#ue4-general

1 messages Β· Page 787 of 1

supple wyvern
#

one more dumb question

#

do i separate the charging handle and bolt carrier?

soft fiber
#

@hoary silo Movable works, but why doesn't it work with static?

grim ore
#

lightmass, cpu cores,

hoary silo
#

^

soft fiber
#

256 lightmap

grim ore
#

there are reasons, there are ways of mitigating it. generally you can't fix this issue, you will mask it

supple wyvern
#

do yall have any idea why my trigger mesh gets stretched downwards about 20 times as long as in a render?

grim ore
#

the proper fix is to have the wall be correct, if its 1 wall its 1 mesh with 1 material with 1 proper UV map.

soft fiber
#

the wall has two materials.

#

one for the wall and one for the baseboard / trim.

grim ore
#

there are quite a few posts and videos out there on how to try and mitigate it but in the end meshes are calculated for light separately so when the lighting is mashed together in the lightmap stuff like this happens

soft fiber
#

Unreal is generating the lightmap from the UV's in this case.

grim ore
#

from the lightmap UV channel yes

soft fiber
grim ore
#

I dont understand the issue here, are you trying to tell me why it should be working or ?

soft fiber
#

No, I'm trying to figure out next step because I thought I didn't need to generate my lightmap because ue4 was using the UV to create the lightmap?

grim ore
steady zodiac
grim ore
#

lightmass out of the box will cause seams across multiple meshes just due to the way it works with modern computers. There are ways of mitigating it however having properly created meshes and using blockers is the way to get the level into the proper state without seams showing

wheat hare
#

lol I didn't know this

#

I thought it was just janky

supple wyvern
#

i think i found my issuer

#

i had duped my trigger on accident lmao

sleek solar
wheat hare
#

You are inspiring me to do a lighting tutorial

soft fiber
#

Ok, I'll watch the video you sent me. I'm surprised it so difficult to do something I'd think was kind of simple.

grim ore
#

@steady zodiac look at the default flying template included with the engine

soft fiber
#

Thanks

grim ore
#

it is simple but its like saying "I dumped 100 rocks into a world and it should look good, why doesnt it"

#

making it "work" and "work right" are not the same

soft fiber
#

I want the Apple version... lol

supple wyvern
#

πŸ˜‚

steady zodiac
supple wyvern
grim ore
#

#graphics or #animation might have more experience with this if no one in here gets you an answer

supple wyvern
#

i fixed it

#

the bone was all screwed up

#

i made it really short to get a better turn on an axis

#

but that messed up the rig

grim ore
#

ah

supple wyvern
#

finally

#

now i just need to combine them cuz i forgot too

digital rover
#

how do we play listen server and client simultaneously in 4.25 edior?

grim ore
#

so 2 total windows? 1 client/server and 1 client?

still hemlock
#

So I created a new project and it's stuck at 39%

#

Anyone got a fix

grim ore
#

wait

#

then wait some more

supple wyvern
#

its compiling shaders

grim ore
#

maybe wait some more if needed

supple wyvern
#

not stuck

still hemlock
supple wyvern
#

it takes about 5-8 minutes at 39, 45, and i think 91%

#

have fun

#

listen to music or watch yt

still hemlock
#

Okay

#

Lol

supple wyvern
#

lmao

grim ore
#

if you stare at it, it will go faster. It won't move at all if you stop looking at it.

supple wyvern
#

lmaoooo

still hemlock
#

Thankz

supple wyvern
#

matt

#

any idea why my preview wont appear

#

in a socket

grim ore
#

wrong size?

supple wyvern
#

maybe

grim ore
#

if it shows it attached to the socket in the skeleton it should be there somewhere

supple wyvern
#

im also gonna reimport cuz the render messed up

ionic hamlet
#

does anybody know if there's a noticeable difference between 60 and 75 hz monitors?

grim ore
#

yes, 15hz

#

so 25%

ionic hamlet
#

that makes sense

untold stream
#

75 is an uneven number, who wants to use a uneven monitor

ionic hamlet
#

but it has a 5, and 5 is the perfect number

grim ore
#

and the honest answer is everyone is different so 60hz, 75hz, 99.75hz, 120hz, 4000hz is subjective to the user and game

#

but below 60hz is just evil and wrong, we don't talk about those numbers

supple wyvern
#

did u mean 400 hz?

#

not 4000

grim ore
#

just pre planning for the future when we have oculus implants and can handle that rate

supple wyvern
#

ah

ionic hamlet
#

I think I never tested a monitor above 60 Hz

supple wyvern
#

oof

ionic hamlet
#

and I want to buy a second monitor

supple wyvern
#

do it if you can afford it

ionic hamlet
#

so I was wondering if 20 extra € was worth it

supple wyvern
#

yes

#

it is

#

its so much nicer

grim ore
#

I am very very very very affected by refresh rate so I can feel it when its at certain rates.

ionic hamlet
#

aight thanks both of you

grim ore
#

keep in mind your machine has to be able to drive that rate, but for general windows use... smoother is nicer

#

go 120+ or go broke!

ionic hamlet
#

yep ik

supple wyvern
#

not sure how many euros that is

#

but its 130 dollars

ionic hamlet
#

"This item cannot be shipped to your selected delivery location. Please choose a different delivery location."

supple wyvern
#

rip

grim ore
#

you might get lucky, some 75hz monitors can be overdriven to 90

plush yew
#

60Hz is better for workstation purposes imo

supple wyvern
ionic hamlet
#

120 Hz monitors are too expensive πŸ˜›

supple wyvern
#

that one is 144 hz

#

and its 130 dollars

plush yew
#

more stability and precision in 2D / 3D viewport

supple wyvern
#

its pretty cheap for one

plush yew
#

color coverage matters

#

but for gaming tho

#

120 and 144Hz

#

are the best

grim ore
#

at some point you have to decide on if your comfort is worth the price. Chairs, desks, monitors. all stuff we spend a stupid amount of time using so paying for comfort is a benefit

plush yew
#

possibly 240 and above

ionic hamlet
#

the one you linked it's not available in Spain uncle jesseppe

#

I wanted the second monitor to help me while modeling/programming, but if it can replace my main monitor then better

supple wyvern
#

i found my issue

#

i forgot to zero my bolt carrier in blender lmao

grim ore
#

that would do it

supple wyvern
#

do i just need it on the x axis?

grim ore
#

all transforms and scale should be zeroed out before exporting

#

everthing basically reset and frozen

#

well I mean reset and frozen has different names depending on your DCC program but yeah those extra offsets cause issues

supple wyvern
#

yep

ionic hamlet
#

seems good but I can't afford it tho 😦 I'm a student and currently not working.
Btw, aren't IPS monitors better than those who doesn't have it?

supple wyvern
#

and i was just stupid enough to forget that

soft panther
#

Which Material Setting Should Be To The Material To Add World Displacement

#

????

supple wyvern
#

i also forgot to give the bcg a skeleton as well lol

grim ore
#

IPS usually has better color accuracy but slower refresh rates. What you want to do with it determines which i best between VA,TN, and IPS

#

if you aren't doing color accurate work a VA panel is normally good enough as it would have a lower response time and higher refresh rate.

