#ue4-general

1 messages ยท Page 784 of 1

hasty osprey
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im not that good:P

honest pivot
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BTW that ur project screenshot??

hasty osprey
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just from the skeletal mesh editor

honest pivot
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btw @plush yew thanx for the video

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i see, but it goanna take a lot more time to finish that character, IMO you need to tweak the skin material

hasty osprey
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yh its too glossy now

honest pivot
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@plush yew it took me way to long to see the cat

hasty osprey
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i think i could've doen a better job on the ripped part of the cape as well

honest pivot
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well u still in development

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BTW, what do you use for Source Control??

hasty osprey
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am not gonna work on that, just doing the model for now

honest pivot
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@hasty osprey you dont use any Source Control ??

hasty osprey
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no

hasty osprey
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i can just make my anims in 3ds max and then import them to the engine to see how the character moves

honest pivot
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well i use blender

hasty osprey
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havent dabbled that much into source control and stuff yet

honest pivot
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oh so you also do BP/c++ ?

hasty osprey
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no not that either haha, UE4 is more like a middle ground for me now where I just make the models import them apply AnimBP's, Physics and stuff for then to just post the model for others to use

honest pivot
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ok

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you have a very different workflow

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i mean different than me

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not in a weird way

hasty osprey
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im not a game dev tho,

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so i dont take to offense to that statement haha

honest pivot
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oh, ok 3D artist?

hasty osprey
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no

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I do this stuff in my freetime

honest pivot
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as a hobby?

hasty osprey
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yh more like that

honest pivot
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oh ok, i am an indie dev using UE

hasty osprey
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ah ok cool, so you work in the industry nice

honest pivot
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well more like i like the freedom this medium have

hasty osprey
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ahh understand

honest pivot
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yeah, just wanna be free and develop games

hasty osprey
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Noice doing what your happy with is a good policy, well we might have dragged for a bit. I can contact you when im done with my work tho, bye for now then, have a nice day:)

honest pivot
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@hasty osprey ok

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yeah i think most people here are indie devs
@plush yew NICE

vernal thicket
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Is there a hotkey or smthn that hides everything thats not visible in game i,e triggerboxes?

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I've pushed something and I have no idea what XD

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I somehow hid UI and Collision?

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Fk knows

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And now all collisions are showing.. editor restart needed me thinkum

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nvm use defaults. sorted

honest pivot
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try G

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is it G? at this point its muscle memory so i could be wrong

plush yew
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g for game view

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will hide/show camera/triggerboxes etc

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Hi guys, anyone know how can I determine how close the raycast is to an object?

honest pivot
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Hi guys, anyone know how can I determine how close the raycast is to an object?
@plush yew what u mean?

somber quail
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well if the raycast hits something you should have access to a distance pin if you break the struct

ancient lotus
plush yew
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well that's the thing, the ray cast will not hit the object yet

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I want a UI to pop up before the item were hit by the raycast

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there was a tutorial that would address this long time ago but I can't find it anymore

ancient lotus
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what do you mean by how far the raycast is from the object? are you talking about where it starts?

somber quail
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Well you have to define the vector the cast travels along so just do a trace back along that vector by the distance you want (which you could easily do with hit distance - the distance you want)

plush yew
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I will try to draw something

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Something like this I suppose?

ancient lotus
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the angle?

plush yew
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Yeah

ancient lotus
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do you know trig?

runic iron
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dot product

somber quail
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Oh the angle

plush yew
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So if A is small enough, I can POP up the UI

somber quail
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I've not done trig since school so uh I can't help ๐Ÿ˜›

plush yew
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well the tutorial I watched wasn;t about the angle it gave me a value betwen 0 to 1

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but then this is the only way to illustrate it, with an angle

honest pivot
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@plush yew simple vector math

somber quail
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Just bought some maths courses in the udemy sale so hopefully getting back into it soon

plush yew
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Oh wait....

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i remember the tutorial only used vector length

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will dig more tutorial see if i can find something

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thx all

runic iron
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If the vectors are normalized

honest pivot
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@plush yew ill post a simple intro video for u

runic iron
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Just dot product

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and then you'll get the cos of the angle

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If not divide by their magnitude beforehand

honest pivot
plush yew
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ta

dire coral
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how do i stop the brightness change when i look at a building from upclose or at the groud

honest pivot
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adaptive brightness

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see in your top right hand side of viewport

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or go to project settings

dire coral
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cant find any adaptive brightness

somber quail
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it's called exposure

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Auto Exposure / Eye Adaption

honest pivot
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it's called exposure
@somber quail thx mate, forgot the name of settings

dire coral
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thx

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fixed it

ancient lotus
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PostProcessVolume

honest pivot
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what?

dire coral
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its in project settings auto exposure

honest pivot
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BTW does Steam VR + UE work with Discord Stream ??

somber quail
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no reason why it couldn't

dire coral
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current state took me 2 days of work

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im kinda new to level design

honest pivot
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i'll try then

tight prawn
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why doesn't a Character's Capsule Component generate a collision on walkable terrain ?

honest pivot
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@dire coral you created all assets ?

dire coral
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from bridge

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or quixel

honest pivot
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oh nice

dire coral
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im still debating between using a level for my game or just cinematics

honest pivot
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what u mean?

dire coral
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Do i use this map that im making in my game or just as a showoff

honest pivot
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well it need a lot of work both ways

light lagoon
plush yew
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dot product is the answer for my problem

honest pivot
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dot product is the answer for my problem
@plush yew nice you found it, but i still recommend you do a basic vector study

icy mulch
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I'm having some problems with unreal engine editor I never had this problem as soon as I drag two or three foliage my fan starts up loud and freezes the pc and I get this message d3d being lost unreal engine editor

wanton wadi
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I'm sorry if this is not the right channel, I'm rather new in UE4 ๐Ÿ˜…
I want to make a custom HUD, and for that I created a "Widget" blueprint. Now I can assign that one to the player via blueprints, but I know there's also a "HUD Class" setting in the project / default game mode settings. This one takes in a "HUD" class, so I made a new BP - Child of "HUD". I can select this one in the maps&modes, but this looks like a regular class with an event graph and such, it doesn't have the "designer" like my widget has. What am I doing wrong / what part did I miss? The documentation only writes about an example HUD but I can't find that

dire coral
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just make a widget name it what ever add some stuff go to your character and to begin play add create widget and from that add to view port

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and at create widget just select the widget that has you hud stuff

honest pivot
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@dire coral NOICE

wanton wadi
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Thanks Bagi, but I assume thats not the preferred solution, why else is there the HUD class selection in the default game modes? Isn't that the one that creates the "widget" for every player?

honest pivot
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thats if you want to override the default HUD class. i think, not sure

wanton wadi
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Yeah exactly, but thats what I want to do tho, right? Or is that a controller that manages a higher level hud, and should I still do the "attach widget to viewport" method?

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I figured I'd have 1 HUD class per player / viewport, and that that was the selected HUD class

honest pivot
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well u can change the default HUD class in project settings i believe

wanton wadi
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yes exactly, but thats a HUD class that doesn't have a "design", like a widget blueprint does

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I can select the right one in the default game modes;

honest pivot
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well i never did HUDs so i am not sure

wanton wadi
honest pivot
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does changing the default HUD class

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may not spawn the design thing

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idk

wanton wadi
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(notice parent class User Widget)

honest pivot
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do they have different parent class?

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they have different parent class

ember star
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i just filled up an SSD with appdata, can i delete that?

honest pivot
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isn't that a windows specific issue ?

