#ue4-general

1 messages Β· Page 794 of 1

icy mulch
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I'm on windows

azure gazelle
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@icy mulch You could try to properly reinstall drivers using ddu

icy mulch
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I was able to play it a few days ago fine

digital badger
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@honest vale You can register for multiple streams that run at the same time, so I assume you need to register for the stream to have access to it after it airs. Wouldn't hurt to do it even if they upload it to YouTube after tomorrow.

icy mulch
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Can when I switch to Microsoft display adapter it runs but slow but if switch to rtx it crashes and shuts of the monitor I can still hear music but I have to manually hold the power button

honest vale
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that onlinexperiences website that unreal fest is.... annoying that it doesn't have "add to google calendar" or anything, just plain ol' .ics download

icy mulch
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Is there a way I can install d3d

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My pc is brand new

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Not enough a month old yet

alpine berry
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Hey quick question, I have some grass assets from BlenderGuru and Graswald, as I used to use blender, I was wondering if I could port them to Unreal, I know quixel is amazing but I have some scenes I want to recreate from blender, so just wondering if its possible

candid grail
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Are you wanting to export a skeletal mesh with the bones attached?
@gilded needle Yes, how?

icy mulch
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I had the same problem a few weeks ago but It fixed self some how and I remember I was using the unreal engine and it crashed agian factory reset twice it didn't work

proven mauve
ancient lotus
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@proven mauve no thats correct, its in maps and modes in the project settings

lost ember
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Do splines not appear to capture components?

lost stone
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Hello, do cloth simulations require the 3D model to have a thickness or should it be single sided?

azure gazelle
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@icy mulch
Install the newest nVidia driver. If it still crashes, use DDU to remove nvidia and intel gpu driver (if cpu has an iGPU), then reinstall the newest drivers. I really only ever seen that error due to power settings or faulty drivers.

ancient lotus
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@lost stone i think you can do both, but you would probably want it to be single sided as you would end up having twice as many subdivisions (for each side)

proven mauve
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@ancient lotus maps and modes doesn't appear for me

uneven fractal
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is there a way to profile based on the types of actors in the level?
from what I've seen all the profiling tools in ue4 completly focus on gpu perf or cpu draw call perf

ancient lotus
proven mauve
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Dont worry I'm not stupid πŸ™‚

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Just I dont have that option

lost stone
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@ancient lotus ah okay thanks!

ancient lotus
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can you search for maps and modes at the top

proven mauve
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Also doesn

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t*doesnt show up

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And I tried searching directly for "Default Maps" and other terms

ancient lotus
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thats really weird, what version

proven mauve
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Ue4 .25

ancient lotus
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0 clue, thats really weird

proven mauve
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Well, thanks for helping anyway πŸ™‚

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Maybe I cant set it from the compiled version?

ancient lotus
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im using the compiled version

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worst comes to worst, in the defaultengine.ini do

[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Maps/Map1.Map1
GameDefaultMap=/Game/Maps/Map1.Map1
brisk urchin
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If I pick up an item and drop it inside a pain causing volume, how do I make it so that the pain causing volume destroys that item?? What would I need in the blueprint so that when the item enters the volume it gets destroyed? πŸ€”

dire sentinel
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Hi, sorry for not asking in the proper channel but I just can't find aprropriate one from the billions there are here, plus it never gets answered

I'm trying to make a terrain material with Parallax occlusion mapping, and it works like a charm on a terrain... untill I try to layer blend two material functions with POM... Anyone know how to fix this?

ancient lotus
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@brisk urchin depends on what your trying to do. if you just want it to be destroyed you could make an OnOverlap event on that pain causing volume, when an actor enters it check and see if that actor is of the type of your item (by casting and seeing if the cast is successful). if it is then destroy it or do whatever you want

brisk urchin
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@ancient lotus yea pretty much, the item in question is a key that unlocks a door so if the player accidentally drops on the acid pool I want the item to be destroyed and then have it just respawn in its original spot. Ultimately this is what my goal is

keen moss
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is there a way to extend the visible shadow distance in a scene?

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im already using cinematic settings

ancient lotus
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@brisk urchin is it multiplayer

brisk urchin
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@ancient lotus Its a single player game

uneven fractal
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note

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making thousands of instanced static mesh components with only one instance in them is bad for performance

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don't ask me how I know this

silver crown
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lol

stuck linden
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can anyone help me with a blueprint real quick

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pm me pls

uneven fractal
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i had conveyer belts and my instanced mesh code for handling the items on the conveyer was slightly broken so after around 10 minutes I ended up with thousands of instanced static mesh components instead of only 1 for each type of item

ancient lotus
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@brisk urchin do the overlap event like i stated for the volume. create a function on the key (make it public) that will disable its collision and set its visibility to false and set its location to the location you want it to respawn at (lets call this function KeyRuined). now make another function for the key and lets call it KeyRespawn. inside the KeyRuined function have it start a timer that will call KeyRespawn after X seconds so that you can make the key respawn after however long you want (such as if the player drops the key in acid it can respawn in 5 seconds or however long you want). now in the overlap event of the acid volume check if the key item is overlapping (remember what i said about casting to check), and then call the KeyRuined function on the key

stuck linden
brisk urchin
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@ancient lotus Or maybe some sort of volume that can return the item to its original location? let me read what you posted first.

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@ancient lotus I'm I totally off the mark here? I've touched and tuned basic premade blueprint but not experienced in making my own from scratch

gilded needle
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@candid grail Right Click on the Asset goto I believe it's "Asset Actions" and then Export, it will give you a choice there iirc to do so as an FBX.

ancient lotus
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@brisk urchin drag off of that box volume for the acid and create an OnOverlapEvent, google is your friend here

rigid forum
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Using blueprints how can I tell player to move x amount left or right from starting position and then return to start when you let go of left or right. So press left, move -5 left, let go of left oscillate back to 0

plain terrace
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are there any free road meshes?

brisk urchin
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@ancient lotus would it be a lot easier to use a set actor location event?

ancient lotus
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if you only want it to teleport to the respawn location then yes. in the OnOverlap event just check if the actor thats overlapping is a key, if it is then setactorlocation to the respawn point

glacial pecan
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gamemodebase is an actor, but it can't be added to a level?

plush yew
brisk urchin
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@ancient lotus okie dokie, do you know off the top of your head what the name of the node is that holds the respawn point location info that I connect to the set actor location? πŸ€”

wheat hare
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promote it to a variable and get it

rigid belfry
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@plush yew isnt it the same intro as that vape nation dude

plush yew
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Similar yes

ancient lotus
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@brisk urchin you make it. you can either use a preset hardcoded location or use an objects location. I would make a hidden static mesh component on the key and call it respawn point, then whenever you want to respawn the key just get the location of the mesh

elfin dragon
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Hello guys, new to this discord server, i am experiencing an issue with UE and im wondering where is the best place to post for it. The problem is that for some reason i cannot compile shaders, i can do anything else compile blueprints, edit scenes open files open other projects. I have tried almost everything, even clean installing other versions or the same im using, changing hard drives of the project or installing ue itself on other drives but for some reason, if i hit save or apply on a material even no matter how simple that material is UE4 will always stop responding. Unfortunately, it doesn't crash in a way that would open the Crash handler so i can check the dump log either. Has anyone experienced something like this? I've been wrecking my head for the past couple of days

ancient lotus
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@elfin dragon im guessing the source UE4 version?

elfin dragon
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if by source you mean from github then nope! just the standard release from EGS

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im going to try to update my graphics driver although idk why it would do anything but jic

ancient lotus
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hmm, in the source version i just have to manually compile part of the engine and its resolved

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have you tried the source build?

elfin dragon
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guess ill have to try it although i think it's probably something more related to my system rather than the engine since it has the same problem even in different versions

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but since i've tried everything else might as well

ancient lotus
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whats your specs?

plush yew
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I don't know why this is happening it was working fine before i added Normal, AO and Roughness maps I also rechecked the blueprint but blueprint is fine

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only a part of my landscape is showing the shader

elfin dragon
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ryzen 5 2600 @ 3.4 | 16gb ddr4 | rtx 2060 6gb vram (or 8 i cant recall right now)

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abhi try restarting the engine sometimes it needs a bit of push

ancient lotus
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specs are fine, who knows. id try the source version, if that doesnt work then its time to contact support lol

elfin dragon
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that is if the material bp s looking as it's supposed to

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yeah it's such a weird problem, it happened all of a sudden as well, a month ago i was working on some shaders just fine

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welp yeah guess after trying the source ill go for the support

scarlet birch
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I'm all for using a source build but switching to a source build because shadders aren't compiling is not a good reason.

autumn elbow
undone hull
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I'm about to post the shortest devlog that I have seen on #work-in-progress (i created it its not a repost)

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its just got to process on YouTube first

chilly tundra
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Hello everyone! I'm trying to learn more about the profiling tools UE offers. I saw there are a lot of awesome helpful commands like stat <name>, including stat fps. I was wondering if anyone knows if it's possible to change the threshold at which the font turns yellow? I can't tell exactly when it happens right now since our game and doesn't really drop below 30 much-- I'm guessing it is yellow below 30 fps and maybe red below another threshold after that?