#

monitors are a chore to find the right one if you care about it. If not buy the size you want as cheap as possible lol

ionic hamlet
#

got it, I want to sculpt characters and that stuff but I don't think I'll need too much color accuracy, + I already have an IPS monitor so I guess I can go and buy another type of monitor

#

I will look for VA monitors

supple wyvern
#

i zeroed and reimported

#

still nothing

grim ore
#

yeah having semi matching monitors is nice. I have 2 different and ugh.... the right one, while nice, is a different color range due to my new one being HDR

#

as in you can't see it?

#

double click the mesh and in the viewport what size does it say the mesh is in units in the top left?

supple wyvern
#

blender viewport or unreal

limpid berry
grim ore
#

in UE4 since that is where you can't see it

ionic hamlet
#

one last question (sorry to bother you): is freesync that big of a deal

supple wyvern
#

why am i the way that i am

grim ore
#

@limpid berry those are one set of naming conventions. What matters is you decide on one for your project and stick to it. every company will be different

#

@ionic hamlet for games? it can be. for work in UE4, its a headache and should be disabled. I personally never use it but my machine can play games at high refresh rate. it helps mainly on lower refresh rate issues.

ionic hamlet
#

aight thanks for the help man

limpid berry
#

@grim ore That makes sense. I was mostly wondering if it is on a similar level of common usage as K&R / Allman for C++ or Airbnb / Google for JS

supple wyvern
#

@grim ore i assume the skeleton for the rifle

#

as the viewport

ionic hamlet
#

nice channel btw

supple wyvern
#

i really dont know i havent slept in 24 hours

grim ore
#

@limpid berry there is no set standard but for the most part that one is referenced most of the time (it was a guide created by allar). You will find even amongst Epic devs themselves they are not 100% compliant with any standard lol

#

@supple wyvern well double click the skeletal mesh for the rifle that you attached and is missing so we can see what the size is in UE4

limpid berry
#

Thanks for the input!

supple wyvern
#

socket size?

grim ore
#

like personally I use Mat_ for materials because that is what I started with and I don't like M lol

#

what is the size of your gun

supple wyvern
#

oh

grim ore
#

I am curious if it imported small since the default UE4 scale is not the same as blender scale

supple wyvern
#

0.955

grim ore
#

the Approx Size, it will have 3 dimensions

supple wyvern
#

but its massive when i add the mesh to the map

grim ore
#

that was going to be my other guess, you cant see the mesh on the socket because its larger than the camera view. so you are inside of it. but we need the mesh size to make that guess

supple wyvern
#

mesh size in blender?

grim ore
#

no that screenshot I posted above

#

what does it show for your mesh

supple wyvern
#

as of rn

#

it shows 1

grim ore
#

the approx size

supple wyvern
#

oh wait

#

2792x26460x9028

grim ore
#

yep...

#

you need to import in at 0.01 scale

supple wyvern
#

lemme look at my bolt carrier size

#

yep

grim ore
#

your blender settings are set to meters, ue4 scale is centimeters

supple wyvern
#

1000x5242x1000

uneven fractal
grim ore
#

even then that seems big.... did you use any sort of real life scaling when modeling?

uneven fractal
#

it's set to return by value yet it's saying it won't return by refrence and when ran it returns nothing

supple wyvern
#

i did not

#

i probably should have tho lmao

uneven fractal
#

welp apprently this is a bug thats over 5 years old now

supple wyvern
#

much better

#

28x265x90

#

for the gun

#

10x52x10 for the bolt carrier

floral birch
#

I need some help with this engine.
I'm trying to install it, so I select 4.19 and click install, but nothing happens. I don't know if this is a bug,
or if I'm doing something wrong but I'd greatly appreciate some help on this:

#

I googled this and there's a lot of other people stuck on this issue too.
Is there a way to download Unreal Engine 4 without this installer?

grim ore
#

you would have to download from the github source and compile it.

floral birch
#

Would Visual Studio 2017 be fine to do that?

inner cloak
#

it would be fine if you follow instructions

floral birch
#

I think I'm doing something wrong, every time I try to look it up, it ends up sending me to EpicGames's store or the installer. I would genuinely appreciate some help here, I've fried my brain all day trying to make some mods for Crash and I just need to download UE4 4.19.0

#

I don't know what's going on, but I'm having no luck here. I am trying everything and googling every problem I encounter, but I'm having no luck trying to install this engine. Is this a bug?

midnight root
#

HM getting MD-HSH error trying to download to main working C drive ssd, known issue ?

#

HM store server not responding either, must be outage

inner cloak
#

Best way to know is to disable plugins 1 by 1 and test each case

midnight root
#

WOAH,,did you compile by source, can't imagine it 'installed' fine as a plugin but stranger things I guess....:)

#

so it wasn't on store

#

I got in trouble the other day using one that was on store, just 'beta'

#

never again

north monolith
#

Gotten this problem a few times now. A material or a function disappears, when I recreate the material with the same name, I get this error. The first version I created seems to exist somewhere in the file structure, even though its gone from the content browser. Any suggestions how to solve this or why materials or functions disappear like this?

maiden sundial
#

I'll try it a last time to ask since it seems like nobody can answer it :D
Does anyone know when we can use Chaos without building from source ?

inner cloak
#

Well, i know that i dont know !

maiden sundial
#

:s

maiden sundial
#

I know, but my question was about when we can use it without building from source ^^

#

That's unlucky :/

vernal thicket
#

Fking UE4 dumping 25gb onto another drive, literally have no idea what to do with it without breaking my game

grave osprey
#

Why my mesh blurry when zoomed out ?

I didnt use lod

steady zodiac
#

https://streamable.com/mb0mf0
I use the mouse for pitch control, but when the pawn is upside down, the controls become reverse. I first thought AddActorLocalRotation might be the issue, but it's the same thing with AddActorWorldRotation.
In unity there is Vector3.Up, that always points up no matter how the model is rotated. Is there something similar in ue4?

still hemlock
#

So

#

I'm having a problem

#

There's only one side to the mesh

ashen cape
#

Does anyone know how to make an actor ignore level streaming? Like, so it's still chillin' in the background all the time?

#

I want my music system to always be running in the background.

#

Like, preventing an actor from being altered at all when changing maps

still hemlock
#

How would I do that

#

Thankyou I'll try it out

ashen cape
#

nevermind i just found a solution

#

my music actor was accidentally placed in one of the sublevels even though I thought it wasn't haha

still hemlock
#

@plush yew Thanks I fixed the problem

plush yew
#

Are games typically laggier (less framerate) when you play it stand alone while the editor is running?

grave osprey
#

Why mesh looks blurry when in far away ?

plush yew
#

bad eyesight
πŸ˜†

hidden aurora
#

Does anyone knows why when I play, my vehicle stays in the air and no physics are been applied?

uneven fractal
#

hmm I've created a conveyer type system with each mesh being an instanced mesh but the meshes tend to "flicker" which I find a bit odd

cyan cargo
#

is there a quicker way to edit a large Variable Map? I have to input over 200 entries and the UE4 interface is a pain to scroll through each time I add a new one

manic pawn
#

theoretically, you can right click the map value, copy, paste into a text editor, change stuff there, then paste it back

#

you could also consider using a data table instead

cyan cargo
#

Didn't realize the text would work, so I think I'll do it that way

#

I'd usea data table but it's values that need to be written to

#

Thx, that's super helpfulthough @manic pawn

#

just saved me a many hours of work possibly>_<

manic pawn
#

all properties can be edited this way, sometimes it is useful

fading kelp
#

how does one get a sequence into the blueprint to be able to play?