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@wanton wadi Can you update when you figure out the HUD thing

wanton wadi
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@honest pivot yes, like I said, the one is a widget and the other is a HUD ๐Ÿ˜… I can only select HUD classes / interfaces in the maps&modes

honest pivot
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yeah that i understand

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i thought you were having problem with what the HUD class was attached to

wanton wadi
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Well, not really, but I think my main question would actually be: what does the HUD class do?

honest pivot
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@ember star I dont suggest u delete it lot of other program use that folder

wanton wadi
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Thanks! Watchig it now ๐Ÿ™‚

wanton wadi
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Aaah okay, so HUD's are outdated and I should be using Widgets anyway ๐Ÿ˜„

next badger
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HUD class is not outdated

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it's still a main place to hold the widgets in

wanton wadi
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(this is in the player blueprint)

next badger
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no, it's a common practice when you don't care of managing those

wanton wadi
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I do ๐Ÿ˜… I want my code (BP's) to be clean and filled with good practices

next badger
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if you do have multiplayer, split screen, etc...your option will probably be HUD

wanton wadi
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So, should I make a child HUD class, and do this "spawn widget" inside of that class?

next badger
wanton wadi
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Ahhh that URL looks promising

next badger
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@wanton wadi what i do, is i spawn custom Canvas in HUD and add widgets to it, but that may not work for everyone

wanton wadi
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Allright ๐Ÿ™‚ yeah I need something futureproof. This is going to be multiplayer

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(this thread is a good read by the way, thanks)

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Eventually its going to show the inventory of the player, which is lateron also accesible by other players

next badger
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widgets and hud do not exist on server, only on clients, so your only way to update UI is by PlayerController, which HUD is a part of

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viewport is higher level abstraction, and you only can access it via c++

prisma plank
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What soft you using for recording your screen?

wanton wadi
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Allright, so I now have my new HUD_HUD class (child of HUD), and that event graph looks like this:

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@prisma plank OBS

next badger
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if you interested in use of Slate, or custom input handling, you may take a look on Shooter project example, from Epic...i find it a bit complicated however

marble kayak
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I think the Visual Studio Installer update progress bar is going to outlive the Corona virus.

wanton wadi
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in my player "hover" event (when he's looking at a deployable to get its name), this is what happens:

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is that correct?

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I'm not sure why I don't have "get player controller" without inputs in this function tho, its running inside the BP_Player, which should have a controller assigned to it ๐Ÿค”

next badger
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@wanton wadi player controller is not assigned to anything, it possess...and it possess different things, and it may be different on client and server

wanton wadi
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Right, I think thats what I mean.. The user spawns in and posesses a BP_Player instance

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this "possesion" should be known by the pawn BP_Player, right?

next badger
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GetController is what returns controller that possess current pawn..if any

scarlet birch
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I'd call it something other than HUD to avoid confusion.

wanton wadi
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Thanks @scarlet birch ๐Ÿ™‚ what would be a good name? Would I split up the widgets based on components? e.g. "hotbar", "inventory", "pause menu"? Or would that all go in 1 widget?

scarlet birch
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I ussually go with "W_ "or "UI_"

next badger
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@wanton wadi yes, but you can store casted HUD variable in your controller, so no need in casting it every time

scarlet birch
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ugh

wanton wadi
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@next badger yeah thanks that was going to be my next step ๐Ÿ˜… these long lines look horrible

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(and don't perform well)

scarlet birch
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lol ok cant use underscores like that in discord

wanton wadi
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only need to store the controller reference once

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try wrapping it in backticks ; p

scarlet birch
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I ussually just prefix with something that lets me know I'm using a widget. HUD implies it's a HUD

tight shell
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How does it take several times as long to delete a folder of assets than it does to download and import it xD

next badger
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@scarlet birch you actually can by prefixing them with slash _

wanton wadi
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I come from a very different engine where i'd call the users' interface (inventory, healthbar etc.) all part of the HUD ๐Ÿ˜„

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so thats where that horrible reference comes from

scarlet birch
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UI/_

wanton wadi
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\_like\_so\_

scarlet birch
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_

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ahhh

wanton wadi
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hahah

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thanks for the help peeps ๐Ÿ‘ appreciate it

next badger
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@scarlet birch backslash, my bad -_- you'll notice character turn darker

scarlet birch
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np, I'm tired and mistake prone right now anyway

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Thanks

next badger
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``` - the only reason i've learned how to use slash prefix

wet sphinx
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just tried to use version 4.14.3, is it normal that it wont show me created plugins in content browser ?

urban quartz
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Hello! I've been using blender for over a year and half now and I want to get into Unreal Engine. Are there any good tutorials on learning the basics and blender to unreal workflow?

floral mesa
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the basic workflow is simple

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ue4 can use .obj & .fbx formatted models

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blender exports in both those formats

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when you export a model from blender as an .fbx make sure you check settings in the right pane of the export window. youll want to make the smoothing type "edge"

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dont check the create tangets box make sure that is unchecked because Ue4 will compute the tangents

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depending on what youre working on youll want to mix in the ue4 substance plugin and a manual substance workflow into your processes

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like for mofular buildings id use the plugin so i can make material instances that are shareable between many assets, and ill send models into substance for detail painting

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severly limit the amount of materials in blender, and paint as many details onto one material as you can or merge obejcts together in engine to merge their materials

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this helps limits both drawcalls and material compiler instructions

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@urban quartz

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cgcookie are actually game dev focused blender tutorial authors. and they are very kind, helpful, and affordable. they also alow members to download the educational content

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oh yeah, triangulate your final mesh before importing into substance or ue4

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and you want to master uv mapping. you dont necessarily need to make lightmap uvs in blender ue4 will generate them so long as all your meshes uv shells have enough space between eachother.manual uv's actually take a bit of time whther you have the concept down or not

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constant tweaking and stuff, so i guess i lied. nothing is simple. it seems simple after awhile

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hopefully you actually read this and i didnt just waste my finger strength

urban quartz
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Ok, thanks!

thorn burrow
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@floral mesa I'm not Oh Boi, but I found this helpful and I'm gonna save it on a word doc

floral mesa
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glad i could help

novel mauve
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knowing that i expanded the pagefile with a descent amount. it should work good, and it only happens to me now, on existing projects that have no problem before.

mortal cedar
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Boris Vorontsov published an article on normal map shadows

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I'm curious if we will see something like that in unreal

thorn burrow
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No idea. More knowledgable people might be able to better help you if you noted the version, and what exactly you were doing before the crash.

mortal cedar
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just strted to read

novel mauve
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it's 4.25.1 the latest version of unreal

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i also downloaded the latest version of nvidia drivers, didn't fix the problem, and i use the latest version of windows 10 too.

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also made sure the RAM is near even the half consumed, only 13GB/32 the dedicated GPU memory also didn't change while monitoring this issue, as well as the GPU Memory.

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i will try to verify the UE4 4.25.1 version now and give it a try. maybe the version is corrupted or something ๐Ÿ˜ฎ

hidden knoll
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Does anyone know how to pause and resume Projectile Movement?

thorn burrow
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There should be stop movement immediately node. You could also try activating and deactivating the component as needed.

silver crown
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@novel mauve video memory != system memory

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system memory = RAM + pagefile

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video memory = your gpu VRAM

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What GPU do you have?

hidden knoll
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k thx

floral mesa
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@hidden knoll how are your projectile movements incorporated into the project? what mehtod was used?

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method

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oh you got an answer sorry

hidden knoll
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I have a knife actor that is spawned when the character presses a button and it has some initial velocity to propel it

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I just need to know how to resume the velocity

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after it is stopped

floral mesa
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im gonna fgo ahead and say, idk

novel mauve
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@silver crown i have RTX 2060

silver crown
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A 2060 only has 6GB of VRAM

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So it doesn't seem too unlikely you'd ran out of it

novel mauve
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the map is not even opening, it crashes on start, how can i edit the textures on meshes, maybe it's beyond the limit.

floral mesa
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which is plenty for like most projects

silver crown
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Check your log file

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& close all other apps

floral mesa
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your gpu could be crashing and reverted to untegrated graphics

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integrated

novel mauve
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yeah and also i was monitoring the VRAM while opening the project, it's nearly 10% usage

silver crown
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Chrome in particular tends to be a VRAM hog too

novel mauve
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i did close all other applications restarted multiple times.

exotic thicket
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I've heard that VRAM error can happen due to some other issues besides VRAM too which is kind of confusing

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I've had it happen when I've had UE running for a long time so it seems like a bug really

novel mauve
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@floral mesa it didn't give me any error messages except this one, i don't think it reverted to integrated Graphics

floral mesa
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i had one of my rtx2080 super just die like 3 days after it got here i had to have it replaced

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@novel mauve good thats good

silver crown
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An OOM error is unlikely to be hardware related

exotic thicket
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Worth trying to disable the integrated GPU from BIOS just as a test

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multi GPU setups can sometimes cause random issues :P

floral mesa
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@silver crown interesting, the first thing my mind went to was hardware

silver crown
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Just check your log - it'll tell you what's happening

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Maybe it's trying to create a huge texture

novel mauve
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@floral mesa sounds like a relief ๐Ÿ˜„ lol

floral mesa
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yeah that could be an issue

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ue4 supports specific resolutions

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if you have a weird texture it could the the entire issue

gaunt vine
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This one is for the Moderators or Rulers that be. . . What '#' chat group is my best bet, for questions regarding real time Ray Tracing for cinematics? I've been camping out in #cinematics. But doesn't seem to get as much traffic for ray tracing issues . . . Just want to make sure i'm in the right spot for my questions. Wasn't there a '#raytracing' chat before? ๐Ÿค” Thanks ahead of time. Any suggestions would be greatly appreciated.

novel mauve
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@exotic thicket i'll try to see the log now and see what's causing the issue, can you tell me where can i find it ?

silver crown
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Maybe try your chance in graphics @gaunt vine

floral mesa
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so on a fresh project can this error be replicated?

