#ue4-general

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void barn
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that is the prob

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downloaded the chara

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i have 3 version of 2B downloaded

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i tried 2

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fail very hard

wanton lotus
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From which site? There are some retargeting documents depending on the site.

void barn
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from deviant art

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if i extend the bone

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it wont work?

wanton lotus
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You will just have a bigger bone in the wrong position

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Mind linking the character model you downloaded. I can take a look. I'm not sure if deviant art community sticks to a consistent skeleton structure for 3D characters.

void barn
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You will just have a bigger bone in the wrong position
@wanton lotus so technically it works but u need to be precise ?

elder viper
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Hi, I downloaded the Automotive Beach scene from the marketplace but the reflections seem really pixelate and bad quality. How do I fix them?

wanton lotus
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@void barn size of bones does not affect retargeting animations. It is all about the bone hierarchy matching and their relative rotations matching. Imagine an actual human, we can all be different sizes (different sized bones), but since we all share a common skeleton, we can all do similar movements.

void barn
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what can i actually do now

wanton lotus
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Show screenshots of your retarget manager window. Need to see what bones need to match up. Throw it in #animation to continue discussion there.

void barn
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ok

soft panther
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Whats The VFX File Format Who Fits Good For Unreal Engine 4 ?

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Does Someone Maybe Know ?

open wadi
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Is there a specific naming convention for widgets, akin to how Blueprint filenames are meant to start with BP?

gloomy ginkgo
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@elder viper thats a noise

inner cloak
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@open wadi dont believe there is a standard .. but i personally use W_

open wadi
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Thank you @inner cloak

rugged shadow
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Hi, it is the first time I use Unreal for rendering. I have a little lighting issue in one of the meshes I exported from Maya. I'm using Ray tracing for global illumination and reflections. Is there a way to remove this issue?

gloomy ginkgo
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hey guys i am trying to set value in my struct but after I close the widget it does not save

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any help?

open wadi
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I want to be able to do things like give my main menu navigation a glow effect onhover and the like - should I be using RichText blocks instead of normal Text blocks?

gloomy ginkgo
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As far as I know you can't achieve that in UE4, u can use external programs such as photoshop for text glow and stuff like that

open wadi
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Even with rich text? Hmm

gloomy ginkgo
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hmmmm

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try using font material

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and add emissive

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dunno

open wadi
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Ok.

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Is there any disadvantage to using rich text for text blocks instead of standard text blocks?

gloomy ginkgo
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to be honest I don't know since I only used regular text blocks

cloud gyro
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Hi guys, first time question. Can I copy a folder and all it's contents from the world outliner in one level to the world outliner in another?

wanton lotus
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@cloud gyro Select all the contents in the folder, including folder itself, Ctrl+C, then open the new level and Ctrl+V in the world outliner.

smoky imp
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I should be able to open the console command in the editor right? I can only open it when i hit play. What can i do? i changed my key to tab. (Edited) finally fixed! Works only with US Keyboard Layout!

ember raven
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I would like to make a building Simulator(like Minecraft) based on Quixel Library and Mixer, any game developed there?

cloud gyro
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@wanton lotus it causes the editor to crash when I do this. What do you think, a RAM issue?

wanton lotus
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Try copying less at a time to give it a test.

cloud gyro
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no joy

willow plank
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guys is it ok if my UV map is unwrapped but overlapping causing by two different materials?

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like one UV map but two materials

charred hound
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Hello, I am new to this unreal engine. I need help with something and that is that I am left without internet and now I use the neighbor's wifi but it only reaches my labtop and it does not reach my pc so I need an installer without internet, please, does anyone know some would appreciate it very much

vernal thicket
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@plush yew Are you casting to the instance first? It looks like the property Save Game Object was never created

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@charred hound could you not download UE4 onto a memory stick and transfer it that way?

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@willow plank I think it's bad for performance but I've never ran into any complications with overlapping

willow plank
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๐Ÿ‘Œ

late loom
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hello guys how do u prevent ragdoll bodies from intersecting each other. I have used capsule collider on my ponytail hair but still it seems to go inside my head collider

midnight gate
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HOWE de fug

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do i import custom characters into advanced locamotion?

hard steppe
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Hello guys. I have hopefully a quick question. Is there a way to make InstancedFoliageActors? I am making a sequence scene where it shows buildings until an event happens then the camera blacks out and fades back in to the same map with no buildings but lush nature. I would like to use one foilage actor to have plants and grass with the buildings and other for the map after the camera fade in.

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Any way to make multiple InstancedFoliageActors I mean

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Think I just figured it out....There is a setting you click in the brush that says place in current level

clever flare
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did they change the vertex snapping in UE? whenever i try to snap the pivot to a vertex it's not working

rigid belfry
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this is going to be the main menu

spice cliff
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hey all, i just wanted to ask, is there any way i could make a reusable event 'on landed' node ??

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@rigid belfry if your asking about which to use i like the text without the boxes

rigid belfry
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i like the first one more but

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the thing is, the first one looks like something that would pop out when you press ESC you know

spice cliff
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@rigid belfry or more i like the white colour for the test, makes for a cleaner and easier on the eyes menu

rigid belfry
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like a pause button or something

spice cliff
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ah yes i understand

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mix them both together, with only what you like from both of them

wanton lotus
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@rigid belfry the 2nd one has the better multiplayer button though

open wadi
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Which source control provider does everyone in here use?

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Assuming I want my source code to remain private?

wanton lotus
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I'm using perforce on a personal dedicated server.

open wadi
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I see.

wanton lotus
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Small team and we are all local so fits for my needs.

open wadi
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Makes sense.

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Helpful as always @wanton lotus

midnight gate
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HOWE de fug
do i import custom characters into advanced locamotion?

barren flume
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I'm trying to change the unreal engine version of a project and I keep getting this error

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works fine switching to 4.25

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but not 4.23

whole quarry
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Did you went from a higher version to lower? @barren flume

barren flume
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i think it was 4.24 first then i went to 4.25 and now i'm trying to use 4.23

whole quarry
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You can only go to higher

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There is no backwards compatibility

stiff mirage
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Hi

barren flume
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dang unreal engine is still making me loose space on my c drive just by opening it

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even though it's installed on a different hard drive

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and the vault is set to that hard drive

midnight gate
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@barren flume i dont think its posible to downgrade

vernal thicket
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Anyone know a simple way to make a texture pop a bit more when using emissive? the emissive is low but because the texture isn't very strong you can barely see it..

scarlet birch
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Multiply it by a scalar

vernal thicket
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๐Ÿ˜ฎ

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scalar parameter?

rigid belfry
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YES

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hold down 1 and left click in the graph

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or right click and search for constant

torpid warren
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yo can i ask here for help with ue4?

rigid belfry
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you then right click it and promote that to a parameter

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then create an instance of the material and use that to change the parameter in real time

rocky radish
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yo can i ask here for help with ue4?
@torpid warren yes

torpid warren
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so i'm waiting for 14+ hours for ue4.25.1 to load

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it's stuck at 39%

rocky radish
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first time opening it?

torpid warren
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had 4.24 and 4.21 before

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it uses only 45MB of ram and 15% of my cpu

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i think that's definitely not normal

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no disk usage

rocky radish
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its normal to take longer to open when its the first time opening a new version but 14+ hours is insanity

torpid warren
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i don't think it's compiling shaders

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very low usage

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but very high power usage all the time

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i even put it on realtime priority in task manager

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nothing

rocky radish
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and did you try re-opening it and see if it actually uses your cpu and disk?

torpid warren
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if i try to open it without a project it gets stuck to 45%

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yes

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it doesn't

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even now it uses 13.3% cpu and 45.0 mb ram

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i have 8gb,i7-2600 3,40ghz quad core and a hdd

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ok,here's another hour of nothing,still at 39%

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i'll bet it won't start until the apocalypse

plain terrace
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lol

torpid warren
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dang

wanton lotus
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Wicked car crash, hehe.

