detection via line trace, and i detect the 'same collision' in multiple ticks, whats the easiest way to handle it so i only get 1 result?

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do i need to keep track of objects collided, check new collisions against that array, and clear after each?

ashen orbit
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@whole quarry yeah it was possible when i clicked the files in each project file

plain terrace
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i dont even need to get 3ds max or whatever I can just get all parts of my car into an actor, give it textures, convert to one static mesh, then convert to a fbx. Theoretical stonks

hot thistle
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Let's say I want to make something like a Ratchet and Clank game in 2D, but with free shooting (you shoot wherever your mouse is)
How would the animations and such be?
Anyone have any tips for how I could do that without making 100+ unique animations for each angle the player is aiming?

plain terrace
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da arm just moves

plush yew
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the way game like terraria do it is basically have the arm be a separate sprite that's parented to the main player, and rotate that based on mouse position. Doesn't quite look as good as 100+ unique sprites maybe, but well, you also don't have to make and load 100+ unique sprites lol

hot thistle
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Yea I thought about that, but with 2 arms theres gonne be some wierd clipping and such

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I'n theory I mean, guess I can try it out to see what it looks like

rigid belfry
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how do i break a line in widgets? not seeing anything to prevent overflowing

azure gazelle
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@rigid belfry It should be there.. maybe it's hidden as advanced option (white arrow pointing down)

rigid belfry
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these settings seem to work, yet i feel like there might be a better way of doing it ๐Ÿค”

azure gazelle
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those are all the settings available for automatic line break. You can set the policy to break at the end of a word.

obtuse pendant
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yeah aligning text is kinda iffy

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auto wrap was the best option i found

dense aurora
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i have small problem

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i have this

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as emissive

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but i want to change the color

rigid belfry
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you can multiply the result with a vector 3 material

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if you press 3 on your keyboard and left click, it automatically creates a const3vector

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you make that a parameter, apply the instance material to what you want and fiddle with the settings untill you find what you need

dense aurora
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though i want to only make it glow on specific areas

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that the emission map shows

azure gazelle
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use the emission map as a mask (a lerp node should do)

dense aurora
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like this ?

rigid belfry
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yeah that should work

dense aurora
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btw

rigid belfry
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you can try lerping it too instead of multiplying

dense aurora
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lerping ?

rigid belfry
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am no material expert though

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yeah its a function called linearinterpolation

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lerp for short

dense aurora
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i never used it

rigid belfry
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theres always a first time ๐Ÿคทโ€โ™‚๏ธ

dense aurora
rigid belfry
dense aurora
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idk how it works

azure gazelle
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tbh it should already work with multiply because the b channel itself is black & white.. so simply multiplying it with the color and then again multiplying it with a param for the power should work

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Lerp could work too, but shouldn't be needed in this usecase

dense aurora
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hmm

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is there something like timer

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like

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Do something every # seconds

rigid belfry
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there is something called time

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you can make it pulse that way

azure gazelle
rigid belfry
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in your material, type time, from the pin drag and type add

dense aurora
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i wanted to make more advanced thing

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but its out of my skill to do that

rigid belfry
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add a constant vector

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(press 1 and left click)

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make that a paramater so you can change in in run time

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from the add, you can do something called "Sine" which should be a curve or wave if i am not wrong

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you plug that in the emissive and thats it

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let me do that real quick

dense aurora
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1 and left click does nothing

rigid belfry
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1 and left click creates a constant vector

dense aurora
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it does not work

rigid belfry
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or you just right click in the graph and type constant

whole quarry
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@dense aurora search for param

dense aurora
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though

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i meant

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that the glow would change after some time

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something like scripted event

rigid belfry
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1-2-3-4 and left click create respectively a vector 1-2-3-4

whole quarry
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Not when you are in a remote session

rigid belfry
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something like you upgrade your weapon and it starts glowing

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or maybe you pick a power up and its now a very dangerous weapon?

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if the answer is yes, you do that with blueprints

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you create the material, on wanted event = set new material

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on finish power up = default material

dense aurora
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i did something i wanted yesterday

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emissive moving into the beat of music

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yet im wondering about something else i wont solve

rigid belfry
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btw, do you guys know good widgets for selecting missions/levels?

dense aurora
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how can one tilt the weapon

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if you tilt the camera

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i assume its something advanced

rigid belfry
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what does that mean

crystal swallow
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Like a first person shooter?

rigid belfry
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why do you wanna tilt the weapon?

dense aurora
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yea

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like when you move to left

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or right

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the gun tilts too

rigid belfry
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you attach the weapon to the character

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you then control the character rotation through the camera

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so now whenever the character rotates, everything attached( a child) will rotate too

dense aurora
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ahh

north sphinx
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Dun dun dun... did my bullshit for today.

I already tried every possible way in my mind to do a sneaky roll back.```
Do someone knows a shady trick that after 6 years on ue4 i still don't know?

Already tried:
- ~~just migrate to a 418 and hope~~
- ~~convert the 424 to a 418 and hope ~~
- ~~copy a bunch of assets at a time to the 418 checking if something is savable~~
- ~~make a human sacrifice to Pelor asking for forgiveness~~
rigid belfry
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i have heard about converting from old to new versions, never from newer to older

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sorry+

north sphinx
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i have heard about converting from new versions, never older
@rigid belfry
thats a matter of a button ๐Ÿ˜ข... well in most of cases, usually as far as u do not use deprecated functions or stuff that has been removed

rigid belfry
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but to be honest

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i've migrated stuff from 4.25 to 4.22 and i havent had any problems?