(Apologies if this doesn't belong in this channel; at a glance I couldn't find anything specific to performance or optimization questions but if there's a better place to be posting this pls let me know.)

alpine laurel
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how do you stop ue4.25.1 from crashing

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i am sick of it crashing on me every 5 f*cking minutes

grim ore
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@plush yew there is a limit to the number of texture samplers in a material, chances are you are past that limit. You need to change the sampler type to shared in your textures in your material

elfin dragon
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GUYS

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it was f-in Incredibuild

grim ore
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@autumn elbow in your directional light is the checkbox if it is going to affect any atmo fog in your scene

elfin dragon
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that i had installed when i dled efin vs 2019

grim ore
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so you uncheck that and you can change it in the atmosphere fog, or you adjust it in the light

rigid forum
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Does InputAxis MoveRIght oscillate between 0 and another number? If so how do you adjust the oscillation speed?

grim ore
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its a value based on the input you assign to it

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and it updates every tick

copper pike
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Question about Blendspace

rigid forum
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@grim ore I'm using sweep on setactorrelativelocation, trying to control the sweep speed.

grim ore
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technically it updates faster than a tick but most of the time its similar

copper pike
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Is X axis Divisions and Range the same thing as Minimum and Maximum Values?

grim ore
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@rigid forum you would look into making it framerate independent then or using something else to move it. Multiplying a fixed move speed against the delta seconds and the axis value would get you a constant move speed if that is what you want

rigid forum
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@formal wave Well I do want a variable move speed, I just need it to oscillate faster between positions.

covert ivy
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#ue4-general message @rigid forum @grim ore Thank you so much for the infos. I take note of this, it seems really useful ! Though I ask my question again because I'm not sure that the aim system with IK suit for some specific ideas that I have, with a bit more complex animations with melee weapons. Perhaps it will be enough but just in case of it will be not : is it possible to adjust a character animation within UE4 (for example to raise up or move down the arm on a sword attack animation a bit more complex than a simple straight smash), save this animation in a sort of layer, slot, anim montage, sub-animation or something like that (sorry, I know I'm throwing some words in bulk and confuse their...), maybe with curves (not sure again...) and switch between this animation's versions depending on the enemy ?

grim ore
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well I guess I am confused on what you are asking then. if you are talking about an input axis event then that event fires basically every frame and the value would be whatever value from the input you tell it

rigid forum
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@tight forum actually I know what I can do. I can just multiply the axis value by a larger number and create a condition so that if value is greater than or equal to the max movement amount it will only be equal to max movement.

grim ore
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it doesnt change faster or slower, its whatever value you are getting from the input

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you can do that yes, you could also just increase the amount you move on the set actor location as well

spiral flint
rigid forum
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I'm not used to using blueprints. I could do this in Godot xD

spiral flint
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finally managed to re target my charcter

rigid forum
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@tight forum I was just wondering if there was a way to modify whatever value the sweep speed is.

grim ore
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@covert ivy you generally don't want to adjust the animation sequences in the engine, the ones that come in from outside software, but you can by duplicating existing ones and using keyframes to change the animation. You can also use IK system to aim parts of the character as needed. Either way there is not much of an issue swapping out animations at runtime

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@rigid forum thats what I am confused about, what is this sweep speed?

rigid forum
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@grim ore setactorrelativelocation has an option for either sweep or teleport to move to the relative location. Slecting sweep will move you to that location at a decreasing speed

grim ore
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it shouldnt?

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it should simply check to see if something is in the way on the move rather than ignoring items in the way

rigid forum
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@grim ore I wanted to see if there was a way to modify the speed it decreases at

spiral flint
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@rigid forum have you seen chef?

rigid forum
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@grim ore Maybe I am misunderstanding the purpose of sweep. I am trying to create movement so pressing left or right will move you 135 at a decreasing rate on the y axis relative to your starting position.

grim ore
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you might be, sweep does what it says. It checks for collisions when you set the new location, without it collisions will be ignored when you set the new location if there are any between the current position and the new one you are setting

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so what is your actual goal?

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I press left and what happens

rigid forum
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@grim ore Pressing left should move you -135 on y relative to your starting position. Letting go of left should return you back to where you started

flint ermine
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Hello. I have some issues with fps and i think its something to do with culling. My entire screen is almost covered by couple of leafes and still my fps is very low with very good pc. What i am doing wrong?

rigid forum
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@grim ore I used InputAxis Move Right - to float * Vector - to SetActorRelativeLocation

grim ore
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so pressing it once moves you left to a new position and as long as you hold that key you will stay left, letting go returns you to starting postion, pushing right the opposite?

rigid forum
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@grim ore Yar

grim ore
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you want to look at input ACTIONS then not axis. actions fire when key pressed/released

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so left key action press -> fire off code to set to new location. left key action released -> fire off code to set to starting location. etc.

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do some safety checks to make sure you cant do right and left at the same time and done

rigid forum
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@grim ore That won't just teleport to the new location?

grim ore
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that will teleport to a new location yes, what are you wanting instead of that?

open lynx
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@flint ermine Take a look at your shader complexity, might be causing your frame drop depending on all the layers of alpha.

rigid forum
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To drag between locations. Press left, move at a decreasing speed -135 of current location, let go of left and drag back to original location at a decreasing speed.

grim ore
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what do you mean by decreasing speed?

rigid forum
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@grim ore Currently that is what it's doing. The only issue is the rate it moves from position A to position B

glacial pecan
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what do you do when your gameinstance becomes too bloated? you can't separate things into components on it, because it's not an actor...

covert ivy
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@grim ore Ok, so maybe I can just do multiple animations and just swapping out them at runtime... But let's say, for example, if I want to do an animation like that (which obvioulsly must be synchronized between the 2 characters) : https://i2.wp.com/academyoffencingmasters.com/blog/wp-content/uploads/2017/02/Valentine’s-Day-Love-and-Swordfighting-Duels.jpg?resize=520%2C370 How to do if I have many similar enemy (humanoids) but with different size ? I shoud do some adjustments to the animation... πŸ€” Can I just do different animations depending on the characters sizes and here we go, even if I will probably have tons of animations ?

rigid forum
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@grim ore I mean it should move left but at a decreasing speed until it arrives at the farthest position you can move left which is -135

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@grim ore So frame 1 it is moving left at a rate of say -25, then by from 240 it is moving left at a rate of -5 etc.

grim ore
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ah

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well a lerp can do that for sure, or an interp

open lynx
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Is it possible to use Camera Shake on a Scene Capture Component 2d?

rigid forum
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@grim ore I believe I understand. Let me attempt it. There seems to be two methods of doing it. Lerp or the method I mentioned earlier. I think it might actually work best to just assign a max value it accelerates towards since that creates a fast stop which is what I want. I will try both. Thank you

flint ermine
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It looks like my terrain is only red in shader complexity viewmode

grim ore
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where I have 2 values, starting location which is a vector I save so I know where I go back to when not moving and max disatance from cener which is how far away I can move from that center (using Y for my example)

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then I basically use the FInterp node to determine where I should be every time input is applied (the input axis event). If a key is down I should be trying to get to my current location + the distance away from it in whatever direction I am holding

open lynx
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@flint ermine Can you post a screen shot?

grim ore
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the Interp will naturally slow down movement as it tries to get to the goal as the values between current and end will be smaller thus the distance needed to move between the two is smaller

rigid forum
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@grim ore You're a boss, thanks for the visual example.

flint ermine
grim ore
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tried to make it as generic as possible so it could just have a few values changed. obviously need to adjust as needed. The interp speed determines how "fast" it moves in general

flint ermine
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Landscape is from marketplace

rigid forum
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@gilded eagle Yar that's exactly what I need. Awesome man.

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Mine was quite pathetic. Three nodes

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It's funny and kind of pathetic how I find visual scripting more difficult than just coding. Maybe I should just be doing this in C++ rofl

covert ivy
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( I've just realized I'm not in the good channel, btw... I go to #animation 😁 )

grim ore
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its the same in C++ or BP, every BP node has C++ behind it you just have to know what you want to do and what tools you have available to you

open lynx
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@flint ermine The shader complexity on your trees doesn't seem to be a problem but red elsewhere is bad. Landscape is probably the problem. Maybe a lot of draw calls for those trees as well. use the console commad, type stat rhi to check your draw calls

grim ore
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@covert ivy have you looked thru the animation examples in the content examples project yet? It shows different size humanoids using the same animations and also using IK to adjust targets on them as needed

halcyon fractal
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I got a real question, for games that huge MMOs and have consistently with gamble drops, its not possible to get into the game's mechanics and get one desire item easily right?

grim ore
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@halcyon fractal what you can do as a client depends on what you are allowed to do, so a proper game no you would not be able to influence "drops" as that is all done without any client influence

halcyon fractal
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ooooo i figure it was hack it would disrupt the entirety of the game?

flint ermine
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max draw calls 2500

open lynx
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@flint ermine From your screen shot that field that is closer to pink and nearing white on the complexity scale is real bad too.

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@flint ermine Also run the console command stat scenerendering and take a screen shot with both commands running if you can.

flint ermine
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problems is somehow in my foliage because when i remove everything else the problem still is there

open lynx
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@flint ermine Foliage draw calls might be the problem then.

flint ermine
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every single foliage has its own "good" settings for cull distance and lods. There is just something i dont understand

covert ivy
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@grim ore Nah, my connection has some troubles so I'm still downloading the content, lol... I'll check it if I finally manage to get it... πŸ˜†

plush yew
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what should I use the object blueprint for?

coral patio
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Hey guys! Quick question - how do I create horizontal displacement? Like, how would I move a plane to the side using displacement only (ideally in Object space rather than world space)?

plush yew
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In an actor? Just move the relative location of the conponent

dawn gull
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How can I make it so a static mesh in my character always has the same Z rotation as the camera added on to what the rotation already is? So like, I had to rotate the static mesh to be facing the right way but i want it to be facing the right way, while always facing the way the camera is pointing

hushed hare
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how can i see what every camera/scene capture sees for debugging?

odd steeple
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Using the game exporter in Maya, why do all my meshes export except for the eyes? Is it because they aren't attached to a joint like the rest of the pieces?

topaz trail
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@hushed hare when you select a camera in your scene its view pops up. Look for the push pin icon in the bottom left corner of that popup to pin it.

hushed hare
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oh sweet thanks

odd steeple
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Fixed it..eyes were never bound to the skeleton

iron hill
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hey, quick question i have no idea is true or not

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i was talkign to a friend, and they said that if you make your game/whatever in windows, it'll be avaible on every program but mac, and for macs, same thing but instead of macs it's windows, is this true? can anyone confirm/deny?

icy fjord
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I have the option to learn c++ or c# I know a bit of c so I’m wondering what will be the most useful plz @ me

iron hill
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ikr?

icy fjord
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@plush yew k which one do I do first

iron hill
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lol, personally, i had to learn c# first, as i used it more initially

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so that's my 2 bits

icy fjord
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K I guess I’ll do c# then c++

iron hill
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platform* i 404'd sorry

hushed hare
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@topaz trail scene capture components dont appear on the screen like camera components do

iron hill
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anyways, with what i'm saying, is that say you make a program on windows, it'll be available on everything except macOS. and if you make something on macOS, it will be available on everything but windows. which feels incorrect.