#

like i see all these screenshots of how to play a sequence, but the never say where the sequence object is, and I cannot seem to find it in the class list

celest vapor
#

@fading kelp when you have a reference to your sequence, get the sequence player from it and then off of that you can play the sequence

fading kelp
#

i think the reference to my sequence is what I am after. Dragging and dropping into the blueprint doesn't work.

celest vapor
#

if its an actor BP or something along those lines then have something feed a ref into the BP, or if the bp is in the world make a variable of sequence type and make it instance editable and set the sequence as the target

fading kelp
#

I was doing it in the Main BP........I am starting to think that is incorrect and I need a blueprint for the object itself?

celest vapor
#

is the BP you're trying to play it in the level?'

#

or something you made?

fading kelp
#

Open Level Blueprint

celest vapor
#

ahh so with the sequence actor placed in the level have it selected and go into your level BP. then right click and there should be something along the lines of 'get reference to sequencenamehere'

fading kelp
#

oh gosh I have to physically drag the sequence into the level?

celest vapor
#

yes

fading kelp
#

no wonder I was lost because the timeline would play my camera cut and everything so I was like 'cool we are getting somewhere'

celest vapor
#

yee. your level sequence needs to be placed in the level

fading kelp
#

omg ty, I feel like an idiot

celest vapor
#

nah its okay. we live and learn

#

I have a question now. I'm taking my first wack at a mobile game and I cant find the setting for making the game portrait view. can someone point me in the right direction?

green briar
#

hey guys, I'm having some problems with importation from blender. I already recalculate outside normals. What can i do to fix the mesh?

celest vapor
#

@green briar if all the faces are like that you could possibly invert all the normals in blender

#

is someone knows a better way please let me know

green briar
#

@celest vapor Ill try

#

ty

raw elk
#

Wondering if anyone has any ideas what could be causing the crash

plush yew
raw elk
#

I've never seen this node before, it appears to be similar to mask but random? I couldn't find anything on it so it might be a custom node

#

I could be wrong, but that's my best guess

plush yew
#

nor have i, its either deprecated or idk

raw elk
plush yew
#

its right there in the docs and i cant complete the node without it πŸ˜„

#

custom yeah?

raw elk
#

that's my best guess

#

similar looking to a custom node

plush yew
#

yep

#

youre right

#

it must be so

raw elk
#

What page of documentation is that from?

plush yew
#

this page

#

they should flag that down

#

i mean id have known but ive never had to use one before

raw elk
#

Well

#

once place you might check for this is the example content

#

some of the stuff from documentation ends up in there

plush yew
#

i have most of the example content

#

i just don't know every specific node name yet

#

i knew it had to be something along the lines of a custom array of scalars because it would be named otherwise

plain terrace
#

@green briar if you havent already, try enabling "two sided" on the "details" section of the materials that you are using

green briar
#

@plain terrace in ue?

plain terrace
#

yes

#

sorry forgot to state that

green briar
#

it worked πŸ˜„ thank you @plain terrace

plain terrace
#

oh cuul, no problem sir

hoary silo
#

How do I switch gamemodes when opening new levels in a packaged build of my game?

gaunt tide
#

I didnt know the content browser was semi-transparent

agile spruce
#

How do you enable/disable 'Shift+LMB' to add actor to a selected group? It doesn't seem to be a keyboard shortcut.

hidden knoll
#

Does anyone know a good program to make 2d Sprites with?

plain terrace
#

wats formats do they have to be in

#

nvm, i dont know wat im talking about

hidden knoll
#

idk just an image with a transparent background

elder viper
#

Hi All! I am rendering a still frame of my scene and getting these weird lines all over. These lines are not visible in the viewport or through the camera. Please Help!

plain terrace
#

If ya want to make images with transparent backgrounds for free then you can use something like gimp or medibang, and probably other things @hidden knoll

hidden knoll
#

Okay

cedar wave
#

So - I'm not 100% sure where to start, but I'd like to make a game with an ocean as the center piece. Pretty much sail around from island to island, doin' stuff. I'm not sure how to go about the ocean part. Like, how do you get a large ocean?

plain terrace
#

Can prob search something up on YouTube

#

There are a lot of videos like that oh how to use buoyancy and stuff like that

cedar wave
#

All my searching kept bringing about plugins or stuff like that, but nothing that really explained how to get the oceanic world - which is why I came to here.

plain terrace
#

Well, ya make water and terrain, unless ur asking for somethin else

cedar wave
#

So just one massive plane with a water material is what you're sayin'?

plain terrace
#

I guess, I don’t really have that much knowledge

#

But it should probably work just for ur case, and then you can develop more stuff later on with it

vernal thicket
#

@cedar wave as a start build a terrain, lower 2 ends for where the water will sit, and then put a cube and stretch it the whole length and width of the lowered part and add a water material

#

Then you can change collisions, there are videos on being able to swim etc

#

I think you can use a box brush too but not sure

final dirge
#

Is there a quick way to cycle through the buffer visualization modes rather then constantly mouse-clicking the viewport going to buffer visualization and selecting an item?

barren flume
#

don't know how to get rid of it

#

when i change the streaming pool size

#

it will stop showing message but next time i open editor the message pops up again

final dirge
#

The streaming Pool size is not persistent, you would need to add that to your DefaultEngine.ini Or use a python snippet to set your startup variables from a startup file

barren flume
#

What would I write in the .ini?

#

nevermind I found it

#

What would be a good number to set it to?

#

I usually set it to 5000 but not sure

vernal thicket
#

packaging failure breaking game is this common?

ruby folio
oblique void
#

is there a way to make windows like the content browser or placed actors, autohide?

barren flume
#

Is there a way to make it so character materials change based on if the player or ai sees another character. I was thinking of using pawn sensing but not sure if that would work

eternal violet
#

hey guys

#

is it possible to make a editor utility widget that players can use ingame?

#

for instance sculpt visibilty fuction

rigid belfry
#

is there a way to switch the editor camera to orthographic instead of perspective

oblique void
#

hit the perspective button

frank oar
#

how serious are these errors if the game seems to run/play fine ?

rigid belfry
quartz vault
#

hi! i dont know if im blind and cant find it the channel but where would i ask for some help around here?

oblique void
#

yeah that, theres also the minimize button on the top right aswell

dark rune
#

@quartz vault right here works, but blueprint, Cpp, etc works too
most places except those under general, share your work, job board probably work

rigid belfry
#

i dont know if you noticed or not, but there's no orthographic mode in there

quartz vault
#

ohh so if its like channel related its ok to ask

dark rune
#

yeah pretty much
you can also just ask here if you arent sure

oblique void
#

theres six of them...

rigid belfry
#

also why does a camera i placed in the scene look like this while in perspective

wheat hare
#

You switched the camera to ortho
Did you intend to switch the viewport to ortho?

#

I got high and did that

#

And that's not the only thing...

rigid belfry
#

i want my camera to be orthographic

#

thats 100% intended

#

and i also want to preview the editor in orthographic

#

yet the modes for that do not look like what i had in mind for my game

#

in unity you could change the view mode from one to the other with a button press

#

do i just use the perspective mode and adjust the field of view?

tardy birch
#

Adjust the Ortho Width @rigid belfry. However, Iβ€˜d advise not to make a game that uses that perspective. Youβ€˜d be better off in Unity. There are many bugs related to the orthographic views that havenβ€˜t been fixed in Unreal for years. You will encounter many issues related to lighting and shadows in particular.

rigid belfry
#

i really wanted to start a 2.5d isometric kinda project

#

i'll try with perspective and adjust the settings

#

maybe i'll try some post process effects

#

i know unity would suit it better but honestly i'd rather stick with unreal

tardy birch
#

Some examples of the issues.