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are you getting any error?

ashen orbit
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So I'm having trouble creating a save game, but i don't really get any errors and I've checked all the connections and nothing seems weird, is there some kind of basic thing I've forgotten like project settings?

north sphinx
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are you getting any error?
@rigid belfry nope, empty content browser, not even sounds or textures

rigid belfry
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man that sucks

north sphinx
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man that sucks
@rigid belfry gotta open side by side the two versions and re-do everything, cannot even copy paste blueprints cause in most of cases crashes whole editor

rigid belfry
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it crashes??

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no way my dude

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there must be something wrong

north sphinx
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nope, its kinda normal, the way they structure the blueprints can have variations from version to version

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and if even a single one of your nodes catches one of those variations, whole editor crashes

soft fiber
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When moving forward in the scene with (alt-mouse right) it often stops moving forward as if there was a collision? Does anyone know why this happens?

plain terrace
north sphinx
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guess you already copypasted a blueprint into a text editor

no way my dude
@rigid belfry

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how can i have a mesh with physics not act like aladins carpet when i walk over it
@plain terrace
physics channel dude

plain terrace
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oh thanks

dense aurora
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btw how can one make

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invisible model

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but only visible shadow

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something like Outlast has

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character has no head

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but it sill appears in a shadow

rocky radish
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@plain terrace wdym? does it launch itself?

plain terrace
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i made it so that you can grab it and when u step on it makes u fly

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(i dont want it to fly)

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it flies really well tho

rigid belfry
soft fiber
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I'll try this again. When moving forward in the scene with (alt-mouse right) it often stops moving forward as if there was a collision? Does anyone know why this happens?

north sphinx
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i made it so that you can grab it and when u step on it makes u fly
@plain terrace
cause the block moves toward you while you are in air and cannot reach you so keeps coming to you lifting you up... please > physics channel

ashen orbit
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is physics considered difficult in unreal engine?

dense aurora
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oo

#

so thats how red barrels did it

north sphinx
#

is physics considered difficult in unreal engine?
@ashen orbit just depends on what you want to do

ashen orbit
#

I mean I'm not really interested in making a physic based game, let's say a charm that rests against your gun dynamically like in rainbow six siege

north sphinx
#

I mean I'm not really interested in making a physic based game, let's say a charm that rests against your gun dynamically like in rainbow six siege
@ashen orbit i'd do a fake jiggle with a rigged element using something like apex "cloth simulation"

#

or you just apply a phys contrain, but that would be OP

ashen orbit
#

does it require you know physics at uni level or can you do well without it

north sphinx
#

if u know what to do, the contrain thing would be a 15 seconds thing

ashen orbit
#

ok

north sphinx
#

rigged body would be better but longer

dense aurora
#

Music bars that are material and move into the beat

#

That is a nightmare

rigid belfry
#

no

ashen orbit
#

it would take me 2 minutes to do that cliff and ive used unreal engine for 2 weeks

north sphinx
#

That is a nightmare
@dense aurora i wouldnt say so

dense aurora
#

for me yes

ashen orbit
#

jk

thin sluice
#

Does anyone know how to fix my lights problem

north sphinx
#

there is the audio visualization giving u all the infos you need about frequencies in real time

dense aurora
#

you need to setup material first

#

to even make the bars move

rigid belfry
#

the plugin is well documented and there are guides online

north sphinx
#

you need to setup material first
@dense aurora an exposed scalar parameter which influence just the height of your bar through material

#

the plugin is well documented and there are guides online
@rigid belfry <-- and he is right

thin sluice
#

well shit

hot thistle
thin sluice
#

lmao

rigid belfry
#

whats working and what isnt?

#

i saw it flip when you aimed upwards

#

is that the problem?

hot thistle
#

Not the flip, I'm aware of that

#

The joint of the arm

rigid belfry
#

because that looks straight up insane

north sphinx
#

it seem to me that some of them are going sideways also (rays)

dense aurora
#

is there tutorial somewhere about the m bars

hot thistle
#

Rays are for show I guess, I'm trying to make a ''free'' arm independent of the body

#

I'm trying out a 2d Platformer with free shooting, but I'm not sure on how to handle animations for each angle and such

rigid belfry
#

also, ue4 for 2d? i respect the hustle

hot thistle
#

Its not as hard as people say it is actually, been working quite alot with it

#

Its janky yea

rigid belfry
#

its not hard

ashen orbit
#

Is machine learning any use for game development?

rigid belfry
#

its just...unnecessary? the engine isnt really helping you in making 2d games

#

you're better off making it 3d and having the character be in 2.5d

#

at least, thats what i would do

#

but you're free to do whatever the flip you want, of course

#

@ashen orbit i spent 2 weeks trying to get procedural paint and foliage to work togheter

hot thistle
#

Yeah, well I like pixel art and I don't really have the time to learn a new engine, so I guess I'm working with what I have

rigid belfry
#

when i could've painted them by hand in 2 days

#

you tell me

hot thistle
#

I'm just trying to figure out if I can overcome this hurdle

rigid belfry
#

you're having troubles rotating the arm basically?

hot thistle
#

Having trouble making it look right

rigid belfry
#

how are you rotating it in the first place?

hot thistle
#

Look At Rotation at mouse

rigid belfry
#

is the arm a different sprite

hot thistle
#
  • the character is gonna be supporting the weapons with its left arm, how the f would that work with this system
#

Yea

rigid belfry
#

can you show me the actual character components?

hot thistle
rigid belfry
#

and you're rotating by using a look at function right

hot thistle
#

yea

plush yew
#

I kind like the way the flip looks actually, if you limit motion to just above the head

rigid belfry
#

the sprite might be flipping because you're telling the sprite to look at 2 dimensions instead of one

#

scrap that

#

thats wrong

ashen orbit
#

@rigid belfry not sure what you meant with what you wrote me mate

hot thistle
#

Well, the flip is not the issue

#

I'm aware of the flip

#

Sorry for not being clear about that

rigid belfry
#

@ashen orbit what do you need machine learning for?