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because you could migrate folders until the problem occurs to figure out where it is as well if your project is huge

gaunt vine
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@silver crown - Okay, cool. Thx!

novel mauve
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@silver crown it happened with multiple projects, different ones, and recently i tried it with the Modern City Downtown that i've got from the marketplace

hidden knoll
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I've been trying to freeze time and have the character

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keep moving

floral mesa
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did you have any of your own texture assets in those projects?

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from your team?

novel mauve
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@floral mesa nope, really no, the Modern City Downtown project i used it as is,

floral mesa
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wow. ok this issue is gonna bug me. as phy said, the only way to figure this out is to look at the error log

novel mauve
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where can i find it please

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i guess it might be the key

floral mesa
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in engine, youe engine is crashing right and after which youll get a crash report

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i wanna see that

silver crown
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Saved/Logs

novel mauve
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maybe it's a bug in the 4.25.1 version ?

floral mesa
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no

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i dont think so

silver crown
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Quite possible actually

floral mesa
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wait a sec

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does your project have ray tracing enabled?

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i did have issues everytime i had that enabled. weird... weird issues

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and the issues were material & shader related crashes

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but never the same error as you. i never ran out of memory

novel mauve
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nope i didn't enable ray tracing,

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but i will double check if it's enabled. i'm checking the log file now too

silver crown
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Just send it here ๐Ÿ™‚

novel mauve
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[2020.06.30-01.02.26:902][ 1]LogSubstanceLiveLink: Warning: Unable to send data along socket, closing connection
[2020.06.30-01.03.35:535][206]LogSlate: Window 'Plugins' being destroyed
[2020.06.30-01.03.35:538][206]LogSlate: Window 'Plugins' being destroyed
[2020.06.30-01.03.35:538][206]LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.

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is this the start of the problem ๐Ÿ˜„

hidden knoll
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Does anyone know how to make everything black and white with a button press?

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Like a widget or something

novel mauve
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black and white in what exactly ?

hidden knoll
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Well I want to make the saturation of everything to 0

novel mauve
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i think you can use the post processing volume and switch it on and off

hidden knoll
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oh awesome

novel mauve
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you can add a post processing volume and there you can find a saturation control, you can play with it whatever you like,
Just make sure to turn on "infinite extend (unbound)" after placing the PP volume to affect the whole map and ignore the bounding of the PP Volume.

hidden knoll
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okay

novel mauve
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@hidden knoll good luck

hidden knoll
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Okay thanks!

floral mesa
novel mauve
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as long as you use "Kakashi" as a photo i would be glad to help lol ๐Ÿ˜„ big fan

hidden knoll
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@novel mauve Wait so after I reference it in the bp, how do I set the saturation?

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Oh wait! I figured it out! I added post proccessing to a physical object

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and I had the object spawn when I pressed a button

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epic

novel mauve
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@hidden knoll you can add a set "Settings" node and edit the values in the BP

hidden knoll
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Oh okay, thanks for the help though!

novel mauve
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i guess spawning a post process volume is not a very good idea,

hidden knoll
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oh

novel mauve
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i prefer using a key to toggle a post process volume on and off is a better solution

hidden knoll
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Cause of lag?

novel mauve
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you can end up having lots of PPVolumes by spawning them, if that's even possible actually didn't try to spawn PPV before ๐Ÿ˜„

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yeah it will mess up lots of things.

hidden knoll
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Oh, would having a toggle that destroys the actor help?

novel mauve
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you can just get a reference to the PPV and set enabled bool on toggle

hidden knoll
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Oh epic

novel mauve
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no problem, glad to help.

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actually i didn't get the problem source from the log file, or didn't understand really ๐Ÿ˜„

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could it really be the dust causing the GPU to act crazy?! i didn't clean the PC from quite a long time to be honest.

hidden knoll
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@novel mauve Do you know how to have the post process only affect a certain area of the map?

novel mauve
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yeah just disable the (infinite extend (unbound) and use the post process volume boundaries to adjust the affected area.

hidden knoll
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okay

left pelican
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Can someone help me with figuring out how to make a layer of a widget move with the cursor?

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Or is there a tutorial i can follow?

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Nvm, may have just found something

silver crown
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Size=2048x2048x120 PF=10 D3DFormat=DXGI_FORMAT_R16G16B16A16_FLOAT(0x0000000A), NumMips=12 @novel mauve

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It's trying to allocate a huge 2048x2048 render target, and failing

novel mauve
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aha okay

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but why does it fail like that ?

silver crown
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The question is why does it try to allocate the render target

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Failing is expected in this case

novel mauve
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so, is there any solution ?

silver crown
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Try to reproduce in a new project, check that it works fine on 4.24, try on another pc

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then make a bug report

novel mauve
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okay, but that was an empty project btw, just added the marketplace project to it.

silver crown
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LogD3D11RHI: Driver Version: Unknown (internal:Unknown, unified:Unknown)

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that's no good

novel mauve
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i will also try it with 4.24

silver crown
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Reinstall your GPU drivers

novel mauve
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i did,

silver crown
#

Using the official nvidia installer?

novel mauve
#

do i have to DDU it

#

yes of ocurse

silver crown
#

Probably

novel mauve
#

okay then i will try that now.

#

could it be that the GPU is falling apart ?

#

it has not been used much really

silver crown
#

No, it's a software issue

novel mauve
#

aha, okay, thanks for clarifying

#

i will try to DDU now and give you my feedback,

silver crown
#

Try checking for windows updates as well

novel mauve
#

really thank you so much for helping

#

okay

silver crown
#

wait

#

are you over remote desktop

novel mauve
#

just now

#

but the error happened before that

silver crown
#

well

novel mauve
#

only the last log report

silver crown
#

try again, but without being over RDP

novel mauve
#

yes i am ๐Ÿ˜„

#

okay i will

silver crown
#

Because over RDP it makes sense for it to not find the GPU driver

novel mauve
#

aha

#

i'm doing it right now

silver crown
#

Sadly I won't have the time to help you much more - but check in the log if it finds the GPU driver correctly this time

#

If it doesn't, it's a GPU driver issue

novel mauve
silver crown
#

Ok unreal bug then

novel mauve
#

you had helped me more than enough, and i'm really thankful

silver crown
#

although

#

mmm

#

1077.811MB total

#

So currently you have roughly 1GB of VRAM allocated by Unreal

novel mauve
#

what made unreal only allocate 1GB ?

silver crown
#

The render target it's allocating is max 1GB

#

so it should fit in memory

#

Might be a driver bug then

#

or even a GPU issue

#

Maybe try some GPU memcheckers

#

and rollbacking to a stable GPU driver

#

that stuff

novel mauve
#

okay i will try those

#

one by one

#

thank you so much, at least i have some work to do to know the problem, before your help i was clueless.

silver crown
#

Log files are always the answer ๐Ÿ˜„

novel mauve
#

if only i can understand what's written inside ๐Ÿ˜„ lol

silver crown
#

always start by the end - that's where the important stuff is

#

but ye it's tricky hehe

novel mauve
#

indeed ๐Ÿ˜„

#

thanks again for helping, i really appreciate it.

bitter orchid
#

Maybe Phy can help me with something simple? lol

silver crown
#

I've already spent way too much time here - I'm out

bitter orchid
#

fair enough. See you friend.

novel mauve
#

@bitter orchid you can name your issue and anyone has the answer can help

bitter orchid
#

I want to create a curved ramp. Similar to the curved staircase. Is that something I can do in UE4 or do I need to take that to Blender?

supple wyvern
#

im making an fps

#

is there a trick to making rounds deplete in the magazine without making 31 meshes

#

i wanna be able to look through the window and check my bullet count

novel mauve
#

@bitter orchid i think that can be achievable by making a spline based mesh, and control the spline points in the 3d space, x,y,x... but i thing for better results you can model them in blender if it's a single mesh.