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okay, so ue4 doesn't support dynamic exporting to multiple/all platforms?

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yeh, there's legal issues with that lol. and i'm not super into it, i was just talking with a friend and thought it supported dynamic exporting like unity for some reason

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i mean like

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if you dual boot, that's technically against apples ToS

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ohhh, i was thinking the otherway around

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like, windows rig running mac

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yeh, my point lol. and ontop of that, that's not including a lot of issues macs (hardware wise) have

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i mean, windows lol

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what about for consoles, how does that work with ue4?

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huh, i had no idea about any of this

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i mean, i already had my own reasons i didn't personally like 'em, but now this gives me mroe of a distaste ngl lol

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and yeh, i can see that

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yeh, i'm personally only aiming at windows, and never even rly thought about console

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but i mean, makes sence enough i guess. seems a little backwards to a degree for me tbh, but to each there own i guess

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well like, a lot of consoles seem to be battling for the "biggest library's" and shiz right? to inherantly limit what you let onto your platform, while advertising stuff like that seems backwards

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sorta to me, and that's not getting into how then you're only playing what they deem acceptable.

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and yeh, idk. i'm personally for an open competitive market. letting people play what they want, etc etc. so idk. that bothers me in a way,

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and yeh, i've always found that funny

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at least 100:1 in that regard

bleak charm
iron hill
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i'm not a fan of exclusives, but if they aren't perminent, idc much.

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and yeh, imma crawl off and get to other things, so yeh.

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thx for the smol chat, it was fun

odd steeple
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What's something I can troubleshoot with if my animation in Unreal seems to stretch way more than it does in Maya.

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Spatially! My bad.

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The jaw on the animation clip comes in stretched to the floor it seems.

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Would that be in the unreal settings for my skeleton import?

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I'll take a look!

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oh yeah...it's way off

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Maybe it's the move to origin checkbox in game exporter in Maya

spare dust
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has anyone here encountered an issue where characters fall faster when falling on top of another actor in freefall?

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the only thing I can imagine may be causing it is the Unreal's character actor may be mistaking the physics object for a moving platform, and trying to correct it's movement for that, causing a feedback loop of the physics object being pushed down and the character being pushed back into it

glad loom
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How do I get all the walls in a level? Is there a "Get Static Actors" or something like that? If not, how do I assign all of them a tag so I can use "Actor has tag"? Can I give the sprite for the wall the tag so when I place it it gets placed with the tag automatically, or do I need to manually give one of them the tag and then just copy and paste it? Can I use "Set tags" to set the tag to all the walls when the player spawns? Thanks in advance for any solution

rotund linden
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Hi guys, How do i make the material to reflect light like stained glass?

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Shadows colored, for example.

limber mesa
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@glad loom I think there is a get all actors of class node

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@glad loom I think you can set up a Boolean that targets certain elements in the array, use a for loop

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Idk

abstract anvil
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@glad loom The "get all actors of class" only works if it's a blueprint. I'm looking into it, give me a sec

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@glad loom You can get all actors of tag, but there's no way I know of to assign a tag to something by default. Another way you could do this is by setting a specific collision object type to it, but you'd have to loop through every actor in your scene.

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@glad loom Before I go any further, are each of these walls the same static mesh, or are you using different meshes for the walls? Also, how often will you be getting references to the walls?

inland pivot
plush yew
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What is the difference between an object and a data asset

oblique tangle
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Yo could someone help me out with this? My player keeps sinking into the floor on the execution of a SetActorLocation node, I've tried disregarding everything related to the Z vector with it and it still happens

celest vapor
#

for someone who dosnt have access to an online subsystem as of right now. what would be the best way to approach saving individual player data per server joined. i.e player having data on one server different to another server they connect to?

cedar wave
#

Does anyone know if we can watch past presentations from unreal fest? There are two talks that I'm interested in seeing, but they are at the same time.

plush yew
#

Would anyone know how to import pmx files to unreal

analog abyss
#

I'm hoping someone can explain this to me. it was working fine yesterday tho. If i break the link to Set Padding (pink arrow) it works and creates 20 slot widgets. But if I reconnect the link to Set Padding. the loop only runs once and completely exits the foreach loop. this has been driving me up a wall for 4 hours now

grim ore
#

@cedar wave according to the email they will be able to replay after airing.

open eagle
#

whats the max amount of reasonable players that can join a listen server with minimal lag

#

and the session host will still be able to handle it

grim ore
#

That would have to be host dependent just like a dedicated

analog abyss
#

@grim ore you have a youtube ? your prfoile picture looks familiar πŸ™‚

cedar wave
#

@grim ore Dope.

hidden knoll
#

Is there a way to copy the player's data from one controller to another? For example, I want to have one player controller for the Lobby, and another for the gameplay, but I need to know what options they chose as the Lobby player controller.

narrow mauve
#

Example of unreal engines documentation: Me thinking I can look at documentation to know more about something

"Physics Linear Velocity"
Definition: "Physics linear velocity"

Me: WTF IS THIS SHIT

marble pendant
#

If i wanted to design a sort of.. tracing system in VR what would be the smartest approach for that ?

#

As in, tracing out a symbol that's already in the air to match

chilly gale
#

Is it possible to make windows in a wall using the new polygon edit tools, or is the above and beyond the tool please? can't find any tutorials for such an act

plush yew
#

whats the max amount of reasonable players that can join a listen server with minimal lag
@open eagle I may be wrong but considering old console games sometimes would typically be listen servers and theyd have good amount of people (cod bo2 - 12 max?) but would depend on host speed so if you can pick who has the fastest connection speed or the host has a fast internet speed I guess, more people can fit? though bandwidth should still be considered I think (not sure about all of this, guessing here)

upper karma
analog abyss
#

you aparently have more than 1 bone at a top level (root bone) and that isn't supported in UE

#

all the bones have to be under a top single root bone

plush yew
#

@plush yew there is a limit to the number of texture samplers in a material, chances are you are past that limit. You need to change the sampler type to shared in your textures in your material
@grim ore Thank you so much for the help and your youtube channel is awesome ❀️

upper karma
#

you aparently have more than 1 bone at a top level (root bone) and that isn't supported in UE
Oh, thank you!

analog abyss
upper karma
#

Got'cha, thank you!

analog abyss
#

no problem πŸ™‚

upper karma
#

uhhh, only 1 anim imported wtf

analog abyss
#

ok that part I dunno, I just edit models, I'm not an animator or modaler hehe

upper karma
#

Lmfao I get ya

#

Thank you for the help tho!

analog abyss
#

also this is another issue you may run into (especial if you export from ue4 and re-import) it creates an extra root object that you need to get rid of or it will cause all kinds of wierd issues.

#

I spent 4 days once fighting with animations because I exported the mannequin to split it into seperate pieces (to make a proper immersive FPS character) and it was that stupid extra object UE4 adds to it (no idea why it adds i when it doesn't like it) but yea just a heads up on that one lol

empty helm
#

Hello. I'm trying to use the sequence recorder.. Unreal creates the main sequence file and also creates a whole bunch of animation files. The problem is I cannot save these files. I get this error. Any ideas?

inland pivot
#

@analog abyss Try disconnecting Set Padding from the return node and instead connect the Completed pin of the Loop to the return node. I think having the return node connected to the loop body might be causing it to exit the function on the first iteration.

lucid jetty
#

@empty helm You probably have another instance of Unreal 4 open.

dusty marlin
#

Hello guys, in your opinion, how to handle a big whitebox for a 3km x 3km city ? I'm using BSPs but my computer is getting very slow as far as I add more of them. Do you have any advice on this topic? Thank you very much!

empty helm
#

@lucid jetty Nope, only one instance 😦

maiden thunder
#

Hi there, I am fairly new to UE, I've been having this error ever since. When I try to launch, it hides the launcher and says 'busy'.

#

Can anyone help?

finite tangle
#

πŸš‘

spiral flint
#

I have an big issue

#

When I import an fbx from blender

#

The textures don't load on the model

lucid jetty
#

@empty helm just make sure you have none sneakily working behind.

If that's not the case, maybe either there is already an item with that name in the folder that Unreal's trying to save, or there is a problem with the name itself.

glad loom
#

@abstract anvil All the walls are the same mesh for now, but I'll add different ones later, so that's why I thought using tags or getting all static meshes. I'll be referecing them only when an arrow collides with something, and if it's a wall it stops moving ( to be stuck in the wall ).

empty helm
#

@lucid jetty i think it's the naming. thanks

maiden thunder
#

when i try and launch, it hides the launcher and says 'busy'

stuck linden
#

Does anyone know how to make this work? I need to press a button in the HUD to Possess a Pawn which is just a camera following my Char

maiden thunder
#

im on mac

stone steeple
#

So instead of cleaning the project, I cleaned the solution and now need to rebuild the whole engine πŸ˜“

maiden thunder
#

pls help

solid dove
#

Does anyone know how to make this work? I need to press a button in the HUD to Possess a Pawn which is just a camera following my Char
@stuck linden
You need an input object for the cast to work. A cast transforms one type of object, a base class, to another type of object, a child class.

#

That's what the 'warning' is for. It's letting you know that the input object is missing.

stuck linden
#

Can you give me a example of a input object @solid dove

solid dove
#

so on the cast node, there's that greyed out text that says "Object", right?

#

It's expecting you to give it an object, which will be casted to CharSelectBP

abstract anvil
#

@glad loom what are you trying to do exactly?

stuck linden
#

Thank u i got it @solid dove

abstract anvil
#

@stuck linden Are you trying to add the starter content?

stuck linden
#

Oh i got it thought i could do it with Import

#

thank you guys

glad loom
#

@abstract anvil I'm trying to make an arrow stop in the walls and not go through them, and I'm trying to figure out how to tell when the overlapping actor is a wall or not.

abstract anvil
#

@glad loom In that case you don't need to get all your walls. When the arrow overlaps the wall, compare the object it's overlapping to an array of static meshes that you create which contains the SMs you use for walls. if it's a match, it sticks. A better way would to just have the arrow stick into whatever it hits, not just walls unless you've got a specific reason for doing that.