#

whatever it is, its simplier to make it yourself

hot thistle
#

My ''issue'' is how I can make this look and feel natural

rigid belfry
#

what is the joint component doing?

ashen orbit
#

@rigid belfry oh mama

rigid belfry
#

thats the point from where the sprite will rotate, right?

hot thistle
#

Yea

rigid belfry
#

i think it felt natural from what i saw btw

#

are you sure you're trying to fix something thats not there?

plush yew
#

I'd suggest separating the whole arm instead of doing it at the elbow joint, but other than that it looks pretty good already

rigid belfry
#

once you get an idle animation in, it may look more natural

plush yew
#

it'll never look quite as natural as a fully animated sprite obviously

rigid belfry
#

yeah, rotating the whole arm would look better maybe

hot thistle
#

That's the whole arm

#

Its a bit wierd looking when at the bottom

rigid belfry
#

you could clamp the rotation so it doesnt reach 90, -90

hot thistle
#

True!

rigid belfry
#

also you could lerp(instead of rotating) so that the head slightly follow the rotation too

#

having it rotate exactly the same looks odd

#

having the head move a bit might make the sprite feel more alive

#

btw is that yours? it looks very good

#

the sprite i mean

hot thistle
#

Thats a good idea!

#

It'll be alot of body parts tho

#

No, this is a Pixel Art sprite of Ratchet, I'm just using it as a placeholder and test to see if this idea of mine actually works

rigid belfry
#

oh yeah

#

i see him now

hot thistle
#

Its made by a guy called Boris Vigec

#

I clamped it now, and it looks alot better, thanks for the help!

rigid belfry
#

np, does it work when flipping the sprite left and right?

hot thistle
#

I haven't made that yet, but I'm probably gonna run into some problems there aswell

#

Of shit

#

You're right

#

Thats gonna be a issue...

plush yew
#

maybe to make the arm look a bit more natural you could also switch between, say 3 sprites for the arm depending on the angle, so it doesn't look quite as awkwardly angled at the bottom

rigid belfry
#

that shouldnt take too long

plush yew
#

but that's pure visual polish

steel osprey
#

Is there an option to allow to apply all materials without going 1 by 1?

hot thistle
#

He's holding it in his right arm, when turning it'll be in the right arm, wouldn't that be wierd?

plush yew
#

could you just offset the sprite behind the main character sprite as soon as the asset flips?

#

and then draw another sprite on top for the other arm

hot thistle
#

Yea but then I have to do 2 of each animation for the body, as the left arm will then be visible

#

I guess yea

plush yew
#

if you just also isolate that offhand arm out in your initial animation you should be able to reuse it

hot thistle
#

Then again, is it really noticeable

#

Yea

dense aurora
#

hmmmm

#

๐Ÿค”

narrow meteor
#

can anyone who is good with unreal dm me i need help with some linetracing and projectiles

hot thistle
plush yew
#

I mean, with a proper animation running backwards while still looking and shooting forward would look pretty cool

hot thistle
#

Yea, I mean it kinda works, oddly enough

rigid belfry
ashen orbit
#

bruh

#

looks like something i would make

#

Can you use external software to create menus in unreal engine?

prisma plank
#

hi guys.. I have some old concept/idea why look of games have fov not human eye... In all engines we have 1 camera at 90 fov, or like 18mm lense. can some one build 2 camera with like 70mm and unite them in one. it's real?

exotic thicket
#

There's technically no limitation in rendering FOV, you could render at 180 or whatever if you wanted

#

But it'll look strange on a monitor

prisma plank
#

you not understand idea.. why 70 mm or higher? Because will be more datails views- like camera in remember me game. Sure there style is better, cause camera at high mm, but you have tiny space to view...

rigid belfry
#

@ashen orbit just using widgets

exotic thicket
#

Yeah I don't really know what the difference is between a 70mm and 18mm lens as I'm not a photographer :)

thin sluice
#

oof

rigid belfry
thin sluice
#

i still havent figured this issue out

prisma plank
#

sec will show...

thin sluice
#

none of the emissive materials i've made so far are visible in viewport as emissibe

#

they all show as a glossy black

#

its so weird

#

its still like that even after i built the lighting

prisma plank
exotic thicket
#

ah I see

prisma plank
#

@exotic thicket ok. This is from real rendering. The inscriptions where better to see?

exotic thicket
#

yeah that should be possible to do, tweaking FOV or the view frustum settings for the camera should allow some effects like this

prisma plank
#

the problem at low fov 100-110 you unable to see small details, but this is nedeed. ..

rigid belfry
exotic thicket
#

Yeah a lot of games have a zoom function to inspect things at a closer distance because of problems like that

prisma plank
#

and so, can put 2 cameras- for wide range, but with close view

shell wigeon
#

Anyone else getting login issues right now? Need to get work done wondering if it's something my end?

rigid belfry
#

i thought they added offline mode for the epic games launcher

prisma plank
#

zoom- it's not about that)

#

@exotic thicket it's like panorama and simply 18mm landscape...

