#ue4-general

1 messages ยท Page 785 of 1

tribal seal
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Umm guys what can I do my unreal just crashes on startup now

midnight root
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any errors

icy mulch
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I even used the registry editor and it doesn't work

midnight root
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ya thats very dangerous

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doable, not for faint of heart,,usually avoided

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just sayin

icy mulch
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Oh I thought it would help cause for the display thing

midnight root
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no idea on that, where did you get idea to do that if I may ask

icy mulch
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I used it cause I saw a video on how to fix the display driver failed to start

midnight root
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Sounds like your nvidia driver went south pretty hard, after messing with registry sounds like....

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I get it, I've done it...try to avoid it when possible :))heh

icy mulch
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So in others works I freaked it up it did that even before I had to change it

midnight root
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sounds like you may have

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without seeing you EXACT steps who can say

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your ^^

icy mulch
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Is there way to fix it

midnight root
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nvidia driver <<

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wait for your internet before doing anything

icy mulch
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Can't I uninstall from the device manger

midnight root
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yes

icy mulch
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So after I uninstall it I restarted the PC and it should be back on right

midnight root
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it should resort to Microsoft basic

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if you can I'd wait till you have internet, but ya it should resort which is fine for basic stuff, NOT 3d

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not 'heavy' 3d :))

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maybe not 3d at all as I recall..... ..

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unless you have a capable onboard gpu

dim arch
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you dont need to try, to install the driver on the new w10, it always install it with windows update

midnight root
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maybe, but honestly I'd do it manually , ive seen M$ update mess up before

wanton lotus
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I would never let windows update install display drivers for me, especially nowadays when a new driver version comes out almost weekly just to add in something to support whatever new game is hot. These little patches sometimes cause major issues.

icy mulch
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I don't why it says display driver failed I don't get it never gave me that before

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I updated to the latest windows

midnight root
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ok and you got no errors after doing so right ?

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or is error result OF doing , just that

icy mulch
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I get that every time I restart the message from unreal engine

midnight root
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Oh ok YES

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np at allk

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all

icy mulch
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Now its crashing my game to

midnight root
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what I dont know is if you did any damage to registry, but since windows started , prob. ...not...

wanton lotus
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@icy mulch in one of your screenshots you showed 2 driver versions for your gpu, can you try rolling back to the earlier version?

icy mulch
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I did tried both still doesn't

wanton lotus
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2 similar cases

icy mulch
wanton lotus
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Some other people mention using the studio driver instead of game ready driver.

icy mulch
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When I use the video method the game works but with it out it crashed even the editor

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My friend said i should use roll back but its greyed out

wanton lotus
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You'd have to wait for your internet then to just redownload and install.

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Make sure to do a cleanup of old drivers. Use some software like Display Driver Uninstaller to guarantee it is removed completely,

icy mulch
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True I just hope I didn't freak anything up I'm at the point of factory reset

wanton lotus
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Software like DDU should also remove registry references as well, so after using that and then reinstalling, it should be repaired.

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Recommended to also reinstall the unreal engine, since that is what initially caused you to look into display driver fixes.

icy mulch
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Yeah I plan that to cause I delete my old unreal engine 24.5 version the newest one that worked fine for a two weeks and that happen I went to my old pc and dragged unreal engine 4.23 same thing

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I guess it's my ram or something I don't caused I moved to my tb storage cause I have 2 terabytes

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64gb

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My old pc never did this

midnight root
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K well , not sure if anyone has ever expereinced a project STUCK at 91% load, but thx to the internet , found cloning and apparently renaming project to something else does trick, and it did

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THAT was scary 0-0

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Thankfully I had a backup but still...

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Anyway Rick sounds like a plan is underway you should be fine

icy mulch
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Yeah basically my pc is trying to force me to use Microsoft basic display

midnight root
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heh

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btdt

icy mulch
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Microsoft display basic is slow tho

midnight root
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Yes its a fallback NON 3d driver, hence no 3d

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just enough to use windows ;))heh

icy mulch
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Anyway around it cause this pc was very expensive

midnight root
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based on your GTX , heck YA :)))

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SO worth it tho

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2060 magic , not to mention your i7 o_0

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did I read that right 64gb ram

icy mulch
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Yeah 64gb

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And 2 terabytes

midnight root
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ok so you're SOLID , 32 they say is the break point with ue4 BUT that doesn't matter, with 64 ( if they're right at all) gives you a lot of multitasking POWER many croon for ;)))

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me included at 8gb LOL

icy mulch
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I used DDU But now I half to re install it the rtx cause it's not even there

midnight root
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ya as slash noted, remove it all , clean as noted, as internet is back you can download RIGHT driver and be home free

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you can let nvidia find the right one or do it manually ,,either way easy peasy

icy mulch
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Okay hopefully that will fix the problem

grim ore
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Craaaaap.... Ok real world issue here but cant seem to find an answer. Async Load Asset using a Soft Object Reference, when in PIE mode the stupid reference changes to a PIE version of the map which means the object doesnt actually exist which means it fails to load it.... this is.... odd behaviour

midnight root
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just stay away from registry :)))

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in general ;))))

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@grim ore that went over my head essentially but soft objects are BP's ? o_0

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clearly I

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m not THERE yet ;)))

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so much to learn so little time lol

plush yew
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Does anyone have any good pc builds that I can build where I can make games on UE4 and play games. Max i would spend is about $3000. But if it could be less that would be cool too. Dm me if you have a recommendation.

midnight root
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@plush yew oh wow that will get you a HUGE system ;))

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I wish for those kinds of funds ;)())

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anyway , newegg as a start I guess

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its my goto, prob. for most

grim ore
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yeah it's a weird "bug" I guess

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maps when you are testing in editor end up being referenced as PIE_whatever instead of the map name which is normally not a big deal unless you are trying to reference them using soft references then it gets all wacky.

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I found a weird workaround, and in a packaged build this is moot, just.... its the way PIE works

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its the same way if you started up a new map but never saved it then were trying to do some things with it the map is called Untitled and even if you rename it on disk its renamed but until you save it to disk it doesnt exist then it gets all weird lol

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also... lightmass is version specific, I keep forgetting that. It also doesnt default to using all cores if you have more than 16..... /rude

midnight root
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yikes

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rude is right ;)))

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lightmass, my understanding is using it for wc worlds doesn't work ?