#

@supple wyvern i think you don't have to make 31 meshes, make only one mesh for one bullet and all the others can be instances from that mesh i guess

peak hare
#

is there a trick to making rounds deplete in the magazine without making 31 meshes
@supple wyvern I don't think you supposed to create 31 meshes....

#

that will be very unoptimised

hidden knoll
#

Does anyone know how to give an actor a tag in-game?

gilded plinth
#

Evening all. I'm in the early stages of a game that has procedural tile spawning elements similar to infinite runners and randomized map dungeon crawlers (except the level constructs over time at run-time). Could anyone help me brainstorm where I should put my spawning logic, i.e. the functions to spawn tiles? I currently run the spawning functions in game mode and the tiles reach in to game mode to get their next spawn transform.

#

I'm pretty sure game mode is a bad choice because i would like to keep the possibility of adding some simple multiplayer and it seems a bit convoluted to even think about reaching into gamemode by way of passing variables to a client accessable class from game mode since there is no game mode on a client.

#

@hidden knoll you mean after you already are in play mode?

hidden knoll
#

yes

#

wait

#

I said that wrong

#

I mean when you press a button it assigns a tag to the actor

#

while you are playing

#

Or if I can't do that, I need to distinguish which character did what (in local multiplayer)

gilded plinth
#

ya i dunno lots of info here but not super clear

hidden knoll
#

k

supple wyvern
#

@supple wyvern I don't think you supposed to create 31 meshes....
@peak hare right now im not worried about optimization. the game is in very early stages

dawn plume
peak hare
#

As you requested, you supposed to create like 3-5 meshes then create instance of them.

#

thanks unreal
@dawn plume totally can related, my harddrive is getting butchered by Cod and unreal

#

๐Ÿ˜‚

dawn plume
#

lmao

#

mines being clubbed

tight shell
#

If any new people want a project to see how to do some simple things in cpp and bp to get this basic single player thing going on from scratch, pm me.
Still has some animation bugs and not 100% perfect https://www.youtube.com/watch?v=vOdlLjbkHjA

bitter orchid
#

I've got a problem that when my Physics Ball rolls up a hill the "hit" sound I have for when it hits walls just spams super loud. For the life of me I can't fix it. Any tips?

exotic thicket
#

It's probably repeatedly getting hit events or whatever you're using to test for collision, which then triggers the sound to play

fossil wigeon
#

Does any one have any reference or documentation or sample on how to make a pawn that does itโ€™s own thing unless told or commanded otherwise

bitter orchid
#

I have it set up to reallow the sound when a hit event occurs.

#

I just don't know how to keep that setting and still allow for rolling up hills. Some way to stop it from generating hit events when going up a ramp?

exotic thicket
#

You could try checking for collision angle or something

#

or maybe collision force, since it might be different with the collision going up a ramp vs hitting a wall straight on

#

there's a few other things like you could check for what kind of object it's colliding with as well

bitter orchid
#

I can change the "Compare with" in my Compare Float to a higher number and that helps to an extent. but if I go much higher than 200 it doesnt play the sound when hitting a wall unless its absolute full speed.

#

I've tried to set a volume multiplier so that the smaller hits will be quieter in hopes that it would help but the Z value from my Break Vectore node is still spiking into the 200s even 300s when going up a ramp. Note it only happens if I have any sort of speed when going up it.

hidden knoll
#

I'm making a game with local multiplayer, and I need help figuring out how to make it so when one person presses a button, the event fires for them and not player0

#

Or with nodes that require 'get player controller', it gets the player index of whoever pressed a button

#

I could just make a different character for each player but I don't want to change every character every time I fix a character bug

exotic thicket
#

@bitter orchid you might wanna try to compare the hit normal angle and/or hit location. If it's below and/or pointing somewhat up, you could ignore it for the impact sound effect if it happens repeatedly

bitter orchid
#

I'll try to see if that works. I knew there had to be way to do something like that. Some close to "If goin up ramp - Dont Play sound" lol

#

I appreciate you. I'll give it a try.

vernal thicket
#

@hidden knoll you need to watch a few tutorials on creating multiplayer, UE4 a short series on it which i'd advise you watch, but a lot of multiplayer involves writing blueprints inside the player controller etc

hidden knoll
#

k

vernal thicket
#

I'dve thought each player would be given there own controller anyway so as standard when one controller pushes a button it won't replicate

hidden knoll
#

Well when I use a get player controller node I don't know what to use as the player index

vernal thicket
#

You have to create one I think

hidden knoll
#

How do I do that?

vernal thicket
#

I'm no expert at creating multiplayer, hold on

hidden knoll
#

okay

vernal thicket
#

I think

#

when you use a player controller node you'd set from the index

exotic thicket
#

@hidden knoll by "button" you mean buttons on a controller or in the world?

hidden knoll
#

On a controller

exotic thicket
#

Are you handling your input in the player controller or in the pawn?

vernal thicket
hidden knoll
#

both

#

basic movement is with pawn

exotic thicket
#

Right, so in the player controller you can just use "get reference to self" if you need a ref to the controller for some reason

vernal thicket
#

Ducky use that playlist

exotic thicket
#

in the pawn you can use "get controller"

hidden knoll
#

Oooh

#

let me try these things

vernal thicket
#

@exotic thicket would each player be given there own version of the base controller?

#

You don't have to create like 20 controllers do you..

#

it's all from one controller?

exotic thicket
#

each player has their own player controller

mystic holly
#

Anyone want to make a game together?

hidden knoll
#

That self reference helped with the 'get player character stuff'!

tight shell
hidden knoll
#

@exotic thicket I have a 'play dynamic force feedback' node, how would I get the right player controller for it?

exotic thicket
#

it depends on where you're calling it

hidden knoll
#

In the character bp

exotic thicket
#

"get controller" should get the current controller of a pawn

hidden knoll
#

It isn't connecting

#

It will only accept get player controller

exotic thicket
#

ah, it might be returning a controller which is the base class of player controller

#

try casting it to player controller

hidden knoll
#

Wait I found a node that says 'set player controller id'

#

might be useful

#

Casting worked!

#

@exotic thicket Another thing, I have a collision box that is spawned when I press a button (it is acting like it's freezing time because global time dilation caused too many issues) and whatever actor it hits, their custom time dilation is set to zero, do you know how I can exclude the player who spawned it from getting frozen?

#

I had the idea of adding a tag to the player, but I can't find a node that does it

exotic thicket
#

you might need to use get tags to get the tag array and then you can add into it

hidden knoll
#

k

dark rune
#

How do you set the player roll in a way so that pitch and yaw controls change with it
If you just do AddControllerRollInput the pitch and yaw controls will be wrong, for instance if Roll=90 the pitch and yaw doesnt match up with vertical or horizontal rotation on screen

void barn
#

does github store your texture and materials and mesh ?

