#ue4-general

1 messages · Page 795 of 1

open wadi
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Question: If I want to make a widget disappear OnClick, what is the recommended node for making the widget disappear?

still moat
dapper idol
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lool

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"yo whats wrong with this?"

boreal wyvern
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Question: If I want to make a widget disappear OnClick, what is the recommended node for making the widget disappear?
@open wadi

Just disappear, but not be destroyed. Probably just ref the widget and 'set visibility' to hidden. Then when you need it again ref it and 'set visibility' back to true or w/e I'm on mobile and no where near UE.

open wadi
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Here's a question - I can leverage "Remove from Parent" to make a widget disappear, but how do I make a different one appear? What's the node? I don't see a "add to parent"

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Google offering some subpar results here.

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Add to Viewport, right?

boreal wyvern
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Remove from parent destroys the widgets. Add to viewport just attached to... For lack of a better word... The HUD.

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When create a widget you can promote it to a variable. You can use that variable to toggle it's visibility. If you remove from parent the widget is destroyed and has to be recreated if you want to use it again.

open wadi
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@boreal wyvern Ok, appreciated. So yes, perhaps it's just toggling visibility, but what I have here are 3 widgets - a Main Menu navigation, and two subnavigations for option 1 (in main nav) and option 2 (in main nav).

tiny sonnet
open wadi
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It appears remove from parent does what I want it to do, but I"m guessing that could cause memory issues if the user goes crazy and starts clicking option 1 and option 2 over and over.

smoky sonnet
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anyone here from austria?

open wadi
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What node should I leverage the first time a widget is loaded, that will only be called that one time?

boreal wyvern
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In a widget you can use other user made widgets. So make a main menu widget then use the 'Widget Switcher' to swap between widgets.

open wadi
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Interesting, ok.

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Watching one of the great MathewW's videos on the widget switcher.

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So in this example, the main nav appears at the top of the screen and stays there all the time. When Option 1 is clicked, the subnav 1 appears beneath it with some options. Same with Option 2.

boreal wyvern
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I'm assuming you are creating the widget in your level blueprints.

Level Blueprint -> event begin play -> create widget main menu -> add widget to viewport.

In the main menu widget add a widget switcher to the hierarchy. In the hierarchy add your other widgets OR add a canvas and build the widget on the canvas in the switcher. Within those widgets you can have them pass an int then in the main menu widget change the 'widget switcher'

open wadi
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With that being the case, why would I not simply say,

  1. When option 1 is clicked, I remove from parent subnav 2 and ensure subnav 1 is added to viewport
  2. When option 2 is clicked, the same thing - remove subnav 1 from parent and ensure subnav 2 is added to viewport?
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What are the potential issues with that?

boreal wyvern
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Data loss if they contain something you need to persist. Other than that nothing really. If it works it works. You'll just need to keep creating widgets and adding them to viewport when you want them to be visible. I'm not 100% sure if removing from parent completely removed it from memory.

open wadi
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Well, I am getting an error.

boreal wyvern
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I wish I was at my computer I could be actually helpful it's hard to describe these things. 🤣

open wadi
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It works on play, but I get the error "The widget 'W_VMainMenu_SubN_Community_C' already has a parent widget. It can't also be added to the viewport!"

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Community is option 2, FYI.

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And yes you were correct, I"m adding the main menu (primary navigation) widget to the viewport in the level blueprint.

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It's interesting because it does appear to work, I just receive that error after cancelling play.

boreal wyvern
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Is the main menu creating the other widgets or is it all contained in the main menu or are you creating the other widgets in the level blueprints with the main menu?

open wadi
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The other widgets are isolated widgets, but the main menu has them added to the canvas on load.

boreal wyvern
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That error wants you to test if the widget has a parent before adding it to viewport I guess? You can get a ref to the widget and then use the get parent node and if it's null ads it to viewport if not idk. 🤣

open wadi
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Yes, I need to add some sort of test.

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Before adding to viewport.

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What node would I leverage to see if it's present in the viewport prior to adding to viewport?

boreal wyvern
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So within your main menu on construct it creates 2 other widgets and adds them to itself?

open wadi
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Correct.