plain terrace
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ive found out why, just need to fix the collitions

viscid mural
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ball of floof

plush yew
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Hey there.
Couldn't found anything online about this : I want to create a Blueprint / Prefab like in Unity. To be more precise I want to create an asset that will spawn in other assets by keeping the parent - child relationship (...like in Unity. You drag and drop selected Actors into the Project Folder aka Content Browser and they turn into one instance that will copy the Actors part of it into the world)

restive eagle
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right click on it and create child

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no idea how unity does it, but it sounds thats what you want

exotic thicket
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in unity you can create "actor trees" similar to how you can group scene components inside actors in UE

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the exact behavior of how it works in unity is not really doable in UE by default at least

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you can use child actor components to achieve it to some degree

plush yew
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Hm , okay , thanks @exotic thicket :/

plain terrace
misty owl
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Gaze long into a blur, the blur also gazes into you.

plush yew
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you can use child actor components to achieve it to some degree
@exotic thicket Just found out that there are Group Actors that can be duplicated... as you can't pull collections from the CB , I guess you could reference a group placed in the world and copy that ? Not directly related to your post though ._.

stiff mirage
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Hi

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I have a problem

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When I right click to to to add a new folder it's all the way up there and I cant reach it

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By the Modes. Menu is where its located

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This is the first time I had this problem

mystic holly
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anyone want to make a game togeether?

plain terrace
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get rejected

brazen pier
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In an animation BP, would it be better if i put idle state and run/walk state together?

willow plank
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anyone want to make a game togeether?
@mystic holly ?

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are u going to join or you need more guys

hearty walrus
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How do I hide objects that are in front of the camera?

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so, if the camera gets too close to an object, it just becomes translucent

open wadi
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I'm in the final stages of setting up source control on my own EC2 instance using p4v, everything is woking fine in terms of my ability to connect to the instance via the local client, but in my unreal prroject, every time I edit a file and try to save, it says:

"The asset failed to save", and it gives me the option to cancel or retry, and retry never works.

Also, in Content Browser > Source Control, "Check Out", "Mark for Add", and "Check In" are all greyed out - I can only select "Sync", which appears to do nothing.

unique kraken
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okey srsly

open wadi
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If I click sync, I get "Theh following packages have been modified: <name of package> - Would you like to reload these packages? Thihs will revert any changes you have made"

unique kraken
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where is the mesh editor in 4.25

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its driving me insain

open wadi
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So essentially, I have no ability to save my project now that I've configured source control with perforce.

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@unique kraken Have you googled that particular issue? If I google "where is the mesh editor in ue 4.25" there are multiple videos and unreal documentation pages on it.

unique kraken
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pls send me one bcs im researching for w hile

open wadi
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I mean it's literally the first link that comes up.

unique kraken
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yes dont have that

open wadi
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Anyone in here using Perforce for source control?

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I assume many are.

unique kraken
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okey no, i have no idea how ppl accsess that

open wadi
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And what's even more odd with this p4v issue, is I didn't complete setup in my UE4 project of the source control settings. But somehow, after manually creating the workspace and copying over the project files via the Perforce visual client, when I launch the project, I now cannot configure the source control settings.

plush yew
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is there any open source game made by good publisher studio which i can clone and see how they realized things and organized everything?

open wadi
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So somehow, by simply launching my UE4 project from a workspace synchronized via Perforce, it knows I'm using Perforce.

unique kraken
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@plush yew paragon

plush yew
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I would like to get more structured "code" in Blueprints and also in general

open wadi
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Also there are cheap courses on Udemy where they walk you through creating a game step by step.

plush yew
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Yea there is a lot of open source things but as a "newbie" in that area i cant verify if thats good or not

open wadi
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I've been through a couple of them, they're not bad, useful for getting the ball rolling.

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@plush yew I'd start with the courses on Pluralsight, then move to Udemy since Udemy is more shit.

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Pluralsight courses were better IMO.

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Both are cheap.

unique kraken
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pls srsly, anyone can try to find the mesh editor in 4.25?

open wadi
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In fact Pluralsight is free for a good bit.

plush yew
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i mean there is a huge difference between clean code in java (design pattern, maintainable etc.) and java beginners. So similiar to that situation i asked you guys for clean solutions ๐Ÿ™‚

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guess you are way more experienced in ue4 whats good and what not

rigid belfry
open wadi
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Me? I'm not way more experienced, I've been coding for decades but I'm relatively new to UE4. But I put myself through some courses, was useful.

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Between that and @grim ore's YouTube tutorials you can certainly get the ball rolling for properly organized code.

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Naming conventions, directory structure, etc.

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Maybe someone else has a specific project for you in mind.

plush yew
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Ah okay, so i will look into some videos of him ๐Ÿ™‚

open wadi
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Yes, his videos are quite useful. It seems as if he has a YouTube tutorial for everything.

unique kraken
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noone even willing to take a look?

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๐Ÿค”

wanton lotus
rigid belfry
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i draw that using paint 3d so i couldnt quite get the edges

plush yew
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Very nice! the more i look into, the better feeling i have about how clean my current code is and how i can improve it to prevent further problems with finding and updating Things :)

Thanks ๐Ÿ™‚

open wadi
unique kraken
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this guy has a mesh editor

rigid belfry
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i mean more like in terms of positioning and what now

unique kraken
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i just simply dont have one

open wadi
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It appears there can be issues when assets are imported, or you might have to enable plugins. Granted this is 4.24, but might be some things.

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Check the comments.

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Might that be relevant?

unique kraken
wanton lotus
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@rigid belfry maybe move the buttons down a bit so the top one isn't so close to the edge.

unique kraken
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i want the simple plain build in edit mode literally everyone seems to ahve

wanton lotus
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I think it looks pretty good though. The angled corner is pretty unique.

plush yew
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@unique kraken is Paragon open source? Cant find it in their github repo

unique kraken
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you can download all assets on ue4 itself

plush yew
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yea but not the game itself

open wadi
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Yes, this doesn't seem to be a common issue.

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Missing mesh editing tools for 4.25.

plush yew
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i am looking for the project to see how everything is connected ๐Ÿ™‚

open wadi
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"kewl"

unique kraken
open wadi
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Anyone currently present using perforce for source control?

manic pawn
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many people

plush yew
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afaik perforce is optimized for Ue4?

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so lot of people prefer it instead of using git (which is also very good)

open wadi
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@manic pawn So I've completed the perforce setup on a private EC2 instance and all appears functional, except for the fact that the UE4 project itself, when I attempt to save a modified asset, I get this error, and retrying has no impact.

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I cannot save anything.

manic pawn
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did you configure the perforce plugin

open wadi
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I did not, that's what's particularly odd - I didn't even set up Perforce in the project itself, I set up the workspace and everything manually via the local p4v client, but when I launch the project in UE4 from the local directory (that is synced as a workspace via the p4v client), I no longer have the ability to configure the Perforce or Source Control settings in the project.

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Or at least I can't find them. It's as if UE4 autodetected them.

manic pawn
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eh? the source control button in the main toolbar

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click that

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set it up

open wadi
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If I right click in the content browser, for example, and I go to where it said "Configure Source Control", it now gives me 3 options - "Check In", "Mark for Add", "Check Out" - all of which are greyed out, and "Sync" is the only option I can select - and if I sync, it simply tells me it's going to overwrite my updated files.

manic pawn
open wadi
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lol, thank you @manic pawn, let me have a look at that.

manic pawn
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don't click sync in the editor

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always close the editor and get latest from p4v

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every single time I tried the sync feature (so once in every engine version since like 4.20) it has just crashed

open wadi
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Interesting, noted.

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Yes, I wasn't aware of that main nav souce control button in the primary viewport, thank you much @manic pawn

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It appears to be configured correctly now.

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So if I were to make changes locally, and push them to the server, what should I hit?

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If sync crashes the editor?

manic pawn
open wadi
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I'm only using source control to A) provide a backup of my project and B) so I can revert if I go off on a tangent making changes.

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There are no other developers at this time.

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Ok, so every time I want to save, simply submit to source control.

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Very helpful @manic pawn, thank you much.