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world comp...so frustrating at times o_0

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partly my fault,,

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THAT is very weird..no all cores if > 16 o_0

icy mulch
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This two happens I used display unistall didn't work

open eagle
midnight root
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@icy mulch those images dont seem to be coming thru right at all,,i can't scroll thru them for some odd reason

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has no MP experience YETTT

open gorge
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if I jiggle the window it fixes itself

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i've reinstalled UE4, made sure all my drivers are up to date. I'm at a loss.

midnight root
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never seen that b4 but hey so many moving parts, complexity of OS's doesn't take much I guess

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4.24.3 ?

open gorge
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yeah

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i'm using binary not source

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for both engine versions

midnight root
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ditto

open gorge
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I thought it was a 4.25 issue so I rolled back

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apparently not lol

midnight root
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ya im not sure there is a stable one in them all

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messy

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bits here and there ;))

open gorge
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yeah

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what's weird is there's nothing happening in the log

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so i'm not sure if it's OS level

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or something weird elsewhere

midnight root
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exactly...

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windows 10 pro all updated I presume

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have to ask lol

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pro or not

open gorge
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yeah

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pro

midnight root
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nvidia driver/ati/etc

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cool me too

open gorge
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i've reinstalled UE4, made sure all my drivers are up to date. I'm at a loss.

midnight root
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k

open gorge
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needed Pro for Docker for another project

midnight root
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wth is docker

open gorge
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uhhh

midnight root
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nvm got it

open gorge
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yeah

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kind of hard to explain it

midnight root
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nice

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so no other apps are weird, safe bet just asking

open gorge
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nope

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it's not even just this project either

midnight root
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im also having weirdness not sure if I caused ornot , current project wont load past 91% so I clonned,,thought it was FIXED, nope load issues again past 91%

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its ok I have backup, not 'quite' the same but still

open gorge
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just hangs?

midnight root
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SO annooying!!

open gorge
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what does your log say?

midnight root
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ya at 91%

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haven't checked

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let me fihnd

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wel weird thing is it n ever crashes,,like wtf

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SO odd

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do I check for whats there at END of file ?

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if so there is no direct error

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[2020.07.01-04.28.44:090][ 0]LogPackFactory: Copied "../../../Samples/StarterContent/Content/StarterContent/Textures/T_Wood_Walnut_N.uasset" to "../../../../../../Users/thehe/OneDrive/Documents/Unreal Projects/Essence_Alpha0_6a/Content/StarterContent/Textures/T_Wood_Walnut_N.uasset"

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wait I guess thats the clone log ;0-0

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anyway no crashing so...

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i rarely have issues so Im not used to looking at logs

open gorge
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crashing isn't indicative of something going wrong, i mean it is, but not in this case

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you can check Saved/Logs

midnight root
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ya

open gorge
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after it hangs and see what it's doing

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if something seems weird, then remove that asset

midnight root
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ya a good first step.if its megascans I can always re do them

open gorge
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you know

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I wonder if it's hot reload files doing weird things

midnight root
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so for you, you get that issue even if shutting down, back on , dont recall

open gorge
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I usually exit out of the editor after I build and reopen

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we'll see

midnight root
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god knows , ive no idea

open gorge
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yeah I get it all the time

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well, i didn't for awhile

midnight root
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you know what this teaches me DO SOURCE CONTROL

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OMG ;)(

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I always put it off

open gorge
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You can always just do it locally

midnight root
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but its fine, i have 4.25 project on this

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speaking of which doews it take up a lot of ssd space or

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always wondered

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worst thing I usually see is too slow shader compile or too many but its gotten 'better' lately

open gorge
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4.25?

midnight root
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man it was UGLY for a time

open gorge
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or Version Control?

midnight root
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aztm 4.24.3

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atm

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not yet

open gorge
midnight root
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wow that is with SC ?

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size of world etal ?

open gorge
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that's just my engine install

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that's the binary

midnight root
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same here basically

open gorge
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both on an SSD

midnight root
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wow ;)))

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this is all errors I see but nothing looks 'fatal'

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LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.

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but nothing about a stalled load

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I suppose those are for loading INTO engine, not after exiting and re loading DUNNO

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feel lucky you just have dizzy text ๐Ÿ˜‰

open gorge
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@midnight root just to double check, you've reinstalled your video driver and updated windows?

midnight root
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that was a ways back I think

open gorge
midnight root
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hm

open gorge
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that's almost verbatim that log

midnight root
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omgosh

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ty for finding that

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i'd NEVER have guessed!@!!

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WEIRD

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maybe my driver is TOO new

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sometimes I get them and install them and wonder if they are too new for the newer cards

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mostly 'this for game X is better' LOL

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so ya

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ok Ill look into it ty

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anymore on your fuzzy text ?

open gorge
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nope

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xD

midnight root
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been looking for you not finding anything close

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enough

open gorge
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yeah google turned up nothing

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I've found a way to work around it

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just a bit annoying

midnight root
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nice

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could be current bug forget where one checks for that

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or interaction with editor and your gpu ?

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god knows thats a complex topic

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BP editor

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bb soon going to restart just in case..windows 10 pro updated security but thats about it..

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๐Ÿ™‚

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here goes nothing

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nope still 91% issue

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unless I need to go back to OLDER drive for this gtx dunno

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well I still have 4.25 hope ITS ok ;))

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near identical

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would running from console help I wonder

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try deleting folders as per url see if that does anything

open gorge
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there's other things you can try as well

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scroll down on that page I linked

midnight root
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sec , delete done for now,looking

open gorge
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yeah

midnight root
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and did re build of vs

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ok done

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at end

open gorge
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no idea then

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sorry mate

midnight root
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its ok no biggie,,I did above now time to test

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not expecting miracles ;00

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HM removing iliad plugin beta WHO knows

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maybe progress removed that plugin and its 'stalling' at 39% where it usually does when plugin is removed or such so we'll SEE

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45%

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thinking as expected ๐Ÿ™‚

open gorge
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generally assets or new plugins cause issues

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or weird code

midnight root
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yes

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hoping so, and BETA didn't help at all

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a risk enabling

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still a 91% issue, we'll see if it stalls there forever but it doesn't look all that good ;))

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no other beta plugins that I can think of

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and w/o a crash where do I look for trouble areas ;0

open gorge
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disable all your external plugins that you've installed since the issue started

midnight root
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power went out lol

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\storm as always midwest and all so far just rain..but that took the power ;))heh

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checking

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while I can :))ha

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ya there is two that should go prob.

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fixing

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done here goes

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na 91 again

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only one I left which b4 didnt' seem to cause any issues is voxel plugin

storm jasper
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who is better?ue4 4.25 or ue 4.25.1?

midnight root
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maybe ones I removed are forcing recompile at 91% give it more time to see

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using 4.24 atm so no idea sorry kaz

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HM maybe progress , lots of shader compile items in process in task manger, windows

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INTERESTING

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odd it does this at 91% tho o-0

open gorge
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sometimes it takes awhile to do it's thing

midnight root
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hope so...shader stuff done, still stuck at 91%,we'll see but iut doesn't look good at this point ;0-0

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only other thing is maybe removing voxel plugin but it never caused issues before

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but ya more activity in ue4 thread task man

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if need be Ill just take world comp terrains and migrate elsewhere

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can we see anything at all live if ran from console or such ?