#

Yeah, I mentioned that a bit ago, but depending on what they're doing, it's easiest and most efficient to have the wall just stick in whatever. This wouldn't work of course if they're using it for some type of climbing mechanic which is why they specifically want walls, but otherwise, it'd be much easier than trying to filter or loop stuff.

digital badger
#

What's everyone doing before the Conference begins?

glad loom
#

If I make it stick in everything, including enemies, when an enemy dies, can I make all the arrows that hit him disappear too?

digital badger
#

Unreal Fest Online

#

You know Unreal Fest, like GDC but for Unreal developers?

#

They're doing an online version today

#

Some UE5 reveals inbound, which makes me excited

#

But also the training agenda looks nice.

abstract anvil
#

@glad loom Yeah, and tbh it's a good idea to set a lifetime on your arrows so after a certain amount of time they destroy themselves so you don't have arrows in your scene forever taking up memory

digital badger
glad loom
#

Yeah I have that set up, I think I'll do it with sticking in everything, thanks

digital badger
#

I think it's all done through their platform, since you can add multiple streams to your agenda that overlap.

#

In the end I don't think anyone knows, but they probably will end up on youtube, better be safe and sign up though

glad loom
#

@abstract anvil But how do I make it so when the enemy their attached to dies, the arrows disappear too? If they hit an enemy, can I make them a child of that enemy ( so it follows them too ) ?

abstract anvil
#

@glad loom That should work, yeah.

upper karma
#

Exported anims from blender, but they come out extremely tine and make my actual model tiny too. Is there a way to fix this?

abstract anvil
#

@upper karma It's all about scale. Pretty sure it has to be 0.01 in blender

digital badger
#

@upper karma You can change the import scale as a quick fix.

#

I like to import the UE4 mannequin into blender and scale that way, but there might be more to it than that

stuck linden
#

Does anyone know how to set a particle lifetime?

upper karma
#

It's all about scale. Pretty sure it has to be 0.01 in blender
In the export settings?

there are some ultra specific settings you need to give to blender for it to work
If you have any kind of guide or doc that would be a godsend

You can change the import scale as a quick fix.
Oh like export to FBX, open in blender and then re-export with the proper scale back into UE4?

digital badger
#

When you import into UE4, there is a window that opens. In that window you can change the scale of the model in the editor directly.

#

But Lorash's solution is more long-term.

abstract anvil
#

@upper karma In the world settings in blender.

upper karma
#

@plush yew Will do, thank you!

@digital badger Ill keep this in mind as well, thank you!

@abstract anvil Oh okay! Then I can just re-export the anims and stuff

abstract anvil
#

https://www.youtube.com/watch?v=MRhDDbU0zdE Here's a lengthy tutorial about creating a skeleton for UE4 using Uefy. It's about being compatible with the UE4 manny

Add Epic Skeleton compatible rig to a plain static mesh using Blender 2.8x, Rigify and Uefy Script. Step by Step tutorial to rig and export the character to Unreal Engine 4.

Website: https://rakiz.com/uefy

Unlike all the previous videos this time our character has no skeleto...

β–Ά Play video
upper karma
#

Thanks! Ill look at that too!

glad loom
#

@abstract anvil How do I make the arrow ignore specific actors ( player, other arrows etc ), do I just cast to all of them and use the cast failed node, or is there an easier way? Also how do I make the arrow a child of the enemy?

abstract anvil
#

@glad loom ^ what he said. It's easiest to set up custom collision channels and have it check based on those.

glad loom
#

Alright, I'll look into those, thanks

#

Also how do I make an arrow become a child of the enemy if it hits him, so it follows him? There's no "Make child of"

abstract anvil
#

Pretty sure it's "attach to actor" or something like that

#

You have to just type in random stuff until the engine gets annoyed and it does what you want

glad loom
#

Yeah that worked, thank you very much for the help!

abstract anvil
#

So, Unreal Fest starts in about 2 hours. I've got stuff added to my agenda, does it whisk me away to magic video land when it's time, or is there a specific place I go when it starts?

gleaming narwhal
abstract anvil
#

Ah... thank you

gleaming narwhal
#

Oh sry @abstract anvil, I didn't see your question

abstract anvil
#

lol

gleaming narwhal
#

You should've received an email with a link

abstract anvil
#

Yeah, and I've signed up and put videos on my agenda, I'm just not sure where to go from here

gleaming narwhal
#

You'll join them when it's time to start πŸ™‚

abstract anvil
#

Very cool, thank you

glad loom
#

@abstract anvil I've made the collision channel and added the objects it should hit, however the walls don't have a "collision" setting so I can't change it to overlap with them. Can I add a collision setting to a sprite?

gleaming narwhal
abstract anvil
#

@glad loom huh... thought those were meshes. Are they meshes, but just flat planes? Is this a paper2d thing?

glad loom
#

@abstract anvil Yeah it's paper2d, sorry I didn't mention, I thought it wouldn't matter.

abstract anvil
#

I've never used paper2d, so I'm not sure. I think there's a box collision you can add, but I'd ask in #paper-2d to be sure @glad loom

digital badger
#

@gleaming narwhal Are you able to comment whether the sessions will be available after they've aired?

#

Either on Youtube or on the Platform provided?

gleaming narwhal
#

@digital badger Yes they will be available immediately on the platform, and on YouTube in a couple of weeks

digital badger
#

Thank you πŸ™‚

marsh swallow
#

oh i didnt make an agenda yet. did i need to?

digital badger
#

I think the agenda just organises which sessions you want to watch on one screen

#

Since you may be interested in other industries other than just games.

rigid belfry
#

will these videos take place all at the same time? i would've liked to attend to all of them

abstract anvil
#

According to the posts above, they should be on YouTube after a bit

marsh swallow
#

yeah they happen at once.

gleaming narwhal
#

You can watch any of the ones that have gone live immediately afterwards on the platform

marsh swallow
#

but they will be available.

digital badger
#

I like how I asked the question, then 2 minutes afterwards the welcome video legit had the answer πŸ˜„

#

and reveal innovative features being developed that will revolutionize game development. ooooo more to come for UE5

stuck linden
#

is there anyway to delay a pawn from being spawned if its a start with level pawn?

north nova
#

possible a stupid question, but does anyone know if epic has changed something in the Kernel for 4.25.1, non of my team seem to be able to create c++ files with out it crashing a bricking the project also building the project runs into kernel errors as well and some of my team are saying that its very unstable

marsh swallow
#

are you running VS2019?

north nova
#

ya

marsh swallow
#

we had to upgrade to VS2019 when we moved to 4.25

#

hmmmm

north nova
#

thought it might be an issue with my new build which has a ryzen 2700x but im getting the same issue with my laptop which has an i5 7th gen

honest vale
#

I really wonder how UE 5 will deal with vertex animations and other moving stuff with its virtualized geometry stuff

glad loom
#

How do I renew something I've already put in my level to be the same with the now modified preset? ( Eg I put a wall with a type of collision, change it so when I put a new wall it's different, but all the old walls have the old type )

digital badger
#

@honest vale In the demo, they didn't show any skeletal meshes so maybe that is a limitation?

#

Guess we'll find out in 14 minutes

honest vale
#

I hope they mention it

#

I mainly meant static meshes with vertex anims, like foliage

digital badger
#

Oh, apologies.

honest vale
#

plain ol' skeletal meshes would be fine for me

digital badger
#

If they don't, ask them in the Live Q&A

honest vale
#

I spent six months asking a certain same question from twitch/youtube streams and my question was never mentioned

#

meaning I'm not hopeful my question would be even noticed πŸ˜„

digital badger
#

I think it'll be different this time since they're using this new platform. But they'll probably mention it

stuck linden
#

does anyone know of a way to destroy a actor after a animation has been played?

digital badger
#

@stuck linden Maybe use an anim event and like that to destroy?

grim ore
#

Super happy to be up at 5am to decide between UE5 and UI sessions.... 😒

hasty pewter
#

i can't get it πŸ™‚

digital badger
#

@grim ore They'll be available immediately after they air - so you just have to decide which one is more important to see first

grim ore
#

well all of them of course πŸ˜›

hasty pewter
glad loom
#

How to destroy all children when a parent dies?

hasty pewter
#

which is just a blank white page

grim ore
#

it opens a new page with the session here 😦

digital badger
#

@hasty pewter That should open a sperate window with this weird window system

grim ore
#

@glad loom ui or ?

digital badger
#

Maybe try refreshing your browser?

hasty pewter
#

it does open a seperate window

#

but not with that weird window system

#

it's just blank

digital badger
#

Maybe try a different browser like Edge?

hasty pewter
#

okay

glad loom
#

@grim ore Nope, I just have a parent ( enemy ) and when it dies, I want it's children ( the arrows attached to it ) to be destroyed as well

grim ore
#

I figure the UI will be more sane with people so a better live experience lol

#

@glad loom are they attached to the blueprint itself or how are they attached?

digital badger
#

( UE5 session)

grim ore
#

ah that's sort of smart for that session to be honest

glad loom
#

@grim ore When they hit an enemy

honest vale
#

"Thank you for attending this session. Unfortunately, the speaker will not be able to take questions today. Please use the Q&A window for tech support only"

#

okay πŸ˜„

digital badger
#

Yep, most of the stuff will probably still be pre-alpha so they're unable to share specifics

#

I'm guessing

#

It's still a good 45 minutes of content

grim ore
#

or they want less "Fortnite plz!!" questions

digital badger
#

That's why I don't watch Inside Unreal live

grim ore
#

@glad loom you can probably do a "Get Attached Actors" before that actor is destroyed, destroy them, and then the actor

worldly stump
#

unreal fest

#

😱

inland pivot
#

Fo sho!

glad loom
#

Thank you, that worked!

marsh swallow
#

So uhhh.... the UI video has not yet started but the others have?

grim ore
#

I am glad I am not the only one with that question @marsh swallow lol

gilded needle
#

I just checked them all, I don't think any have started yet.

marsh swallow
#

yeah they have 2

#

2 are working

#

the UI is not

#

our team is splitting up the videos and i get the one that doesnt work. -_-

grim ore
#

you can blame me, it's the one I wanted to watch lol

gilded needle
#

Weird, I am not seeing any of them live, very strange.

marsh swallow
#

lmao damnit @grim ore why did you do this!

grim ore
#

welp time to be hasty and fill out that survey!

gilded needle
#

lmao, "It's a 0 from me today, sorry."

marsh swallow
#

wait

#

this is a metaphor

#

the UI is SO intuitive, there is no video needed

#

We have anwsers!

