#ue4-general
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BTW that ur project screenshot??
just from the skeletal mesh editor
btw @plush yew thanx for the video
i see, but it goanna take a lot more time to finish that character, IMO you need to tweak the skin material
yh its too glossy now
@plush yew it took me way to long to see the cat
i think i could've doen a better job on the ripped part of the cape as well
am not gonna work on that, just doing the model for now
@hasty osprey you dont use any Source Control ??
no
i can just make my anims in 3ds max and then import them to the engine to see how the character moves
well i use blender
havent dabbled that much into source control and stuff yet
oh so you also do BP/c++ ?
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
ok
you have a very different workflow
i mean different than me
not in a weird way
oh, ok 3D artist?
as a hobby?
yh more like that
oh ok, i am an indie dev using UE
ah ok cool, so you work in the industry nice
well more like i like the freedom this medium have
ahh understand
yeah, just wanna be free and develop games
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:)
Is there a hotkey or smthn that hides everything thats not visible in game i,e triggerboxes?
I've pushed something and I have no idea what XD
I somehow hid UI and Collision?
Fk knows
And now all collisions are showing.. editor restart needed me thinkum
nvm use defaults. sorted
g for game view
will hide/show camera/triggerboxes etc
Hi guys, anyone know how can I determine how close the raycast is to an object?
Hi guys, anyone know how can I determine how close the raycast is to an object?
@plush yew what u mean?
well if the raycast hits something you should have access to a distance pin if you break the struct
question, has anyone ever had any sort of shakiness added to their animation from using layered blend per bone? im separating my upper/lower body for animation and i noticed my arms become shaky only from the layered blend per bone animation. if i bypass this node its fine. example of the shake https://gyazo.com/9580303ac3826b5ee122a60b74374d71
well that's the thing, the ray cast will not hit the object yet
I want a UI to pop up before the item were hit by the raycast
there was a tutorial that would address this long time ago but I can't find it anymore
what do you mean by how far the raycast is from the object? are you talking about where it starts?
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)
the angle?
Yeah
do you know trig?
dot product
Oh the angle
So if A is small enough, I can POP up the UI
I've not done trig since school so uh I can't help ๐
well the tutorial I watched wasn;t about the angle it gave me a value betwen 0 to 1
but then this is the only way to illustrate it, with an angle
@plush yew simple vector math
Just bought some maths courses in the udemy sale so hopefully getting back into it soon
Oh wait....
i remember the tutorial only used vector length
will dig more tutorial see if i can find something
thx all
If the vectors are normalized
@plush yew ill post a simple intro video for u
Just dot product
and then you'll get the cos of the angle
If not divide by their magnitude beforehand
@plush yew for u https://www.youtube.com/watch?v=DPfxjQ6sqrc
This video outlines what I believe are some of the core principles you need to understand to make dynamic computer games, covering vectors, angles and motion. I've tried to present it in such a way that highlights the relationships between these principles, so you can identify...
ta
how do i stop the brightness change when i look at a building from upclose or at the groud
adaptive brightness
see in your top right hand side of viewport
or go to project settings
cant find any adaptive brightness
it's called exposure
@somber quail thx mate, forgot the name of settings
PostProcessVolume
what?
its in project settings auto exposure
BTW does Steam VR + UE work with Discord Stream ??
no reason why it couldn't
i'll try then
why doesn't a Character's Capsule Component generate a collision on walkable terrain ?
@dire coral you created all assets ?
oh nice
im still debating between using a level for my game or just cinematics
what u mean?
Do i use this map that im making in my game or just as a showoff
well it need a lot of work both ways
https://answers.unrealengine.com/questions/964896/view.html
Is it really possible that Epic won't release a fix for Windows 7 and Unreal 4.25?
What is the Material: Dot Product Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
dot product is the answer for my problem
dot product is the answer for my problem
@plush yew nice you found it, but i still recommend you do a basic vector study
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
I'm sorry if this is not the right channel, I'm rather new in UE4 ๐
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
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
and at create widget just select the widget that has you hud stuff
done for today
@dire coral NOICE
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?
thats if you want to override the default HUD class. i think, not sure
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?