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running in the dark isn't enjoyable ;))

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so weird , ue4 project cpu goes up to .9% cpu back down to near 0 ,,off and on so something is clearly up

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1.3 ;)lol

marble pendant
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not sure where to ask this one, Having a strange issue.

Added a landscape and now when I hit play, my pawn doesn't posess and I get stuck inside a "cameraActor"

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on very rare occasions it'll spawn my character up in the air where it spawns the camera actor

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and he'll fall for a second and then disappear

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Think it has something to do with the landscapes collisions maybe ?

midnight root
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ya if you were falling through but not this i'd think

marble pendant
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this is very strange lol

midnight root
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were you altering bp ?

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indeed

marble pendant
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nope, literally just created a landscape using a heightmap from world creator, added it in and set my playerstart and a test enemy on it

jaunty cedar
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I'm working on a new character setup and I'm having some issues

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Here's the hierarchy in editor

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The problem is that Mesh1P (arms) has nothing in the details panel, and no mesh shown

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The only change from the default one in C++ that'd impact it is that I reparented the camera

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It may look convoluted but I just forgot to delete FP_Gun, the rest is laid out very logically (Fullbody is un-animated and invisible until required for a full body animation moment such as climbing ledges, the mesh1P is the first person arms, legs1p is first person legs, both 1P models get hidden when the Fullbody is shown), but for some reason the Mesh1P has just stopped working

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It's just the default setup, no changes

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Same with the declaration

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It's the only one where it can't render and there's no details.

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Wait, the name doesn't match up. Potential cause? I must have set that and forgotten.

eternal violet
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hey guys

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found this the other day

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I'm wondering if anyone around here has got this to work on the new engine

silver crown
eternal violet
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I have but you cannot use graphs

silver crown
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That other plugin doesn't even have graphs

eternal violet
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true

rain knot
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guys I currently have UE4.24
if I install 4.25 it's gonna take up another 30gigs???

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do I just get rid of 4.24 altogether then? i don't have space

jaunty cedar
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@ebon linden I'm not sure, but it shouldn't be too hard to write your own implementation? Just tick up a value in your gamemode for flag captures/kills/tickets for each team

serene birch
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you can save 27GB by not installing the debug symbols if you don't need them

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@rain knot and you can uninstall 4.24 before you install 4.25 I guess but I'd recommend keeping both at least to handle your projects transition phase more smoothly (reverting changes back in case it doesn't work well I suppose)

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or yolo it!

jaunty cedar
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Just wondering ahead of time, can I easily change the attachment of something during runtime?

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IE. Change Camera parent from capsule collider to mesh when animation triggered

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I have it set up a certain way but it's preventing me from doing things like use the built-in crouch, and I'm wondering if this can be done in real time. Or would I be better off to make two cameras, one under the mesh and one under the capsulecollider, and then switch between them?

rain knot
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thanks @serene birch

sullen rain
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Hello, Anyone know why a webpage opens when i try to press package apk

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I have setup sdk jdk and ndk properly(using 4.25)

noble tapir
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Hey there. Im trying to make a static mesh (a cube for now) with 6 identical materials tiled on each side. I made one in blender but when I apply the same material* to each element, they dont end up being identical on each side, it seems like its the same as if I had 1 material for the whole thing. Am I doing something wrong?

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Or is this intended behavior?

dim arch
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element like each face, or the entire object? if you apply a material to a face, it will create a materialID just for that face, try applying just one material to the entire mesh, also check your UVs as they may be different on each face

noble tapir
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@dim arch, element like each face

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in blender each face has a different material, then after importing into ue4, I replaced all 6 of those materials with the same material in each slot

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essentially what I have is a media source material and I want the media to be fit to each side of the cube

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both ways, I kind of end up with the exact same thing

dim arch
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what is the difference between each side of the face?

noble tapir
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they are the same essentially. sorry, if Im explaining this badly. I just want the same exact material on each face but rather than wrapping around the whole cube, each face has 1 instance of that texture.

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currently it looks like this

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but I'd like that texture to be fit to each face rather than wrapping around the whole thing

dim arch
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well, a standard cube from the editor should do that

noble tapir
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yeah, it has to be a static mesh though and not a bsp thing

dim arch
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it will have one material slot and it will have a square texture mapped to it

noble tapir
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since its part of a blueprint

dim arch
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there's a mesh object you can use in the engine content

tight prawn
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how can i generate collision on meshes that the character walks on ?

dim arch
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make sure you check show engine content, select the folder, and then filter cube

noble tapir
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alright lemme try this out

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wow you are the best

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lmao

wraith wyvern
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when will the free models be out?

noble tapir
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ended up being 100x easier than I thought >_<

sterile venture
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I cant understand how to work without rtx

dim arch
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@tight prawn you can use complex as collision to use the mesh geometry as the collision object

noble tapir
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@dim arch, what exactly did they set in this static mesh that makes it do that?

dim arch
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or click here to generate a collision shape

flint ermine
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Anyone knows why my planar reflection take double the amount of time to render when not in view port?

dim arch
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@noble tapir its just a standard cube, the UVs of each face take up the same space, so they will all map the surface the same way

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the UVs you had meant each face has unique space

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if you click the UV button in the mesh viewer, you can see UV0 is the UV mapping for the surface shader and UV1 is for lightmaps, your UVs were probably like UV1

tight prawn
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I know, i've setup collision properly

noble tapir
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Ohhh, wow okay thanks for the explanation. Havent really done much with this part of unreal before, so a lot to learn. Appreciate the help ๐Ÿ™‚

tight prawn
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I have also changed the body collision as "Use complex as Simple Collision" to generate per pixel collision

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however when the character walks over the said plane, no collision is detected

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but if i make him fall on it

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it would generate the event

dim arch
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do you have a collision capsule on your character

tight prawn
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yes

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as i said, collision works if the character falls on the plan, or hits it on the front (plane rotated 90ยฐ)

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colision doesn't work if the character simply walks over it

dim arch
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maybe try using some surface with thickness

tight prawn
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in the mesh ?

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really weird :/

fiery mortar
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hey guys I have problem I have this character I want to add crouch I have the animation but when I implement it the camera stay where it is so character doesn't go down but animation still triggers what should I do about it ?