#

i'll try with perspective and adjust the settings
@rigid belfry Thatβ€˜s probably the best route to take. πŸ‘πŸ»

azure reef
#

Hello guys. How can I download the game without wifi connection?

#

Can I make a custom button for downloading obb files?

rapid dust
#

hello everyone. currently i'm creating games on unity, but i'm looking into switching to UE4 only thing i'm worried about is that i'm going to have to learn C++ to understand blueprints, i have a basic knowledge on C#, would i still have to learn C++ or would blueprints come easy to me.

mossy nymph
#

you should start with blueprints and go into c++ only if/when blueprint limitattions start annoying you

#

aside from needing to read the source code when there is no documentation available, you do not need to be proficient in c++ to understand blueprints

#

and i strongly suggest not tackling the unreal API and a new language at the same time @rapid dust

rigid belfry
#

@rapid dust i havent had too many problems transitioning into unreal from unity

plush yew
#

Hey, anyone that could explain me how "resource respawning" works? I made it work with just EventTick and Delay, but this results in it attempting to spawn every x sec, not x sec after being picked up

rigid belfry
#

aside from some specific problems, most of the stuff i've learnt seem to be very similiar to unreal

plush yew
mossy nymph
#

@plush yew you have resource and resource spawner

#

resource spawner spawns the resource and when it does, it also binds an event to an event dispatcher in the resource, which resource calls when its picked up

plush yew
#

Ehm, where is the "resource"?

rigid belfry
#

there should be a timer by function you can use instead of ticking

mossy nymph
#

in the event handling the dispatcher in resource spawned, you set timer by event/function name

#

and the result is new resources spawning however long you tell the timer after being picked up

plush yew
#

yeah but that only works for one item

#

aka. if I pick 2 berries in a short time it will only respawn 1

mossy nymph
#

it works in all scenarios

#

if its a timer

#

and you don't use the same timer handle

plush yew
#

I can't seem to find any way of using Timer

#

only Delay

#

How do you call it?

#

or, rather create it

mossy nymph
#

SetTimerByEvent

plush yew
#

and that runs in async?

#

Since functions run sync I can't do it with delay

mossy nymph
#

world's timermanager "ticks" timers and executes the bound function/event when time expires

rapid dust
#

@rigid belfry@mossy nymph thank you

plush yew
#

I understand, but can't seem to understand how to implement it with the way I have actors built

mossy nymph
#

on a successful pickup, set the timer to respawn the berry

#

if you pick up 2, 2 timers will get started, both executing the same respawn function

plush yew
#

yup, that makes sense, but that means I have to put all the logic in the "Item_Bush" actor

#

or could I just call a "respawn event" inherited from parent?

mossy nymph
#

well, i would have a singleton resource manager from the start that (re)spawns all resources

plush yew
#

Sounds like a bad idea for a large gathering game tbh

mossy nymph
#

you can, but then you might be better off with settimerbyfunctionname

#

it doesn't really

#

its event driven

#

and it allows you to globally tweak the respawn rates, and to collect proper analytics

plush yew
#

So I just pass the "Respawn" event here that is supposed to be run after x Time?

mossy nymph
#

you pull from event red square

#

type in custom or create event

#

first one makes an event bount to timer

plush yew
#

ah gotcha

mossy nymph
#

second one lets you select an already existing one via dropdown

plush yew
#

so I shouldn't even have that here

#

I should put the Set Timer by Event inside the Pick Up function on Success

mossy nymph
#

you can call a paren't event function by using create event

#

there is one limitation to that

#

you can't put an event inside a function

#

so you're limited to CreateEvent node for handler, if you put the timer inside of it

plush yew
#

yeaaaa.....

ashen orbit
#

Both Host and connected player can attach the weapon, but the host does not see the connected player attaching the weapon. The client sees everything fine. I seem to run into different replication issues everytime I use some new function lol

plush yew
#

@mossy nymph wait, the "Event" input is the event that's supposed to run after timer is over, right?

#

That will only work with functions with no inputs though?..

mossy nymph
#

yes, thats why i suggested using an event dispatcher and different object to spawn resources

plush yew
#

By different object do you mean a parent class?

#

Sorry, I'm confused af, bear with me

#

Trying to move over from C#

mossy nymph
#

no, i was thinking of something like AResourceSpawnerManager

#

its useful in the long run

plush yew
#

But that means I'll need those for all sorts of resources, right?

mossy nymph
#

one can do for all of them

#

it just needs to know what it spawns for each actor class

#

ideally, that is tossed into a datatable or other static data asset

plush yew
#

Would that be an actor component or an actor

mossy nymph
#

depends

#

you can have one actor with several manager components

#

or multiple manager actors

#

if you only need one manager, then an actor

#

you pre place it in the level

#

cache the reference to it (can be done as part of saving the level, but not with blueprints)

#

and have a blueprint function library function that can access it

plush yew
#

whoa okay, I'm a beginner mate

#

I'm used to just calling an async function with a timer and passing an object reference to it and that's it

#

timer ends, function does its, done

mossy nymph
#

coroutines are not supported yet

brazen cairn
#

anyone saw the UGC news?

#

made my day

plush yew
#

still a bit confused

#

I mean, the meaning is to remove as much logic from the item itself as possible

#

preferably only have this in all objects that are gatherable

#

then inside the Pick Up, call an event/function (no idea what the difference in UE is) that has a timer, and after the timer ends respawn the passed resource

#

right?

mossy nymph
#

event is the red node, and it can only be placed in event graph

#

it cannot have a return value

#

otherwise it behaves exactly the same as a function

plush yew
#

okay, so we basically make a new object that has an event "respawn something"

#

in which you pass the object to respawn

mossy nymph
#

that object would already know what to respawn

#

based on the class of the actor that executed the pickup

#

so it would not need to be told

#

what type are your berries, static mesh actors?

plush yew
#

static mesh component

mossy nymph
#

there are few other solutions here

#

like having a Get function that returns the array of resources

#

that you just override in each inherited class

plush yew
#

I mean, only problem I see right now is how to call the RespawnItem event

mossy nymph
#

and then you don't need to push the array into RespawnItem

#

as it can just call GetResources itself

plush yew
#

but didn't you say RespawnItem is supposed to be in its own object ItemRespawnManager?

#

how do you reference that event in the item

mortal quarry
#

Hi all, Kinda new to UE, how do I move my group actor into a folder in my world outliner? seems weird that I cant, it's prventing me from having a clean outliner. Please help, thanks.

Basically, the contents of my group will move, but the actual GroupActor who I cannot seem to rename either, stays behind.

dark rune
#

this capsule collision is parented to the default tps capsule
it doesnt seem to have collision
How can I fix this?

valid agate
#

Hi Everyone! I'm trying to download this Automotive Beach Scene from Epic Marketplace. But it seems it doesn't support Mac. Is there's anyway I can force the download anyway and at least use some of the assets inside the pack?

polar viper
#

is there a particle limit on unreal?

gloomy ginkgo
#

Hey guys is there any way to save Steam Avatar from Get Steam Friend Avatar cause when I save it in struct and load it I get null for some reason.