I figured I'd have 1 HUD class per player / viewport, and that that was the selected HUD class
well u can change the default HUD class in project settings i believe
yes exactly, but thats a HUD class that doesn't have a "design", like a widget blueprint does
left is the widget, right is the child class of HUD
I can select the right one in the default game modes;
well i never did HUDs so i am not sure
This is the widget one
(notice parent class User Widget)
this is the new HUD class
i just filled up an SSD with appdata, can i delete that?
isn't that a windows specific issue ?
@wanton wadi Can you update when you figure out the HUD thing
@honest pivot yes, like I said, the one is a widget and the other is a HUD ๐ I can only select HUD classes / interfaces in the maps&modes
yeah that i understand
i thought you were having problem with what the HUD class was attached to
Well, not really, but I think my main question would actually be: what does the HUD class do?
@ember star I dont suggest u delete it lot of other program use that folder
@wanton wadi https://www.youtube.com/watch?v=TeXBkqrlAZI
What is the HUD Class in Unreal Engine 4.
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
Thanks! Watchig it now ๐
Aaah okay, so HUD's are outdated and I should be using Widgets anyway ๐
no, it's a common practice when you don't care of managing those
I do ๐ I want my code (BP's) to be clean and filled with good practices
if you do have multiplayer, split screen, etc...your option will probably be HUD
So, should I make a child HUD class, and do this "spawn widget" inside of that class?
@wanton wadi read this discussion https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/30025-what-is-the-appropiate-relationship-between-hud-and-widgets
Build powerful visual scripts without code.
Ahhh that URL looks promising
@wanton wadi what i do, is i spawn custom Canvas in HUD and add widgets to it, but that may not work for everyone
Allright ๐ yeah I need something futureproof. This is going to be multiplayer
(this thread is a good read by the way, thanks)
Eventually its going to show the inventory of the player, which is lateron also accesible by other players
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
viewport is higher level abstraction, and you only can access it via c++
What soft you using for recording your screen?
Allright, so I now have my new HUD_HUD class (child of HUD), and that event graph looks like this:
@prisma plank OBS
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
I think the Visual Studio Installer update progress bar is going to outlive the Corona virus.
in my player "hover" event (when he's looking at a deployable to get its name), this is what happens:
is that correct?
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 ๐ค
@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
Right, I think thats what I mean.. The user spawns in and posesses a BP_Player instance
this "possesion" should be known by the pawn BP_Player, right?
GetController is what returns controller that possess current pawn..if any
I'd call it something other than HUD to avoid confusion.
so this should be correct?
Thanks @scarlet birch ๐ 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?
I ussually go with "W_ "or "UI_"
@wanton wadi yes, but you can store casted HUD variable in your controller, so no need in casting it every time
ugh
@next badger yeah thanks that was going to be my next step ๐ these long lines look horrible
(and don't perform well)
lol ok cant use underscores like that in discord
I ussually just prefix with something that lets me know I'm using a widget. HUD implies it's a HUD
How does it take several times as long to delete a folder of assets than it does to download and import it xD
@scarlet birch you actually can by prefixing them with slash _
I come from a very different engine where i'd call the users' interface (inventory, healthbar etc.) all part of the HUD ๐
so thats where that horrible reference comes from
UI/_
\_like\_so\_
@scarlet birch backslash, my bad -_- you'll notice character turn darker
``` - the only reason i've learned how to use slash prefix
just tried to use version 4.14.3, is it normal that it wont show me created plugins in content browser ?
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?
the basic workflow is simple
ue4 can use .obj & .fbx formatted models
blender exports in both those formats
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"
dont check the create tangets box make sure that is unchecked because Ue4 will compute the tangents
depending on what youre working on youll want to mix in the ue4 substance plugin and a manual substance workflow into your processes
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
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
this helps limits both drawcalls and material compiler instructions
@urban quartz
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
oh yeah, triangulate your final mesh before importing into substance or ue4
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
constant tweaking and stuff, so i guess i lied. nothing is simple. it seems simple after awhile
hopefully you actually read this and i didnt just waste my finger strength
Ok, thanks!