#

difference

shell wigeon
#

They did but I'm trying to log into Mixer with account

#

Same issue and trying to log into launcher, telling my I'm to frequently loging in only tried once, had a browse and seem to be a common issue

plush yew
#

blender to unreal is causing me headcaches. XY is always swapped, making textures rotated 90 degrees or the mesh itself is rotated

brazen crow
#

ok so

#

i have a problem

#

i think it can be solved with one option

#

but i dont know what option

#

im a beginner

#

trying to import a hollow mesh to walk into

#

but it's importing as just a cube

#

and not something which is hollow

lusty night
#

I'm using a post process volume to use screen space ambient occlusion. My problem is that ambient occlusion that is on geometry that is above my character seems to be inversed; it is darker around the exposed edges and lighter in the occluded edges of the geometry. Ambient occlusion below my character however looks correct. Anyone have any insight on why this might be happening?

obtuse pendant
#

@plush yew couldnt that be because of import settings

rigid belfry
#

@brazen crow the mesh needs to have a proper collisions

obtuse pendant
#

i know blender has like settings where you set how imported stuff gets positioned like Z forward and stuff, check if they match up

vast pine
#

@grim ore Hey I had someone comment on a youtube video of mine where i showed use of the BP override for Spawnign Default Class - Made me think I don't recall seeing you ever going over some of these usefull BP Override functions. like get spawn location etc. some people might find your type of tutorial very helpful on these items.

brazen crow
#

thank u @rigid belfry

#

wait uh

#

@rigid belfry do u know how to do that in blender

prisma plank
brazen crow
#

i am importing from blender

prisma plank
#

Cause when you have high FOV- there loss in details...

rigid belfry
#

you dont need to do that in blendere

#

did you read the documentation?

brazen crow
#

yes but from what i understand its like while creating the object in unreal? bcs i dont see that option when importing

#

oh

#

im stupid

#

nevermind

#

lol

prisma plank
#

The idea is simple- humans have 2 eyes, so there is more detailed image, than 1 eye..

sage ingot
#

@rigid belfry It's locked in place

sand gale
vernal thicket
#

I wonder if FatDino ever uses this discord. Dude seems a ue4 genius

#

@heavy lagoon for your first issue you need to set an end overlap or it won't reset properly

open wadi
#

Format / Reinstalll

#

Just kidding.

vernal thicket
#

@heavy lagoon you shouldn't use event tick there are better ways to do it

open wadi
#

@light lintel Can you manually delete them via the OS?

#

No, I do it all the time with content.

#

I mean at least to my knowledge it's not a problem.

vernal thicket
#

@heavy lagoon after the first check for damage, do a branch and delay to see if the player has left the trigger, if not loop back, you can set the variable inside the end overlap to check if its left. Event tick uses too much performance you want to limit where you use it

grim ore
#

@vast pine yeah I have not covered a ton of the base actual classes where the overrides would come into play, game mode being a big one of those. I want and plan on doing it but its on a list a mile long at this point lol ๐Ÿ˜ฆ

open wadi
#

@light lintel I'd just be curious to see if the OS allows you to delete the folder, if it doesn't then perhaps the issue isn't related to Unreal.

thin sluice
#

i've been at this problem for 6 hours now and i still havent worked it out ๐Ÿ˜ญ

#

i cant get my emissives to not look black in the viewport

#

this annyoing

vernal thicket
#

Mat I've got a question if you've got time?

thin sluice
#

anyone know how to fix this

vernal thicket
#

@thin sluice do you have a colour assigned?

thin sluice
#

wdym

#

oh let me check

#

oof it doesnt have a base color assigned

vernal thicket
#

Yeah

thin sluice
#

its from the automotive materials pacl

#

this is how it came stoc

#

adding a base color doesn't change anything

vernal thicket
#

I suppose so you can set your own colour? Seems strange

thin sluice
#

ye its the master shader

#

its got a couple instances in the pack for different light colors

#

none of them are visible in viewport though

vernal thicket
#

O.o

thin sluice
#

building the lighting hasnt changed anything either

#

i'm at my wits end

vernal thicket
#

Are you able to use the instances of this material?

thin sluice
#

wdym

#

like apply them to objects?

vernal thicket
#

Yeah

thin sluice
#

ye i am

#

i have them set in different mat slots for my car

vernal thicket
#

So you've got the result you want just not the colour?

thin sluice
#

ye

#

no glow no nothing

vernal thicket
#

You could duplicate one of them

thin sluice
#

its for a night scene so i need the lights on

vernal thicket
#

Change the colour?

thin sluice
#

i tried making my own emissive as well

#

same issue

#

so it isnt anything with the pack i assume

vernal thicket
#

What are you using for the base colour?

thin sluice
#

let me check

vernal thicket
#

Oh quick question

thin sluice
#

oh wait tf

grim ore
#

it looks like you have no alpha assigned to that base color

thin sluice
#

i just spam applied the material and it worked

#

im so confused now

vernal thicket
#

Lmao

thin sluice
#

the new material i mean not the automat

#

lol

#

lemme test it on teh car

vernal thicket
#

BTW you can set the intensity of the emissivity inside the edge intensity and facing intensity nodes

thin sluice
#

aite so

#

it shows as white now

#

but there's no indication of glow

vernal thicket
#

^

thin sluice
#

so it just looks like this now

vernal thicket
#

Check the nodes edge intensity and facing intensity inside the details panel there should be a number to change

thin sluice
#

alright

grim ore
#

well whats the actual value? to make it "glow" you need quite a large amount of emissive to work

vernal thicket
#

Yeah

#

Try 50 or 100

grim ore
#

plus keep in mind it's just a look, it doesnt actually emit light

vernal thicket
#

Spot lights would be good for that car :o

thin sluice
#

lol

#

let me try it on the hdri and volume i wanted to render in

#

i bumped up the power to 250

vernal thicket
#

Matt, can I ask a question on one of ur videos?

#

250?

#

On the emissivity?

thin sluice
#

yeah just so theres a noticeable difference

#

i'll tweak it later

vernal thicket
#

Fair enough lmfao

#

Could I use game instance to store like equipped inventory items or ammunition level in a multiplayer game?

thin sluice
#

@vernal thicket out of curoisity what r u worrking on?

vernal thicket
#

Atm a single player horror game but planning to start a MMO after

#

Well, attempt haha

#

Again...

#

For the 5th time

plush yew
#

can I make textures in multiples of 10 instead of powers of 2?

thin sluice
#

@light lintel idk i had the same issue

#

i did ctrl z spam and redo a couple times and it randomly work

#

i feel like a lot of my work in unreal engine is deadass just bruteforcing at this point ๐Ÿ˜†

vernal thicket
#

Tried restarting editor obviously?