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Which I suppose isn't necessary.

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But I use the references to them in the event graph.

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For adding / removing from the viewport.

boreal wyvern
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Yeah I think just getting their ref and toggling visibility would work better. You can also add them to the hiearchy instead of building them on construct. Just tick the is a variable check box.

open wadi
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This is my canvas. The final two entries are the submenu widgets in question.

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For reference, "Option 1" is called "Program" and option 2 in the main nav is called "Community"

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Hence the naming convention.

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So it's just loading both subnavigations by default.

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Will toggling visibility cause a problem with user interaction? Both subnavs appear in the same place.

boreal wyvern
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No shouldn't. If it does set a slight delay before making them visible.

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That's the node.

open wadi
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For example, if they're not visible, can a user still click the buttons within?

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Great, thank you.

boreal wyvern
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That's visibility states. So if it's hidden it can't be seen or clicked.

open wadi
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Looks like that worked @boreal wyvern, error-free.

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Much appreciated.

boreal wyvern
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Null sweat glad I could be helpful. 😁

open wadi
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The last step is setting both subnavs to invisible on main nav widget load.

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Event Construct - is that node called when the widget is created?

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Let's find out!

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That did it.

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Terrific.

boreal wyvern
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It happens when it's created. In the hiearchy you can select them then I their details panel set them to hidden.

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Then you'd only need to hide them both again when you return to the main menu or one of the other options.

open wadi
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I have several buttons in a canvas I want to mass alter the names of, is there a quick bulk way to do that? Such as a find / replace operation?

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Or do I have to go one by one and edit the names, for example?

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Which is what I'm currently doing

tiny sonnet
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Left is a cube, right is the landscape

boreal wyvern
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Manually I'm afraid. There are ways you could make it more efficient, but idk how to describe it.

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@tiny sonnet wish I could help. I'm not a material guy. Sorry.

tiny sonnet
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Ok

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Do displacement maps not work on landscape?

boreal wyvern
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No it should work with landscapes. I believe, however, it has something to do with tessellation of your landscape.

open wadi
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Question: I'm using source control with p4v and one single widget is failing to save.

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No other widget I'm editing is reporting that error.

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Source control appears to be working fine, I can certainly connect to it.

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Why on earth.

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No further metadata I can find on why this single widget isn't saving.

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Just "can't save"

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Storage on the target source control box is fine.

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"Submit to source control" reports no errors.

boreal wyvern
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Is the error in p4v or ue?

open wadi
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The error is generated by UE4 when I hit Ctrl + Alt + S

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To mass save.

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Just this one widget won't save.

boreal wyvern
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Okay. Crtl+shift+esc click more details then in background processes look for a ue crash report or ue process. End them then retry.

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If you can't find anything I'm not sure. That error usually occurs when you close ue and something gets hung up while closing. Next time you open the project you'll get random can't save errors.

open wadi
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Hmm.

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Well I copied the widget in the project as a backup.

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Apologies, I meant Ctrl + Shift + S

barren tiger
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how to scale a bone without scaling children?

open wadi
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For mass save.

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@barren tiger In the wrong context, that sentence could get you arrested.

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@boreal wyvern So here's what's interesting - I closed the project, I re-opened the project, and just this one single widget won't save, still.

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Guess I'll power cycle and see what happens.

boreal wyvern
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Yeah restart and try again 🤣

median peak
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omg... I feel so dumb about this one... but it's killin me... "Cannot open include file 'PlayerWorldKnownList.h': No such file or directory... but it is in my .sln under Games/Source/PlayerWorldKownList.h. The line causing the issue is simply: #include "PlayerWorldKnownList.h"

boreal wyvern
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@open wadi you can open ue using w/e your directory is \Engine\Binaries\Win64\UE4Editor.exe <projectpath> -log

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when you close it after launching it that way it will close everything regardless of what is happening.