@floral mesa I'm not Oh Boi, but I found this helpful and I'm gonna save it on a word doc
glad i could help
Hello guys, i keep getting this error message lately, does anyone knows the solution ?
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.
Boris Vorontsov published an article on normal map shadows
Normal Mapping Shadows article
I'm curious if we will see something like that in unreal
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.
just strted to read
it's 4.25.1 the latest version of unreal
i also downloaded the latest version of nvidia drivers, didn't fix the problem, and i use the latest version of windows 10 too.
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.
i will try to verify the UE4 4.25.1 version now and give it a try. maybe the version is corrupted or something ๐ฎ
Does anyone know how to pause and resume Projectile Movement?
There should be stop movement immediately node. You could also try activating and deactivating the component as needed.
@novel mauve video memory != system memory
system memory = RAM + pagefile
video memory = your gpu VRAM
What GPU do you have?
k thx
@hidden knoll how are your projectile movements incorporated into the project? what mehtod was used?
method
oh you got an answer sorry
I have a knife actor that is spawned when the character presses a button and it has some initial velocity to propel it
I just need to know how to resume the velocity
after it is stopped
im gonna fgo ahead and say, idk
@silver crown i have RTX 2060
the map is not even opening, it crashes on start, how can i edit the textures on meshes, maybe it's beyond the limit.
which is plenty for like most projects
yeah and also i was monitoring the VRAM while opening the project, it's nearly 10% usage
Chrome in particular tends to be a VRAM hog too
i did close all other applications restarted multiple times.
I've heard that VRAM error can happen due to some other issues besides VRAM too which is kind of confusing
I've had it happen when I've had UE running for a long time so it seems like a bug really
@floral mesa it didn't give me any error messages except this one, i don't think it reverted to integrated Graphics
i had one of my rtx2080 super just die like 3 days after it got here i had to have it replaced
@novel mauve good thats good
An OOM error is unlikely to be hardware related
Worth trying to disable the integrated GPU from BIOS just as a test
multi GPU setups can sometimes cause random issues :P
@silver crown interesting, the first thing my mind went to was hardware
Just check your log - it'll tell you what's happening
Maybe it's trying to create a huge texture
@floral mesa sounds like a relief ๐ lol
yeah that could be an issue
ue4 supports specific resolutions
if you have a weird texture it could the the entire issue
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? ๐ค Thanks ahead of time. Any suggestions would be greatly appreciated.
@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 ?
Maybe try your chance in graphics @gaunt vine
so on a fresh project can this error be replicated?
because you could migrate folders until the problem occurs to figure out where it is as well if your project is huge
@silver crown - Okay, cool. Thx!
@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
@floral mesa nope, really no, the Modern City Downtown project i used it as is,
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
in engine, youe engine is crashing right and after which youll get a crash report
i wanna see that
Saved/Logs
maybe it's a bug in the 4.25.1 version ?
Quite possible actually
wait a sec
does your project have ray tracing enabled?
i did have issues everytime i had that enabled. weird... weird issues
and the issues were material & shader related crashes
but never the same error as you. i never ran out of memory
nope i didn't enable ray tracing,
but i will double check if it's enabled. i'm checking the log file now too
Just send it here ๐
Log File
[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.
is this the start of the problem ๐
Does anyone know how to make everything black and white with a button press?
Like a widget or something
black and white in what exactly ?
Well I want to make the saturation of everything to 0
i think you can use the post processing volume and switch it on and off
oh awesome
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.
okay
@hidden knoll good luck
Okay thanks!
https://forums.unrealengine.com/community/general-discussion/1387976-crash-unreal-engine-4-18-1 this thread was conversing about that issue as well. idk if there is a solution. id stick with psy's advice first and then if its not resolved climb this thread
I ask you to pay the most attention to my friends and who can help in solving the problem! The latest version of UE4 (4.18.1) I'm trying to start my project or
as long as you use "Kakashi" as a photo i would be glad to help lol ๐ big fan
@novel mauve Wait so after I reference it in the bp, how do I set the saturation?