#

Ah raman, I spent probably 9 hours trying to figure out why I couldn't cast to something, it was because it didn't compile properly lol

thin sluice
#

lmao

#

i love unreal but its a pain in the ass sometimes

vernal thicket
#

Tidii have you checked your computer directory to check if the file is still there?

thin sluice
#

ill tell u what tho

azure gazelle
#

@light lintel did you fix redirectors? Maybe itโ€™s a broken redirector.

thin sluice
#

the main reason i switched to unreal from cycles

#

is because i have no patience for render times

#

it does that part well at least lmao

vernal thicket
#

But some of the things you can get away with in render you'd have no chance here :o

thin sluice
#

lol

#

hence why post processing exists

vernal thicket
#

What are you up to anyway?

thin sluice
#

especially when most of the work i do is stills

vernal thicket
#

Architect?

thin sluice
#

oh nothing much just designing car builds

#

lol

#

i've been in blender for 6 months and unreal for 2 weeks

#

photoshop for a year and a bit before that

#

just so i can make widebody kits and crap lol

reef lintel
#

what are some of the best youtubers to learn Unreal engine for short movies/cinematics ?

vernal thicket
#

Haha thats nice man

#

@reef lintel I found Ryan Layley a while a go hes really good, goes more in depth explaining why he did certain things etc

#

Damn I didnt read ur question properly

thin sluice
#

^^

#

wait shit

#

f

#

i feel u bro

vernal thicket
#

maybe ur a shady bloke

thin sluice
#

would be funny if it wasn't so irritating
@light lintel literally my whole life

azure gazelle
#

@light lintel well.. You could try to force ue4 to rebuild all the intermediate stuff...

1 way: enforce rebuild in the project settings (packaging I guess)
2 way (backup whole project first): delete the intermediate and build folders from the projects folder

thin sluice
#

@vernal thicket thx for your help btw

#

i think i shouldnt be having any more issues for tiem being

vernal thicket
#

Thats what you think

#

๐Ÿ›ซ

azure gazelle
#

@heavy lagoon get owning actor? Not sure what you are trying to do

thin sluice
#

yo im so confused rn

#

if i move near my car the hdri dims

#

if i zoom out it brightens again

#

tf

storm venture
thin sluice
#

not sure

#

enable them

storm venture
#

i cannot. that is the problem.

thin sluice
#

oof

regal drum
#

Can someone walk me through setting up UE4 source code later

#

There is a project I desperately wanna work on and need help setting up source

thin sluice
#

i cant help you but you may find help there

agile glen
#

dose anybody know where i can find a .fbx or .obj for the unreal engine white character model? need to scale some items

still hemlock
#

Does anyone know how to add splatter dirt vfx on the landscape when shooting a gun at the ground

teal tulip
#

@storm venture is the light movable?

storm venture
#

@teal tulip yup, i also just tried all 3 mobility settings and none let me edit the DFSs

#

bingo, that was disabled!

teal tulip
#

Do you have distance fields enabled in project?

storm venture
#

thanks ๐Ÿ™‚

south urchin
#

Do distance field shadows not do self shadowing? I have a wall mesh that has some its windows inseted and when I move the camera away and CSM transition to Distance fields the shadowing on the windows disappear. I've searched the web but I can't really find this problem ๐Ÿค”

narrow meteor
#

can anyone with unreal expereince dm me to help me with a problem ive been having all day

spare kernel
#

@narrow meteor ask your question, if its blueprint related #blueprint, c++ in #cpp if its general or you don't know what channel, then ask here.

still hemlock
#

Hey can someone help me

spare kernel
#

Don't ask for help, just ask your question and someone will reply ๐Ÿ™‚

still hemlock
#

I'm trying to add a component tag to the landscape material but I can't find it in the landscape mat

#

Ok

spare kernel
#

i am not sure you can add tags to materials

#

components, yes, actors, sure, but not a material

still hemlock
#

I'm trying to add dirt splatter from gunshots on the landscape

#

Do you have any suggestions

spare kernel
#

that is normally done using decals

still hemlock
#

How would I use a decal?

#

I have the vfx but I need to figure out how to add it

steep garnet
#

Hi, I'm nativizing my blueprints. Sometimes it finds some other blueprint dependencies sometimes enumeration. Enumerations can't be converted to C++ will it lead in future when packaging the project to errors?

spare kernel
#

@steep garnet if some blueprints don't like being nativized in the future, you can simply mark them as not nativized. So unless you have problems it should be ok. Tho nativizing doesn't make the cleanest code and writing it in c++ itself is a lot better. As for long term nativizing issues, that i am not sure off.

still hemlock
#

Thankyou

steep garnet
#

@spare kernel I'm aware that it's better to manually code in C++, I'm just helping someone with converting to BP. Thanks for the help.

spare kernel
still hemlock
#

Thats cool

#

Thankyou

dense aurora
#

Someone knows don't starve?