#

do we get an extra 5 minutes to get to our next class since this was the teachers fault?

worldly stump
#

no more hype

#

UE5 is end of 2021 to release

mystic oar
#

Oop. Looks like the UI stream started.

grim ore
#

yay ui

worldly stump
#

so basically UE4 will stay for another year

marsh swallow
#

@grim ore Its live

#

YAY

worldly stump
#

UI stream started?

#

ugh

grim ore
#

I was doing the trivia while we waited

worldly stump
#

why they put UI stream with the UE5 session together

grim ore
#

because only real hardcore devs will make the hard decision

restive basalt
#

morning all

maiden swift
#

Morning! πŸ‘‹

#

Apparently we'll be able to catch up on sessions we missed on demand.

marsh swallow
#

Morning pfist!

maiden swift
#

They're already on UE5 10 minutes into the next-gen session, so the majority of it will be UE5 stuff. πŸ₯³

marsh swallow
#

i never noticed that UI is expensive. πŸ˜‚ maybe im not doing it right.

grim ore
#

it keeps buffering for me 😦

mystic oar
#

Yeah, the slides in the UI livestream keep freezing.

#

Refreshed the pop-up window. That seemed to help.

grim ore
worldly stump
#

same

#

it broke

mystic oar
#

Yep, same thing happened to me. Odd, because the Networking Lounge was mentioned in the PDF too.

marsh swallow
#

yeah same

#

i was gonna post it

#

hahaha

grim ore
#

yeah Its just teething issues, shite happens

worldly stump
#

i need the networking longue

#

to expand my social

#

πŸ€”

grim ore
#

/smackdown on Edge

worldly stump
#

im on safari

mystic oar
#

How dare they not support Netscape Navigator!

marsh swallow
#

yeah that randomly popped up

#

while i was on..... Firefox

worldly stump
#

ur firefox doesn't count πŸ˜‚

restive mist
#

Anyone knows how do I fix the difference between animation speeds in editor and standalone/packaged project? New empty project, animation is procedural done with position interpolation in Tick

grim ore
#

you will have to start using the delta seconds or time between each tick as a multiplier against speeds to make sure its frame rate independent

restive mist
#

Is there a way to just lock it to 60fps for example?

grim ore
#

your game?

restive mist
#

I can accept it going below and slowdown

#

the game and editor I guess?

#

so I get same result

grim ore
#

you can set a fixed or smooth framerate in project settings

#

t.maxfps in the console will allow you to set a max fps in editor

vapid narwhal
#

i wish they'd have sent better mics to the speakers πŸ€”

grim ore
#

I just want his particles for ui code.... gimme

vapid narwhal
#

that does sound interesting. gotta log back in.

wet osprey
#

Hi, how can i select all duplicates meshes? (one across second one)
thx

grim ore
#

in the editor? use the world outliner in the top right

bitter iris
#

anyone here used Mr Mannequin plugin for blender? Need some help

#

The bones are called CB_Root so it doesn't work exactly, unless theres something that needs changing before export?

stuck linden
#

How to set for how many seconds it stays ticking on TickEvent

grim ore
#

stays ticking? it stays on that tick for as long as it needs to do whatever you tell it. time between ticks? its in the details on each actor

stuck linden
#

For example i want to keep ticking to find out if i pressed a button but when it finds out it can stop ticking

#

For some reason its not working on "begin play" so i tried ticking and it worked but everything is ticking like the actions after that

wet osprey
#

in the editor? use the world outliner in the top right
@grim ore yes in editor.. I copied meshes and sometimes, unfortunately, I accidentally copied some over.
There are hundreds of them. I need to automatically select overlapping meshes

grim ore
#

@stuck linden a tick if you dont change anything will fire off every frame of the game, so it will go forever and happen every frame. IF you want to stop it you can set can tick to false on the actor and it will stop ticking

#

@wet osprey you could go to the top down view and select them using the selection box, or a side view. Thats about the easiest solution

stiff flume
#

so i have this material im set up but when i try to make a material function i cant seem to be able to use all the textures

#

is there a way to blend more then 3?

#

sorry didnt see the drop down lol

grim ore
#

cant you also have more than one output node?

wet osprey
#

@grim ore so no command like? seldup like in rhinoceros?
I need them in the scene, but I don't need the ones that are over each other (there seems to be only one)

restive mist
#

@grim ore Thanks, fixing FPS to 60 helped

grim ore
#

@wet osprey there is nothing specific for that no, you would have to manually select them in the viewport with the selection tool or in the outliner

wet osprey
#

@grim ore
If I did, I would delete even the ones I want to keep. I need firs recognize whitch one is one over same one

#

@grim ore but thx for try πŸ™‚

dawn gull
#

How can I make it so a static mesh in my character always has the same Z rotation as the camera added on to what the rotation already is? So like, I had to rotate the static mesh to be facing the right way but i want it to be facing the right way, while always facing the way the camera is pointing

keen birch
#

When're we getting the UE4->Rigify addon?

analog abyss
#

@inland pivot yea sorry I had already figured out that was it (no idea why I missed that I do enough c# to know return immediately exits a function) but meh we all miss things lol

grim ore
#

@dawn gull usually you would fix the mesh so it's imported correctly, alternately you would add an extra scene component above it that would then let you rotate the mesh correctly below it

dawn gull
#

ok

ornate forge
#

@keen birch We're getting it now

keen birch
#

Yup πŸ˜›

#

Already got 'em up and running

#

Was a bit late so I thought I might've missed the link

mystic oar
#

I think we overloaded it. I'm getting a 404 on that BlenderTools link.

ornate forge
#

You need to login with a GitHub account that's linked to Epic

grim ore
#

it's the man, they are on your int4ernets blocking your tools

ornate forge
#

The page is working for me

void barn
#

0 means true and 1 means false in unreal?

marsh swallow
#

thats not right

void barn
#

if its succesfully delay by 0.5 sec

#

then 0

#

is it?

#

or?

marsh swallow
#

You want a bool

#

with a branch

#

sequence is just that

#

a sequence of events

void barn
marsh swallow
#

first 0

#

then 1

void barn
#

ah

marsh swallow
#

then 2

void barn
#

i see

#

execute in "sequence"

#

in order

marsh swallow
#

and yes you can int to bool for 0-1

void barn
#

alright

#

understood

mystic oar
void barn
#

πŸ‘Œ

#

tq

marsh swallow
#

Whos this Mathew guy?

#

He has some pretty cool stuff on Youtube. Always go there first @void barn he probably has your answers. ^^

stiff flume
#

[SM5] /Engine/Generated/UniformBuffers/Material.ush(37,14-41): error X4510: maximum ps_5_0 sampler register index (16) exceeded

#

i get this error all the time what is it and how i stop from doing it lol

grim ore
#

how many texture samples are you using?

void barn
#

alright

stiff flume
#

to many im guessing

#

5 per material

ornate forge
stiff flume
grim ore
#

@stiff flume click on each texture and change each samplet type to shared, see if that helps

stiff flume
#

warp or clamp?

grim ore
#

either one, try and just see if it helps first

#

and if it does wrap or clamp will depend on your texture

stiff flume
#

sweet thanks

#

worked

grim ore
#

yeah you can only have 16 samplers in a SM5 shader, normally you run into this issue when doing landscapes

stiff flume
azure gazelle
bold compass
#

just a quick questions im rather new so lol can a full game be made in unreal with bps

ember shadow
digital badger
#

@bold compass Yes.

bold compass
#

awesome thankyou @digital badger

grim ore
#

@ember shadow ask UE4 to redo your lightmap, fix it in your DCC program, ignore it since it's tiny, try a higher lightmap resolution

digital badger
#

How is everyone enjoying the sessions so far? The UE5 showcase was nice but a bit lacking - wish I choose the UI session

mystic oar
#

UI session had a bunch of weird hiccups.

#

It was cool, but mostly just showed "So, we can do cool things here at Rocksteady like put particle FX in our UI. And optimize our performance with custom widgets." Good stuff, and a solid talk, but more a portent of things to come.

bold compass
#

session?

digital badger
#

Still Slate/UMG for UE5?

#

@bold compass For Unreal Fest Online - the virtual conference which is running today

restive basalt
#

My trivia reflexes are laaaacking

spiral flint
ornate forge
#

@azure gazelle I don't remember, I linked mine a long time ago

keen birch
#

@digital badger Was decently content with the Next-Gen talk, and also decently content with the blender talk. Now going to look at Niagara, I think

glad loom
#

I use this to destroy the children of a parent before I destroy him, however this destroys them like 1 yes, 1 no, 1 yes, 1 no etc

#

I've just tried this too thinking I just figured it out however it still does the same thing

azure gazelle
#

@ornate forge Oh.. I totally misread you original post xD Nevermind then .. Yah.. I guess Epic Games could have mentioned that they need to link their account.. But they probably create a new repo and just kept it private I guess.. πŸ˜„

keen birch
#

Use a ReverseForEach @glad loom

#

You're shortening the array you're iterating through in the loop

#

So you get index 0, then you delete index 0 so index 1 becomes 0, but the loop moves to index 1, therefore skipping the second entry

mystic oar
#

@glad loom Yep, the goose is right.

glad loom
#

Ah, that makes sense, thank you very much, this worked!

grim ore
#

yep try to not modify the contents of an array when iterating over it if possible

glad loom
#

Alright, thank you!