Oh wait! I figured it out! I added post proccessing to a physical object
and I had the object spawn when I pressed a button
epic
@hidden knoll you can add a set "Settings" node and edit the values in the BP
Oh okay, thanks for the help though!
i guess spawning a post process volume is not a very good idea,
oh
i prefer using a key to toggle a post process volume on and off is a better solution
Cause of lag?
you can end up having lots of PPVolumes by spawning them, if that's even possible actually didn't try to spawn PPV before ๐
yeah it will mess up lots of things.
Oh, would having a toggle that destroys the actor help?
you can just get a reference to the PPV and set enabled bool on toggle
Oh epic
no problem, glad to help.
actually i didn't get the problem source from the log file, or didn't understand really ๐
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.
@novel mauve Do you know how to have the post process only affect a certain area of the map?
yeah just disable the (infinite extend (unbound) and use the post process volume boundaries to adjust the affected area.
okay
Can someone help me with figuring out how to make a layer of a widget move with the cursor?
Or is there a tutorial i can follow?
Nvm, may have just found something
Size=2048x2048x120 PF=10 D3DFormat=DXGI_FORMAT_R16G16B16A16_FLOAT(0x0000000A), NumMips=12 @novel mauve
It's trying to allocate a huge 2048x2048 render target, and failing
The question is why does it try to allocate the render target
Failing is expected in this case
so, is there any solution ?
Try to reproduce in a new project, check that it works fine on 4.24, try on another pc
then make a bug report
okay, but that was an empty project btw, just added the marketplace project to it.
LogD3D11RHI: Driver Version: Unknown (internal:Unknown, unified:Unknown)
that's no good
i will also try it with 4.24
Reinstall your GPU drivers
i did,
Using the official nvidia installer?
Probably
okay then i will try that now.
could it be that the GPU is falling apart ?
it has not been used much really
No, it's a software issue
Try checking for windows updates as well
well
only the last log report
try again, but without being over RDP
Because over RDP it makes sense for it to not find the GPU driver
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
new log
Ok unreal bug then
you had helped me more than enough, and i'm really thankful
although
mmm
1077.811MB total
So currently you have roughly 1GB of VRAM allocated by Unreal
what made unreal only allocate 1GB ?
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
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.
Log files are always the answer ๐
if only i can understand what's written inside ๐ lol
always start by the end - that's where the important stuff is
but ye it's tricky hehe
Maybe Phy can help me with something simple? lol
I've already spent way too much time here - I'm out
fair enough. See you friend.
@bitter orchid you can name your issue and anyone has the answer can help
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?
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
@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
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
Does anyone know how to give an actor a tag in-game?
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?
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)
ya i dunno lots of info here but not super clear
Gameplay Tags can be used to identify, categorize, match, and filter objects.
k
@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
thanks unreal
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
๐
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
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?
It's probably repeatedly getting hit events or whatever you're using to test for collision, which then triggers the sound to play
Does any one have any reference or documentation or sample on how to make a pawn that does itโs own thing unless told or commanded otherwise
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?
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
Heres the code for the sound.
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.
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
@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
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.
@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
k
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
Well when I use a get player controller node I don't know what to use as the player index
You have to create one I think
How do I do that?
I'm no expert at creating multiplayer, hold on
okay
@hidden knoll by "button" you mean buttons on a controller or in the world?
On a controller
Are you handling your input in the player controller or in the pawn?
In this video we take a look at the finished project and step through each of the features that will be covered in this series. We show our functional Main Menu and its options, a lobby where players can chat with one another and select their characters for the game, some serv...
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
Ducky use that playlist
in the pawn you can use "get controller"
@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?
each player has their own player controller
Anyone want to make a game together?
That self reference helped with the 'get player character stuff'!