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So to be clear - up until this point, I've been hitting Ctrl + Shift + S to save everything, for example, if I'm simply editing a widget.

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So now, I no longer do that - I always, to save all files in the project, submit to source control, correct?

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In the manner you specified?

manic pawn
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submit is after you've checked out and saved files

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if you try to save something the plugin should now ask you to check it out first

open wadi
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Ok, so to be clear, since this is just for me, and I like saving all the time to be safe. So right now I'm editing a DataTable for use with these Rich Text Blocks. So I've edited the DataTable, first I click "Check out modified files", then I save them, then I "submit to source control"?

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I'm new to source control so I'm still wrapping my head around the exact workflow.

manic pawn
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you just save the data table like normal, and get a new popup asking you to check it out

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so you click check out

open wadi
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Gotcha. And that's it. When you check it out it automatically saves an updated version to the server.

manic pawn
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well no

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checking it out acquires a lock on the file so you are able to edit it

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the plugin does this before saving

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(automatically)

open wadi
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So every time I edit a given asset and click save, it will automatically ask if I want to check it out. Which will then lock the file on the server.

wanton lotus
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You can then edit and save many times over.

open wadi
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Do I then need to click "submit to source control" to ensure the modified copy is pushed to the server?

wanton lotus
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Then when you are done for the day, submit to source control.

open wadi
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and I suppose I can check "keep file checked out" so I don't have to do this over and over, since I'm the only one working on this.

manic pawn
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yes

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the plugin is not 100% reliable

open wadi
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Got it, super helpful @manic pawn, thank you much. And to be clear, say there's a power outage or some such before I submit to source control at the end of the day - will my work be lost?

manic pawn
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so you probably want to do a reconcile with p4v every now and then

open wadi
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Ok, is there a recommended way to reconcile?

manic pawn
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right click the root folder in p4v and click reconcile offline work

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requires ignore rules so be set up correctly

open wadi
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Hmm, ok.

manic pawn
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files you don't submit will not be on the server

open wadi
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But they modifications will still exist locally?

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Or they will be lost as well unless I submit to source control.

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and / or reconcile.

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Correct?

manic pawn
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they will remain locally

open wadi
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Gotcha, ok.

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Great, incredibly helpful.

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Looks like theoretically, since I'm the only one working on this, I could right click the root Content folder in Content Browser and check out the entire project.

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And keep it checked out.

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Is there a reason that's not recommended?

manic pawn
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you can just do whatever when working alone

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of course in a team environment that would not work

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only one person can check out a file at a time

open wadi
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Logical.

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Ok that's all for now, I've got it, much appreciated.

errant venture
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Hey, I'm having trouble getting my mesh from blender to ue4

unique kraken
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who doesnt

wanton lotus
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Haha, right?

unique kraken
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i just literally had a breakdown bcs of that

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and its not even a rigged mesh, something iv doen dozends of times ๐Ÿคฆโ€โ™‚๏ธ

wanton lotus
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Importing to ue4 can be a nightmare.

errant venture
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aight so i got this lad

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and ue4 really does him dirty

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by turning him into a sideways pill

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and he falls thru the floor

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any ideas as to why?

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i think its because only spine_03 is showing up

grim ore
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did yoiu try regenerating the physics bodies? bottom right of the physics asset editor

errant venture
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yes i did

manic pawn
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that wouldn't help while the skeleton isn't imported correctly

errant venture
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now hes a smaller sideways pill.

ember star
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I'm callin GetOwningPlayerState() and updating a property from c++ class, but it's not updating player state, what am i doing wrong?

manic pawn
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it has only one bone there

errant venture
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it seems to be fine here

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lots of bones

runic iron
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Physics asset generation can be weird because of that 0.01 scale necessary to export from Blender, I remember having some issues with that stuff

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But it was a while ago, don't really remember the specifics...

errant venture
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I used 0.01 scale

grim ore
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based on the fact its ~120 high and you are telling ti to look for bones of about 20 its possible your bone size for generating the physics bodies is too large

errant venture
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this video

grim ore
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actually hell it might not even be 120 high, that might be his width

errant venture
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where did you find that?

runic iron
grim ore
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top left of the mesh display it says his size in units

runic iron
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But I remember it broke the physics asset when I wanted to try Rigid bodies, I can't remember what I did to fix that, probably some overall scale on Blender's side or something

errant venture
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is smthn supposed to check off when i apply scale and rotation

grim ore
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im just curioous if you drop the min bone size down, or check "create body for all bones" if it grabs them all

runic iron
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I can't remember sorry, slowly getting back to UE4 after a few months away from all that stuff

grim ore
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at the least the create for all should make an asset for each bone and you can debug from there

ember star
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Does player state clear when game state changes?

grim ore
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you can see here that with my min bone size too high on the default mannequin I get a similar result to your issue

frosty heron
errant venture
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how do i change min bone size?

grim ore
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first option on the bottom right in the Physics editor

errant venture
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ah ty

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I still only have one bone

grim ore
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well that skeleton tree on the left is not bones, its physic assets/bodies

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try checking the create body for all bones and generate again

errant venture
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did that too :(

plush yew
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@grim ore do you know a thing or two about patching games after release?

grim ore
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I know nothing about that ๐Ÿ˜ฆ

plush yew
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Ahh ok

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Thanks

runic iron
brazen crow
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@errant venture are u sure that u used complex collision

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looks like ur just using a capsule collision

plush yew
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@runic iron ta mate

brazen crow
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and obviously hes not a capsule

errant venture
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im not sure of anything

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how could i check?

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wait something might have started working

brazen crow
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click the dropdown menu and check both simple and complex collision see what it shows

safe jolt
drowsy tartan
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whats is a good idea to do as a first game? I keep learnging fragments of ue4, but i want to find a simple but exciting idea that will allow me to apply my knowledge

brazen crow
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bluej try making something like 3d pong

errant venture
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i have more things now

drowsy tartan
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thanks

brazen crow
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oh thats not the screen i anticipated nevermind i have no idea

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lol ive been using unreal for like a week

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idk

open wadi
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Is it possible to remove specific widgets from the viewport on an event, instead of "remove all widgets"?

grim ore
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"Remove from Parent"

open wadi
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Perfect, thank you @grim ore

clear cave
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What is the console command in 4.25.1 to show stat fps / unit etc? Has it been removed?

open wadi
#

So here's the issue. Obviously, this code isn't correct. I have a main menu widget with two menu options - "program" and "community". Each of these two options have submenu widgets. When someone clicks "program", I want it to remove (if present) the "community" submenu widget from the viewport to ensure the user only sees the "program" submenu.

For the "remove from parent" node, when I search available nodes for the "community" submenu widget I want to ensure is removed from the viewport, the only option I see to specify which widget to remove in the "remove from parent" node is cast, but research isn't clear on what to do here or if this is even the correct approach.

#

If I isolate the cast node so that it's not part of the exec chain, it balks on compile because it isn't being executed. Is this the right approach? Apparently a lot of users complain about having issues with the "remove from parent" node, per the UE forums.

grim ore
#

@clear cave they are still there, same as previous versions. stat fps , stat unit, etc

clear cave
#

You're right. Thanks. Odd that they didn't show up in the console list! @grim ore

open wadi
#

Or should I simply remove everything from viewport and redraw the main menu widget as well? Redraw everything? Seems unnecessary.

grim ore
#

@open wadi You need to basically keep track of everything somehow, it seems like your main menu has 2 sub widgets?

open wadi
#

Yes, I have a main menu with 2 options - "Program" and "community", and I planned on, when users click one or the other, a submenu to come up for the relevant option.

#

So if they click "program", they get a list of options, and if they click "community", they get a different list of options.