#

im trying to do source control

#

which program i can use to store backup for texture materials and mesh?

hidden knoll
#

Is there a node that duplicates an actor and it's velocity?

shut minnow
#

I think this is probably a quick one - I am experimenting with listen servers using a very basic setup that spawns a character for each new client, handles possession, etc. Works perfect in single player, but when I add additional clients, the clients work correctly (can move their toons, replicate correctly, etc) but the server seems totally frozen, as if it's not receiving any input. Debug shows server BPs to be firing movement vector adjustments constantly regardless of kbm input. Feels like I botched something suuuuuper basic, but no clue what it could be.

stable garnet
#

How can I troubleshoot a problem I'm having in UE4 25 where all shiny objects especially water if flickering like crazy as I pan around. No problems in 4.23/24 across about 10 different projects - so I suspect it's the latest engine.

molten kayak
#

Ive got an interesting question: Is there a way to develop in VR using UE4? as in using a VR space to interact with the engine itself, rather than making a VR title.

shut minnow
#

Aha . . . sorted it. Problem was that the character BP had auto possess player 0 enabled. Why that would break the server, I have no idea. But disabling it sorted me out.

green sky
#

can someone tell me what is the console command for checking blueprint performance or whats ticking please

rain knot
#

Guys I have some general questions regarding Vehicles in UE4, if someone has worked extensively with them care to PM me? Won't be more than 5 minutes

rigid belfry
#

is the marketplace working for everybody? i am trying to buy something but its saying there's an error

green sky
#

can someone tell me what is the console command for checking blueprint performance or whats ticking in BP please I was told that there was a console command

dim arch
#

you can use stat uobject to find the cpu time for the uobjects in the scene, or use the scene profiler to record it

#

unreal insights tool has the most info for each frame

vernal thicket
#

Is there anything worse than a slow working editor? While I'm waiting for it to load I could be getting so much done ๐Ÿ˜ 

static ingot
#

I watch in the forum. "Go into your project folder and delete the Saved, Intermediate, and Config folders, and restart your computer. After doing all of this, give it another try and let me know if that helps. " shoud i delete the config ? I am scared that my first game completly broke.

molten kayak
#

its resolved now

rigid belfry
#

yeah i was just able to purchuase some assets

#

but thanks for posting the link, that's good to know

ember path
#

Hey I got a quick question about licensing and my game's credits:

I remember to be required to mention the game was made in unreal a while back but I can't really find anything about that anymore. I'm making a free to play game, not using the UE logo. I just don't want any legal trouble and of course I'd like to credit Unreal, but I really want to do it correctly

vernal thicket
#

@rigid belfry you ever set up a door using timeline?

#

Anybody ever set up door rota

#

rotation using timeline?

void barn
#

if u publish a game

#

and your chara uses the same animation

#

like walking

#

attacking

#

as the one from free epic store content

#

does that infringe the copyright

#

?

exotic thicket
#

epic store content can be used in UE projects

#

they are licensed by default to allow that

void barn
#

so if u publish a game that ur chara is based off the free content from epic store

#

they wont charge u any money?

exotic thicket
#

correct

#

I would suggest reading that

#

specifically the "usage rights" section

void barn
#

alright

#

thanks

cosmic ice
#

Hi, anyone have problem open content example? I get stuck at 39% for 30 minutes now.

storm jasper
#

For adventure game,who is better?c++ or blueprint?

honest vale
#

@cosmic ice wait some more

rigid belfry
#

@vernal thicket no i haven't, but you could have the door open on an event instead

vernal thicket
#

I've sorted it mate was easy haha

rigid belfry
#

say the player triggers a box and that makes the door open

#

glad to hear it

vernal thicket
#

Kinda wished I hadn't wasted 6+ hours yesterday trying to use level sequencers

rigid belfry
#

i wanna learn how to use the sequencer at some point

#

its just that i have really no need to

#

maybe i will once i have to cinematics and stuff

vernal thicket
#

It's easy to use tbh

azure shore
#

hey is there a way to make lights work in orthographic camera? Ive been searching but nothing seems to work

vocal herald
#

how to make viewport size to be proportional to fullscreen?

rigid belfry
#

@plush yew you want to change something based on a text variable? so if text variable says "on", the light in your room turns "on", right?

#

@vocal herald i dont really know, but you can enter into immersive mode by pressing f11 on your keyboard

#

and press that again to come out of it

plush yew
#

@rigid belfry thanks dude i did not see that video ๐Ÿคฆโ€โ™‚๏ธ i will try that now

azure shore
#

๐Ÿ˜

grizzled pike
rigid belfry
#

is the bottom image the actual finished project or just the reference?

honest vale
#

he said "bottom = concept art"

azure shore
#

bloody hell I am SICK of every unreal engine tutorial ever being practically silent, I just blasted my ears out when playing music because of how loud I had to put it for a tutorial

#

like dont get me wrong its great that people make tutorials but why are they ALL SO quiet?

rigid belfry
#

i feel the same way about youtube videos in general

honest vale
#

I'm usually like "text article or gtfo"

rigid belfry
#

when i am just chilling playing games, i have to keep my in game audio at like 10-20% just to hear youtube in the background

azure shore
#

I often prefer text tbh but thats probably because Im impatient

honest vale
#

text is better in almost every way

icy mulch
#

Is there anyway I can fix the unreal editor was working fine for weeks I get 3 messages
d3d being lost unreal engine editor
Out of Video Memory and it turns on off my display adapters

rigid belfry
grizzled pike
#

;-;

copper mesa
#

Guys, Any tutorial on using CineCameraActor as a player's camera?

rocky radish
#

Guys, Any tutorial on using CineCameraActor as a player's camera?
@copper mesa why don't you use a normal camera as the player's camera?

copper mesa
#

I'm working on a visualisation project. The team wanted to use CineCamera looks but also wanted to maintain some controls.

#

I assumed Camera Actor didn't have the same features set as CineCamera.

vernal thicket
#

@rigid belfry ๐Ÿ˜† bro you create that map? that's insane

thick loom
#

@rigid belfry That village looks very nice!

vernal thicket
#

@copper mesa create a Character and delete/hide the Mesh?

rigid belfry
rocky radish
#

it kinda looks like the village from a project from the unreal online learning but modified ๐Ÿค” (sorry if that sounded rude)

#

oh

bitter iris
rocky radish
#

the index is 6 but the array size is 1 @bitter iris (at least thats what the error message is saying)

rigid belfry
#

try doing array minus 1 when getting stuff from the array

bitter iris
#

what do i just go to that location and -1?

rigid belfry
#

is ultimately there should be a "is valid" check for arrays i believe?

#

try dragging off the array pin and type is valid

bitter iris
#

looking further and everyone seems to be direct to BLUR in UMG

#

:/

narrow mauve
#

every online tutorial for c++ in unreal ever basically is this = (Person just says the word they are typing expecting it to somehow magically give meaning and understanding about what it is doing)

rocky radish
#

facts

next badger
#

@narrow mauve you mean c++ online multiplayer or?

glass yarrow
#

every online tutorial for c++ in unreal ever basically is this = (Person just says the word they are typing expecting it to somehow magically give meaning and understanding about what it is doing)
@narrow mauve
so true, there needs to be a cherno equivalent for unreal. Clear concise and explains the reasoning behind something

quick kelp
#

I want my empty space in the level to have a solid color, currently when i use atmospheric fog it has a sky instead of just a solid color, anyone know how i can do this?

dry wedge
#

hello someone could ask me a question about assets that are on the internet that are paid and are on free sites for download I can use these assets to create a game normally or have some restriction or I can edit it so that it doesn't look the same as the original one on markteplace someone can answer this question because there are many assets that are paid for and they are on the internet for free and I don't really know if I can use them in a game for example.

patent crater
#

you can't, what you are asking is if you can use stolen items

#

no, you can't, if you do, and people find out, you're a gonner

gloomy ginkgo
#

@dry wedge if you edit it well you can lol

patent crater
#

it's still theft and you're still held accountable

azure shore
#

I dont see why youd want to make a game with someone elses assets tbh

#

it wouldnt be your own game anyway

patent crater
#

it's fine with assets you bought and you're licensed to use

#

a tree is still a tree for example

#

you don't have to do it again

#

long story short, buy the assets you plan to use for your game. if you can't afford, do something else until you can

gloomy ginkgo
#

but he can use the cracked asset to work some money and then buy those assets right?

patent crater
#

no

#

that's what an idiot would do

gloomy ginkgo
#

an idiot?

patent crater
#

you don't build on top of thievery

#

that's no way to start something

mighty badge
#

hi one qestion how to share project / create collab with my friend

patent crater
#

you don't use stolen assets to make some money with the stolen goods and then buy them. that's not how it works. you get hired at mcdonalds and work your way up until you can afford it.

gloomy ginkgo
#

there are bunch of producers who use cracked VSTs to work money and they then bought those VSTs

patent crater
#

end of discussion on my end

uncut sky
gloomy ginkgo
#

Avicii did that on Synthlet 1

patent crater
#

he also did drugs and suicide

#

what's the point?

rocky radish
#

doing that is idiotic imo

gloomy ginkgo
#

okay dude drugs has nothing to do with cracked VSTs or Assets

#

if no one notices that he/she uses cracked assets its okay but then he/she should buy those assets after he makes money

honest vale
#

saw avicii live once

#

sadly, he was an awful performer

patent crater
#

i'm not allowed to talk to thieves or people that encourage thievery. bye

gloomy ginkgo
#

i said i am encouraging thievery?