If anyone wants this basic test project for learning, pm me and I will give you the download link. It has a good bit of cpp and blueprint both in it, made from scratch. I just finished so feel like sharing. Will likely forget about it in a couple days. https://www.youtube.com/watch?v=vOdlLjbkHjA
@exotic thicket I have a 'play dynamic force feedback' node, how would I get the right player controller for it?
it depends on where you're calling it
In the character bp
"get controller" should get the current controller of a pawn
ah, it might be returning a controller which is the base class of player controller
try casting it to player controller
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
you might need to use get tags to get the tag array and then you can add into it
k
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
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?
Is there a node that duplicates an actor and it's velocity?
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.
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.
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.
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.
can someone tell me what is the console command for checking blueprint performance or whats ticking please
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
is the marketplace working for everybody? i am trying to buy something but its saying there's an error
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
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
Is there anything worse than a slow working editor? While I'm waiting for it to load I could be getting so much done ๐
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.
@rigid belfry https://twitter.com/EpicGames/status/1277873666135597056
We are investigating an issue with game purchases not completing successfully in the Epic Games Store. We are investigating and we will keep you updated once the issue is resolved.
1649
its resolved now
yeah i was just able to purchuase some assets
but thanks for posting the link, that's good to know
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
@rigid belfry you ever set up a door using timeline?
Anybody ever set up door rota
rotation using timeline?
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
?
epic store content can be used in UE projects
they are licensed by default to allow that

so if u publish a game that ur chara is based off the free content from epic store
they wont charge u any money?
Hi, anyone have problem open content example? I get stuck at 39% for 30 minutes now.
For adventure game,who is better?c++ or blueprint?
@cosmic ice wait some more
@vernal thicket no i haven't, but you could have the door open on an event instead
I've sorted it mate was easy haha
Kinda wished I hadn't wasted 6+ hours yesterday trying to use level sequencers
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
It's easy to use tbh
hey is there a way to make lights work in orthographic camera? Ive been searching but nothing seems to work
how to make viewport size to be proportional to fullscreen?
@plush yew https://www.youtube.com/watch?v=0Q53V-KreDg
We will be showing a concept of Different Shaped Progress Bars where we can make a circular progress bar or even a non linear bar similar to the health bar in Kingdom Hearts.
Source Files: https://github.com/MWadstein/wtf-hdi-files
@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
@rigid belfry thanks dude i did not see that video ๐คฆโโ๏ธ i will try that now
๐
what should I do next? (bottom = concept art)
is the bottom image the actual finished project or just the reference?
he said "bottom = concept art"
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?
i feel the same way about youtube videos in general
I'm usually like "text article or gtfo"
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
I often prefer text tbh but thats probably because Im impatient
text is better in almost every way
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
forgot to disable user input, though it was somewhat funny
;-;
Guys, Any tutorial on using CineCameraActor as a player's camera?
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?
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.
@rigid belfry ๐ bro you create that map? that's insane
@rigid belfry That village looks very nice!
@copper mesa create a Character and delete/hide the Mesh?
i wish... its this pack right here https://www.unrealengine.com/marketplace/en-US/product/advanced-village-pack i'll be using it to learn about cinematics
it kinda looks like the village from a project from the unreal online learning but modified ๐ค (sorry if that sounded rude)
oh
anyone know what causes this? looking online an seems to be various answers
the index is 6 but the array size is 1 @bitter iris (at least thats what the error message is saying)
try doing array minus 1 when getting stuff from the array
what do i just go to that location and -1?
is ultimately there should be a "is valid" check for arrays i believe?
try dragging off the array pin and type is valid
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)
facts
@narrow mauve you mean c++ online multiplayer or?
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
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?
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.
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
@dry wedge if you edit it well you can lol
it's still theft and you're still held accountable
I dont see why youd want to make a game with someone elses assets tbh
it wouldnt be your own game anyway
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
but he can use the cracked asset to work some money and then buy those assets right?
an idiot?
hi one qestion how to share project / create collab with my friend
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.
there are bunch of producers who use cracked VSTs to work money and they then bought those VSTs
end of discussion on my end
Hey, how i can fix this?