#

And I placed those submenus in their own individual widgets as someone here had recommended previously.

grim ore
#

and it looks like you are creating that at runtime, these are not part of the main menu widget at design time and you are just toggling them on and off for visibility?

open wadi
#

The submenu widgets right now, at least the way I've got it here, are meant to be added to the viewport when the relevant option is clicked.

grim ore
#

yep. after the create widget, promote that to a variable called somelike like "current widget" and make sure its is of type user widget

#

so this way when you create a widget you will have a reference to it later to remove from parent

open wadi
#

I see. So the variables representing the submenu widgets will be generated when the relevant nav option is clicked by the user. That means that if a user hasn't clicked "Community" yet, the variable representing the community_submenu widget won't exist. I assume there's a way to error handle that?

#

Perhaps I'm not designing this correctly.

grim ore
#

something like this if you want to do it the way you are doing it

#

do we have a created widget reference? if so remove it from the parent then create the correct new widget and save that widget in our reference.

#

now if these sub widgets are going to be accessed often it might be smarter to have them as part of the parent main menu widget and just toggle visibility as needed. They will basically stay in memory as long as the main menu is in memory is the downside but the plus side is you are not making and removing widgets all the time

#

I uh.. kinda forgot that add to viewport part at the end there afer you save the variable reference

#

this is the downside to doing it that way as the widgets you create are still in memory until the garbage collector runs every 60s or so

gaunt abyss
#

What you are doing there is basically trying to convent thin air into the widget object, for what you are trying to do you need to keep a reference to the widget you want to remove. MathewW gave you a pretty good solution

open wadi
#

@grim ore That makes more sense, toggle visibility. Provided multiple widgets can appear in the same location.

grim ore
#

sure, and if you want them to be in a specific order each parent slot should have a ZOrder property you can set as well

#

plus add to viewport has one as well for adding multiple parent widgets to a viewport

#

for navigation like that the engine has a built in widget, the Widget Switcher, that is designed to hold multiple children widgets and then you can toggle the active one

open wadi
#

Interesting, no kidding.

grim ore
#

but its more like a traditional nav bar where its instant and not animated like that

open wadi
#

So basically I need to hose the concept someone suggested of putting the subnavigation into their ownwidgets.

grim ore
#

no they should be

#

everything that is unique should be it's own widget

open wadi
#

Oh ok.

#

Understood.

grim ore
#

you can and should put widets in widgets

open wadi
#

I would like a bit of animation once I get the core functionality going, yes.

grim ore
#

scroll down in the top left palette and you will find all your user created widgets

open wadi
#

Ok.

grim ore
#

yep you could do that, you could animate a transition for the opacity of a widget from one to the other. basically the old widget fades out while the new one fades in

open wadi
#

Since widget switching will be "instant" and not what I'm ultimately trying to accomplish?

grim ore
#

its kinda hard to say what I would do but I think having one main menu that has all the children loaded in would be better. Adding and removing like that could lead to memory issues

#

the animation part throws a kink into it as you can't use a timeline which is what I would cheat with inside of a widget

open wadi
#

Well keeping in mind, this project, I don't plan on loading some massive game with large assets, right now I'm literally just making a menu for playing some videos and maybe some music for training purposes.

#

So if the tradeoff is animations versus memory-efficient preloaded widget switching, I would hate to think that these little nav widgets would blow out users's RAM, but I don't know how UE works in that regard.

grim ore
#

its more what if a player clicked on buttons over and over rapidly as fast as they could for 60 seconds lol

open wadi
#

I see.

#

So what do major applications built in UE do? The widget switching you just described and toggling visibility?

#

To prevent users from going bananas with the menus and breaking a machine?

grim ore
#

lots of checking and if a widget is going to be re used more than likely just holding it in memory and re using it

open wadi
#

And holding it in memory would prevent said animations?

gaunt abyss
#

It could lead to hitching and freezing when pressing the button, just hiding the widget is way faster then creating an entirely new widget every time. I mean it won't from just 1 button but it could if there are more things going on in the background.

grim ore
#

nope, its just having random start and end animations just require more thinking is all

#

like if a player went from menu 1 to menu 7 you have to account for that, its not like you are just toggling between 1 - 2 and back

#

and i am not saying its impossible or even that hard, just requires engineering and planning and thinking lol. like I can whip together this quick 1-2 and back one you see here but accounting for randomness takes more thought. The red square and the pink square are both unique widgets https://i.gyazo.com/87f98cde60eb5f2edfde91d733a4862b.gif

#

but off the top of my head without cheating and using a separate timeline that i could swap in the fade out and fade in widget or setting up the master widget to have panels I could swap in widgets then fade in and out I cant think of an easy way to animate dynamically out of the box

open wadi
#

Ok, so it is possible to have the desired animations while retaining the memory-efficient design you speak of, so it will keep the subnavigation widgets memory-resident and not destroy and re-create them over and over.

grim ore
#

so like for example a main menu with 5 options, going from main -> option 1 and animating it is super simple since its a 1 way path

#

yep it is possible just requires engineering

open wadi
#

Right now I was simply going to create the proper functionality with main menu / submenu and then go back and add the fanciness.

#

But I don't want to have to blow everything away and re-create it.

#

If not necessary.

grim ore
#

having 1 main menu widget with each "sub widget/panel" as children then just toggling visibility is the optimal way in the end.

#

making that work with fancy animations is just more work

open wadi
#

So either way, I would keep the submenus in their own widgets, but you're saying as children of the main menu widget. What's the difference in the way you would set up the event graph to achieve such?

grim ore
open wadi
#

I've yet to create a "child widget", right now per all the training I've been through I simply go to content browser, right click and create a new widget blueprint.

grim ore
open wadi
#

Ahhhh, I see. You quite literally add them to the Main Menu widget hierarchy.

grim ore
#

main menu which is just a canvas panel holding 2 buttons and 2 other user widgets

open wadi
#

Thus keeping them memory resident.

grim ore
#

yup and just hidden or visible as needed

open wadi
#

And with this design, I can go back and add the animations.

grim ore
#

that 2nd picture just plays an animation that changes opacity over time of the widgets

#

the problem is as far as I know you cannot dynamically change targets on a UMG Animation or this would be super simple

open wadi
#

Hmm.

#

So it is possible to achieve the desired functionality regarding animations with this approach, it's just not easy.

grim ore
#

yep

open wadi
#

Got it. That opacity animation you did is practical all the menu I'm modeling does, no?

narrow mauve
#

Anyone good with shaders know where to start to produce a similar result? This is just applied to a mesh.

open wadi
grim ore
#

I can't tell for sure but maybe? ITs possible it also scales it down while the other fades in? really hard to tell

open wadi
#

It's a simple fade out / in when switching submenus.

grim ore
#

yeah than chances are opacity

open wadi
#

Yeah, there's some sort of shenanigans.

grim ore
#

but again all of that should be key frameable for example if using the existing animation system

open wadi
#

Maybe I can record this in a high framerate and slow it down.

grim ore
#

if this was sequencer it would be easy since you can dynamically change targets at runtime

open wadi
#

Ok, i set the max FPS to 100 in this gif recorder, let's see how this does.

grim ore
#

the top menu just seems like a simple instant swap

#

i mean for the sub menu header below it, the animation itself with the glow and such is separate

open wadi
#

I ripped the assets from the game, and the top menu is switching the background image to a "blue" version relative to the selected menu option.

#

And is adding a blue outline to the text.

#

A glow.

grim ore
#

oooh..

safe jolt
#

What are Add, Multiply, and Append Nodes what do they do ?

tiny crescent
#

"iclone to unreal: Day 2, progress is slow but ongoing. I have no idea why my eyes will not transfer with the rest of the materials but the struggle must go on"

grim ore
#

@open wadi so I had an ah ha moment. I made a blueprint interface so I could have generic fade in and out events on each sub widget. then made the animations on the widgets themselves that I could call and tell them to fade in or out. Then my main widget just did something similar to before but instead of the main widget handling the animation it just told the current widget if one was visible to fade out, then told the one I wanted to fade in to fade in and stored that as the valid current visible one.

#

its not perfect or clean but its a way to dynamically do the animations now since the widgets themselves handle it not the parent

open wadi
#

And that's it? That simple?