#

I clearly said he/she can buy those assets after he makes money from his/her game

#

hard to understand?

rocky radish
#

that doesnt stop it from being thievery

gloomy ginkgo
#

okayyy bye

#

dont care honestly

#

its not like hes robbing a house or smth

idle dome
#

the cops are gonna bust us for using cracked assets ๐Ÿคฃ

midnight gate
#

where are the constraits

#

the yellow thingies?

#

i made a new physics asset but it didnt automaticly made the constraints

#

wtf ue4

mighty badge
#

@midnight gate because eu4 does not always do it with attomatsznie sometimes need to sit and after improve or connect.
btw wtf how many bones

midnight gate
#

not too much

#

basic humaoid and some simple physics bones for hair and dress

mighty badge
#

and you shouldn't sometimes use cloth simulation for dresses

plush yew
#

This is in Blender

#

Its Jointed up

#

Yeah

#

I like to blender smoothies too xD

#

Ok

#

Ay Lorash btw thanks tho

ashen orbit
#

Hello guys, I downloaded a medieval map with included assets, textures materials etc... But it's downloaded in a zip and the zip contains a folder where there is .uproject and all the files that normally are attached to an unreal project. So I try opening the project and the DemoLevel and everything displays beautifully. Now I want to port this map to my already existing project. To do this i dragged all of the content to my other project. Now if I open the DemoLevel in my own project, it only loads terrain and lightning but nothing else. Any reason why? What am I missing?

#

I tried that aswell with same result

#

Might try it again though

#

well the whole map is empty

wraith wyvern
#

do any of you guys have a good tutorial to use if you are making a sandbox game?

ashen orbit
#

that's what I'm saying

#

not there at all

#

there's just the ground untextured

wraith wyvern
#

like gmod

#

?

ashen orbit
#

This is the project i got to download

#

what do you want me to migrate?

#

well I want all of it, should i include the startercontent or is it redundant

#

ah chief that's going to become a lot of work of transfering the other project to this one hihi

#

wait does the exported files need to be direclty under the Content folder of my other project?

#

so i cannot place the migrated files into my maps folder for instance?

#

ah ok

#

that might be the issue let me try

#

So it's telling me its migrating the "Game" folder

#

which is above the medicalVillage folder

#

should I include that aswell=?

#

ok

#

yes

#

ok i transferred everything

#

migrated*

#

BRUH IT WORKS

#

Thank you very much

fierce crest
#

Hi people, i have a question regarding sequencer, how to add a camera to the cameracut which is inside a recorded blueprint. Lets say, i got 3 cameras in a blueprint, the blueprint got recorded in sequencer and i want to decide later which camera should be in the cameracut. Is that possible? Actually the cameras show up in the track but they dont show up in CameraCuts-Camera-ExistingBinding

grim ore
#

so you have 1 blueprint in your level, and that blueprint is being referenced by your sequencer?

vernal bramble
#

Hello everyone, newbie on UE here, but familiar with other engines and gamedev. I have a question regarding reusable stuff. Specially when it comes to versioning. Is it possible to reuse BPs / Scripts to other projects? Like creating a github repo and upload stuff there, once I have a good BP working and then in other projects just git clone those and work with it (even if they were not created in the same UE project)? What are the requirements for this workflow in terms of which files should be uploaded to the repo, just the BP file? Thanks in advance, best regards!

patent crater
#

hey, you can create plugins with blueprints only. And you can then copy those plugins from project to project.

vernal bramble
#

so a plugin is collection of BPs?

patent crater
#

It can be. You have the possibility to create a "Content Only" plugin that contains just blueprints

vernal bramble
#

and that is done via explorer like packing things up or thru the engine itself?

patent crater
#

You can create it in engine

vernal bramble
#

awesome

#

my plan is to start creating things in learning projects but if I get something useful I might keep it for a serious project

plush yew
#

wdym by local folder? the video is on folder and separately I put it in the content folder of the project @muted trail

muted trail
#

go to windows file explorer and find your local files for the unreal engine project @plush yew

#

then make a new folder called movies and put the video your are trying to play inside that folder

patent crater
#

@vernal bramble in the engine go to Edit->Plugins and press New Plugin. It will then allow you to select Content Only and follow the steps.

#

i'm using plugins for reusable stuff

plush yew
#

find your local files for the unreal engine project??? @muted trail

#

I have this

#

here in one folder I put the video for the tv

muted trail
#

@plush yew make a new folder called movies

#

and put it in there

plush yew
#

okay

#

but I need to make the folder movies when I am inside the unreal engine not now in the file explorer-right?

muted trail
#

yes

plush yew
#

okay good

fierce crest
#

so you have 1 blueprint in your level, and that blueprint is being referenced by your sequencer?
@grim ore YEs, in that blueprint are 3 cameras

grim ore
#

Then you will have to use an event track or something else to swap the cameras. The camera cuts will only see 1 item, so in a blueprint the current active camera, or in a camera actor itself the 1 camera.

#

so you can add an event track to the Blueprint that has the 3 cameras, have the blueprint as the camera cut, and just activate/deactivate cameras in the blueprint at the right time or you can create 3 camera blueprints and use those or create 3 cameras in the sequencer and use them.

fierce crest
#

oh ok, so i can switch the cameras by activating and deactivating the others?`How does it generate a preeview then in cameracutz?

grim ore
#

the preview doesnt work well, it will just show the default camera

fierce crest
#

gotcha, thank you MathewW

vernal bramble
#

@vernal bramble in the engine go to Edit->Plugins and press New Plugin. It will then allow you to select Content Only and follow the steps.
@patent crater

Thank you @patent crater , I was looking for a tutorial regarding this, but I guess it's not that hard

grim ore
#

and you can see the event track where it fires the events when I want them. The camera cuts track at the top will always stay the same tho ๐Ÿ˜ฆ

fierce crest
#

i was afraid, i t works that way, Its not very smart, hope they gonna change it in the future, every camera in the blueprints should be addable to the cameracutz from my expectation

grim ore
#

the camera cut track just addresses 1 item is the issue, you want it to address 1 item and a sub item

#

most of the time people would add the cameras directly to the sequencer as a new camera track and go from there

wary sail
#

I have a question I haven't been able to figure out for a few months because I don't really know where to look

#

how would I make a UI like this, where the 3D viewport part of the screen is resized to the upper left boundary of the window to make room for a slate GUI?

#

like the view isn't just being covered up, it's being re-aspect-ratio'd

grim ore
#

You can change the aspect ratio of a camera so that wouldn't be an issue. the issue would be putting it in the top left, which off hand could be done in the UI (since the game is all UI) using a render texture/target and a material

wary sail
#

would there be a significant performance impact?

grim ore
#

there would be an impact yes, but I dont think 1 would be signifigant

wary sail
#

ok, thank you!

midnight gate
#

its the same as rendering the level should be the same with performance

grim ore
#

using a UMG widget to hold an image in the top left, the image has a material which is just a render target as the texture, the player has a scene capture component2d inside of it attached to the camera that targets that render target texture. profit

#

performance didnt seem to drop at all for me so yay for that

light wagon
#

Has anyone used unreal's LLM (-LLMCSV command) to profile memory on windows? The .csv file doesn't get created in saved/profiling/llm/ . I have used memreport to generate memory map, was curious how llm compares with it.

fast hinge
#

Hey guys, sorry to interrupt, there doesnt seem to be a channel to chat about this. I'm needing to do the following for a project we have coming up and wouldnt mind just picking up some pre-made tools as it seems pretty straight forward and I imagine someone has done this already. Save me figuring it out.

I'm pretty much after whats in this video: https://www.youtube.com/watch?v=M4Xy9vvpLvE&t=128s @2:00

I want to pickup a camera and walk around custom environments thats I'll feed in from Maya. Shoot takes/stills.

I've got a Valve Index to test with

Last Pixel created a VR previz and storyboarding tool during pre-production as well as completing 260 VFX shots for the film.