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omg... I feel so dumb about this one... but it's killin me... "Cannot open include file 'PlayerWorldKnownList.h': No such file or directory... but it is in my .sln under Games/Source/PlayerWorldKownList.h. The line causing the issue is simply: #include "PlayerWorldKnownList.h"
@median peak I'm not sure. I know there is some weird fixes for #include errors. Double check spelling of everything; check the spelling of the .h file?

open wadi
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Still not saving.

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What on God's green earth.

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Why would one single widget decide it can never be saved again?

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I can't even rename it.

next sedge
open wadi
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lol, now I'm getting this:

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The asset '/Game/VLevels/L_VMainMenu_BuiltData' (L_VMainMenu_BuiltData.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

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So now, even though I'm not editing it whatsoever, my VMainMenu level is suddenly read-only and failed to save.

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The hell is going on with this?

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I'm using source control for one single project that only I am working on.

mossy nymph
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that can happen for few reasons, but it usually comes with "linked to an object in transient package"

open wadi
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This is the rest of the error:

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Unable to save package to ../../../../../../ght/code/workspaces/MyProject/Content/VLevels/L_VMainMenu.umap because the file is read-only!

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Why the hell is the file suddenly read-only.

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A file I wasn't even editing.

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Could source control be syncing in the background?

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Anywhere I can find further metadata on what exactly is going on?

mossy nymph
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haven't seen that one before

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usually its another instance of editor being open or someone referencing an instance of the object which is not a default subobject from the CDO

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either will refuse to save

mint heath
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i need help with making a car that you can repair by finding parts like friday the 13th

lament star
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Am I the only who was hoping for a new UI in UE5?

median peak
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@plush yew Seems that you should not add files to the solution via visual studios but through the Unreal Engine

open wadi
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Anyone ever get an "error checking control status" for P4V?

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Failed checking source control status.

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There is literally one entry on the entirety of the internet, per Google, where someone else reports "Failed checking source control status" for UE4.

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And that guy's question was on the UE forums and never received an answer.

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This is incredibly odd - I can connect to Perforce source control via P4V, the server is up, I can SSH to it, storage isn't an issue.

round sorrel
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Dear Programmers, is there a way to check what your game needs to run efficiently? I'm looking at renting a dedicated server to test my multiplayer game and I don't know which specs I need. knowledge appreciated, thank you.

exotic thicket
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You can try to guesstimate based on how it runs on your PC

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Otherwise you'll just have to experiment and see how much CPU time it's using on some server

still grail
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Any easy way to duplicate a StaticMesh without building the renderdata? Running out of memory on my 64gb box when processing a 2 million vert mesh.

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This is just for the editor only

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dragging the mesh into PIE, doesn't seem to cause any increased memory usage, but calling duplicateobject on it, it starts allocating 10s of gb of memory when building the renderdata. I think it might have something to do with it trying to cache the renderdata when duplicateobject is called, but not sure.

tiny sonnet
upper karma
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Tried to install the blender to UE4 addon to 2.79 and get this. WHat's up?

upper karma
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But .83 fucks up my riiiggg :(

queen bough
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hi guys do any of you have tutorials on how to make an appearing effects like integrating? Thanks so much!

plush yew
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Is there any info on the automatic imposter generation for ue5?
More specifically would it be possible if you imported a static mesh with material during runtime, it would just create an HLOD and imposter for said mesh then and there during runtime for everyone? Or if you changed a material during runtime would it fix imposter material to new one? Or would it just work for imported static meshes in editor?

misty owl
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I love UE ❤️

hushed hare
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so do we

upper karma
odd yarrow
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when I put the metalic node texture in , in turns my entire mesh black

mint heath
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in the latest version of ue4, is attach to component gone

odd yarrow
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if in a new project it works, but in my old project , the metalic texture makes everything black , and flashy

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fixes?

sage blade
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hello I have question. Can I ask a question here? This is a basic question

eternal urchin
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yeap that was a basic question alex

tiny sonnet
night eagle
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How do I blueprint racism into the game ?

sage blade
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datasmith can no longer be used?