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It's fps btw

plush yew
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i need help lighting build fail help

vernal thicket
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@fiery mortar Is the camera attached to the head socket of the skeletal mesh?

fiery mortar
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yeah

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I mean the head should get down as well I guess

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hence the camera

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but apperantly it doesn't work like that

tight prawn
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collision is only detected when the character falls on it

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however when walking, it is not detected

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what am i missing ?

finite tangle
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How can i get current health?

exotic thicket
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it depends on how you implemented health

flint ermine
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So is there any way to use planar reflections on water without losing half fps?

austere scroll
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i made a custom material , its black on one side and the other side is the material itself , i discovered a lighting probleem because if i put a light up on the door , i becomes normal (but doesnt look natural at all) how do i fix this problem

finite tangle
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Hm

austere scroll
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it doesnt seem to work if i move its place

vernal thicket
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@austere scroll If you move an object in the editor the lighting needs updating, also make sure you've UV unwrapped the model

austere scroll
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hmm

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i fixed the problem by adding .1 emmisive color in the MAT , but i will make sure to consider ur suggestion

ocean geode
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How could i reduce lag on the clients end on p2p hosting?

wet relic
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please am in trouble i cant package to android . i keep getting error: UATHelper: Packaging (Android (ETC1)): :app:mergeDebugResources FAILED

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please any help at all....pleaseeeeee

midnight gate
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@wet relic seems that it cant merge the package

wet relic
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please any ideas would go along way. even if its a long shot

plush yew
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Hello guys can u help me please. I need just skip authorization process to enter the multiplayer lobby(i have lobby file and multiplayer maps but always kicked cause im not logged in the game), somebody know how to do it? This game is dead Activison shutdown all servers, i have nobody to ask๐Ÿฅบ
PS sorry for my english im russian

fiery mortar
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guys

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I have a character fps with third person character and camera's parent socket is head and when I try to make a crouching animation work, it doesn't work because animation triggers without camera moving so how can I change this

wet relic
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check again if its actually parented to the head because as far as i know, it should remain attached to the character when an animation is triggered

vernal thicket
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Yeah the if the camera is attached it will follow the mesh regardless of the animation

fiery mortar
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@vernal thicket what's the idea to find a solution around that?

wet relic
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can you upload a screen shot

fiery mortar
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for example

vernal thicket
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lol

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you need to set the character crouch height

wet relic
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lol..yeah

vernal thicket
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You need to setup an action mapping on C and set crouch

finite tangle
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My problem

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After Character's death, health goes back to 100

#

But hud don't update

rigid belfry
#

are you telling the hud to update?

finite tangle
#

how to?

#

Like

#

Hide and show?

rigid belfry
#

how are you setting the progress bar in the first place?

#

do you have health regeneration set up already? because it would be pretty much the same

finite tangle
#

Yes

#

print string

#

in the end

#

100.0

#

But 0.0 on hud

rigid belfry
#

i think if you watch that guy who makes beginner tutorial, he does health regen in most of his videos

vernal thicket
#

Health regen is simple

rigid belfry
#

i dont know how you're doing it

vernal thicket
#

You should bind your progress bar to the Health variable, make the variable default 100 or whatever number you're using

finite tangle
rigid belfry
#

but basically you want a custom event that will update the hud anytime you change health

finite tangle
rigid belfry
#

at least i would do that instead of running the hud on tick

vernal thicket
#

Where are you setting that to 100?

finite tangle
vernal thicket
#

no

rigid belfry
#

destroyed? what?

vernal thicket
#

Use your character blueprint and do an update on begin play

finite tangle
vernal thicket
#

Is that in your character bp?

finite tangle
#

Ye

vernal thicket
#

you're setting the health to a variable inside the widget

finite tangle
vernal thicket
#

You could set the variable inside your character

finite tangle
vernal thicket
#

1 sec

fiery mortar
#

@vernal thicket @wet relic okay so I tried to change the height but that didn't change anything animation still triggers without moving the camera

#

I am following virtus tutorial on this aspect btw fyi

vernal thicket
#

Remember that videos become outdated when unreal change things inside the editor

#

@finite tangle When you Event construct from the Health widget, grab the progress bar and set value to the health variable

fiery mortar
#

yeah I guess that's true

#

is there a way to fix it or should I just look for other? ๐Ÿ˜„

finite tangle
#

Like that?

rigid belfry
#

@finite tangle you set the health bar only once, and thats when your pawn begins play. you never change that progress value so it will always be 0 when it reaches 0

vernal thicket
#

@fiery mortar are you using the Crouch function provided by unreal?

finite tangle
#

Oh

#

Ok

#

thx

fiery mortar
rigid belfry
#

plus the promoted variable shouldn't be called "healthbar" but rather your UMG name plus Ref. because that's what it is

#

depends how you're doing your hud, you dont even need bindings

#

correct me if i am wrong, but i believe bindings run on what is essentially a tick

#

you can have that logic by 100% driven by blueprints

vernal thicket
#

Yeah just create custom events

#

set value's etc#

tight prawn
#

would you please check the video i just uploaded

#

i'm losing my sanity over this weird collision behavior ๐Ÿ˜ฆ

rigid belfry
#

i aint clicking on that link mate

#

post a mp4

tight prawn
#

oh

#

sorry

#

give me a sec

vernal thicket
#

@fiery mortar go into your Character Movement details tab, scroll down to 'Movement Capabilities' and make sure Can Crouch is checked

fiery mortar
#

it's checked

vernal thicket
#

Yeah I thought the same

tight prawn
#

didn't know discord doesn't play mkv, but here goes

#

when a character falls on a mesh, it generates collision events and works properly, however when the character walks to the same mesh, no events are triggered

rigid belfry
#

you have a fall damage set up, yet when the character is colliding with the landscape, it doesnt register as damage?

#

oh i see

tight prawn
#

no there is no damage

#

it's just simple collision

rigid belfry
#

why is it dying then

tight prawn
#

the normal behavior is to die

rigid belfry
#

r/me_irl

tight prawn
#

however, this On Component Hit is not triggered

#

it is only triggered when the character falls unto it, or when it's 90ยฐ rotated, and the character collides with it directly

rigid belfry
#

what do you want to achieve

#

what do you want to happen

#

and what do you think is going on

tight prawn
#

i want that On Component hit

#

to trigger

#

that's it

#

I just want to trigger

#

apparently when the component is under the character feet, it doesn't

rigid belfry
#

maybe walking on it doesnt exactly counts as hitting it

#

do other events work?

tight prawn
#

nope

rigid belfry
#

such as overlapping?

tight prawn
#

Begin overlap End Overlap don't do anything

vernal thicket
#

@fiery mortar It might be an issue with the camera being attached to the head, Try to attach the camera to the capsule component to see what happens

fiery mortar
#

If I do that it will lose the first person camera effect tho

vernal thicket
#

Lots of people have reported the problem, I've just tried it on mine also where my camera is attached and it doesn't work for me either

#

I know

#

Just to see if it works

fiery mortar
#

oh

#

lol

vernal thicket
#

Yeah it works like that so it's an issue with the camera being attached

rigid belfry
#

@tight prawn i am trying to set up something similiar, this is what i am doing right now. so quite simple, right?