#

Also I tried saving the steam profile picture in separate texture2d variable but it still does not work :/

ashen orbit
#

When I drag a blueprint into my map does it server spawn on client spawn?

gloomy ginkgo
#

dude

#

my question...

ashen orbit
#

huh?

gloomy ginkgo
#

nvm

plush yew
#

@gloomy ginkgo You're not alone on the server

gloomy ginkgo
#

I mean he could have waited for 10 minutes...

plush yew
#

Why would he?

#

If someone knows the answer to your question they'll tag you with the answer

gloomy ginkgo
#

maybe there is someone and they are not online for the moment...

ashen orbit
#

narcissist

gloomy ginkgo
#

yo chill

ashen orbit
#

try setting a default picture in the struct and your separate texture2d variable

gloomy ginkgo
#

not working

#

ty anyways

prisma plank
#

somebody have sites ue4 levels to download?

rugged tendon
#

Hi I want to make a Battle royal Game with in app purchases etc.... Is it possible in unreal
I mean game like Pubg?

#

Tag me while answering mr

#

*me

plush yew
#

@rugged tendon Did you do any research

#

before asking?

scenic spruce
#

hello

rugged tendon
#

Yes I know about that @plush yew

plush yew
#

Then why ask if its possible?

rugged tendon
#

I need some Tutorials @plush yew

scenic spruce
#

hey guys

rugged tendon
#

To make a game in unreal for Android

#

Hey @scenic spruce

scenic spruce
#

l find game devolper

#

in my group

rugged tendon
#

Oh

scenic spruce
#

l create horror game

rugged tendon
#

Cool

scenic spruce
#

who wants to come to my team

#

we work together

#

Kushal

#

where are yo from

rugged tendon
#

Delhi

#

I am beginner in unreal

scenic spruce
#

India

#

?

#

good

#

l know few in english

rugged tendon
#

Oh

plush yew
#

When I run the Interact event twice in a row, the Respawn Item Event only gets run once. Why is that? Is it because only one Timer instance is used? If so, how can I create multiple Timer instances?

scenic spruce
#

delete set timer by event

#

and add delay

plush yew
#

Dude, please don't answer if you don't know the answer..

scenic spruce
#

no l think ist true

plush yew
#

No its not, tested it 3h ago

#

Delay runs synchronously as well

scenic spruce
#

oh sorry

#

l find the turkish developer

indigo veldt
#

I am experiencing a rather quite unusual shadow problem with ue4 the shadows are creating strange line i tried to increase and decrease the lightmap res on the objects but still look the same please help

plain terrace
#

i have a wheeled vehicle pawn and the physics asset im using for the mesh looks like this: (is this bad because my car doesn't drive in the right direction, and it barely moves in the first place)

ashen orbit
#

For real though, anyone have any experience with actor attachment to component replication client/server? Like it must be bugged or something.

polar plank
#

I have this concept for a shield, any ideas how I could implement this? My current best idea is using a duplicated character mesh with an invisible material that only shows itself upon projectile impact. But I'm unsure of how to detect a projectile and show the material in only that spot.

plush yew
#

guys what audio attenuation settings would you recommend

#

i've played around but it always sounds a bit off

vale bone
gloomy ginkgo
#

looks like python

#

yea it is python

plush yew
#

When I run the Interact event twice in a row, the Respawn Item Event only gets run once. Why is that? Is it because only one Timer instance is used? If so, how can I create multiple Timer instances?

gloomy ginkgo
#

so you want to use this rougelike c++code in ue?

vale bone
#

@gloomy ginkgo Yes, really I just want to follow a tutorial that teaches C++ in Unreal, but ideally it's a rogue-like as that's the game I want to make

steady zodiac
#

I've a simple block of code that doesn't seem to work like I want it to be ..
For a flying game, I want the plane pawn to follow the direction of the mouse cursor. Here is the code for that

    FVector worldLocation, worldDirection;
    UGameplayStatics::GetPlayerController(GetWorld(), 0)->DeprojectMousePositionToWorld(worldLocation, worldDirection);
    FRotator rot = UKismetMathLibrary::FindLookAtRotation(GetActorLocation(), worldLocation);
    SetActorRotation(rot);

However If I start the game, the pawn rotates by -90 deg for some reason https://streamable.com/13jx63

#

This is the only code I have in the tick function

gloomy ginkgo
#

"libtcod" is console renderer

#

I dont think it will work with ue4

trim dawn
#

i didnt find any specific channel for this so ill just ask here. Every time i try to build my level lighting i get the error that Array index out of bounds: 16777216 from an array of size 1 and the editor crashes, wich seems to be caused by some slate widget. does anyone know how i could try and fix this?

#

allso with the error Import Volumetric Lightmap failed: Expected 512 tasks, only found 0

vale bone
#

@gloomy ginkgo Thanks πŸ™‚

gloomy ginkgo
#

Is it possible to save unique Net id to struct?

vocal copper
#

Hey all πŸ™‚ Maybe it's something obvious, but I can't find a way to bound Characters::OnLanded with Actor component's functionality. I need to reset some stuff when a character touches the ground. Flying mode is involved.
CharacterMovementComponent::IsMovingOnGround and !CharacterMovementComponent::IsFalling can't help me even combined .

#

Maybe someone has a piece of advice? πŸ™‚ I'd appreciate that

exotic thicket
#

at least in BP's you can use On Movement Mode Changed

#

maybe there's a similar delegate in C++

vocal copper
#

I change it, I start falling, but there is a variable I have to reset to prevent an action shooting twice. Best place to do it is on the ground πŸ™‚
It was a piece of cake while I've been doing it in Character's code, but now I'm confused πŸ™‚

#

Still thanks for a reply πŸ™‚

dawn gull
#

How can I add multiple strings together so like, my first string is "Jospeh" and i want to add ":" and "Message" into one string so i cant print it how can i do that?

plush yew
vocal copper
#

"Append" node in Blueprints. Return value to "Print String" node

plush yew
#

use string append

dawn gull
#

thank you

frank oar
#

Hi guys.
Beginner question.

Is the packaging process the difference between an unreal engine project and a working app ?

If not, then when does it stop being a project and start being a finished game ?

ashen orbit
#

when you package i believe you get an .exe for example if you compile for windows

#

and that is a playable version of the game

frank oar
#

Ok @ashen orbit thank you!

Packaging produces a file but also leaves you with your original file I would imagine ?

So you still have the original "project" file but then also a playable version ?

ashen orbit
#

yes

#

but I don't know much about it anyway

turbid vigil
#

are youtube links allowed?

indigo veldt
#

basically when you package a game it duplicates the files and compresses it into smaller uncodeable pieces just the same version of your project but in a playable state and yes your project will still be there its only duplicates it in simpler terms

ashen orbit
#

@turbid vigil is it something you need help with?

turbid vigil
#

yea

#

i recorded my display and uploaded the issue on yt

ashen orbit
#

sure

turbid vigil
#

has to do sth with the game mod

#

my char always spawns when i play

#

but i cant put the bp itself in the game and play it when the game starts

indigo veldt
#

ok rather using your actual character blueprint use the player start as a place holder for your character

woeful wadi
#

when do the july free assets come out?

turbid vigil
#

aight

#

how do i put the bp into the capsule of player start?

woeful wadi
#

I will actually do unholy things if they give me more free synty assets

ashen orbit
#

tuesday

indigo veldt
woeful wadi
#

thank you

turbid vigil
#

ok so you only need to use the player start where ever you want your character to spawn
@indigo veldt i am refering to sth hold on

indigo veldt
turbid vigil
#

go to 5:10 of the video

#

then u understand what im tryna achieve

#

i can do it while ig but after i esc the settings reset

#

bc the bp despawns

indigo veldt
#

did you go to your 3d mesh renderer and selected your character

#

sorry i am just going to watch the full video to get a better understanding

turbid vigil
#

yea

#

i di

#

*did

polar viper
#

is there a particle limit on unreal?

turbid vigil
#

we can also do display capture call via dm then i can give u a closer look

indigo veldt
#

ok

tight prawn
#

is it possible to animate UMG remove from parent?