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I want to import one fbx file have multiple objects(each with transform animation) When I tried it, it appears as a separate actor. How can I bundle the whole fbx at once and put it on the scene?

eternal rain
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So if I have a few very similar looking menus, say 1 to Use Items, and 1 to Drop them, it seems like the easy method is to just duplicate my Use Item menu and adapt it for the Drop items menu, but would I be saving RAM/Game Size by using the same menu for both and having a variable differentiates them?

plush yew
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Doubt very much

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Most the size comes from assets I think

eternal rain
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that makes sense.

plush yew
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Just don't bind your widgets to things, make them event based

odd yarrow
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Guys why does the metalic texture turn my object black? And how do I fix it? Pls? @ me if you know the fix, thank you.

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It started when I got the new version of UE4

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it used to work , I never had problems with it

dark depot
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needs reflection captures

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metal reflects just black if there isnt anything to reflect

eternal rain
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Can you clarify what 'Binding Widgets to things' means?

plush yew
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Like values i.e. bind widget to health
It ticks the function and having all your widgers tick will decrease performance

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Say you have a text if you look and where you set it there is a bind function next to it where you'd put logic to set the text to the health var for example

odd yarrow
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@dark depot But the thing is, that if I make a new level and test the same object, the metallic texture works, and it displays the object as expected without using a reflection capture. But on this main level on which I've been working recently the problem always appears when there is an item with metallic textures.

eternal rain
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oh okay. I have some texts on the Widgets that do Bind to variable values that are updated on Event ticks, so the currently chosen character's Face picture and Inventory will show on the Pause Menu, and update when the player moves up and down the list of characters currently on the team

dark depot
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@odd yarrow the new level has a skylight i imagine?

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you can preview your reflection by setting the engine from lit to reflection

odd yarrow
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what is skylight i image?

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And adding a reflection capture seems to affect the surroundings too, with a different colour shading

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if its a sphere reflection it makes that circle on the ground with a different shading

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its frustrating actually :), been trying for like 3 hours to understand why, and now that I know, can't fix it

clear coyote
plush yew
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Two ue4s open maybe

clear coyote
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oh, true. I had the one opened by myself and the one when compiling in VS. thanks!

peak latch
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Hey everyone, literal noob here (only started using UE about 2 hours ago), and i have a question, when i import an FBX i have, it says theres no skeleton with it

plush yew
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I think you need to select something when importing regarding the skeleton

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In import menu

peak latch
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the only skeleton was the one for the default third person perspective character and when i used that my model looked like this

plush yew
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What skeleton did you use in the program

peak latch
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wait in the modeling program?

plush yew
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Is there a root bone

peak latch
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yes

plush yew
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hey guys I have a question, how can I load a map directly? whenever I try to load a scene from unreal library, it just brings me up to FirstPersonExampleMap and I have to load the level up by File>Open>Project Folder>Scene>Open.

Is this the only way?

kindred viper
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what do you mean by "a scene from unreal library"? Do you mean a project?

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You can set the starting map for Editor and Game though in the Project Settings. Usually it's preset to a default if you use a specific typed project from the launcher. Being the First Person Example, it would have that map set as the Editor Map and probably Game Map too.

valid agate
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@upper karma Do you have unreal open, as well as enabled remote scripting?

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All, I have an issue with this Blender Tools for Unreal - Send to Unreal. I follow all the steps on the manual, and got stuck on the following error:

wispy magnet
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ayo guys

valid agate
wispy magnet
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how do i make an actual loading screen

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stuff that only loads in on the press of a button

plush yew
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@kindred viper

by "a scene from unreal library" I mean a scene I created.

It was a bsp blockout of a hospital room, and the project was named "Hopsital scene". But whenever I try to load that project, the UE editor brings me to the FirstPerson Map and I have to load the hospital from there.

Hope that makes sense

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You can set the starting map for Editor and Game though in the Project Settings. Usually it's preset to a default if you use a specific typed project from the launcher. Being the First Person Example, it would have that map set as the Editor Map and probably Game Map too.

ohhhh

brisk echo
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Riot games released some assets files from their cinematics, I wonder if it's possible to use it in unreal engine

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I'm newbie ._.

bleak torrent
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Ive used previous versions of UE4 I have found in 4.25 there is no such thing as a biome volume any more how would i go about adding them?

proper stump
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Hey, converting box brush to static mesh... where is the option to do that? cant seem to find it

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found it, there's a bug i 4.25 where it's not showing in the brush details panel until you click on some checkboxes...