Avicii did that on Synthlet 1
doing that is idiotic imo
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
i'm not allowed to talk to thieves or people that encourage thievery. bye
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?
that doesnt stop it from being thievery
the cops are gonna bust us for using cracked assets ๐คฃ
where are the constraits
the yellow thingies?
i made a new physics asset but it didnt automaticly made the constraints
wtf ue4
@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
and you shouldn't sometimes use cloth simulation for dresses
This is in Blender
Its Jointed up
Yeah
I like to blender smoothies too xD
Ok
Ay Lorash btw thanks tho
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
do any of you guys have a good tutorial to use if you are making a sandbox game?
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
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
so you have 1 blueprint in your level, and that blueprint is being referenced by your sequencer?
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!
hey, you can create plugins with blueprints only. And you can then copy those plugins from project to project.
so a plugin is collection of BPs?
It can be. You have the possibility to create a "Content Only" plugin that contains just blueprints
and that is done via explorer like packing things up or thru the engine itself?
You can create it in engine
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
wdym by local folder? the video is on folder and separately I put it in the content folder of the project @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
@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
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
okay
but I need to make the folder movies when I am inside the unreal engine not now in the file explorer-right?
yes
okay good
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
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.
oh ok, so i can switch the cameras by activating and deactivating the others?`How does it generate a preeview then in cameracutz?
the preview doesnt work well, it will just show the default camera
gotcha, thank you MathewW
@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
you can see 3 events I can call in sequencer to enable 1 camera.
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 ๐ฆ
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
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
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
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
would there be a significant performance impact?
there would be an impact yes, but I dont think 1 would be signifigant
ok, thank you!
its the same as rendering the level should be the same with performance
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
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.
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.
@fast hinge seems to be a ui widget on a actor bp quite simple
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
is ther a default Vive Controller mesh within the Unreal Engine?
@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
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
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.
Hello, i have an issue, the site https://www.unrealengine.com/marketplace/en-US/ don't work proprely on firefox
Visit the Marketplace for free and paid assets for your next project.
use chrome then
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
anyone know how i can make a high res image of my map for an ingame map?
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
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
Ok I'm stuck on a very weird issue, would like to see if someone could figure it out.
This is my gamemode
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.
@ashen orbit check your BP Gameplay PC
Alright you beautiful people :-)
Question Time:
- I have a level, with doors that leads to shops and challenge rooms..
- The Player enters a "shop" door, and the shop level opens, the player buys stuff, and leaves through the shop exit door
- The problem is.. How do I spawn the player at the "enter shop" door out in the real level?
Create an event on the exit and set the word location to a point just outside the door
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?
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
I don't think I use game instance... Don't know what that is ๐
A game instance is a blueprint thats accessible across all levels, any variables set in there are saved
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
@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
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
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
Yeah.. I'm not that experienced tbh but I'm assuming its playable as another character?
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
Good luck
thank you
@vernal thicket Thanks #ScratchesHead
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...
@ashen orbit what version you using? I've had issues on 4.25.1 with game instances being buggy
Not sure, I'm kind of new to ue4
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.
Ok something really weird has happened it sais I don't have unreal engine installed anymore
donations are revenue
OK, thanks for the clarification.
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
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
What's a fallback Struct Structure?
It happens when you project loads weirdly, just refresh all nodes
Thanks Varg really helpful!
need help on how to stop sprint camera shake
is your camera attached to something that is animating?
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
stop shake when not sprinting
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
i was told to remove the branch
well without anything running your Stop Camera Shake it will never shake if that is your goal
How do i use the branch now to stop the shake when not running
this is what i told
still new to unreal so i dont understand
is there a simpler way to do it
When is your Sprint Event called?
when moving forward
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
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...)
Where can I ask about blend space
#animation or in here
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
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
do you have auto possess player set to player 0 in your character? (if you're not using a player start)
left click your character in your level
in the details pannel search for 'auto possess player'
and see if its set to player 0
okay lemme see
yupp it worked
sweet thanks
now i need to figure out basic movement lol
np
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
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?