#

Impressive work, I'm just surprised that event graph is so simple given the intelligence of the design.

grim ore
#

pretty much. each widget has 2 events and 2 animations I can call thru the interface

#

and it just uses a blueprint interface to allow any user widget to receive those fade in and out events generically

open wadi
#

And this technique allows the widgets to remain memory-resident?

#

Without the 60 second garbage collection issue?

#

That's terrific.

grim ore
#

yep they are all inside the main widget so they will stay loaded, you are just changing visibility

fiery egret
#

hi im wondering if anyone can help me its my first time using unreal engine and i tried putting a animation onto a character i downloaded but keeps coming up with this error

grim ore
#

scroll the top message to the right to see the rest of what it says

viscid pebble
#

Lol do I see dota.

open wadi
#

You do in fact see Dota2, specifically the main menu nav.

#

Attempting to replicate some of the Panorama / Source 2 navigation functionality in UMG.

plush yew
#

@tiny crescent Sorry for the link, but what is your program on the left side ? Thanks

tiny crescent
#

Oh thatโ€™s iclone7. Itโ€™s a program to generate or sculpt unlimited 3d characters and also do animations

#

Although right now Iโ€™m taking a break from animations and testing the live-link feature

plush yew
#

Thanks ๐Ÿ™‚

tiny crescent
#

No worries. You can try it for free for a couple of days but the program itself does cost!

plush yew
#

What is the difference between 3ds Max and Blender from iclone7 ?

fiery egret
#

nevermind i think i fixed it i redownloaded the character and animation together n it seemed to work

plush yew
#

Hi, I'd like to make custom clothes for my UE characters. I ckecked some tutos on YouTube but something is not clear to me... It's about the skinning/weight paint of the clothes. I see that some guys do it inside blender (or others modeling software) and some other guys do it inside UE4. Can I do it with either of the softwares ? or is it complementary ? ...

#

( I'm talking about the cloth physics only (the skinning/weight paint)... For the cloth itself, I know I must modeling it in blender or a cloth making program ๐Ÿ˜› )

#

I understand ! I watched a video about iclone7 and understand ๐Ÿ™‚

tiny crescent
#

Sorry I canโ€™t say before I clone I@only ever used Source Filmmaker and MMD for animations

#

The does anyone know if we can export a map from unreal to another program?

plain terrace
plush yew
#

hi! I was hoping somebody might be able to point me to a doc/tutorial on how to embed unreal engine into existing mobile apps. akin to an iframe almost, I want to have a mix between UE4 content in my app as well as Swift and other native languages. one idea is to stream the experience from the backend and dynamically switch between swift / unreal engine. any help would be much appreciated

bitter orchid
#

I have a sound for when my rolling ball comes in contact with something that it plays a hit noise and it's set up like this. I'm having a problem that when I go up a ramp the sound spams on repeat until I'm off of the ramp. Is there a way that anyone knows of that could solve this issue?

tiny crescent
spice cliff
#

XD

#

guys all im seeing on custom event about fading in and out, im scared ๐Ÿ˜ฆ

jolly sage
#

I got the error EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

#

what do I do?

open wadi
#

Last time I saw one of those I was working on a 2019 MBP with a bad DIMM module. ๐Ÿ™‚

#

One question remains - how do I create a reference to another widget within a widget?

#

I assume I don't have to leverage cast - can I generate a variable representing another widget?

plush yew
#

I'm trying to make a marble texture with quixel mixer

#

So far I could only apply a layer of a color map

#

nothing else

open wadi
#

@grim ore - FYI, I'm building out your example, quality work as always - one issue, even with context sensitivity off, I see no "fade out" node of any type other than audio. Why might I not see that node option?

#

Oh, I see. You created those FadeIn / FadeOut animations yourself. So it would probably be wise to style my widget properly before taking the time to do this.

safe jolt
coral patio
#

Hey guys! :] Is there some kind of light tube that emits light in all directions? I have a long, stretched flame and want to make it shine through cloth with Subsurface Scattering - but just increasing the flame's emissive strength doesn't do it, i need a light source for that. So something like a cylindric light/a point light that can be stretched in one axis would be great for this!

unique timber
#

Is it normal that a Blank C++ project can Play In Editor, but when I package it is black screen?

grim ore
#

if it's blank what map is it loading?

unique timber
#

Ok I guess there are different settings, in Project Settings Default maps there is Editor Startup Map and Game Default map

#

Editor Startup Map is Template_Default and Game Default Map is 'Entry'

grim ore
#

yep

#

you would and can set them to whatever you want and they can be different, and as you can see by default you get a blank map when playing the game and not in editor

unique timber
#

I saved the map but it won't run in packaged mode it says "The map specified on the command line /Temp/Untitled_1 could not be found. Exiting."

#

Even though I named the map "mymap"

grim ore
#

if the map is not in the maps folder it probably need to be added to the packaging settings in the project for the maps to package

unique timber
#

I don't see a maps folder, is it supposed to be in the content browser?

grim ore
#

there isnt one by default, you would create it. by default UE4 packages the Maps folder and any other maps/folders you specify in the packaging settings in project settings

#

it could also be an issue with needing to delete intermediate folder and recompiling since this is C++, or the map you change it to didnt save in the maps and modes and changing to another default then back might help. stuffl like that

unique timber
#

Should it be in Content/Maps? That didn't work now it says /Game/mymap could not be found

#

I don't see any maps folder in packaging settings

grim ore
unique timber
#

Oh i see it's a hidden setting ๐Ÿ™‚

#

I think part of the problem was I tried packaging the project before saving the first time, when it asks you to save the map

#

I created a new blank project and saved the map first then it worked without having to mess with packaging settings

grim ore
#

ah yeah that makes sense

#

it was using the temp map name but the map itself didnt exist on disk since you had not saved it

rigid scaffold
#

extremely active discord server eh

vernal thicket
#

@ebon linden if its a small game or somethin casting is fine, you need to cast to get the reference, in a larger game I think you'd like cast to all actors of class or somethjgn?

rigid scaffold
#

joshm94 is typing

vernal thicket
#

๐Ÿ˜‚

rigid scaffold
#

lol

vernal thicket
#

@ebon linden are they all on the same map/level?

visual belfry
#

Following up on my weird editor bug, here's a fun party trick: enter 1-1-1 into a numeric field of the editor

#

Answer according to Unreal is 1 ๐Ÿ™ƒ

vernal thicket
#

@ebon linden there is a better way to do this, you should have a look around. Casting to each individual actor will work, but is expensive. I'm not sure of the proper way to do this bud sorry

plush yew
#

so why is ue4 ~30gb when cryengine for example is like 1/10 of that? ๐Ÿค” 10 times the features huh

heady locust
rain knot
#

Guys in a game like Rocket League, the ball is what exactly? A pawn, character or actor?

#

Note: I'll never need inputs to control the ball itself. I'll need a sphere component to handle collisions and hit events

#

New to UE

exotic thicket
#

If it's not something that will be controlled by either players or AI then it's just an actor

rain knot
#

great

tight prawn
#

hey there fellas

#

Need help with making a sound architecture for a mobile game

rain knot
#

sound? you mean voice chat?

#

or game sounds?

tight prawn
#

no

#

sound as in, stable, good

#

the puzzle game will contain hundreds of "levels"

#

i'm weary if I create a map for each level, the packaged game will be huge in size

#

My thought is to have a single map, serialize each level i have, and on runtime load the serialization and apply it on the map

#

this way the packaged size would be small

exotic thicket
#

If you can define the level as a simple data structure which is used to generate the actual level that would probably save some space

#

Not really sure how big levels are in general tbh, have you measured it?

tight prawn
#

well, just a basic level with couple of the components (prototype level) is around 600kb

#

so if i'm gonna have 100 levels that are extremely simple, it's already 60mb..

#

and yes, the idea is to define the level as a simple data structure, maybe a matrix of some sorts, and on runtime it loads the said data and applies it to a single level

#

however, I think this will be a hard and time consuming process,

#

so, is world serialization a good alternative?