โ–ถ Play video
midnight gate
#

@fast hinge seems to be a ui widget on a actor bp quite simple

fast hinge
#

I'm a VFX guy, it does seem very simple but not knowing the backbone of UE I was wondering if someone had already done it

#

Having the ability to save takes would be another thing

#

I see there are tools for virtual cameras but they are all aimed at using an iPad or similar, not a camera in VR land

zealous cloak
#

is ther a default Vive Controller mesh within the Unreal Engine?

wheat hare
#

@fast hinge for me, getting the environments from Maya sounds like the challenging part of that
you could record the path of any object through a scene like you describe
I love this feature in VRChat and in games where you can move the non-vr player's camera

fast hinge
#

I did a quick test and it was pretty easy exporting an FBX into unreal. What was weird is that when re-opening the scene the links break and object disappears

#

I'm on day 2 of UE so its a whole new world for me really

#

Although very similar with the in depth stuff like blueprints etc that all makes sense to me, but just the general workings of UE seem unintuitive. Maybe I should watch a tutorial at some point

ashen orbit
#

So I've made so when my gamemode launches it picks a random player to become "EVIL". And I want this Evil trait which is currently expressed as a boolean in the player controller blueprint to make the player able to transform. My question to you veterans is if I should implement this button press in the player controller or in the character blueprint? As I want the character to be able to switch between the stances.

calm crow
manic pawn
#

use chrome then

calm crow
#

that what i have to do, but i'm not connected and it's not easy to transfer bookmark from one browser to another

#

i don't know if i can found support or tell a manager of the website here

#

i have tried to disable my firefox addons (ublockorigin, idk about cookies, and facebook container and translate-this-page) but it doesn't change

#

the page work well, but when i search, it don't accept the words i use to search

bitter iris
#

anyone know how i can make a high res image of my map for an ingame map?

calm crow
#

create an ortographic camera and try render one big image resolution, or if you can't, animate the camera and make it follow a grid of the entire map, and try stich by hand using photoshop or gimp, or automated with autopano giga or something like that

bitter iris
#

was looking into it as

#

Squad has one in their mod kit

#

its an actor that with a click can do the entire map perfectly was awesome

ashen orbit
#

Ok I'm stuck on a very weird issue, would like to see if someone could figure it out.

#

it picks a random connected player and calls the PC

#

Now I've tested this, and it works

#

Then it goes here.

#

The problem is that, if the lobby host is the one randomly picked, it will set Can Evil Transform to True

#

but if any other player is picked it don't

#

So I'm thinking it has something to do with server/client side, but not sure how to troubleshoot any further.

vernal thicket
#

@ashen orbit check your BP Gameplay PC

green prairie
#

Alright you beautiful people :-)

Question Time:

  1. I have a level, with doors that leads to shops and challenge rooms..
  2. The Player enters a "shop" door, and the shop level opens, the player buys stuff, and leaves through the shop exit door
#
  1. The problem is.. How do I spawn the player at the "enter shop" door out in the real level?
vernal thicket
#

Create an event on the exit and set the word location to a point just outside the door

green prairie
#

Everytime I exit the shop, I start at the levels player start location

#

But when entering the door, I load a new level.. So, how do I get that saved location to load, when the real level opens again?

#

makes sense?

vernal thicket
#

Yeah, you need to update the new location I suppose

#

Because your travelling between levels you'll need to use a game instance

#

So for instance, set a variable inside a game instance that says has entered shop and update the player start location

green prairie
#

I don't think I use game instance... Don't know what that is ๐Ÿ˜„

vernal thicket
#

A game instance is a blueprint thats accessible across all levels, any variables set in there are saved

green prairie
#

I was thinking about dropping a point (world location) out in the world, that saves with the level, and then loads again when the level loads? and then set player start location to that?.. Makes sense to me, just don't know how

ashen orbit
#

@vernal thicket well I've check it but I can't find a problem, there seems to be something with the host and the PC somehow

vernal thicket
#

I think you can drop a new player start into.the game and tell it to spawn at that player start but you will still need something that tells the player when he loads back in that he needs to spawn at this new location

ashen orbit
#

The host gets the variable set to True if he gets lucky enough to get picked at random but no other player gets that variable set to true when they get lucky

#

so I'm just hella confused as to what is causing this

vernal thicket
#

Yeah.. I'm not that experienced tbh but I'm assuming its playable as another character?

ashen orbit
#

well the idea is that when they get picked at random they can click F to do something

#

and only they can do so

#

but I feel like something is fundamentally wrong with how I'm doing it

#

I'm going to try to do it another way

#

brb

vernal thicket
#

Good luck

ashen orbit
#

thank you

green prairie
#

@vernal thicket Thanks #ScratchesHead

ashen orbit
#

Jesus christ I can't figure it out

#

OK this is the weirdest shit I've seen, must be a bug, but restarting Unreal Engine fixed it somehow...

vernal thicket
#

@ashen orbit what version you using? I've had issues on 4.25.1 with game instances being buggy

ashen orbit
#

Not sure, I'm kind of new to ue4

plush yew
#

If you released a UE4 game for free but accepted donations like on Itch.io, would the amount you received in donations be considered part of game revenue?

#

I should read the EULA but as far as I know this use case isn't covered.

ashen orbit
#

Ok something really weird has happened it sais I don't have unreal engine installed anymore

manic pawn
#

donations are revenue

plush yew
#

OK, thanks for the clarification.

manic pawn
#

but seems highly unlikely to exceed the amount required before any royalties are due with donations

#

if I remember right, it's $10000 each quarter and $1M total

#

if you're below that, no royalties

plush yew
#

Setting up donations at itch.io though is a PITA even though I live in the UK

#

Anyway ping me if you want to talk more, may try to get to sleep

ashen orbit
#

What's a fallback Struct Structure?

#

It happens when you project loads weirdly, just refresh all nodes

#

Thanks Varg really helpful!

hybrid light
#

need help on how to stop sprint camera shake

grim ore
#

is your camera attached to something that is animating?

hybrid light
#

Yeah but its third person

#

and this is my sprint logic

grim ore
#

so you want the camera to shake when not sprinting and stop shaking when sprinting?

#

just confused on what you want. Also your Stop Shaking node is not connected to anything so it will never run

hybrid light
#

stop shake when not sprinting

grim ore
#

go back 2 nodes from your Stop Camera Shake, look at the Branch, the Branch is not plugged into any execute on the left so it will never run

hybrid light
grim ore
#

well without anything running your Stop Camera Shake it will never shake if that is your goal

hybrid light
#

How do i use the branch now to stop the shake when not running

#

still new to unreal so i dont understand

#

is there a simpler way to do it

grim ore
#

When is your Sprint Event called?

hybrid light
grim ore
#

you have a sprint logic event, which seems to change your max walk speed.

#

you also have in your first pictures something called Sprint Event, when is that used? that is what is calling your shake

hybrid light
#

to make sure that when sprint action is taken plays the shake

grim ore
#

ok.. cool

#

when is that used? what calls it?

hybrid light
grim ore
#

so.. uh. I guess if your shake is working now, in the code that plays the camera shake, before that you can do a simple Branch checking if the Sprinting Camera Shaking is true and if so, stop the camera shake and set the Sprinting Camera shaking to false like you have now.

#

something like this, you are coming into the event, setting Sprint? then you are checking to see if the camera is currently shaking. If it is shaking you turn it off, if its not shaking you turn it on.

#

this is assuming you are swapping back and forth from sprint and not sprint and you cant be sprinting and hit the sprint again and keep sprinting (i cant tell, I cant see the code that calls this...)

hybrid light
copper pike
#

Where can I ask about blend space

grim ore
keen moss
#

how can i control the distance at which cast shadows are visible on vegetation/cast by vegitation that is far away

#

the scene is being lit with only a skylight/hdri dome

wraith wyvern
#

hey guys

#

my game isnt working

#

lemme send a video

fiery fiber
#

You appear to have both a player start an a pawn in the level. On play, it appears to be spawning you into the player start position with a default pawn, rather than the one you've got the gun attached to

wraith wyvern
#

i deleted the player spawn

#

and it no no work

rocky radish
#

do you have auto possess player set to player 0 in your character? (if you're not using a player start)

wraith wyvern
#

im not going to lie

#

i have no idea what you just said

rocky radish
#

left click your character in your level

#

in the details pannel search for 'auto possess player'

#

and see if its set to player 0

wraith wyvern
#

okay lemme see

#

yupp it worked

#

sweet thanks

#

now i need to figure out basic movement lol

rocky radish
#

np

keen moss
#

how can i control the distance at which cast shadows are visible on vegetation/cast by vegitation that is far away
the scene is being lit with only a skylight/hdri dome

fiery fiber
#

so i've imported a mesh from Rhino, and am attempting to set up primitive collisions on it, however the editor freezes for 20+ seconds every time i try to move/scale/rotate a collision primitive. is this just because i'm trying to do this on a model with 1.7m triangles, or could it be something else?

glass dirge
#

I have a Day and Night cycle but the shadows its casts are extremely odd. Like when the sun goes under the horizon, it still casts light on the scene, causing missing spots in shadows

harsh tiger
#

hello everyone. in 4.22 you can enable blutility like this, but in 4.23 this isn't here? does anyone know where to find it?