#

say when you click on options button (for example) it would remove the current widget and create the options widget

#

is it possible to animate this interaction ?

#

fade out/fade in
tween

frank oar
#

thank you for the info @indigo veldt !

half drum
#

UE4 editor question... where are the editor's bookmarks locations stored locally? are they in a readable format? text or what? please @ me if you know! thanks!

knotty grail
#

hi anyone can help me with this i have an animation that its not endless so when i put my character walks 2 meters and goes back and continues to walk and does it again it seems that he has a insane rollback and my question is how can i make the animation endless so when it ends it dsnt goes back

woeful wadi
#

I need a bit of help, when you import fbx files why are they in so many parts and how do I rebuild it into one asset

frank oar
#

Anyone know if performance is usually better when playing the packaged version of you project vs hitting play in the editor ?

hoary silo
#

Im pretty sure performance is better in the packaged version

lilac wedge
#

is it possible to make an offline game that is un hackable/cheatable ??

frank oar
#

excellent thank you @hoary silo and @plush yew

hoary silo
#

your welcome

woeful wadi
#

hackers will always find a way if they really want to

#

but hacking is offline games is generally something that people don't do in most games, especially smaller ones

lilac wedge
#

had an idea for an offline game but the main point of the game would be to get the highest possible score, and to have an in game leaderboard so you could compare with other people. But not sure if its a good idea

#

anways thanks for the feedback πŸ™‚

steady zodiac
plush yew
#

When I run the Interact event twice in a row, the Respawn Item Event only gets run once. Why is that? Is it because only one Timer instance is used? If so, how can I create multiple Timer instances?

#

@indigo veldt a bit late, but are you using dynamic lighting?

indigo veldt
#

yes

#

all lights are dynamic except for a few models are static and some are dynamic

mortal quarry
#

@steady zodiac without knowing anything about UE or the actors, but with knowledge of World and Local, I say LocalOffset

steady zodiac
plush yew
#

@indigo veldt fucking around with lightmap res when using dynamic lighting won't do anything

#

you gotta set the Shadow Slope Bias to 1

#

to get rid of the artifacts

#

if you're using a DirectionalLight or a SpotLight

#

you can use PCSS via r.Shadow.FilterMethod (without enough samples, the shadows will look noisy using this; make sure to use r.Shadow.MinResolution 2048 and r.Shadow.MaxResolution 4096 when using PCSS), it'll get rid of the artifacts as well as generating distance-based soft shadows

indigo veldt
#

thanks man never new that πŸ˜‚

plush yew
#

yeah, you never new this

#

πŸ˜‚

#

what kinda game you makin?

indigo veldt
#

it fixed the problem thank you, yea i am trying trying to make a story game

plush yew
#

i mean

#

sort of a genre question

indigo veldt
#

oh, a first person horror type of game

plush yew
#

oh

#

let's move on to DMs because i wanna talk more about that

#

and so people can post their questions and answers more

indigo veldt
#

ok np

plush yew
exotic thicket
#

I'm not 100% sure but isn't it based on the render target resolution?

#

so if you increase the resolution of the render target then it might capture it at a higher resolution as well - not sure, but maybe worth a try if you haven't tried it

vernal thicket
#

Soooooooooooo

#

I asked this on packaging but it's a local problem now

#

I packaged my game, ran out of space for Derived cache and it crashed the editor. I free'd up space etc but now I can't open ANY project in UE4, as soon as i click anything it crashes saying the graphics driver shut down?

#

wtf do i do now lol

#

Side note: i could do other things before a crash if I left the output log open? as soon as i minimised the output log/closed it the editor would crash

#

Another side note, I have a dedicated GPU & a main gpu, if I disable the dedicated gpu it doesn't crash but everything runs like shit

#

So it seems if I leave any editor related window open in the foreground it doesn't crash? currently got Message Log in the foreground and using editor in background?

#

Looks like it's using all 16gb of ram and now using 100% of the disk too>?

dawn gull
#

Hey, I just installed to UE4.25 and when i try to package my game I get this error:

#

Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>

#

Why is that and how can I fix it? The command "UE4Game" isnt doing anything either

#

Do I have to build in visual studio?

void barn
#

im curious about if u publish a free demo

#

small demo like maybe 30minutes of gameplay

#

if u are using 3D model from existing game

#

does it violate the copyright ?

manic pawn
#

obviously

void barn
#

even u dun sell it?

manic pawn
#

yes

void barn
#

i see

#

so its better to just make it for yourself and keep it secret ?

#

i want to make a demo for interviewer and school

manic pawn
#

they probably won't be impressed by seeing stolen art

void barn
#

guess ill use mannequin then

worn granite
#

If the art isn't the focus, then that's going to be the better way anyhow

void barn
#

definitely not art focus

worn granite
#

If you don't want to use that, consider finding other people to partner with?

void barn
#

programming interview

#

gameplay experience

#

they dun care about art or anything

worn granite
#

Collab will look way way way better than "borrowing" art

void barn
#

they just want to see gameplay experience

#

wait

#

they never mention that

worn granite
#

If they said explicitly to not work with others, then don't

void barn
#

didnt mention anything about that

worn granite
#

But yeah if you find an artist to work alongside it'd look better IMO

void barn
#

ye

worn granite
#

Both you and the artist get a benefit too

void barn
worn granite
#

their art has more life, your systems look nicer.

#

Both y'all can prove you'll tolerate another human

void barn
#

but im curious about 1 thing

#

if u have taken the "borrowed" 3D models

#

u rig the whole thing urself

#

made the animation urself

#

from atking

#

walk run everything

worn granite
#

still violates copyright law

void barn
#

by urself

#

i see

#

guess ill keep that to myself

worn granite
#

it isn't even transformative enough to fall under fair use

#

Feel free to do whatever you like in your own time, but make extra sure your use of that doesn't "leak"

void barn
#

if so

#

mod is like grey area?

#

copyright grey area

worn granite
#

Having no respect for copyright, by showing a project with copyright violations, doesn't look good.

#

Mods are... interesting.

#

You can spin pretty much anything though, and most games are fine with modding so long as you never distribute any of the games assets

void barn
#

dun make profit out of it

#

as long as u obey that

#

i see

worn granite
#

no

#

You make a project out of somebody's IP, or using their IP, and they can (and often will) shut you down hard.

void barn
#

ah

#

okay then

worn granite
#

Had a friend who doesn't dev anymore cause of this dancing around the line stuff

void barn
#

that explain well

worn granite
#

Don't do it

void barn
#

what did he end up

#

Don't do it
@worn granite i wont

worn granite
#

He shovels engine grease out from under airplane tires or something

#

IDFK, IDFC

#

emphasis very much so on "had"

void barn
#

i guess copyright is no joke

worn granite
#

Not at all, plus there's the whole angel of not having permission to the works besides.