#

Wonder how'd it look on unreal

spare kernel
#

Recreate it? ๐Ÿ˜„

dense aurora
#

Yea

#

Don't starve runs on some engine called

#

ANGLE

spare kernel
#

it was there own custom engine

dense aurora
#

I apologize

#

I meant rendering engine

#

Or rendering API or how you call it

spare kernel
#

Google Angle?

soft fiber
#

Anyone done anything with spines, I have a question?

dense aurora
#

Yes Google's angle

spare kernel
#

interesting

dense aurora
#

If you try playing the game with MSI afterburner

#

The stats won't show

#

It uses older version though

#

Of OpenGL

#

2.0

soft fiber
dense aurora
#

Looks like the spine

#

Is broken

soft fiber
#

I've tried everything short of deleting it and redoing it... any ideas?

calm sable
#

I need help

#

Please someone q.q

#

I've been having an issue and I'm stuck. So if anyone can help me I'd appreciate it a lot...Dm?

storm venture
#

@calm sable youll probably have better luck if you just say what problem youre having right off the bat

calm sable
#

Well my character keeps glitching and blinking when I move. If I move forward it will do the right animation, but it will move backwards

#

Same with left and right

#

It's a blinking glitching mess

dark rune
#

@calm sable actually i have the same problem too but im trying a solution which is in AnimBP if direction = -180 set it to 180 because i think maybe the direction keeps changing from -180 and 180 then blend space doesnt know which one is correct so it keeps flicking

calm sable
#

hmm

#

I tried having my character have a sword, but it's only when I make him start off with the sword it messed up

#

when hes in his normal set animation, everything is fine

soft fiber
#

Sounds like the effect you get when your in a wall.

#

z-fighting

calm sable
#

hm. idk I can't use it. so is there a different way of my character equipping a weapon without it glitching all over the place

soft fiber
#

Your using a mounting point?

calm sable
#

? no. it just appears in my hand when I start the game. so it will automatically start me off with it. but doing it like this

#

and when I delete it, everything runs fine

soft fiber
#

Change it so the sword has an offset that doesn't touch the character and see if that works.

#

Move it far away for a test.

calm sable
#

well it looks like it;s holding the sword just fine

soft fiber
#

Also, try anouther object for the sword to make sure its not the mesh.

dark rune
#

@calm sable if your still having the walking backwards only jitter here

calm sable
#

i'm trying to move foward. but it keeps going backwards and blinking, etc

#

@calm sable if your still having the walking backwards only jitter here
@dark rune how do I do this for the plugin. I'm still very new to unreal

#

hmm

#

that could be it? because I'm doing it with a static mesh

dark rune
#

@calm sable idk im quite new too but this is assuming you're using a 2d blend space and tps

dense gate
#

Is that multiplayer?

#

@calm sable

#

If it is, you have to set the speed on the movement component for all clients

#

Otherwise you'll get weird stutters

calm sable
#

no, but I do want it o have multiplayer

dense gate
#

Is it running on a dedicated server?

#

And you have the editor connected as client?

calm sable
#

no, I don't have multplayer atm

#

ah

dense gate
#

Whenever you set the movement speed, call this event instead

#

Otherwise things will jitter

calm sable
#

oke

#

eating atm

#

so where do I change the movement speed?

soft fiber
#

I changed the spline segment mesh to one of the unreal meshes and I'm not getting the screwed up lighting? Assuming its the mesh, I have no idea what wrong with it... Anyone have any ideas?

dense gate
#

That event is in the pawn @calm sable

#

I hope you're familiar with RPCs

#

Whenever you change the movespeed of your character, call the event

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Whether it's on begin play or an ability, etc

#

Alternatively, if you have a variable that controls the speed, set it to RepNotify and from the generated function change the walk speed of the Character Movement

#

Try disabling motion blur from the global post process

#

Or just type in console: r.MotionBlurQuality 0

ionic gyro
#

is it not possible to switch cameras to other blueprints?

#

like when youre controlling one blueprint and you want another to hold the camera?

exotic thicket
#

iirc you may need to create a custom camera manager

#

there's a setting that allows you to choose whether possessed pawns should automatically become view targets

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or it might be on the player controller, either way that should allow you to manually choose the view target (eg. the actor which holds the camera)

ionic gyro
#

yeah when i used the view target node in my possessed pawn it wasnt working. thats probably why

#

thanks i didnt know about custom camera managers lol

sudden oriole
#

can someone help me out? I am having issues with the Modes tab, it doesn't exist. I am trying to learn Unreal Engine 4 via courses and it requires it.

#

just 2 greyed out options

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ah I see, thanks. Man that annoyed me

#

and yeah I am, I really wanna use Unreal Engine, I love it!

thorny schooner
#

So when you download and compile the source.. and right click your project and retarget to use the compiled source... ( I used 4.25 branch ) do I then just also build the editor and launch the editor that I built?? shit's interesting in the fact I am a programmer, but I normally dont build my tools and then use my tools to ... build tools, lol.

calm sable
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@dense gate do you think that would fix itm

thorny schooner
#

Tried to use the 4.25.1 editor I had installed already, but says its a different version -- which btw.. which branch is the 4.25.1 branch?? I saw one named 4.250plus ? da fuq..

dense gate
#

It fixed it for me, however I don't specifically know your use case

#

What you described is basically exactly what I had, adding that node fixes it

#

Walk speeds aren't replicated, so whenever you change them in the server, you also have to change them for everyone

calm sable
#

I wish I can send the video

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Cuz the movement is all messed up

fierce forge
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how i can resolve it ?

sudden oriole
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lighting?

fierce forge
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skybox

sudden oriole
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ah

calm sable
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@plush yew though I dont think it's a multilayer issue

floral mesa
#

has anyone else had issues setting up random patrol for ai? the blackboard key i have says invalid. its set to a vector like the documentation says to. so when my ai reaches the patrol random area task it fails. i cant figure out what i missed. if anyone had this problem please contact me with the way you fixed it. thankyou so much

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yes

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and i set up the logic for the nav object

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in the ai controller and the task itself

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the weird thing to me is it says my vector variable in the blackboard is invalid

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yes

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aside from the area under the pig

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but i was told its because you cant navigate to where u already are

forest ingot
#

what is this crash? why does it keep giving me this crash? what does this log mean? it has been doing this for 3 weeks now, I have reinstalled unreal engine, I have reinstalled windows, I've gone through every troubleshooting tip I could find. What. Is. This. Crash. It doesn't matter what I'm doing, I could open a blank project and leave it alone and it will eventually crash with this exact error message every time. No one has been able to help me

#

no one else working on the project via perforce has had this crash happen even once

floral mesa
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ive never experienced that particular crash

thorny schooner
#

run a memory test on that computer woofer

floral mesa
#

just inbox me, dont wanna blow up the channel thanx

jolly sage
#

thank you

smoky imp
#

Hello, im using 4.25 and i would like to learn to use the cmd, but it looks like i can only access when i hit the play botton...also i had to change the key, because tilde did not work for me..any idea?

soft fiber
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You can switch back to the old UI if that would help.