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weird

bleak torrent
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yeah 4.25 has some weird stuff happening with it

wispy magnet
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guys are any of you familiar with blender

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theres a certain feature called node wrangler

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so now i have a bunch of rocks

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with textures

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i had to use node wrangler so i can make the texture, much more "realistic" per se

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question is

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does the node wrangler "stuff" transfer over to unreal engine

glad loom
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How do I make it in a level that is ui only ( menu or death etc ) so the player doesn't spawn? Where do I change that?

ancient tangle
maiden tartan
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How can I set the default layout?

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I have got it so when I'm editing a blueprint, the detail panels and stuff are on my second monitor, but then if I open up a new blueprint those changes aren't there

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Ideally, I could be able to setup 2 different layouts, one for the viewport, and a second for the blueprint editors

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for example

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This is my layout for a blueprint

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but if I open a new blueprint, it just resets to default

tribal raft
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Usually, I set my layout on a single tab, then I close it and when I re-open a blueprint, it keeps the last used layout.

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But it will work only if you have only one tab open

maiden tartan
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so I set it on a single tab

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close it

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and then from then on it works?

tribal raft
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it should

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at least, it works for me

maiden tartan
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And will that stay when I reopen the editor?

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I can save the layout

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but the blueprint specific layouts and such

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nvm, just tested it

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works perfectly

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even after restart

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thanks @tribal raft

tribal raft
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You're welcome @maiden tartan :)

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My turn to ask a question, about the Sequencer this time.

Let's imagine I have 3 Shot tracks, each are 2 second long.

When I shrink the 1st Shot track to 1sec, I have a gap of 1 second between the 1st and the 2nd track.
First question : is there a solution to automatically "kill gaps" between two shots ?

Second case : now, I'm working on the 2nd Shot track and I need it to be 4 second long. I need it to be longer without croping the 3rd Shot track : I need the 2nd Shot Track to push the 3rd Shot track further.
Is that possible ?

Basically, my question is : is there a way to automatically adapt the distance and position of shots when you shrink / stretch one of them ?

upper karma
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@upper karma Do you have unreal open, as well as enabled remote scripting?
@valid agate Oh no, where is that exactly?

valid agate
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@upper karma The particular one I was referring to is in the Project Settings -> Python Remote Execution -> Enable Remote Execution

upper karma
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Oh thank you!!

oblique tangle
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Been prototyping a sort of freeflow combat system and I'm pretty happy with it so far, one thing I haven't been able to nail that something like the Arkham games does really well is moving to the enemy, I've got the logic for detecting the nearest based on keyboard inputs and mouse movement, but I don't know how I can make the player actually moving to the enemy smoother! Any help would be greatly appreciated, thanks!

proper stump
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other than the isValid funtion in blueprints, is there a way to check if a variable is set ? in other word is there a way to compare to Null or something similar?

eager ingot
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Heya !
I am having trouble finding back the property coloration marking in UE4. In fact I can't find ressource about in in the documentation. Any idea ?

wispy magnet
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now that i think about it

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theres literally no way unity should even be alive

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in terms of 3d, ue4 has beaten it: better graphics, visual coding, unbeatable pricing, community, and a lot more things i wont get into. and plus unity is known to be the engine for bad games

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in terms of 2d, gamemaker studio

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nothin else

upper karma
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🤔

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I mean....... you're kinda right.

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Plus UE4 is more user friendly from what I've experienced.

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The only thing is DL size and that not everyone has a decent PC to run UE

wispy magnet
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Plus UE4 is more user friendly from what I've learned.
@upper karma yes indeed. all features for an unbeatable price ($0 (5% after youve made your first million afaik))

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The only thing is DL size and that not everyone has a decent PC to run UE
@upper karma well yes theres that

upper karma
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But that's p much an easy work around

wispy magnet
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But that's p much an easy work around
@upper karma and idk wut sorta developer would make a game with a potato and expect it to get 10/10 on steam

upper karma
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The shit I did in Unreal wouldve taken me months in Unity and thats just with the third person stuff alone. Plus UE has more proper tools like an actual way to loop music at certain times. You don't need a 20 dollar addon to actually do that.