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
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?
4.23
i thought that too. but even searching "Editor utility blueprint" under "all" it still doesnt show
Is this the right channel to ask for help?
could you # the right chat pls
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?
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?
this is the message im getting for a actor that uses the blutility stuff. but i cant enable it to fix it?
ah, so what do i have to do to work around that?
searching for this class shows nothing. why would it have been removed?
thats going to take ages. didnt want to hear that but that sounds like the only solution.
maybe this is why
i have an it's fixed it. slightly annoying for anyone not using 4.22
my character spawns in as a spectator how do i fix it
https://cdn.discordapp.com/attachments/696991693219692554/726595864507973643/369d4c0.jpg
I will frame this image on my wall
my character spawns in as a spectator how do i fix it
select a pawn or make sure you don't have have "spawn as spectator" checked
dude, did you need to spam every single channel for one question?
Lol 8 times
i needed an answer quickly
ye but i checke dboth of those and it still didnt work
@harsh tiger Editor Utility Blueprints still exist, and yes they are not experimental is why that is removed
british broadcast channel
hey
I do enjoy me some THIC british broadcasting ๐
LMAO visual studio code
i assume its a script he wrote intended to be used in ue4@plush yew
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!
@white cape You didn't look at Button Pressed, hehe.
Sorry, just a bad pun on your name.
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
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
but this in UE4. they overlap and are not nearly how their setup in blender
when you imported the mesh, you might have allowed triangulation
hey guys my unrealengine program crashed after building a code in VS and now whenever I open it I get this
however, UE wants the mesh to be triangulated so you're better off making you mesh into triangles in blender before import
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
@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
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
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
ah, I see. Sorry, that's my best guess to why that was happening.
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
Hi guys, can you tell me where you learned bps? I'm trying to help my friend :D
search "ue4 blueprint tutorial" on youtube
see the official Unreal Engine channel or Ryan Laley
I need some help please
then ask
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
Yes, I got it by just opening it right now.
Same here
First time I've ever seen it, maybe just lucky ;0-0
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
I wonder if taht was causing project to get stuck at 91% ;0
Not sure why the launcher would need to make a request to a server to copy something local.
ya me either
This is crazy
I still have the crash report client
ITS a bit odd ,our local bank here in Iowa, the mobile part has been offline for a few days
I don't know what I'm doing wrong I used two different versions it still gives me the error
basic display, doesnt sound GOOD at all
Possibly something wrong with the foliage or trees you are adding?
Well my game still open
No it's not that I used it before
Ah
My pc is barley a week old i7 rtx2060
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
windows 10 ?
Yes
did you have any problems with current driver that it defaulted to windwos basic driver ?
Install any recent driver updates?
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
lost ?
I was asking since I would have told you to rollback driver if it was a recent update that started causing the problem.
Gateway timeout means that the proxy or watever 3rd party thing on top of the actual content is broken or something
what I read seemed to indicated its on epics side
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
ya something is way wrong
THAT card is massive, it should use nvidia without question ๐
not to worry im sure easily fixed
Crash report client says this
bHideLogFilesOption=false
bIsAllowedToCloseWithOutSending=true
CrashConfigPurgeDays=2
..Udemy course said to make it my own..so
dude SO wrong channel
lmao
read the rules Im not kidding
see me laughing ?
anyyyyway
uninstall your driver and get it again
I can walk around I'm the editor and it went off again my fan is going off to
Can I do it offline
?
My pc cant connected to the wifi until my hotspot gets turned back on
Hopefully I can get to work I can play unreal engine games just fine
Yes ive seen before where M$ resorts it the 'basic' driver , don't recall why Ive not seen that in literally ages
My rtx 2060 version is 27.21.14.5148
I* doubt the version matters, its a 2060
https://www.nvidia.com/en-us/geforce/drivers/ < you look it up as such there
or ofc through gforce experience assuming it works there , not entirely sure I trust the app