#

To make a more precise collision do you need to do it in other programs such as blender? ( More precise meaning more than a box, capsule or a sphere )

mystic oar
#

Welp, @glad loom depends on how precise you want it to be. You can try the different collision auto-generation options in the static mesh editor, or even manually position simple boxes to get the exact type of collision you want.

#

You can also select the "Use complex collision as simple" option in the static mesh editor to use a very accurate collision mesh. However, this can be very performance intensive.

ornate forge
#

4.26 is going to get volumetric clouds

keen birch
#

And rivers and roads, apparently πŸ˜›

glad loom
#

Alright, thank you, I'll look into that!

keen birch
vale silo
#

4.26 is probably just going to turn into UE5

grim ore
#

well .26 is supposed to be the last ue4 version assuming ue5 is on time

maiden swift
#

Yeah, seems that way looking at the roadmap.

grim ore
#

couple months for .26, couple months for 5 preview, couple months for 5 release at gdc? sounds aboot normal

vale silo
#

that is if there is another GDC

grim ore
#

of course gdc actually being gdc...

#

yep lol

maiden swift
#

I don't expect 5.0 to release at GDC since the roadmap says "Late 2021". Unless of course GDC's timing changes.

#

Which wouldn't be entirely surprising given the circumstances.

grim ore
#

aww I didnt actually see the roadmap, just uh early 2021 for ue5 preview right?

maiden swift
#

Yes.

vale silo
#

there is UE5 roadmap?!

maiden swift
#

Not that kind of roadmap.

mystic oar
#

@vale silo There was a talk given this morning. It's available as one of the on-demand sessions.

grim ore
#

I guess we could have a year of ue5 preview and call 5.2 public release πŸ˜›

maiden swift
vale silo
#

@mystic oar I'll check it out

mystic oar
#

Oop, and there's the important slide.

solid gazelle
#

😬

grim ore
#

ah hah, well now we know

hollow rose
#

hey, how can i stop my OBJ files from auto smoothing upon being exported into unreal, they were designed in blender

vale silo
#

sadly at this point I don't hold my breath for UE4/5 because a ton of VR features/fixes keeps sliding from one release backburner to another

grim ore
#

so do we get 5.0 preview on the launcher as like say a real preview like ue4 preview releases or something else is the question

vale silo
#

so I guess I'll settle for 4.25.2

grim ore
#

and if the traditional way how man previews till release lol. 5.0 preview 15!

maiden swift
mystic oar
#

I think that Epic wants VR, especially since they're interested in architecture and cinema using Unreal Engine. However, consumer demand for VR compared to other things is probably low.

#

For instance, I'm still waiting for Unreal to support the Virtual Boy. πŸ˜†

grim ore
#

couple more sessions, then a power nap, then back to work, then replay the missed sessions tonight.... whoo

restive basalt
#

I wonder if UE5 will have better ways to move files and folders in a project? I like to move all my marketplace assets to a Marketplace folder and oh boy, that can take some time.

hollow rose
#

hey, how can i stop my OBJ files from auto smoothing upon being exported into unreal, they were designed in blender

still hemlock
#

Can someone help me

#

My characters feet are going through the material

restive basalt
#

@still hemlock You might need to raise your skeletal mesh higher in the character blueprint

mystic oar
#

@still hemlock Looks like an issue with your collision mesh.

still hemlock
#

Yea it's like actual rock

#

I mean

#

the level of detail and all

mystic oar
#

Does the rock have a correct collision mesh?

still hemlock
#

It's part of the landscape I'm not sure

void barn
#

how do you print variable like float or string in UE4 using print string?

#

print the content inside the var

still hemlock
#

It's a material layer

void barn
#

in blueprint not c++

mystic oar
#

@vale oracle Do you mean for debugging output? Drag off of the variable, then look for a "to string" conversion node.

void barn
#

i think u tag wrong guy

still hemlock
mystic oar
#

Oop.

void barn
#

in short

#

i want to print the current time

digital badger
#

drag the float to "in string"

void barn
#

when the function is completed

digital badger
#

should cast automatically

void barn
#

nope didnt see

digital badger
#

drag the float output and search for string

mystic oar
#

Ok, the small green out node on Complete Time. Drag off of that, search for "To String".

digital badger
#

Should find the ToString Node

void barn
#

nvm found it

#

just use print text

#

thanks

mystic oar
#

Well yes, that is also a way to do it.

#

@still hemlock It looks like your material doesn't have collision, so the engine thinks it can be walked through. Like, for instance, if it was high grass instead of a rock.

sleek solar
#

@still hemlock tessellation/displacement doesn't change the collision, it's only a visual effect

still hemlock
#

?

sleek solar
#

you are literally lifting vertexes up, above the collision meshes

digital badger
#

Is GAS viable for FPS titles? Or is it too much

still hemlock
#

@mystic oar How would I add collision to the mat

digital badger
#

You can't do that.

still hemlock
#

Oh

digital badger
#

You could make a custom collision mesh, but I don't think it's worth it

#

Edit your geometry rather than relying on materials

still hemlock
#

I'm not sure how to do that

mystic oar
#

@still hemlock Try thinking about it differently. Can you use a static mesh (for instance, some thing from Epic's freely available Infinity Blade Grasslands project) instead of that particular rock?

still hemlock
#

Well

mystic oar
#

Instead of using a material to create that elevated, rocky area, you probably want to use a nice static mesh instead.

still hemlock
#

Wait

#

a static mesh to cover the entire map of what's already there

#

will it replace it

#

it's part of the landscape

digital badger
#

Can you just reduce the displacement of that material?

#

Making it look the same, just less intense

still hemlock
#

Idk

#

wait

#

I found the displacement

mystic oar
#

You would not add the static mesh to the landscape. You would paint the landscape, then place the static mesh (presumably of a rock) on top of the landscape.

still hemlock
#

That would be a headache

mystic oar
#

Also, if you are just trying to get a cobblestone effect on the ground, one that does not rise up from the ground, you can do as @digital badger suggests and reduce the displacement until the rock is not glitching up through the player's feet.

still hemlock
#

Okay

frank oar
#

Hi,
Is it dangerous to move my unreal files from one storage drive to another ?

#

The ssd I use for my operating system is full so I need to move my unreal files to a new ssd

digital badger
#

No, as long as you move the whole project folder. You can't have the Content folder be in a different location than the Source folder for example

grim ore
#

do you mean project or the engine? @frank oar

still hemlock
#

So I just tried walking on the regular landscape and I am going through it still

#

I tried raising the character mesh but it's not working

frank oar
#

Projects @grim ore
But would it be a problem if I also needed to uninstall the engine/ move it to another drive?

glad loom
#

@mystic oar or anyone else, can you explain further how to do the collision with a static mesh? Do I need to create a static mesh component in the blueprint? Also to mention, I'm working with paper2d, so I'm trying to make a 3d collision for a 2d flipbook. I currently have the box component collision, however I'd like to change it a bit around the edges, but I don't know how to change the box collision or how to make a different type

frank oar
#

I am just horrified of ruining the work I out in

grim ore
#

@frank oar projects are self contained so no issue there if you move the entire folder. Engines should not be moved but if you uninstall and reinstall it you should be fine as well.

#

@still hemlock if you are using offsets or displacement then that would be the issue. if you set your displacement to 0 do you have the issue?

restive basalt
#

@frank oar I would do a copy first (not move), than test the project before deleting the old location

still hemlock
#

I already tried disabling it

#

It has no effect

grim ore
#

disable or set to 0? they re not the same

still hemlock
#

Or do you mean in the character bp

frank oar
#

Thank you guys! Very grateful for the advice/ knowledge!

still hemlock
#

I set it to 0

#

thats not working

vale silo
#

@mystic oar However, consumer demand for VR compared to other things is probably low I guess you never heard of Oculus Quest

pearl gorge
#

Hello?

still hemlock
#

I think it has something to do with the character bp

mystic oar
#

@glad loom There's a big difference between the collision on a static mesh, and collision as a Blueprint Component.

spiral flint
#

i just re targeted again but this time the hands dont close , i dont think i did anything differently

#

any ideas?

still hemlock
#

I'm using ALS and I think it's just the way it's setup

rancid verge
#

anyone solve this one

glad loom
#

@mystic oar Well I was talking about collision as a blueprint component, for an enemy, sorry for not making it clear.

grim ore
#

close the launcher, restart it with admin priviledges, and launch the engine again and it should try and reinstall the prereqs

rancid verge
#

I'll give it a go

#

thanks

pearl gorge
#

I'm trying to instantiate a UObject-derived classes through C++

#

here is the game mode header file

rain parcel
#

hello does anyone know where the unreal to blender tools is?

pearl gorge
#

#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "SomeProfile.h"
#include "CppLessonGameModeBase.generated.h"

/**
 * 
 */
UCLASS()
class CPPLESSON_API ACppLessonGameModeBase : public AGameModeBase
{
    GENERATED_BODY()
    
public:
    //void BeginPlay();
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = UClassNames)
        TSubclassOf<USomeProfile> UPBlueprintClassName;
};```
rain parcel
#

im watching the presentation

#

unreal to rigify

pearl gorge
#

The class I made is called SomeProfile

grim ore
pearl gorge
#

now I am trying to create a blueprint from the class but somehow I feel I am missing something

mystic oar
#

@glad loom OK, in that case you are stuck with the collision volumes available in those classes.

rain parcel
#

ah cool let me try that

hushed hare
#

how can i preview scene capture components? the preview pops up for cameras but not scene captures

mystic oar
#

@glad loom I have not used Paper2D recently enough to remember everything, but I would recommend you see if you can handle your collisions through the Static Mesh or Flipbook actor component instead of using the default box or other collision, if you are concerned about having a very specific collision style.

pearl gorge
#

the only thing this instruction says is from the UE4 editor to make the bp from this class, but the picture I see from it is completely different from what I am trying

glad loom
#

I'll look into that, I saw some collision options there but the tutorial I followed at first used these blueprints collisions, but I'll learn how to change it, thanks! @mystic oar

mystic oar
#

@glad loom Blueprint collisions will do you fine for the vast majority of situations. It's that 10% of weird things that will get ya! πŸ˜‰ Good luck.

pearl gorge
#

did I write something wrong in that header file?

grim ore
#

@pearl gorge #cpp might be better for more direct answers to this

rancid verge
#

Is anyone here using datasmith with solidworks here? If so please tell me how your experience has been. Feel free to direct message me if you do not wish to discuss in main channel

soft fiber
#

@worn cape I re-centered everything to 0,0,0. If you find another solution, shot me a mention. Thanks

worn cape
#

What was my question again ? ^^

#

let's see

#

ah - yes

#

i made an Actor Blueprint, put a static mesh into, pushed it around as long as it fits to what it should be, then put it into the scene, selected it with right click and converted it to static mesh

#

sounds noisy, but worked fast

#

luckily this actor fit for many things in that collection with just that one blueprint

#

just changed the mesh and converted that again

dense hemlock
#

Anyone else watching unreal fest? UE 4.26 is going to have a turn key Water system Drawing Lakes and rivers as actors.