#

meaning I create a level, serialize it, save the serialized data, then on runtime I load said data unto the level

#

this will allow for maximum dynamic level creation, because if I go with the create my own data structure path, i'll need to add a new type for each new element i create

#

so, is world serialization a feasible task, and will it generate a reasonable size for each level, and finally if all the above is yes, any resources to learn serialization ?

plush yew
#

@heady locust cool !

umbral ferry
#

when i m on the platform

#

if i jump i m teleport somewhere else

#

i don't know why

#

maybe i collision issue ?

trim silo
#

What is the best way to handle game saving??? All tutorials on youtube show saving where you save certain variables and that works. But how do i handle saving of multiple objects that are desstructible and collectible? How do i make the game remember that in level X i collected amount of Y collectibles and how do i make them no longer appear when reentering the level? Anyone has any good guides for that? Do i literally have to create a variable for each single object?? Isn't there a more automated way that the game remembers what was there when i started the level and then i can save the state of the level how it is in the present and load from that?? Any ideas?

lost reef
#

@trim silo you need to setup unique id's for the interacted objects with a boolean stating whether or not they have been onteracted with, of course yiu would save these. Then you can determine what to do with the object upon loading such as destroy actor or set a chest to open and disable the ability to interact with it again.

trim silo
#

so if i have let's say 500 objects in game i have to create a variable for eeach object manually and then manually select what to ddo with it on load?

lost reef
#

@trim silo i suggest creating a parent class for interacting objects and then child classes for different types

#

@trim silo no, you would do a variable called unique ID with boolean inside of the parent class. Just that. When placing objects in level youd set the unique id in the details panel

#

When you interact with objects youd add them to an array checking the boolean state

#

Then when loadimg your save you vheck those objects and apply the state and it does whatever you had setup. Ill show you later on when i get off work. Dm me so i can remember your name

trim silo
#

im just wondering if it is not possible to take like a snapshot of how everything is in the world at once and save it someewhere

#

and then load the state of thee world

#

to make it quick and efficient, is this the only way?

oblique granite
#

Hey guys, looking for ideas. I have a complex road system (single mesh, derived from OSM data). Road lines need to be accurate to how they are in real world. UVing in a logical manner is next to impossible. TriPlanar on asphalt works fine. How would you about adding road lines in specific places they need to be? As efficient and not time consuming if possible...

light coyote
#

@oblique granite maybe spline based decals

sick turret
#

with clothify

#

and anyone know how to make it maintain its girth and stifneess instead of turning into thin floppy strips? I tried editing stifness but no alteration

#

Like for the hair to maintain ots shape

#

Im considering spring joints, but it should be doable with clothify

lost reef
#

@trim silo when loading you just load the array and srt each boolean for everything in the array to true. Thats a quick snapcshot. Maybe youre overthinking what that looks like.

hasty wharf
#

Having an issue. Probably not a big deal but running into a roadblock. I have a blueprint Iโ€™ve been using in a blank cube. Itโ€™s functional for what I need. I just tried to add in a static mesh and now the object disappears

alpine leaf
#

General question,

Do we know if c# implementation is planned for the future at all for UE?

Have they spoken on it at all?

I've looked around a bit but can't seem to find much on it,

The main thing holding me back from really getting nitty-gritty is that I really don't want to go near cpp, let alone near cpp within UE where I have to do MUCH more work looking around inside many different files before being able to actually start making content.

cerulean sandal
#

You could Learn blueprints then

#

They are not powerful as much as real coding but they Will do If you dont have time to learn cpp

alpine leaf
#

I'm familiar with them, but find they often have many holes in what they cover and require you to write cpp wrappers for the functions you want that are not already covered.

#

I'm curious to know if China has plans for Tencent to tell Epic to work on a c# version of all of their cpp functions available.

tight prawn
#

anyone here has used Input Gestures ?

#

I'm interested in flick but the value is in range of -1 to 1

#

how is it possible to detect swipe up or down with this input ?

alpine leaf
tight prawn
#

either one is fine

fast hinge
#

Hey peeps, I'm just jumping into UR for the first time, coming from 10 years of VFX. I'm currently setting up some virtual production workflows for a client. I have a valve index with me and I've started a virtual production template. I think I will be fine with figuring out most things as its all very similar to what I already know.

My first roadblock on the setup, which is what brings me here, is: how do I NOT set a starting camera position and just get that from the location of the headset/controllers in my room?

vernal thicket
#

@fast hinge I think you can alter than under world settings

#

Settings - World settings

storm jasper
#

Hi

vernal thicket
#

Hi

storm jasper
#

I have the same problem like yesterday...

#

i create

#

a new character

#

but don't work

#

my character don't apper in blueprint edior

#

editor*

vernal thicket
#

Top right it says 'Parent Class', click that what happens>?

storm jasper
vernal thicket
#

So something is obviously wrong with the child

storm jasper
#

open vs 2019

vernal thicket
#

Right click that parent and click create child

#

Inside the content browser

storm jasper
#

i don't see

plush yew
#

Are there any tutorials for putting an unreal engine game on steam? Like how to incorporate the API

#

I don't really even need to make use the API but I believe the steamworks api needs to be linked to the project.

storm jasper
maiden vector
#

Trying to build some anim montages using multiple animations in a sequence (eg. Sit_Start, Sit_Loop, Sit_End) but i would also like to add in upperbody only animations in between Sit_Loops and ensure that they blend smoothly. Do you know a good resource i can use to guide me through, if you do please send me the link. Thanks!

vernal thicket
#

@maiden vector Any tutorial on creating anim montages should help you, the idea is to blend between 2 animations using a specific bone, i.e Spine_01, so one half of the skeleton under spine_01 will follow 1 animation, and the other half above spine_01 will follow the 2nd animation

maiden vector
#

@vernal thicket ๐Ÿ‘

plush yew
#

Hello guys, I packaged my project which has inside tv which plays a mp4 file but when I moved the package folder on other PC the tv doesn't play, I Mean this video doesn't run, idk why

muted trail
#

did you make a local folder in the unreal project files and put the video there

#

if not it wont work

dim merlin
#

Anyone knows what happened on 4.25 with spawning actors? my save system now will crash on SpawnActor when there's already same name in level...

rain knot
#

Hey guys, here's an interesting problem.
Is there any way I can attach a set of wheels to my third person character? Basically my third person character should be controllable like one of those Rocket League cars, (or the car from the Vehicle template)

hot thistle
#

In a 2d platformer, what do you prefer?
Free aiming or horizontal and vertical aiming?

serene birch
#

I'm old school so I don't like the free aiming too much

#

I like that your positioning is the thing you use to aim carefully ๐Ÿ™‚

soft lodge
#

I'm with Stof

rain knot
#

are there any skateboarding game tutorials?
Edit: How are skateboarding games even done? It's a Vehicle and a....third person character?

#

Ok it's probably just a possessed vehicle but..I wonder if it's possible to rig a vehicle to a regular third person skeleton? Cause then they could use a bunch of pre-existing animations for third person characters

plush yew
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the video is on the pc and in the proejct content folder so? @muted trail

vernal thicket
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Game instances are buggy on 4.25 o.O

jolly kernel
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there is a 4.25.1 if that helps?

storm jasper
timber vale
#

I'm using ue4 4.21 right now with no c++ code. Are there any major engine changes i would be experiencing if converting to 4.24?

vernal thicket
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I have no idea - I changed mine from 4.23 to 4.25 and it was fine, no real changes apart from removal of Matinee's, but they still play.

timber vale
#

isnt level sequencer the new method for stuff like that?

vernal thicket
#

Yeah I've just learned it, it's a bit more of a pain in the ass with certain things

peak hare
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4.25.1 has bunch of bugs urghhh

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Just avoid it

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I having problem with spring arm

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i just do the same on 4.23.1 and it works fine

vernal thicket
#

I've had issues with the game instance

timber vale
#

i was intending on using 4.24

peak hare
#

4.24 crashes a lot according to some youtuber

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just avoid 4.25.1

vernal thicket
#

I literally changed to 4.25.1 for the 'Groom' stuff, but it doesn't work anyway coz' it's laggy af xD

peak hare
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Yeah just use 4.23 for now

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4.23.4 if you are doing VR

vernal thicket
#

I've finished my project in 4.25.1 tbh, Other than the game instance being a little buggy now and then it's fine

peak hare
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I can't even do simple stuff like zooming in using spring arm lololol

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did the same on 4.23.1 and it works fine =____=

elder viper
#

hi! I have a model that is made of multiple meshes that I combined inside Maya. All mesh UV's are separate though.