#

lets see if this works like yours

plush yew
#

Guys when i type "GetAll BoolProperty Name" log write all names of BoolProperty but i need value of these BoolProperty (I mean true\false), somebody know what i need write instead "Name"?

tight prawn
#

@rigid belfry Thank you, and yes that's basically it

#

now put the cube under your characters feet, walk over it and see if it triggers the event

#

then try again with jump or falling

rigid belfry
tight prawn
#

change that purple ramp

#

make it the same orientation as the cube, walk from the purple cube to the white one

#

and see if the event gets triggered

rigid belfry
#

i know whats happening

#

and there are many solutions for this "problem"

#

notice the quotation marks

#

i'll show you real quick

tight prawn
#

just any solution would suffice

rigid belfry
#

but please mind the low quality because of the discord compression

tight prawn
#

its fine

rigid belfry
#

first off

#

lets see whats actually going on

#

i'll explain what on component hit does real quick

#

reading off the documentation, it says "Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation"

#

so, why the hell is the event not firing

#

i think the video makes it very clear, but just to clarify

#

the capsule component in your character is not actually colliding with the actor

#

so it rightfully does not trigger any event

#

now you could do all sorta stuff with this information

#

you could have custom checks, and sphere traces to see what you're colliding with

#

or you just move the actor in such a way that your character collides with it

#

@tight prawn

tight prawn
#

if it is not colliding

#

why would it generate the event when the characters falls on it ?

#

here i changed the capsule height

rigid belfry
#

thats just how the engine works

tight prawn
#

it is clearly colliding as the character is higher than the capsule

wet relic
#

can anyone please just tell me what " app:mergeDebugResources FAILED " means

tight prawn
#

the engine doesn't trigger hit events when the character is moving above a "collidable" surface ?

rigid belfry
#

i think you're misunderstanding

#

please read what i've wrote again

tight prawn
#

the capsule component in your character is not actually colliding with the actor
@rigid belfry can you elaborate ? I have demonstrated that the capsule component is clearly colliding with the other object

plush yew
#

I want learn this engine im new here is there any courses ?

vernal thicket
#

Thousands

sterile venture
#

Can someone halp me to get started in Unreal. Im to retarded sitting here for 2 days strait. Nothing lerned yet

gilded needle
#

So many on Youtube. The Devsquad ones are pretty decent when you are starting out.

rigid belfry
#

its colliding only when he falls directly on the actor, right? @tight prawn

tight prawn
#

yes

#

or when it's facing him

rigid belfry
#

and i am showing you exactly that

#

in my project it happens too

#

and thats why when you simply walk on it there is no hit being generated

tight prawn
#

if that's normal behavior, i want to change that

rigid belfry
#

move the actor little bit lower

#

the actor that kills the player

tight prawn
#

the actor that kills the player
@rigid belfry you mean i make the character fall on the objects that would kill him if he walks above them ?

#

that's not really a solution

vernal thicket
#

@tight prawn what's the issue?

rigid belfry
tight prawn
#

that's not a solution either mate

#

this extremely limits what i can do for level design

vernal thicket
#

You want the character to die when he walks onto the cube?

tight prawn
#

for example i won't be able to use this water

#

i want the character to generate hit/overlap collision events when he walks on specific surfaces

vernal thicket
#

Qhat are you using? A cube? An actor?

tight prawn
#

static mesh

vernal thicket
#

You've made a 3d model?

tight prawn
#

it's an actor bp yes

vernal thicket
#

Show me the event graph

tight prawn
vernal thicket
#

You want begin overlap

next badger
#

@tight prawn just attach a helper volume and trace against it, spheres and capsules are fastest in performance

vernal thicket
#

Also, try creating a collision component if the cubes collision isn't working correctly

tight prawn
#

begin overlap doesn't work

#

and using any helper volumes will be a huge hassle

#

since at first I thought of using Physical Materials

#

if the Physical Material = PMAT_Danger or Death or whatever, the character "dies"

#

no need to complicate it with helper volumes, tracing and what not

next badger
#

if you want pure physics based movement, just make your own and not use CMC

tight prawn
#

and yes, my static mesh have the proper collision/primitives setup properly

#

I want the collision event to be triggered when the character walks on the surface

vernal thicket
#

What do you mean begin overlap doesnt work? Have you printed it?

tight prawn
#

the collision events trigger ONLY when the character falls on them OR they are 90ยฐ rotated so the character walks UNTO them

#

yes, i've printed it

vernal thicket
#

Nothing happens?

tight prawn
#

nope, nothing gets printed

#

same with actorBeginOverlap

#

and any other collision events

#

none work

vernal thicket
#

So your collision capsule on your character isn't colliding with the static mesh, you could raise the collision on the static mesh or lower your character mesh inside the capsule or make the capsule bigger

tight prawn
#

both don't work

vernal thicket
#

Wtf?

tight prawn
#

try it yourself

#

Righy has reproduced it

#

walking on something doesn't generate collision

vernal thicket
#

Is it water?

tight prawn
#

static mesh

vernal thicket
#

Or lava etc?

fiery mortar
#

this crouch thing made me crazy

#

it just doesn't make sense

tight prawn
#

one has shader material that is water

#

the others are simple textures

#

played with every variable possible

vernal thicket
#

So it only works on component hit when the charCter lands on it?

#

Have you tried begin overlap landing on it?

tight prawn
#

Have you tried begin overlap landing on it?
@vernal thicket what do you mean ?

vernal thicket
#

If you make it begin overlap instead of hit does it still trigger?

#

When you drop it

tight prawn
#

i'll try sec

rigid belfry
tight prawn
#

no begin overlap doesn't trigger

rigid belfry
tight prawn
#

Event Hit triggers

#

I do not want a capsule component

#

i'm creating a parent class without the capsule component

#

this way no matter what shape or mesh i use, the event will work

rigid belfry
tight prawn
#

all i have to make sure of is the static mesh itself has proper collision

#

that's a hack, not a solution..

rigid belfry
#

game dev is a hack

#

if you dont think most games run on faith and dutch tape, you're wrong

vernal thicket
#

^ I've just tried using cube standard collision against using a seperate box collision, the cube collision doesn't work, the box collision works without issue

tight prawn
#

i know, but I don't want to create collision components for 100+ different shapes and meshes that could kill the character

#

that's just too much trouble to handle

vernal thicket
#

The collisions shouldn't take too long to create though

#

They dont need to be perfecr

rigid belfry
#

i presented a solution to something you considered impossible

vernal thicket
#

Yeah

rigid belfry
#

all we know is that works

vernal thicket
#

Its definitely an issue with the collision on your static mesh

rigid belfry
#

and you're going to spend even more time on something that might also not work

#

and its gonna cost you even more time wasted

tight prawn
rigid belfry
#

you can try doing all you need, you might even end up fixing the problem all togheter

#

but imma call it quits

tight prawn
#

on the right as you can see is the collision set properly on the mesh

#

here is another mesh, that has the collision properly set up

#

what you are asking me to do, is to throw all this pixel perfect collisions, setup on each mesh, and use a simple box collision

#

on the actor blueprint, where i have to configure it on each child BP i create

vernal thicket
#

You could protrude the collisions on your mesh?