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@jolly sage Or something like VectorParam.

jolly sage
forest ingot
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@thorny schooner memory test returned nothing

glacial lantern
#

Is this a bad way of doing this?

#

I have it set up for the rifle animations for aiming then not aiming

#

and I'm gonna have each weapon type with different groups set up this way

#

I was gonna make the aiming a montage but it was a bit jank

plush yew
#

how do i stop the screen from capturing my cursor?

prisma plank
#

this is before playing
@fierce forge maybe skybox check hidden or visible in game mode? check it

eternal urchin
#

how do i change visibility of a level in world composition with nodes?

mystic holly
#

Does anyone want to make a game together?

floral mesa
#

@jolly sage look under my blueprint to the left and click your animation graph to reopen it

vast anvil
#

Hey guys - Looking into adding mod support for my game, so players can make maps/bps with the editor. 3 options I'm aware of are:

  1. Build custom engine, submit to epic to distrib via epic launcher (downside, need epic to aprove of sharing modkit)
  2. provide instructions for users to build custom engine (downside, big barrier to modders getting going)
  3. Share full game project, so users can use launcher engine (downside, requires sharing full project, and using stock engine)
#

anyone else have some good info in this area? Not sure how hard option 1 is - probably best if aproval process is not too hard. 2 and 3 both seem dooable though

modern sinew
#

more information, it's only when it is connected to the output pin for the event. Putting in a static input like so doesn't break it, although obviously that won't work

#

This one stupid error is causing a lot of problems, because a lot of other features sorta rely on the inventory working

#

so if anyone could help that would be great

bold compass
#

hello

#

where can i ask for some help ive been stuck on this problem for ages now im rather new to using unreal engine

#

so im using world creator to make a world composition with a terrain width of 8129x8129 and want to export it in 16 tiles to make a full map

#

what would i have to put the tile width an height to make that work

#

or would it be recommended to have it at 1009 per tile

noble tapir
#

Hi there, according to this link both AndroidMedia Player and WmfMedia Player support rtsp streams, yet I dont seem to be able to get it working for either android or windows, does anyone have any experience with this?

cloud briar
#

Im impressed...full RT in the archviz with my improved settings...

tough lantern
#

Hello everyone.
I am new to Unreal.
As you can see in the linked video below. I have 3 problems on my project related to dynamic lighting.
1.The white buildings don't cast shadows on the floor. They are all 1 object, I suppose UE has hard times generating Mesh distance field for such a large object
2.The round roofed buildind is dark as if it is in shadow)
3.When I get far or very close, the shadow disappear as if it is clipped.I suppose it is linked to cascade shadow settings. But i play with it and noting happen
For info, i am using the nes Sun and sky in UE4 4.24.

I am finalising my project, i am stuck because of this. If someone could help me it would be awesome.

dark rune
#

I attached a widget blueprint to in front of my camera
whenever i move the camera it gets blurry
how do i fix this

#

nvm im fine now i just set User Interface- Space - Screen

glacial lantern
stark briar
#

Hello!
Currently i'm working on open world AI system and i got a question.
What if i want to spawn an AI, that moves around few levels?
I have world composition, that contains 9 levels. Where and how should i spawn enemies?

rigid belfry
#

is there a way to make a widget's alpha be gradient? that way i can fade from opaque to transparent going from one side to the other

stark briar
#

You can create material

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And paint a widget

rigid belfry
#

ok, i'll search more about that, thanks

#

btw, do you know if its possible to have something like a vignette but inside widgets?

#

like a post process effect

vocal herald
#

I still didnt find a way on how to rotate players camera in sequencer

#

I tried putting PlayerCameraManager in sequencer and keyframed different transform values. Doesnt do anything

#

same with PlayerManager

#

tried with different pawns and FirstPersonCharacter, unchecked Use Pawn Control Rotation on camera. nothing worked

#

It works fine in edit mode but never works in play mode

rigid belfry
#

managed to apply a material to the widget by using a retainer box, now to make it look slightly brighter...

exotic plover
#

Hey everyone, can someone help me please? I'd truly appreciate it. I am integrating particle effects from UE4.24 to 4.25 and am having to manually set all the particle effects via assigning textures to materials and materials to the particle effects. Even though i have been assigning materials and textures correctly i see some of these textures as sandy block material shown in picture.

#

how do i fix this? please help

rigid belfry
#

which one is better? this one with a vignette around the edges

vernal thicket
#

@rigid belfry the one without

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vignette makes it look liek you're looking through something lol

#

maybe good for vr?

exotic plover
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@rigid belfry The one with vignette looks more defined, reminds me of fortnite a little bit. the one without looks softer and appears more calming

rigid belfry
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i think the one without looks like you're already in the game

#

almost as if you're 1 button away from being able to walk or something

vernal thicket
#

Make the menu UI more invasive

#

The easiest way around that is lower the viewpoint

#

Atm it's at head height

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or higher i guess lol

exotic plover
#

If it's an ingame menu then it looks good that way i think

#

If it's a main menu which it looks to be. I think it would be best in centre. You want the player to get into your game with as much ease as possible. That's why most main menu's are in the middle with the campaign at the top in big letters ๐Ÿ™‚

#

these days people can't even watch videos unless within 6seconds it entertains them. Those are my thoughts on Main menu UI.