#

It's REALLY cool looking

glad loom
#

Can I combine two collision's in one inside a blueprint? I have two box collisions and I want to reference both of them at the same time, as if being only 1 collision

digital badger
#

@dense hemlock Yes, I'm excited for that feature too

dense hemlock
#

@glad loom, I'm not sure what you're asking. Are you asking if two box collisions that happen at the same time can be treated at once? Or are you asking if two box volumes can be treated as the SAME volume?

digital badger
#

I don't understand the Foundations system though

#

Sounds like Prefabs with extra steps

glad loom
#

@dense hemlock Two box collisions to be treated as the same one.

#

I have these 2 boxes and I'd like to not have to check for overlap for both of them separately, or need to reference both of them when I need to, and just work as the same one

dense hemlock
#

Hex, I don't think so. I've run into the same issue. I had to point both boxes to the same "onCollision" event

#

The hard part was when I wanted to keep track of the "EndCollision" event

glad loom
#

Oh, okay, thanks. So what other way is there to make the collision more precise? ( Not necessarily for paper2d, but if I have a 3d character I'd use these same collisions, how do you make them more precise )

dense hemlock
#

Basically, I coded a solution. So I have collision objects. When one of them overlaps, I add it to a TSet variable. When the overlap ends, I remove it from the TSet. Before adding it to a TSet I check if the TSet is empty, if it is, I process the collision-Otherwise, I just add it. When the collisionEnds, after removing it from the TSet I check if its empty, and if so, then I run the endCollision logic.

#

If that doesn't make sense, here's some pseudo code:
function OnOverlap
Is TSet empty?
Run Collision logic
Add Actor to TSet

function OnOverlapEnds
Remove Actor from TSet
Is TSet Empty?
Run End Collision logic

glad loom
#

Alright, thank you for explaining it, I'll look into it!

errant lichen
#

hi everyone, I have a question: Is it possible to save output values from specific nodes in the material editor? I'm interested in the values of the EyeAdaptation node and want to calculate something in my blueprint with that.

stiff edge
#

I have a question, whenever I try to open unreal engine or games made in it it say that β€œDX11 feature level 10.0 is required to run this engine” I checked and I have DX12 feature level 10.1, and I’m not sure what else it could do.

dense hemlock
#

@stiff edge the only thing I can think of is to update and\or reinstall your graphics card driver.

stiff edge
#

Okay, I’ll give it a try

errant lichen
#

or maybe let me phrase it the other way around: can I access the EV100 value from my AutoExposure settings?

grim ore
#

@stiff edge which video card do you have, its possible you are reading your card specs incorrectly

stiff edge
#

I have a nvidia GeForce 210

grim ore
#

oh yeah you definitely do not have support

stiff edge
#

Oh okay I was wondering that, thanks a lot

grim ore
#

I am guessing you are seeing you have direct x 12 INSTALLED and the card supports level 10.1

stiff edge
#

Yes

grim ore
#

yeah the card itself has to support the features, you can still have the latest software installed

stiff edge
#

Okay and how do I know which cards could and wouldn’t work?

grim ore
#

anything within the last 4 years should work, the 210 is..... very old

rain sparrow
#

Does anybody know unreal engine save game works in html5 ?

stiff edge
#

Yea published in 2009, okay thanks soooo much I really appreciate it

grim ore
#

if you are looking at the specs, if it supports shader model 5 it should work with UE4

stiff edge
#

Okay cool

hot pine
#

Oof I got this game idea but I can't start developing for a few weeks

stiff edge
#

Certified oof moment right there

hot pine
#

All I can do now is planning because I don't have access to my pc

grim ore
#

darn 😦 They are deprecating UE4 next week and removing it from the internet the week after... talk about bad timing

hot pine
#

Wut

#

Lol

dawn gull
#

Whenever I try to package my game for shipping I get these errors:

UATHelper: Packaging (Windows (64-bit)):     ERROR: Unable to rename C:\Users\TwistedWizard\Documents\Unreal Projects\ClassicalGravity\Intermediate\Build\Win64\UE4\Shipping\ClassicalGravity\ClassicalGravity.cpp.txt.tmp to C:\Users\TwistedWizard\Documents\Unreal Projects\ClassicalGravity\Intermediate\Build\Win64\UE4\Shipping\ClassicalGravity\ClassicalGravity.cpp.txt
UATHelper: Packaging (Windows (64-bit)): Took 9.0091234s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\TwistedWizard\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Program+Files+Epic+Games+UE_4.25\UBT-ClassicalGravity-Win64-Shipping.txt)
PackagingResults: Error: Unable to rename C:\Users\TwistedWizard\Documents\Unreal Projects\ClassicalGravity\Intermediate\Build\Win64\UE4\Shipping\ClassicalGravity\ClassicalGravity.cpp.txt.tmp to C:\Users\TwistedWizard\Documents\Unreal Projects\ClassicalGravity\Intermediate\Build\Win64\UE4\Shipping\ClassicalGravity\ClassicalGravity.cpp.txt
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

Why is this?

#

Do I need to run the project as administrator?

hot pine
#

Why does your cpp file end with a txt extension

grim ore
#

I would start with deleting the intermediate, binaries, and build folder in your project first then re open the project and try packaging again

dawn gull
#

delete the entire intermediate, binaries and build folders?

hot pine
#

Yes, from your project folder

maiden swift
#

@grim ore You're going to give people a heart attack. lol

grim ore
#

those 3 folders are temp folders so it is fine to delete them, sometimes junk from old compiles gets stuck

azure gazelle
#

I mean that's common procedure if a UE4 Project crashes at startup or doesn't build anymore πŸ˜„ (Besides actually reading all error and warnings in the log and installing the correct .Net Framwork SDK xD)

vale silo
#

do you know if all of the presentations from Unreal Fest will be available on Youtube ?

hot pine
#

Yes they will

grim ore
#

and no there is no eta on when, just "in the future" spooky music

dawn gull
#

It worked! Thank you!

grim ore
#

yay

dawn gull
#

bruh avast keeps on thinking when unreal makes or deletes certain files it is a virus

grim ore
#

oh yeah that would do it for sure

#

whitelist your projects folder

harsh tiger
#

does anyone know if the vods on unreal fest are there forever or a limited time?

grim ore
#

~ a month according to a reply in chat

ornate forge
#

They are going to be uploaded to YouTube

grim ore
#

but between now and then they will go on YouTube

harsh tiger
#

hopefully they all go on youtube

#

ahh, perfect!

ornate forge
harsh tiger
#

ty

hushed hare
#

i want customs at the top

#

or make my own categories

abstract anvil
#

As far as I know, you can't reorder the categories, but you can create custom categories by assigning them under the class settings

#

You can "cheat" by adding an underscore at the front, which will put that category near the top under "common"

plush yew
#

When will ue4 4.26 be released

glad loom
#

This autumn

distant river
dense hemlock
#

Yeah, that was an amazing presentation. Even the QA. That guy knew his stuff

dawn gull
#

Is there a way to make the geometry sphere hollow?

hidden knoll
#

Does anyone know how to save player data between different player controllers?

#

I'm making a local multiplayer system, but the player controllers switch and I need to identify which player chose what

dawn gull
#

@hidden knoll cast to a certain actor and set a variable?

mossy nymph
#

so splitscreen? and wdym when you say "switch"? change classes between maps?

hidden knoll
#

Well I have a Lobby player controller, and a Gameplay player controller

#

I just need to identify what option each player chose as the Lobby player controller

mossy nymph
#

stash the data in playerstates

#

override copyproperties

#

and it will get copied over when the map changes

hidden knoll
#

Do playerstates transfer between player controllers?

mossy nymph
#

no, but CopyProperties function gets called which has old and new PS, both valid

#

so you can trasnfer whatever you want

hidden knoll
#

Oh okay

mossy nymph
#

that works for splitscreen or seamless travel

#

but not for hard travel

hidden knoll
#

Also do I need more than one player state?

mossy nymph
#

each PC has its own PS

hidden knoll
#

Oh I see

#

Thank you

plush yew
#

Does anyone know the best way to import PMX models?

hidden knoll
#

Oh so it's an event, so all I need to do is promote the CopyProperties to a variable and my data will save between levels? @mossy nymph

crystal ruin
#

hello !!! ... i have a problem with the physics capsules ... i cant scale them down .. how can i fix this .. and thanks you

long thicket
hidden knoll
mossy nymph
#

and then set variables on new one that you're interested in

keen moss
#

Im looking for a way to add a function to the HDRI backdrop blueprint that allows me to cycle thru multiple HDR images. how can i do this?

hidden knoll
#

@mossy nymph How do I get the event to fire?

white zephyr
#

hi guys! Can someone add magic "send to pathtracer" button in Unreal? πŸ˜„

mossy nymph
#

it just does when new PS is instantiated

plush yew
#

Hi guys, I'd like to use a free software which generate characters and animate them. I found out some informations about DAZ Studio, notably. I also looked into MakeHuman and Fuze but I think that they can't animate. Somebody here know these sofwares and advise me ?