#

Intent of the author and whatnot

#

That's a whole discussion

void barn
#

but for unreal engine asset store

#

or unity

#

that is perfectly fine right

#

u buy and use it and publish

#

paragon chara and etc

worn granite
#

Mhmm

#

There's a license to go along with those

#

A non-exclusive right to use the assets as a portion of a larger product.

#

Usually explicit prohibition of redistribution as-is

#

etc

#

And the more emotional aspects go away as well, the author is fully aware that their work will be used in all manner of different ways

#

Β―_(ツ)_/Β―

#

Best of luck though

void barn
#

thank you for this copyright lesson

#

it helped me a lot

plush yew
#

Can any help me with importing files from cd trader into unreal engine if you can help dm me.

grave osprey
#

How to edit anti aliasing in engine ?

vernal thicket
#

UE4Editor_D3D11RHI <- anyone?

faint meadow
#

@grave osprey I believe it’s under project settings if you search for anti aliasing it’ll give you multiple options, I usually pick TAA

vernal thicket
#

Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - 'S_OK') <- anyone know this?

honest vale
#

I think that's usually a driver crash, which can be caused by a multitude of things

plain terrace
#

So it seems I crashed my computer when I ran the command β€œPXVIS Collision” which is always nice

steel patio
#

^ dont do that if you have landscape/terrain in your level, it will murder everything.

plain terrace
#

oh! thanks ill make a new level then and test it out there

#

thanks

queen ferry
#

hello, is anyone able to access UDN? After going through the 2-party auth and the captcha I just get "There was an error contacting the remote service" and it has been like that for weeks

lime gull
#

Is there a reason that only 1 variable would not come through in a data table?

#

Like its using the structure value, not the data table value

#

but everythign else works fine

humble cairn
#

hi all, very new to this. got stuck right away and would appreciate some quick assistance. Dno if this is the right place to ask tho πŸ˜›

terse shell
#

Question: in the docs -> Visual Studio Setup, it states below, but where is the pre-requisite installer?
Run the Unreal Engine Pre-Requisite Installer
When you install Unreal Engine from the Epic Launcher, or if you clone it from GitHub, the Unreal Engine pre-requisite installer runs automatically. However if you install or sync Unreal Engine from Perforce, you will need to manually run the pre-requisite installer. You need to do that before running any Unreal Engine tools you have built locally.

midnight root
#

@humble cairn just ask πŸ˜‰

#

Safe happy 4th all, Sandy the border collie here is already in protect mode ;00

humble cairn
#

got the help right away tyvm

midnight root
#

:)coolies

barren flume
#

I've already selected the color and closed it but still get that message

midnight root
#

Sometimes editor just bugs out, I have to exit and run again to get past some odd things, NOT saying this is your case, but it could be.

#

I've not attempted what you are doing, but still might apply

prisma trout
#

hey guys, I can't find the foliage settings under the foliage menu, I only have mode toolbar and it doesn't let me get a density over 1 which is too low.

left zephyr
#

What approach do people usually take to sync audio files with baked facial mocap in animation blueprints?

prisma trout
#

Ok for some reason the menu was bugged out. Restarted the engine and I can see the settings

midnight root
#

Happens with frequency, had to do same, different reason, yesterday

potent sleet
#

i type in lowercase cause i never cap

left zephyr
#

@midnight root thanks, I've seen that one before.

left zephyr
#

The sequences are dialog chunks so I'll probably just use anim notifies and code it.

#

It worked! That was incredibly easy. In case anyone cares, work flow was Motion Builder->Maya->Unreal, then Unreal->Animation Graph-> AnimNotify at the start of the animation playback. The actual notify was added to the animation sequence with baked curves.

midnight root
#

If you use blender you might get better results , but then if you code it yourself...

#

I typed that not realizing you had used maya ;)),weird timing

left zephyr
#

It's a modular character system so the anim graph blends the lip sync motion with the playing animations. I used the voice device in in MB to do the blendshape sync.

midnight root
#

I'd prob. be stuck with blender as I've no money sufficient for anything maya but it sounds fascinating

#

ty for sharing !

celest vapor
#

when I get velocity and then get the vector length, what unit of measurement is it?

midnight root
#

haven't read

worn granite
#

It's the units that Unreal uses

#

I have to be vague because you can change it

#

it defaults to cm

#

So, your velocity length gives you speed in cm/s

fervent inlet
#

hey can i get some help with installation? i cant install it because everytime i do, my external hard drive disconnects and i have to start over

devout swift
#

Is there a way to disable just one of the default key bindings on the default pawn and not all of them? Like, I want to disable 'E' and 'Q' only but keep the WASD movement. Tried unchecking this but it unbinds every key

jovial pollen
#

hey can i get some help with installation? i cant install it because everytime i do, my external hard drive disconnects and i have to start over
@fervent inlet that's a you problem

fervent inlet
#

well shit haha

jovial pollen
#

Is there a way to disable just one of the default key bindings on the default pawn and not all of them? Like, I want to disable 'E' and 'Q' only but keep the WASD movement. Tried unchecking this but it unbinds every key
@devout swift yeah its called going into the code itself or into the inputs in the project settings

elder viper
#

Hi All,

I am rendering a still frame of my scene through the Movie Render Queue and getting these strange lines all over my render. These lines are not visible in the viewport or through the camera.
Please Help!

devout swift
#

@jovial pollen Thanks for replying, I went into the inputs in project settings but I dont see options to unbind the default Q and E bindings there. The only action mapping that shows there is the one I created.

#

if I were to do it through code, which function could I use to unbind a default pawn key binding like Q and E (which move the pawn up/down along the z-axis)?

#

To add my keybinding I used:

InputComponent->BindAction("Grab", IE_Pressed, this, &UGrabber::Grab);```
#

I see there's a function called InputComponent->RemoveActionBinding() but how would I reference the default Q binding to remove the binding?

#

For reference, my code is on a class that inherits from UActorComponent. I attached that component to a Custom Pawn Blueprint whose parent is the Default Pawn class

lucid jetty
#

Hello folks.

#

A smol question if I may.

#

I know how to run Media Files but is there a way to make them NOT open to public when packaging the project?

rigid belfry
#

has anyone been able to make a ball roll based on user input

#

ignoring that badly designed rolling template

#

comparing the axis float just in case, allthough not really needed

#

basically a mess

#

W/S and D all move me backwards

#

A ironically makes me move in forward

tawdry narwhal
#

how do I make the launcher aware of an existing launcher build of the engine? I've recently had to reinstall windows and would not like to have to download my launcher builds again

sweet wagon
rigid belfry
#

@sweet wagon maybe you're using the integrated graphics

sweet wagon
#

And how does one change that?