When I import this model inside Unreal, it comes in as one object which is okay but has only one Material slot - Element 0 which puts the same material on the whole object.

How can I assign different materials on different meshes based on the UV layout for a single object?

vernal thicket
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@elder viper Although you've given it seperate UV's have you assigned different materials inside the editor to the different UV's? I don't use maya but I use blender and when you create seperate UV's you need to assign different materials too.

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Also I'd name the Materials too, inside UE4 they're just named Element 0, Element 1 and so on

elder viper
#

@vernal thicket ah okay! by editor you mean the modeling editor aka Maya?

vernal thicket
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@elder viper Yeah, so in blender you select the vertices you want to separate, separate the vertices from the object, UV unwrap and then assign a material, then just join it back to the mesh and the mesh will show 2 materials inside the editor

elder viper
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@vernal thicket got it! thanks! Will try it now. I think in Maya if I assign materials by selecting the UV shells, it might work. I might be able to work out a script that automatically assigns materials to shells

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thanks!

vernal thicket
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No problem pal

analog snow
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I did some research. My video card supports 10.0 and the latest version is installed

grim ore
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which video card?

analog snow
grim ore
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so DX10 is not the same as DX11, the engine wants DX 11 set 10.0

analog snow
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how do i drop it.

plush yew
#

that's direct X 10 maybe?

grim ore
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its not that, your card only supports up to DX10. You cannot use the latest version of UE4

plush yew
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Since Radeon HD 3450 does not support DirectX 11 or DirectX 12, it might not be able to run all the latest games.

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Ur graphic card is potato sry to say

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the website says ur gpu doesn't support DX 11 or 12

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it's 2007 model

analog snow
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X12 installed on my system

grim ore
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Software and hardware are not the same

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your hardware only supports up to DX10

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you cannot get around that

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you can install an older supported version of the engine that supports SM4/DX10 and use that

analog snow
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Can you drop the Directx 10 download link

grim ore
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you can install UE 4.18 as the last major supported version of SM4/DX10

analog snow
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So it doesn't work

grim ore
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Your video card will only work correctly on unreal engine 4.18 and older

analog snow
#

thanks for your help.

vale silo
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I wonder what's going on - haven't seen any commits to UE 4 github for 5 days in a row already

grim ore
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I was thinking the same thing over the weekend. Vacation is not till the end of this week so it's odd

vale silo
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or they are all in UE5 which isn't public yet

vernal thicket
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^

manic pawn
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happens sometimes

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maybe the guy who usually runs the bot got sick...

vernal thicket
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I'm wondering now

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Can you set a variable and get the same variable at the same time from a game instance?

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It seems to work, but then also not sometimes?

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For example, I'm getting a random float, setting it inside a game instance, and then getting that same variable at the same time on a separate blueprint

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Maybe it's after I make adjustments? I have to print string off the variable to get it to work again

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But then I can remove the print string again

plush yew
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game instance just store variables accross map isnt it

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if u got a variable hp for instance on ur char bp

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u want to have a Hp variable on game instance too

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naturally u have to set it up in game instance ofc

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when u travel to diff map the game instance variable stays

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while the player one get reset

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u want to call the print string after u set the variables

midnight gate
plush yew
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dont c why u will have any problem

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@midnight gate U are trying to target poseable mesh object reference

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Try to write set bone location by name when u drag that mesh on an empty area

midnight gate
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so ugh i just write the name of the bone?

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but dont i need to plug a mesh refrence so it knows where to get that name

plush yew
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forget about that set bone location by name

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the target is posesable mesh component

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not skeletal mesh

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hence the error

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now drag the mesh pin into empty field and look for set base location by name

midnight gate
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no i dont need to set the mesh

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i need to set a bone inside the mesh

plush yew
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u are not getting me

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u are plugging it not on the right target

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i dont have my UE4 open now but if u dont want to try my suggestion then I dont know what else to say

midnight gate
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ok so i need to set base location by name?

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that will set the bone?

restive eagle
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i dont think that you can change bone location in the event graph

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that should be done in anim graph

midnight gate
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AAAAAAAAAA

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FUCK LOCOMOTION ASSET

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its fucked and bad

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and its imposbile to change your mesh

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its all broken

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all i wanted to do is make the character go -90z deegress when crouching

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cuz she stays in air

restive eagle
midnight gate
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how do i do it in anim grapth?

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hm ok this node

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how the fuck do i use the anim graph with 10000+ layers

restive eagle
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make it at the top "layer" ๐Ÿ˜„ ?

plush yew
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why would u hav 10000 layers?

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just checked in BP there is no node for set bone in Mesh Tsauken is right

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and u want to do it on ur anim graph anyway, everything animation related

restive eagle
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yeah you can only get socket location

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but thats not the issue, his animation is messed up

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he should reimport the crouch animation with correct location/rotation

midnight gate
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WHERE THE HECK IS THE ANIMATION NODE?

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you know the gold orange one??

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that makes a float value animate?

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WHERE IS IT

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@plush yew because im using locomotion asset

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its the worst asset ive ever used

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imposible to change mesh

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just disqusting

restive eagle
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the ALS one?

midnight gate
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yes

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its awful

restive eagle
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oh yeah, that one is pretty good

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because you dont know how to change a mesh it doesnt make it bad

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i've been using it for a while and 0 problems

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the guy even made a tutorial how to retarget to a new mesh

midnight gate
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no its pretty bad ;-;

restive eagle
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because?

midnight gate
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because it cant read root bones

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also the crouch animations are badly done

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if you go into crouch animations it floats

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but even if you fix them

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it still flaots

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and no there are 0 tutorials

restive eagle
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its because you made it that way

midnight gate
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I DID NOT CHANGE THE ANIMATION ASSETS THANK YOU VERY MUCH

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they are just made like this

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thats so stupid

restive eagle
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?

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hes crouching?

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or im blind

midnight gate
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did i get a bugged version or smht

restive eagle
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yeah blame the author

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says no tutorials

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found 4

midnight gate
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where the fuck did you get that playlsit from

restive eagle
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internet

grim ore
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its linked in the asset page and docs isnt it?

midnight gate
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why cant i find it anywehre

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do you know how much i looked

vernal thicket
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Aye, maybe your question shoulda been "can anyone find a tutorial on this" XD

hidden aurora
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Is it possible to use attach actor to componeent with virutal bones?

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I'll try thanks mate

copper flicker
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so I'm starting Unreal. I wanna start my game. Unreal be like.. hey, a BP errors. I'm like.. wtf. I'm looking at the BP. it's got 2 dead timelines. FOR NO REASON. Unreal simply erased my timelines. I still have them in the BP, with no corresponding component. empty objects I can't open. I can't believe Unreal can corrupt data like this.

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but on the flipside... lesson learned. to always use simple timelines with 0-1 values

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no I gotta remember my weird timeline values... O o

midnight gate
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i had to set my retargeting stuff from skeleton to orient scale

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i fixed it

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are you proud

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sorry for my angresion and negativity i was almost done with this bullshit

radiant haven
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Hello, I made custom Functionlibrary and it should run on tick, so it subtracts 1 from the current amount of the variablรถe

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sadly even if I have it on tick, it still only executes once

whole quarry
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Where do you call that function?

radiant haven
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on tick

whole quarry
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Can you screenshot it

atomic pewter
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guy, i'm just starting to get into ue4 and i've been following a tutorial on youtube

radiant haven
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Ignore the Branch and the other stuff that is laying around

atomic pewter
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right now this shoots a projectile in the direction the player character is facing

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but i want it to fire at the crossair

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anyone knows how i can do this?