#

If there is no collision then there is no collision

#

From what I can see even the Basic Cube collision overlaps don't work

tight prawn
#

If i remove the collision from this mesh, the actor falls

#

so there is collision

vernal thicket
#

Same with the basic cube

#

But it still doesn't trigger

#

Events

tight prawn
#

yes

vernal thicket
#

Can you try bringing your collisions out a bit?

tight prawn
vernal thicket
#

So strange man

midnight gate
#

simple physics

#

bunch of errors

#

also it doesnt simulate

vernal thicket
#

You've simulated physics on a bone thats trying to be animated

midnight gate
#

how is that causing problems

vernal thicket
#

Its not able to read the curves

midnight gate
#

hm

#

fine ill pick another bone

#

i picked another bone

#

same thing

vernal thicket
#

What does the warning say? Collision enabled is incomp...

midnight gate
#

yes it says collision enabled is incompatable

#

thats it

vernal thicket
#

What collision is set?

midnight gate
#

what do you mean

vernal thicket
#

On the character mesh what collisions are you using?

midnight gate
#

how am i suposted to know

vernal thicket
#

What are you trying to acheive?

shadow pawn
#

Hi is there anyway to speed up the Epic Games Launcher? I have a decent computer but every action in the launcher takes 5+ seconds to update. I have many marketplace assets in the 'Vault' and suspect that's the issue

plush yew
#

@shadow pawn yeah mine if pretty slow aswell, honestly if it works i wouldnt fool with it like i did and i completely had to reinstall the launcher b/c i messed up essential files for it.

void barn
#

is there a better way to transform the skeleton from one chara to another
retarget animation is just
my 3d model always lack of "twist bone"
and then the entire animation just fk up very hard
im ok even its not in ue4 like blender or anything

plush yew
#

thats about all i know, hope it helps you

#

1st time modeling a gun that has a box magazine, was a difficult process to make the ammobox/belt an independent object so when i use it in the engine i could setup a more proper reloading animation.

#

Fyi this was made COMPLETELY out of squares and cylinders

vernal bramble
#

Hey guys, I think I need a specific blueprint node but I'm not sure how's it called

#

For instance, let's say I'm making a character controller that I will pack in a plugin and send to a friend

#

But I don't want this plug-in to be dependent on my character mesh

#

How do I "export" a setting in the property side menu, so that he could only drag and drop the mesh thru there after applying my controller plugin

void barn
#

@plush yew

#

thanks i tried that but

#

im missing a few bone for my own model (not from epic marketplace)

#

basically ue4 default mannequin has these weird twist bone which i cant really find elsewhere other than epic own marketplace asset

#

and these twist thing is actually messing up my animation real hard

#

retarget animation doesnt solve the issue

storm yoke
#

@void barn try to see visually which bone is where inside the body, sometimes the name don't match up, and you can ignore the twist bones if your target or source don't have it. Just don't set it up in the right on both side. Then don't forget to change the skeleton transform inside of animation and only keep animation on pelvis then it should do

void barn
#

yes i tried all of the things u mentioned

#

i think i will need to add my own bone

#

but these nodes

#

what are they tho

icy mulch
#

Well it looks like I fixed it

#

The problem

#

I installed windows visual and d3d

plush yew
#

in UE 4.25, am i able to dock the foliage, vertex painting windows etc instead of using the keybinds constantly?

grim ore
#

@shadow pawn at the top left of the vault in the UE4 tab is a drop down that lets you filter those items down to nothing if you want, it does speed up that tab. the other tabs, like store library..... nothing you can do

midnight gate
#

hey anybody knows how to let rigid bodies work in locomotion asset without 100000000 bugs

wheat hare
#

@vernal bramble alias everything using variables? Make sure all your static mesh components and material slot names are the same? There's a few ways to skin that cat

#

I have an apartment block blueprint that takes a base, an apartment floor, and a top, and the blueprint dynamically builds the building to a random number of floors and applies materials tinted random colors, fudges the scale randomly a little, and then rotates it 90, 180, 270, or 360 (lol) degrees. I can use any static mesh components I want for this and if I keep the names consistent I don't have to change anything.

dark rune
#

Would there be a way to calculate the pitch and yaw input needed so that even when the camera is rolled, Mouse Y input still corresponds to up or down on screen? This is default TPS controls and camera.

fiery fiber
dire coral
#

so just found out you dont need a souce version of ue4 to have chaos physics

dark rune
#

@fiery fiber how do I translate the up vector of the camera into the respective add controller inputs? this is for camera rotation btw

fiery fiber
#

Thinking further, if your goal is to rotate up/down, you actually want the left or right axis, because that's the axis you want to rotate "around"

dark rune
#

theres a node called rotator from axis and angle
maybe I can use that

#

anyways, thanks

fiery fiber
#

yup thats the one you're looking for

inner hatch
#

Hey folks, I'm stuck in a rut with this spline-based procedural pack and I could use some help.

I'm trying to export a chunk of the demo scene into my project and I can't seem to figure out how.

Can anyone help a brotha out? ๐Ÿ˜„

vernal bramble
#

@vernal bramble alias everything using variables? Make sure all your static mesh components and material slot names are the same? There's a few ways to skin that cat
@wheat hare

So in that approach, I would need a node in the blueprint that fetches a model based on a variable name right? like a GetComponent("variable_name") , am I correct? I'm newbie in UE, so I'm not sure what is that Blueprint called, but I'm trying to find doc or videos regarding this one

shadow pawn
#

@grim ore Thanks Matthew. Unfortunately I can't notice any speed improvement, and I would have to change that dropdown every time I boot the launcher :/

ocean geode
wheat hare
#

@vernal bramble sure. You can have the blueprint add its own static mesh components based on a variable, picking entries out of an array, etc.

#

there's probably a better way tho

unreal sable
#

Do i need to update UE4 to get Niagara? I currently use 4.24.3.

grim ore
#

it should be in .24, you might have to enable the plugin

unreal sable
#

I see, thanks.

rigid belfry
#

is there a way to have custom made collisions for melee attacks?