vernal thicket
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I've got mine on the side, but my main menu is a level looping a camera

rigid belfry
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i dont want a 3d menu because i think its just a waste of resources, i'd like to have a 2d render

#

i am thinking about animating a camera, recording it and then converting the gif to a flipbook in unreal

#

i think i am 1/3 done with setting up the basis for a multiplayer game, i should really continue but having a non functioning menu really slows everything down

#

plus while i am at it, i can finish it once and for all

sudden oriole
#

need a little help here. I am trying to use the sequencer but I can't get any key frames

fresh python
#

Hello, can I watch the unreal day videos after July 14th or is it only for the day

gloomy ginkgo
#

John Connor from terminator?

maiden sundial
#

When will the casual user get chaos without building from source ?

soft panther
#

How Do i Create Event which when i can hold long press on the left mouse button

#

? ????

rapid ridge
#

Hey guys, I have an actor that consists of blueprint and 1 static mesh that simulates physics. How can I set it up, that the actor always has the same position as the static mesh? thanks in advance

noble tapir
#

The static mesh is part of the actor. So when you move the actor, the static mesh moves

little otter
#

can someone hope into genreal and help me with someting

#

genreal vc

#

nvm

rapid ridge
#

@soft panther You have the Mouse event with press and release. Then you have a branch at your event tick, with a boolean (MouseIsPressed). Now if "press" is triggered, set the boolean to true, if "release " is triggered set the boolean to false. from the true branch, you get a float variable and increase it by delta time (from tick event). On event release you check if the float variable exceeded a certain value and if true, it triggers your "long press action", if false it triggers your short press action... make sure to reset all variables.

#

@noble tapir Yeah, but I mean the other way around...

noble tapir
#

What do you mean by the other way around? I guess, how are you moving the static mesh?

#

@rapid ridge

rapid ridge
#

Physics

noble tapir
#

ahh

rapid ridge
#

The problem is, I use AI Perception, but it only "sees" the actor. I want it to see the Static mesh and move towards it

noble tapir
#

hmm

#

There might be a better way but you could possibly GetLocation of the mesh and use that location to SetLocation of the actor?

rigid belfry
#

dont use ticks

#

ever

noble tapir
#

I guess if you are using blueprints that might be true

#

but thats definitely not a rule you should follow 100% of the time

#

Also wouldnt setting the staticmesh as the rootcomponent do what you want?

#

@rapid ridge

#

Also, question for anyone. I need to have a static UMaterialInterface for a type of Actor. What would the best way to initialize this be?

plush yew
digital anchor
#

is the animation actually called that?

restive eagle
#

i think he blurred his directory

digital anchor
#

give the output log error

midnight gate
#

so ugh

#

im trying to use a blueprint interface

#

but it does not play the event

#

am i using it right?

fresh python
#

No ur not

midnight gate
#

then how do i use it right

#

@fresh python

calm sable
#

@plush yew @dark rune @dense gate Thank you for all the help, you guys are truly awesome

dense gate
calm sable
#

q=q

#

now it's beautiful

#

Q-Q runs so smooth

rain knot
#

Hey guys.
For some reason, when I use Unreal and add a plugin, I get some weird permission errors.
Recently I was trying out vivox, I added their SDK to my plugins directory (as directed by their documentation), I regenerated the .sln file from the .uproject, but when I try building my project I get this error:

Error    MSB3075    The command "chcp 65001 >NUL && "C:\Program Files\Epic Games\UE_4.24\Engine\Build\BatchFiles\Build.bat" ParkourEditor Win64 Development -Project="C:\Users\user\Documents\Unreal Projects\Parkour\Parkour.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.    Parkour    C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets    46```   

This seems to be happening for all of my projects. Am I doing something wrong?
#

Is something incorrect with respect to permissions on my PC?
Edit: Neither Build.bat or Parkour.uproject are read-only.

cyan robin
#

i have a blueprints asset which has a series of cameras, and i also have my own custom camera set up that i wrote in c++, how would i combine my camera class with the blueprints asset class? i know this is a very basic question, i have a few years of programming experience, but not much unreal experience, so sometimes i get to these basic challenges i don't seem to be able to solve (they are both pawn controllers)

plush yew
#

Any1 have problem exporting morph?

#

I've exported morph just fine but this one model doesn't export morph for some reason

#

@cyan robin Maybe you can do add component

#

see if your camera is there

#

inside your blueprint asset

rain knot
#

Anyone with permission issues?

cyan robin
#

THANKS

midnight gate
#

how can i make one of them run depending on the index

bold compass
#

So I accidentally deleted my playable character and now when I click play Iโ€™m not in a 3rd person character instead Iโ€™m flying around how do I add the character back Sorry for such a silly question to ask Iโ€™m rather new and am struggling to get it to work

plush yew
#

@cyan robin actually, they are both pawn controller? i have no idea man might not be how it should be

#

hopefully someone is around to help you

cyan robin
#

well, i see "add c++ component" so maybe i can rewrite the code there?

plush yew
#

I only use blueprint, but hopefully you can work it out

#

just give it a go ๐Ÿ˜„

#

i dont see it any different than adding a blueprint component

jolly kernel
#

@bold compass go to third person bp folder, blueprints, drag third person character into scene

bold compass
#

Ty @jolly kernel

gloomy ginkgo
#

any idea?

rigid belfry
#

is the server receiving the event

gloomy ginkgo
#

yes

rigid belfry
#

so what isnt working?

gloomy ginkgo
#

the server can shoot but the client cant

#

also it gives error saying that it can't read Gun Ref Variable

rigid belfry
gloomy ginkgo
#

thanks

ashen orbit
#

I've tried to fix this the past hour can't seem to outsmart it, any help would be appreciated

rigid belfry
#

right click the main menu variable and do get "convert to validated get" its the last option

#

what does it print