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its third person btw

whole quarry
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@radiant haven so you keep setting the 5 and 2 values?

radiant haven
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ye

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it works if I use it directly at tick

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and not making an alonge library for it

midnight gate
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@radiant haven maybe cuz its going though false?

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or maybe cuz its a funcion node

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try copy and pasting it after a custonm event

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funcion nodes are less stable than custom event calls

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i know that funcion nodes do not support delay nodes wich might be the problem why your time isnt ticking etc

whole quarry
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The delay is in a bp actor and not in the function lib

radiant haven
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to be sure, using only ints it works

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I jsut tried using it without a library, it still doesnt work

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ye casue you cant use delays in funcs

whole quarry
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What exactly are you trying to do?

radiant haven
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Timer

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starts with 5mins

whole quarry
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There is a timer in ue4 already?

radiant haven
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I print the time

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in Min and Sec

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so not possible

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or is there a convert seconds to h: m : s

timber sundial
jaunty cedar
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Is there a way to do virtual camera stuff for cinematics without using an iPad?

eternal umbra
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You can use a vive puck as an input too. There's an enumerator in the virtual camera player controller to set this.

jaunty cedar
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Okay, cool

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Perfect, I have a vive

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Can the controllers be used as pucks for this without flashing them?

eternal umbra
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I don't know, TBH

grim ore
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@atomic pewter that screenshot is impossible to read. Look up line trace tutorials for shooting from the first person perspective and that should be a good start. You basically want the forward direction of the player and you can go from there

waxen raven
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Wtf is... that screenshot. ๐Ÿ˜‹

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Kidding, good videos though.

void barn
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Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Serialization/Archive.cpp] [Line: 644] BulkData compressed header read error. This package may be corrupt!

atomic pewter
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@atomic pewter that screenshot is impossible to read. Look up line trace tutorials for shooting from the first person perspective and that should be a good start. You basically want the forward direction of the player and you can go from there
@grim ore i used getworldrotation with follow camera as the target and used that value, might not be the best way but i guess it works for now

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also how do i use the same variable within multiple blueprints?

midnight gate
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@void barn its just graphical drivers crashing dw

void barn
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oh shit

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is it a very serious problem?

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how do i fix it

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@midnight gate

midnight gate
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you change ya graphics hard

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ive been dealing with it for over a year now :3

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constant crashes in ue4

void barn
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its rtx 2070

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on laptop

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i dun even know if i can change

midnight gate
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what i can recomend is trying to make your pc not run 10000 tasks at the same time for example close browser and all the apps you can and disable wifi it will help

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and try to be very careful and slow when using the engine

void barn
midnight gate
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but its all random

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ye i also use laptop

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the pain

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i know it bruh

void barn
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gosh

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just

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random crush

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like wednesday for ue4

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the thing is

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when i select the file or anything

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that is related to my project

shrewd shuttle
#

hey guys quick question, can you refund asset packs bought on the marketplace?

void barn
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it just crash

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even i close everything

midnight gate
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just keep trying until you get there

void barn
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no other solution?

midnight gate
#

ue4 is one painful mother fucker when it comes to crashes

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i researched this alot its imposible

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you could try to update your drivers

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and update direct x

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and get all the direct x coppies

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but other than that it doesnt work

void barn
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gosh

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im gonna get a deesktop

midnight gate
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welcome to my world

void barn
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with 32 GB ram

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just for this stupid shit

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just started ue4 2 weeks

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then this shit

midnight gate
#

rip

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it is tragic aint it

#

the engine is usable

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sometimes it gets used to your project and crashes less

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i think its something to do with how graphics card reads the files etc

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but i aint an expert

void barn
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rip

midnight gate
#

just try updating your drivers and maybe let the engine run in hyper mode or smth gotta play around in intel graphic settings or whatever your using

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helps a bit

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but doesnt fix the problem compelty

void barn
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oh gosh

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does reinstall ue4 help?

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@midnight gate

midnight gate
#

i think upgrading to the latest version helped me alot with the crashes?

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of ue4

void barn
#

is it becuz ram not enuf or something

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that lead to often crash

dense aurora
hasty osprey
#

So i need to make a burning fire material and apply it to a skirt, basically recreate the skirt this character has

#

how would i go about making such a material?

peak hare
#

animation?

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yeah, i think the burning part should be done using animation

honest pivot
void barn
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@midnight gate ill just

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redo all the shit

honest pivot
#

Have you looked at combining material and Niagraa ?

hasty osprey
#

i dont think i can utilize partical effect for this

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it's be best if all were in one material

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also enjoy th show๐Ÿ‘

honest pivot
#

Yeah but Material wont affect like the black flame here

hasty osprey
#

hmm youre probably right

honest pivot
#

Although

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If there is a big plane is behind the character then we can do a transparency in that big plane behind it and achieve the same in 2D atleast

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I mean transparency controlled by the material

hasty osprey
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hmm, interesting. my model is a skeletal mesh tho so would i have to rig a plane behind the chara for it to be there at all times?

honest pivot
#

BTW, hello guys. just joined the server

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hmm, interesting. my model is a skeletal mesh tho so would i have to rig a plane behind the chara for it to be there at all times?
@hasty osprey That's one way

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or you can do animated cloth and setup particle emission behind the character

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depends on what you want to do with the character

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if its 3d ill recommend using cloth/animation + particles

hasty osprey
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hmm ok, thanks for the pointers. Now i atleast have somethings to go off from:)

whole quarry
#

@hasty osprey the final getsua ๐Ÿ˜Ž

honest pivot
#

joining the server today didn't expected to see final getsua after restarting bleach last night.

whole quarry
#

Or as he said it "saigono getsua"

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Man i loved that show

hasty osprey
#

that episode came out like 10 years ago, haha

honest pivot
#

Man i loved that show
@whole quarry SAME

whole quarry
#

I still watch it

hasty osprey
#

still one of the best anime moments

honest pivot
#

that episode came out like 10 years ago, haha
@hasty osprey i watch bleach every year

whole quarry
#

Aye, such a shame they didnt picked it up anymore

hasty osprey
#

its coming back

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next year

whole quarry
#

The last arc in the manga is sweet

honest pivot
#

@hasty osprey @whole quarry
new season coming soon

whole quarry
#

Really? Awesome!!

hasty osprey
#

yh just google it, dont think its right to post link here

whole quarry
#

The best episode so far, imho, is when ichigo learns his father is a shinigami captain

honest pivot
#

lol this chat gone from UE to General, idk how strict the mods are here

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The best episode so far, imho, is when ichigo learns his father is a shinigami captain
@whole quarry My fav moment when he grabs aizen by the face

whole quarry
#

Yes that was a real goosebump moment

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"Ha you suck, you lost all your spiritual power!"

honest pivot
#

I just restarted bleach last night, now at Ep7

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Good old days

whole quarry
#

The art style of the first arc is really rough ๐Ÿ˜…

#

Weirdly it was on par with Naruto, while they had all these weird camera angles

honest pivot
#

I wish to replicate the early style in UE

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but don't know how

whole quarry
#

Kind of low poly I would think

#

Same with the old dragonball z first saga

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Hard angles

honest pivot
#

i dont think think low poly will work for this type of toon shading

whole quarry
#

Well, low poly appearence

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Notice chin and cheeks

honest pivot
#

BTW, have you seen the Guilty Gear GDC conf

hasty osprey
#

or you could go the route of just making it look realistic

whole quarry
#

No :p

honest pivot
#

or you could go the route of just making it look realistic
@hasty osprey Like FF15??

hasty osprey
#

like the UE4 game JUMP FORCE does

whole quarry
#

I think anima in 3d is difficult to achieve because if you dont watch out you go into the realm of "looks real but somehow fake"

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Inhuman human appearences

honest pivot
hasty osprey
whole quarry
#

Looks nice, damm

honest pivot
#

@hasty osprey you done some good work

hasty osprey
#

made the chain in Zbrush but when u look at it from far away it looks too small haha

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the face and the body i didnt make myself tho

honest pivot
#

oh