hidden knoll
#

@mossy nymph I set the variable I wanted, but when I open the new level and press the right key which prints a string, it doesn't display the correct data

steady cipher
#

Hey everyone, I just made a post on the forums for an issue i am having regarding Dynamic Foliage Shadows. on one of my maps.
https://forums.unrealengine.com/development-discussion/rendering/1788196-dynamic-foliage-shadow-issue
I have been working on trying to fix this for a week now.
Any help would be appreciated.

glacial arch
#

Hey there guys, any news on UE4's compute shader support? I've heard there have been some API changes that make it a little easier, but nothing detailed. I was wondering if there's a more user friendly support for HLSL compute shaders now?

hidden knoll
#

@mossy nymph Will the CopyProperties event fire when a new level is loaded?

abstract anvil
#

@steady cipher It looks like that might be an issue of off-screen culling. I know there's a way to disable that, I'll look into it

keen moss
#

Im looking for a way to add a function to the HDRI backdrop blueprint that allows me to cycle thru multiple HDR images. how can i do this?

slow hearth
#

has epic put out any guidance on min spec for ue5? I know it scales to mobile and all but didn't know if it will exclude certain classes of desktop gpus, etc.

hushed hare
#

threadripper

grim ore
#

@keen moss which blueprint is this?

keen moss
#

@grim ore the HDRI backdrop blueprint

grim ore
#

I've looked thru my engine and I can't find one, that is why I am asking

keen moss
#

its a newish lighting feature

grim ore
#

is it a plugin?

keen moss
#

i believe so, but i think its on by default

#

yes it is a pluging

steady cipher
#

@abstract anvil ty i will look into it

keen moss
#

@grim ore its a built in plugin

grim ore
#

so you want to change the cubemap texture that it uses?

keen moss
#

i have a client that is looking to have a way to cycle through a selection of cubemaps

hushed hare
#

"no" instead of "not"

keen moss
#

i know i can drag and drop them 1 at a time, they are asking for a possible tick box or something else

grim ore
#

@keen moss it looks simple enough to do it, how would it cycle? Right now its just one image. You change that to an array and choose which one to use from the array or something similar. Just make sure to make a copy of the blueprint and not edit the original

keen moss
#

i tried changing it to an array and it gives me errors

grim ore
#

well yeah you need to fix the errors

#

works fine here

keen moss
#

im a novice at BPs

#

@grim ore can u help me fix the errors?

grim ore
#

well its doable, you need to figure out what you want to do then do it. they need to figure out what they want if thats the current issue

#

like changing the code to take an item from an array and exposing that array and item to the blueprint gives you an integer you can change to change the cubemap used

#

its super ugly but functional

keen moss
#

with that setup you have, how do you know which is currently active?

grim ore
#

the value of the Cubemap Index is the cube in the array you are showing

#

plus you can kinda see it in the viewport since its the entire backdrop

#

one of the biggest issues is the size and center for the projection will differ with each one so doing it this way doesnt just "change a backdrop" work out of the box. It would probably be more like you keep track of the cubemap, the size, the center for it to look correct then fill out those when they choose one

#

but how that looks and works is up to the person who wants it

keen moss
#

ok i will give that a shot thank you

median peak
#

Can someone help me figure out how to finish this function? I need to convert a FJsonObject to a specific type of UStruct... here's what I have

#

UPlayerWorldListStruct UJsonNodes::ToJsonObject(FString filename)
{
FString fileConstnet = "";
FString filePath = filename;
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
UPlayerWorldListStruct ret= UPlayerWorldListStruct();
if (PlatformFile.FileExists(*filePath))
{
UE_LOG(LogTemp, Warning, TEXT("File Found"));
if (!FFileHelper::LoadFileToString(fileConstnet, *filePath))
{
UE_LOG(LogTemp, Warning, TEXT("File not loaded"));
}
else {
UE_LOG(LogTemp, Warning, TEXT("Content: %s"), *fileConstnet);
TSharedPtr<UPlayerWorldListStruct> rawObj;
TSharedRef<TJsonReader<UPlayerWorldListStruct>> Reader = TJsonReaderFactory<UPlayerWorldListStruct>::Create(fileConstnet);

                if (FJsonSerializer::Deserialize(Reader, rawObj) && rawObj.IsValid())
                {
                        UE_LOG(LogTemp, Warning, TEXT("Deserialized"));
                        ret = <???>
                }
                else {
                    UE_LOG(LogTemp, Warning, TEXT("Deserialized"));
                }

                
    }
}
else {
    UE_LOG(LogTemp, Warning, TEXT("File Not Found"));
}

return ret;

}

copper pike
#

Can anyone help me with blendspace please

#

I can't find x axis division and range

median peak
#

Is there a built in method to conver a Json Object to UStruct or do you have to manually map the Json Attribute/values to UStruct properties?

lucid socket
median peak
#

@lucid socket Thanks πŸ™‚

copper pike
#

Where is x axis division and range in blendspace?

median peak
#

What does "missing '*' in Expected a pointer type mean"?
The line that throws the exceptin is a function declaration:
static UPlayerWorldListStruct ToJsonObject(FString filename);
The function Signiture in the .cpp is:
UPlayerWorldListStruct UPlayerWorldListStruct::ToJsonObject(FString filename)

stable orbit
#

If you have a C++ question best place to ask is #cpp

#

It means its expecting a pointer to be passed to it, if you can provide some code I can help a bit more. Basically its saying you are missing *

abstract sundial
#

Heyo, how is everyone doing?

upper heart
tight prawn
#

hey i have a theoretical question

#

for someone who is proficient in programming (10 years+)

#

and looking to create a procedural level generator for a puzzle game

#

i want to set a time limit, say for example 1 week to finish it

#

so that I don't waste time on it

#

so theoretical speaking, what's the amount of time one would require to build a procedural level generator for a puzzle game ?

grim ore
#

0-infinity

tight prawn
#

that's not theoretical

grim ore
#

your "level generator" is too broad a scope

tight prawn
#

that's the absolute truth

grim ore
#

narrow your scope, define your parameters

tight prawn
#

well the maps are small, consists a couple of stuff that would kill the character, and a goal that it needs to reach

grim ore
#

so this is in 3d or 2d? will height be a factor. is AI needed or is this static movement? is this cell based or area based?

#

etc. etc.

tight prawn
#

to reach that point, you need to manipulate "obstacles" and create a path for the character to reach the goal

grim ore
#

and this is assuming you are proficient in the engine/language you are creating it in? and is this proof of concept or a vertical slice.

#

does the object manipulation need to be programmed or just obstacles placed and marked as part of ther level generation and non functional?

tight prawn
#

3D, height is optional, no AI, area based, using UE4 + C++

grim ore
#

is this created using pre made assets to define areas, or are you building it out or parts.

tight prawn
#

no obstacles will be fed as blueprints (children of the main obstacle class, also applies to the "dangers")

grim ore
#

I mean I could make a non functional level generator in UE4 in a few hours if it just needs to be a "level". If it needs to be functional its much longer based on the requirements

tight prawn
#

well

#

if i start to create a non functional level generator, then apply to it some of what I can learn from sudoku solvers and such

#

would that be logical?

grim ore
#

you could use the Turn Based Strategy learn project as a base to start with for example, it makes levels

#

you could do that yes, but designing your system and how it will work as close to what you need in the end would help when you start

tight prawn
#

this one ?

grim ore
#

I mean I could whip up a room with some walls in it in a short while no problem, making it a usable game place is another story

#

No, the Turn Based Strategy one

tight prawn
#

nvm i found it

#

does it contain puzzles to solve ?

grim ore
#

nope its a level generator

#

"This project was created as part of a training stream where Ian Shadden randomly generated a map, created rooms and corridors between, and populated it with teams. It isn't a complete game, but will jump start you with map generation, non-rendered actors acting as data classes, 1D and 2D arrays, random streams, and order of operations via GameMode."

#

puzzles is where I said the 0-infinity and I meant it. Puzzles is not something you can just tell someone to do and they can implement them, it has different meanings to different people

tight prawn
#

alright, i'll see about the level generation

#

then think thoroughly about my puzzles "rules"

#

that's the thing, there aren't really rules perse

grim ore
#

there are a few tutorials out there on level generation, as well as some marketplace assets. that learn project is a good start as well, plus there is a video on it

#

there has to be atleast 1 rule, how do you win

#

preferably 2, how to lose as well

tight prawn
#

win/lose states are simple, to win the character reaches the goal, to lose is the character dying to a pitfall or traps or whatever

grim ore
#

there ya go, now what else for the rules. if there are no more rules, then there are no obstacles and the player can go from start to end without interruption to reach the win state

#

if you add obstacles, what are the rules for those

#

etc. etc.

tight prawn
#

the game mechanic is that the character moves constantly, changes direction when he hits an obstacle

#

you need to maneuver the character(s) by placing obstacles in a way that they reach the goal without dying

grim ore
#

there would be a rule for which direction they change then, unless its user controlled

tight prawn
#

no, it's random

grim ore
#

if the outcome is random how can they plan out the obstacles?

tight prawn
#

when it hits an object, a random int between -90 and 90 and set it as the character's rotation

grim ore
#

then the entire game is random so why play? your choices don't have a defined impact on your results

#

I have a cube in the middle of the room, the right is the goal and the left is death.

tight prawn
#

that's the thing, you need to place the obstacles in a way the character(s) can safely traverse the area

grim ore
#

I dont have any say on if I win or lose with my decision

tight prawn
#

you have a say

#

if you place the cube in a way that blocks access to the left

#

"eventually" the character will go to the right and that's the win state

grim ore
#

then it could go back to the start and not back to the right

#

I see what you are saying, making a design doc will definitely clear up some potential issues and would help you figure out a time frame for designing it

tight prawn
#

well if you have more than one cube, you can block an entire area once the character moves away from it

barren tiger
#

Hi. How can i implement customization of limb length that changes the height of the character for a character creation system?

open wadi
#

Afternoon, my friends.