#

or is turning a collision box on and off enough?

uneven fractal
#

intresting bug

barren flume
#

I was wondering when the next set of free items was coming out on marketplace?

rigid belfry
#

its every first thursday if i am not wrong

grim ore
#

Tuesday

exotic thicket
#

I've been trying to get the current free items from the store but every time it just crashes EGS :P

wheat hare
#

they're already on there? thanks for the heads-up

exotic thicket
#

yeah it seems the shopping cart is broken

#

I can buy them one by one but if I try to put them in the cart and buy them all at the same time -> error 500

storm yoke
#

I have a pre~rigged naked character made in 3dmax (has blender version too), I made cloth using MD and export as fbx file. I use 3dsmax to import the cloth and fit on the character. Then I hide the cloth. Export the character to UE4, everything is great. Then I hide the character in 3dsmax and try to export the cloth with the rig and bones together, when I try to import in UE4 it keeps saying merge bones failed that it doesn't have same. bone structure. Any thought? What's the right way to do it. Because I need to do master pose component after. Many thanks I did a bit more test and I see after I import the cloth into 3dsmax it won't be linked to the skeleton or body. So that's why the problem to export it. Thoughts.?

lilac wigeon
#

Hi Everyone, does anybody use a notebook for UE? i'm using my desktop and might have to change soon but i don't know what to buy (Note: i'm not from USA so i might not have a lot of options but it will help me choose)

grim ore
#

pick the parts you need and find a laptop that meets those needs. it also matters if size, heat, using it portable or just as a desktop replacement, etc.

smoky sonnet
#

i am decreasing 0.999 with 0.001 in an while with this delay but why isnt this working like it should, it should take around 5 seconds but it takes 8 seconds | anyone know why?

grim ore
#

same specs as a desktop would work in the laptop, the laptop is just more in the other requirements

shy totem
grim ore
#

@smoky sonnet if your game is not ticking that fast there is probably almost no way for it to process that delay at that low of a duration

smoky sonnet
#

oh :/

grim ore
#

you need to determine if your laptop needs certain things. USB3, Displayport, etc then see if the laptop has those connections. The hardware is fine for VR spec wise.

vernal thicket
#

I have the msi ge62, vr works but not in high settings so it's not worth it

#

Better off going for an expensive laptop if your gonna get a lapotp

#

otherwise pc will have better spec for lower cost

#

I mean.. IMO lol

#

Oh bro.. I've got a wife and kids, I sit on here for hours but it doesn't matter coz im next to my wife you know?

#

If I had a PC she wouldn't see me for hours and would complain like fk

#

Although. my next laptop is gonna be the hp omen x, top spec with a sweet little dual screen above the keyboard, might be usefull doing blueprints and stuff

rigid belfry
#

having troubles making a widget animation work, anyone got a clue?

smoky sonnet
#

@rigid belfry holy xD never knew you can make animations in an widget thx i will look how to do that to ps : newcomer

rigid belfry
#

holy shit

#

it was the target

#

alright, i've had too much programming for today

#

i feel like a dumbass

#

man i wanna continue though

#

i have done lots of progress, yet its all backend stuff so it doesnt look i've changed anything

#

sucks when you show people what you've done and they dont know if yourejoking or not

#

has it ever happened to anyone else?

lilac wigeon
#

thanks everyone for the suggestions ^_^

vernal thicket
#

Fog can create some insane lighting..

#

That's the Volumetric fog

rigid belfry
#

anybody knows if i can record and save a sequence i made?

#

trying to skim through the docs but i cant find it

vital cosmos
#

if your using the persistent level system, does that mean you can delete the directional light, skybox skylight etc for all the sub levels?

vernal thicket
#

Righy you can conert it to a video

plush yew
#

@rigid belfry you can render it out in .avi format using UE's offline renderer

#

it'll trigger the BPs tho (not sure if that's a bug) so make sure to give it enough time to warm up ๐Ÿ˜‰

rigid belfry
#

i got a level sequence right now that i've recorded

whole tartan
#

How do I add subtitles to my cinematic?

rigid belfry
#

whats this offline renderer you're talking about?

plush yew
#

there's a render button, it'll give you a popup window to set the settings for the offline renderer

#

i suggest rendering it out in 4K / 24fps

rigid belfry
#

oh yeah right i saw it

plush yew
#

great

rigid belfry
plush yew
#

yep, should be

subtle orchid
#

Hey guys!
I have a question that I couldn't find a solution for online..
I have a camera inside a BP and I can add that camera after adding its BP to a sequencer, but I can't add that camera to the camera cuts !
Expose to cinematics is un ticked

rigid belfry
#

cant help you because i have no experience with the sequencer

plush yew
#

neither i do, sorry

#

but why would you need to do that?

subtle orchid
#

I want to use the spring arm

rigid belfry
#

btw i am rendering it in 1080p but its taking pretty long

subtle orchid
#

it gives a nice camera lag without much effort when creating videos

plush yew
#

the render time depends on how your GPU is feeling today

vernal thicket
#

Mines feeling poorly

grim ore
#

if the camera is in a BP, you would add that BP to the camera cut track and it would use the camera inside of it

rigid belfry
#

i've got a rx 5700 so that shouldnt be a problem ๐Ÿค”

plush yew
#

you can disable the Cinematic Engine Scalability, that'll make the renderer run in realtime

rigid belfry
#

holy shit

#

its almost 5 gb

plush yew
#

but though, everything will look way worse than when you use CES

rigid belfry
#

are you kidding me? how am i supposed to ship games with cinematics this large

plush yew
#

uh

#

did you use the compression?

rigid belfry
#

i unchecked it

#

doesnt compression lower quality?

vernal thicket
#

a 5gb cinematic?

#

How long is it? XD

plush yew
#

it does, but i suggest setting it at 75

rigid belfry
#

1 minute

plush yew
#

a good tradeoff between quality and size

vernal thicket
#

Are you making a cinematic trailer?

#

If it's for ingame use you can just create sequence player inside level bp and play sequence

plush yew
#

Righy was asking for how to export sequences

#

so, yeah

rigid belfry
#

alright, i think i fixed it

vernal thicket
#

what did you do

rigid belfry
#

now its 42mbs large ๐Ÿ˜…

plush yew
#

๐Ÿ˜‚

grim ore
#

uncompressed is great but yeah high % for quality is almost as good for 99% of the time

rigid belfry
#

set the compression to 75% and made the movie 7 seconds long

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and then i'll be looping it

plush yew
#

uhhhhh what?

#

so basically,

#

you made 1 min of 7sec footage looping?

vernal thicket
#

xD

rigid belfry
#

it was actually a mistake

plush yew
#

damn you big dumb

rigid belfry
#

i dont know why the cinematic was that long

plush yew
#

if you need to display the cinematic vid ingame

rigid belfry
#

considering its my first time ever rendering a movie in unreal, i am glad i could make it work

#

allthought you guys helped me a bunch

plush yew
#

create an emissive material using a video texture

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place camera in the exact same position

rigid belfry
#

i am actually thinking about converting the file to a gif

plush yew
#

and push it backwards

rigid belfry
#

and then making that gif into a flipbook inside unreal

plush yew
#

gif?

grim ore
#

you can export out the video as an image sequence if you want

plush yew
#

you shouldn't if you're concerned about the compression

#

unless, gif aesthetics

#

beautiful old school colors

fluid lance
#

any idea why skeletal mesh isn't showing in persona? I only changed CPU access and did some cloth sim. Next time I went into persona, it was gone. It shows in preview though. Bug? Anyone else had this?

plush yew
#

qeustion is it possible to port animations from mt framework to unreal engine 4?