#

i thought that too. but even searching "Editor utility blueprint" under "all" it still doesnt show

gilded portal
#

Is this the right channel to ask for help?

plush yew
#

nop

#

its not

gilded portal
#

could you # the right chat pls

harsh tiger
#

the documentation for some features is shocking man

#

why has it been renamed but they dont tell you what its been renamed too or where to find it?

stray notch
#

anybody know how to import an fbx object and have its textures transistion with it? i think this has something to do with the object not being optimized for unreal engine? is there a fix for this or a way to work around this? how can you make a model + its textures optimized for unreal?

harsh tiger
#

this is the message im getting for a actor that uses the blutility stuff. but i cant enable it to fix it?

stray notch
#

ah, so what do i have to do to work around that?

harsh tiger
stray notch
#

thats going to take ages. didnt want to hear that but that sounds like the only solution.

harsh tiger
#

i have an it's fixed it. slightly annoying for anyone not using 4.22

mint heath
#

my character spawns in as a spectator how do i fix it

still moat
mint heath
#

my character spawns in as a spectator how do i fix it

kindred viper
#

select a pawn or make sure you don't have have "spawn as spectator" checked

clear estuary
#

dude, did you need to spam every single channel for one question?

plain terrace
#

Lol 8 times

mint heath
#

i needed an answer quickly

plain terrace
#

I be like dat often

mint heath
#

ye but i checke dboth of those and it still didnt work

narrow mauve
#

I am special.

wanton lotus
#

BBC dude

#

BBC

grim ore
#

@harsh tiger Editor Utility Blueprints still exist, and yes they are not experimental is why that is removed

narrow mauve
#

british broadcast channel

mint heath
#

hey

wanton lotus
#

I do enjoy me some THIC british broadcasting ๐Ÿ˜

narrow mauve
#

LMAO visual studio code

floral mesa
#

i assume its a script he wrote intended to be used in ue4@plush yew

white cape
#

hey there! I'm trying to add a right-click on static mesh event but there is only an "On Clicked" event by default. How would you implement that?

#

thanks for any pointers you can give me!

wanton lotus
#

@white cape You didn't look at Button Pressed, hehe.

#

Sorry, just a bad pun on your name.

white cape
#

LOL! thanks!!

#

I thought that would be it but didn't know how to use it. And when I was googling it just gave me a bunch of differences between "on clicked" and "on pressed" which I didn't want. that screenshot is money! thanks so much

ancient lotus
#

question regarding collisions. im struggling to make my collisions work properly in engine as i need them to be very precise for the mesh. what i have is this in blender with everything named correctly

white cape
#

when you imported the mesh, you might have allowed triangulation

tribal seal
#

hey guys my unrealengine program crashed after building a code in VS and now whenever I open it I get this

white cape
#

however, UE wants the mesh to be triangulated so you're better off making you mesh into triangles in blender before import

ancient lotus
#

did not know there was an option for that, im just using this mesh for collisions for a physics body so the mesh itself will never actually be used

white cape
#

@wanton lotus I did the button pressed + branch setup you showed but it doesn't register the click on the static mesh. I'm going to keep digging, but let me know if you know why that might happen

summer musk
#

Does anyone have recommendation what CPU would be a good choice focused on UE4 compiling speeds?

#

I have a i7 4770k 3.5ghz currenty only

ancient lotus
#

latest gen ryzen 5/7. core count helps quite a bit (from someone on a 4670k :/)

#

@white cape i triangulated in blender before hand with the same result

white cape
#

ah, I see. Sorry, that's my best guess to why that was happening.

white cape
#

ohp, found why - if anyone else has a problem with right clicking static meshes, you have to add it in your player controller as a click event key

glad flax
#

Hi guys, can you tell me where you learned bps? I'm trying to help my friend :D

dawn ember
#

search "ue4 blueprint tutorial" on youtube

#

see the official Unreal Engine channel or Ryan Laley

icy mulch
#

I need some help please

ancient lotus
#

then ask

midnight root
#

Anyone else seeing this 504 Gateway Time-out , in launcher ?

#

Tried to do a clone of project not load stuck at 91% , and got that after a few moments

#

not loading....

#

learn tab same problem

wanton lotus
midnight root
#

eek

#

was worried just me, sorry you too

fallen plaza
#

Same here

midnight root
#

First time I've ever seen it, maybe just lucky ;0-0

icy mulch
#

My pc keeps crashing when I add to much foliage or trees and it says display driver failed to start using Microsoft basic display a week ago it never done that

midnight root
#

I wonder if taht was causing project to get stuck at 91% ;0

wanton lotus
#

Not sure why the launcher would need to make a request to a server to copy something local.

midnight root
#

ya me either

fallen plaza
#

This is crazy

icy mulch
#

I still have the crash report client

midnight root
#

ITS a bit odd ,our local bank here in Iowa, the mobile part has been offline for a few days

icy mulch
#

I don't know what I'm doing wrong I used two different versions it still gives me the error

midnight root
#

basic display, doesnt sound GOOD at all

wanton lotus
#

Possibly something wrong with the foliage or trees you are adding?

fallen plaza
#

Well my game still open

icy mulch
#

No it's not that I used it before

wanton lotus
#

Ah

icy mulch
#

My pc is barley a week old i7 rtx2060

midnight root
#

wtf

#

OK but...its not using nvidia ??

icy mulch
#

I never had any problems with it I can add landscapes it just when I add trees or to much grass my pc fans freak out amd start going loud and shuts off my monitor

#

And I'm using nvidia

midnight root
#

windows 10 ?

icy mulch
#

Yes

midnight root
#

did you have any problems with current driver that it defaulted to windwos basic driver ?

wanton lotus
#

Install any recent driver updates?

icy mulch
#

No I never had any problems last error log I was able to see was d3d being lost unreal engine editor

#

I installed the latest driver still does it

midnight root
#

lost ?

wanton lotus
#

I was asking since I would have told you to rollback driver if it was a recent update that started causing the problem.

plain terrace
#

Gateway timeout means that the proxy or watever 3rd party thing on top of the actual content is broken or something

midnight root
#

what I read seemed to indicated its on epics side

icy mulch
#

It was before the updated I had it start doing this yesterday

#

Rtx is my first graphics card I don't know if I delete something wrong with unreal engine

midnight root
#

ya something is way wrong

#

THAT card is massive, it should use nvidia without question ๐Ÿ˜‰

#

not to worry im sure easily fixed

icy mulch
#

Crash report client says this
bHideLogFilesOption=false
bIsAllowedToCloseWithOutSending=true
CrashConfigPurgeDays=2

narrow mauve
midnight root
#

dude SO wrong channel

narrow mauve
#

lmao

midnight root
#

read the rules Im not kidding

#

see me laughing ?

#

anyyyyway

#

uninstall your driver and get it again

icy mulch
#

I can walk around I'm the editor and it went off again my fan is going off to

midnight root
#

IMHO should get you going again

#

ya so do that ^^^

icy mulch
#

Can I do it offline

midnight root
#

?

icy mulch
#

My pc cant connected to the wifi until my hotspot gets turned back on

midnight root
#

ohhh kkkk

#

k ic

icy mulch
#

Hopefully I can get to work I can play unreal engine games just fine

midnight root
#

Yes ive seen before where M$ resorts it the 'basic' driver , don't recall why Ive not seen that in literally ages

icy mulch
#

My rtx 2060 version is 27.21.14.5148

midnight root
#

I* doubt the version matters, its a 2060

#

or ofc through gforce experience assuming it works there , not entirely sure I trust the app

icy mulch
midnight root
#

ok so...

#

its clear which one you need and it aint the basic

#

what the diff is Ive no clue, haven't seen that in ages