#

"If you into Nvidia Control Panel, then 3d settings, then the global settings tab, there should be an option to switch default gpu from auto to your dedicated gpu." ?

rigid belfry
#

did you update your nvidia drivers

#

yeah thats pretty much it

sweet wagon
#

Ill do that and already am thankful for your help!
Google literally did not help me with that at all

rigid belfry
#

if you press the arrow on the left down side of your screen, there should be something called nvdia panel

sweet wagon
rigid belfry
#

from there just follow the guide you posted

#

yeah if it was on auto, your computer was using the CPU as graphic card

#

have you played any games or is this your first time booting up the computer

sweet wagon
#

Computer is running since a couple months.
Already worked in URE4 with modding and such with it.
Now with working in my own project however, it gave me this error

rigid belfry
#

its very probable that you've always been gaming on the integrated graphics card πŸ˜… what games did you play and what frames can you get in those games

sweet wagon
#

Overwatch, Deadside, Ark and much more.
Honestly, always had good fps, smooth, no issue.
That's why I didn't notice it tbh

rigid belfry
#

i see

#

anyway, if you are sure you changed the right setting, the try restarting your pc real quick

#

also if you use steam

#

in the settings, under "in game" option there is a check mark that lets you see your frames while playing games

sweet wagon
#

Alright, I'll restart, check that in and then test

rigid belfry
#

okay good

sweet wagon
#

Well so far it went from 60 to 60 haha
Well important is the URE4 Editor so lemme test that

#

Nope crashes still due to memory

fervent inlet
#

hey can someone help me with vr im a bit of a newbie to unreal

#

i set the play mode to vr preview but my rift s wont go into it

#

it'll just say loading unreal in my rift s

gloomy ginkgo
#

How to get chilld actor's owner?

#

ohh nvm figured it out

fervent inlet
#

nvm figured mine out to haha

rigid belfry
#

@sweet wagon are you sure everything is working on your end?

sweet wagon
vernal thicket
#

Tip for noobs; don't add to the content browser what you don't need, or spend hours going through everything deleting what you haven't used so it doesn't get packaged...

exotic thicket
#

I thought it only packaged assets that have references

#

That woulda made sense πŸ€”

magic fern
#

Hey guys. I have done a game with the paragon props, now I have so many garbage, what is the best way to clean my project or migrate to a newer one? It's a C++ project, I tried to migrate but the c++ classes didn't go

acoustic sleet
#

Hello guys, having a problem starting up a compiled UE4 version. Anyone familiar with this problem?

tight prawn
#

the best solution is to run the engine in debug mode, open your project and trace the error

#

first thing to try is to enable r.ShaderDevelopmentMode in ConsoleVariables.ini as it says

#

and go from there

#

which light actor should i use to create a campfire lighting effect?

kind mulch
#

Depends on how realistic you want to make it I guess, a normal point light could already do the job πŸ€·β€β™€οΈ

#

Make it flicker a bit with blueprints or C++ and you're good to go :D

magic fern
#

How do you get around to keep your project small when you import assets from another places?

exotic thicket
#

Don't import the assets you don't use?

austere scroll
#

so i made this supermarket model myself , and its not recieving light

#

its not overlapping UVs

#

or face orientaion stuff

#

its fine before i build the lighting , but after

#

it goes black

rigid belfry
#

@austere scroll what about UV channels?

austere scroll
#

not overlapping

#

@rigid belfry

rigid belfry
#

create a new material and just use the texture as base color

#

maybe try plugging a constant of value 0 to the other parameters

#

also are you sure there are 2 UV channels?

austere scroll
#

yea

#

Uv channel 0

#

and Uv channel

#

1

rigid belfry
#

and 1

#

yeah

austere scroll
rigid belfry
#

only on metallic, spec and roughness

#

dont put nothing on the others

#

and i mean

#

the supermarket you created

#

should have a texture painted, right?

austere scroll
#

wdmy ?

rigid belfry
#

did you paint a texture for the supermarket or is it using the default material

austere scroll
#

default

rigid belfry
#

in your 3dmodeling software

#

ok

austere scroll
#

i usually dont make materials in my 3d software

#

bcz i dont know how to export them with the mesh

rigid belfry
#

also, instead of using a vector 3 for the color, try pressing T and left click

#

that creates a texture sample node

austere scroll
#

i dont have a picture to put tho

rigid belfry
#

from there, try using any of the textures that come with unreal

austere scroll
#

ok

rigid belfry
#

if you have the starter content that is

austere scroll
#

so i put the grass picture as a placeholder

#

and...

rigid belfry
#

yeah

austere scroll
#

its not even having materials

rigid belfry
#

there's something going on with the UV channels

#

i know its pretty old

#

but most of it should still be relevant

austere scroll
#

ok

rigid belfry
#

i found this while looking at similiar problems people had with UV channel

#

there's probably something more up to date

austere scroll
#

ok i'll check out the video

austere scroll
#

@rigid belfry i followed the tutorial start to finish

#

but same result

#

i even followed instructions from a forum

#

still nothing

rigid belfry
#

sorry, i dont know what else could it be

austere scroll
#

no problem

rigid belfry
#

can you try creating a new level and using only that asset?

austere scroll
#

yep

#

itsblack

rigid belfry
#

is it black only when you drag it in the level or also in the preview

#

inside the content browser

austere scroll
#

no when i build the lighting

#

its black

#

here it is

#

before building the lighting

rigid belfry
#

that is 100% related to the UVs though

austere scroll
#

they are spaced out and not overlapping , where the problem could be ?

#

could it be a case of the engine glitching out ? do i restart it /

#

?

rigid belfry
#

enable the polygon editing plugin and restart

#

once you restart, find the static mesh for your asset and there should an option that lets up unwrap the UV

austere scroll
#

not found

#

im going to eat

#

i wi\ll be back in 20 mins

rigid belfry
#

i think you're missing beta plug ins

#

if you notice, in the top left corner where it says "built -in", i have 297 plugins while you have only 187

fierce forge
rocky radish
#

why i have this problem with the stars , and how i can resolve it ?
@fierce forge disable motion blur

rigid belfry
rocky radish
#

@rigid belfry that won't change it in PIE, you should change it in the post process volume or in the camera details pannel

fierce forge
#

@rocky radish not working

rigid belfry
#

yeah i know, its just for quickly seeing what settings one needs to change

rocky radish
#

@rocky radish not working
@fierce forge where did you change it?

fierce forge
#

@rocky radish in project settings at rendering

rigid belfry
fierce forge
#

not working @rigid belfry

rocky radish
#

drag a pp volume, set motion blur to 0
@rigid belfry it wont change anything because if you turn it off in project settings it will do the same for you

rigid belfry
#

disable all pp effects and see whats causing it

rocky radish
#

see if it happens with no anti-aliasing or with FXAA

fierce forge
#

it is not from post process

rigid belfry
#

i think ue uses temporal anti-aliasing by default

fierce forge
rocky radish
#

and does it still happen?

fierce forge
#

no but i have these stars

#

added

rigid belfry
#

there are new stars?

fierce forge
#

yes

rocky radish
#

if you still want anti-aliasing you could use FXAA too (it's bad compared to TAA but doesn't cause the problem either)

fierce forge
#

fxaa ?

rigid belfry
#

are post process effects off or on

rocky radish
#

fxaa ?
@fierce forge yes

#

you can change the AA method in the project settings

fierce forge
#

what's the name ?

#

of the option

plush yew
#

Hello everyone, I was so happy that I finally finished my first scene in UE4 until I decided to try and bake out the lightning. It appears that my shadows and light-projections are entirely incorrect in almost every single way possible. Does anyone know what the problem might be?
I added a few screenshots to showcase the problem: https://imgur.com/a/FZ23sTa
One thing that I find extremely weird, is that I turned off the shadows for the curbs, sidewalks, and roads. Unreal seems to ignore this.

rigid belfry
#

fxaa