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i dont really know where to ask

#

wait nvm ill move to animations

sick bloom
#

Hello all of you guys

#

i was just deciding to switch engines since unity has been giving me head aches

#

i was deciding between ue4 and godot

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can anyone quickly explain why ue4?

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for a solo gamedev

waxen raven
#

Go watch the ue5 demo.

sick bloom
#

i dont care about graphics that much

waxen raven
#

Optimization

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Not about graphics, about a ton of work.

sick bloom
#

yeah but its ue4 right now

waxen raven
#

Bp is a fast way to prototype, but both will frustrate

#

Yeah it will allow project migrations.

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An engine makes assumptions.

sick bloom
#

i plan on using c++

waxen raven
#

Just a question of getting used to it.

#

That's fine, still faster to prototype in bp usually

#

Transferring out is easy.

#

More like quick logic checks.

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Since BP is just c++ anyway.

#

It really depends on game types etc, but after a few years working with Unreal it seems faster to me. But I know a lot of the assumptions in the system.

sick bloom
#

is that so

plush yew
#

with Unity, you'll enter laughing and get out crying

#

with UE, you'll enter crying and get out laughing

waxen raven
#

Yep, though if you're good with code it helps. A lot

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Because the system makes assumptions. A lot to speed up professionals.

sick bloom
#

lol

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idk ue4 games kind of look the same

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small ones anyway

plush yew
#

when you have a good axe

waxen raven
#

Because Marketplace assets and people who don't know how to make things.

plush yew
#

you gotta know how to cut a tree in a proper way

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you can make assets look better by fixing the graphical flaws in them

waxen raven
#

Being able to buy assets and not know how to change things, yeah. It's the assumptions in the system allows fast making the same junk.

plush yew
#

some aren't set up properly, so marketplace assets are gonna look shit at the end

waxen raven
#

Yep, learn a few shaders, Niagara, some multi, and you can make something unique. Working on AR myself atm, because I hate me.

sick bloom
#

hmmm nice i see

waxen raven
#

And some stand out to new people. Also marketplace doesn't have a ton of options, because most higher end games will want their own to keep themes.

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If you can do a bit of modeling and coding, you can avoid a lot. Though to be fair, some AAA games feel the same too :p

#

Inevitable until you invent new ways to express, hence Fortnite and Minecraft and...

plain terrace
finite tangle
#

how to update HUD after player's death?

#

My always stops on 0 HP after his death

glass rapids
#

@finite tangle What do you exactly want? Do you want a new hud to show up?

finite tangle
#

@glass rapids Wait pls

glass rapids
#

okay

finite tangle
#

Gif uploading

#

Like here

#

It is 100 hp

#

but HUD shows 0

glass rapids
#

How are you calculating the hud?

#

I mean the health

finite tangle
glass rapids
#

First I would set the widget to a variable in wherever its being created. So after the create widget drag out the blue and promote to variable and name it whatever

finite tangle
glass rapids
#

What are the max values set to?

finite tangle
#

100.0

glass rapids
#

How are you telling the hud to update the health?

finite tangle
#

?

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How to say that?

#

(Blueprint)

glass rapids
#

When the health decreases what do you do to tell the hud to update the bar?

finite tangle
#

I just made by tutor

glass rapids
#

So that is the characters variable, Show me your damage thing in the character bp

finite tangle
glass rapids
#

Okay, Can I see your Healthbar Event Graph?

#

As much as I can see plesae

#

please

finite tangle
#

this?

#

or what?

glass rapids
#

okay, So I'm gonna make your system a little bit more optimized. So you know the binds that you use in the widget to calculate the bars percentage

#

Binds seem to run every frame and that is not good.

finite tangle
glass rapids
#

Yeah those

finite tangle
#

And how to?

glass rapids
#

I use functions or events that I call Update(HUD Element)

subtle orchid
#

if the camera is in a BP, you would add that BP to the camera cut track and it would use the camera inside of it
@grim ore you are a super star, thanks !

finite tangle
#

Can u send me ur function?

#

Pls

glass rapids
#

Sure

finite tangle
#

Thx

glass rapids
#

So this is an event. I calculate the the percentage and also have another graph for setting text

#

This is called inside of the player when the health is being updated

finite tangle
#

Ok

#

Thanks

glass rapids
#

Use the reference to the widget inside the player and call this event or function after you either decrease or increase the health

#

My Damage system is really complex but you are on the right path

#

I would use an Event called AnyDamage can be used the bp called Apply Damage

#

I would do the same math that you use to apply damage to the player but stick the bottom value in the subtraction into the Damage node

finite tangle
#

@glass rapids Can ya show me textUpdateHealth

#

pls

glass rapids
#

sure

#

Some of this is just preference like the percentage sign or the 01 instead of 1 effect

finite tangle
#

thx

glass rapids
#

np

plain terrace
glass rapids
#

@plain terrace Are you going to have more than one Golfcar in your map?

simple torrent
#

Does anyone know how to fix this weird motion blur around these propellers?

glass rapids
#

@simple torrent Go into your post processing and type in motion blur, then disable it. That is as much as I know

simple torrent
#

oki, I'm personally looking to keep motion blur, but having it being realistic

plain terrace
#

i just wanted to have 1 golfcar

simple torrent
#

but thanks for helping out as much as you can!

glass rapids
#

@plain terrace Okay, just making sure because I don't think that would work with multiple because you are always getting the first.

plain terrace
#

yeah, its just the unique car that belongs to the main character

glass rapids
#

okay, cool. Just making sure

plain terrace
#

now my cuurent issue is that even though i enabled physics, the pawn doesnt haev any physics

glass rapids
#

make sure you check the collision.

finite tangle
plain terrace
#

oh, i just set the collision to "vehicle"

#

thanks sir, even though i didnt really know wat u meant, still gave me motivation to continue doing random things

glass rapids
#

@finite tangle Can you scroll to the right in the error pls

finite tangle
#

something with setPercent

smoky crescent
#

Hello, how can I scale an actor around a point?

#

By blueprints, not in the editor.

whole quarry
#

Set transform

smoky crescent
#

Of course.

polar bobcat
#

Some advice regarding blueprints, let's say I've got a targeting box in the center of my UI, and I'm trying to cast inside that box and return every enemy/actor inside of the box.

Any guidance on how to do that? I gather it's something along the lines of breaking to a Vector2D, but I'm not sure if that's correct.

open gorge
#

I'd use a line trace or something similar.