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@MarbleQ and idk wut sorta developer would make a game with a potato and expect it to get 10/10 on steam
fair enough sweats

wispy magnet
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The shit I did in Unreal wouldve taken me months in Unity and thats just with the third person stuff alone. Plus UE has more proper tools like an actual way to loop music at certain times. You don't need a 20 dollar addon to actually do that.
@upper karma and plus playmaker doesnt even compare to ue4

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and the best thing of all: dark ui

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ue4's doesnt burn your eyes

upper karma
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^^^^^ THIS

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Plus Unity, for some ungodly reason, doesn't support roughness maps

wispy magnet
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oh yes

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my rocks dont look quite the same in unity

upper karma
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It's a slider only which sucks if you have a texture thats only glossy in certain areas- yeah exactly.

plush yew
wispy magnet
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and although c# is a good programming language, c++ would still be the way to go cuz speed and it has a loww margin of error

upper karma
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They keep updating it like "look guys! We updated it so that this feature thats in every basic rendering/game engines in Unity! Come try unity guys!"
"cool what about roughness maps"
"what the fuck are those anyways Post processing!!"

wispy magnet
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(at least, that's what i thought)

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They keep updating it like "look guys! We updated it so that this feature thats in every basic rendering/game engines in Unity! Come try unity guys!"
"cool what about roughness maps"
"what the fuck are those anyways Post processing!!"
@upper karma lmaooooo

upper karma
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@plush yew BRO LMFAOOOO

plush yew
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im just saying my life

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i like ue4 but cant stand it much

wispy magnet
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although more people flock to unity cuz, aYo ItS a PoPuLaR gAmE eNgInE uNiTy GoOd

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i for one dont want my game to be made with an engine that is used in shitty gta ripoffs

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as much as i want to make my own engine, it doesnt make much sense to rebuild the wheel

tight prawn
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why is this the only plugin template available ?

upper karma
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Not to mention, and Ik this isnt a thing specific to unity, but like it always seems like the boring """"low-poly"""" no texture kinda games are always on unity.

wispy magnet
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Not to mention, and Ik this isnt a thing specific to unity, but like it always seems like the boring """"low-poly"""" no texture kinda games are always on unity.
@upper karma YES!!! about time someone addressed this stuff

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i could tolerate it, but jesus it kinda looks tooo flat

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although i fw stylized games; thats the only low poly stuff ill tolerate

proud narwhal
upper karma
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I complain about this all the time but there's always some kind of "low poly earthboundinspired[game from the n64 era] inspired game" thats always so low-effort looking. Plus they never get the proper n64 feel right and instead its just low poly dude with no face walking around being a store clerk or something like that.

wispy magnet
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I complain about this all the time but there's always some kind of "low poly earthboundinspired[game from the n64 era] inspired game" thats always so low-effort looking. Plus they never get the proper n64 feel right and instead its just low poly dude with no face walking around being a store clerk or something like that.
@upper karma if they wanna try going low poly then they might as well release the game on a cartridge

upper karma
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Stylized games are amazing, but there's a difference between style and making your game look like well....a unity game.

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Yeah see exactly.

wispy magnet
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Stylized games are amazing, but there's a difference between style and making your game look like well....a unity game.
@upper karma and plus the standard blue and white-horizon skybox

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distasteful.

upper karma
#

dumb question, but I added a plugin from the marketplace https://forums.unrealengine.com/community/released-projects/1540542-free-autosizecomments how do I actually activate it in the editor? I went to the plugins window and it's not in there...
I think you go to Epic games and install the plugin from there or go to edit > plugin settings maybe?

#

distasteful.
Sometimes its not even that. Its just some black light blue skybox, some ovaline thats supposed to be a tree or whatever

wispy magnet
#

Sometimes its not even that. Its just some black light blue skybox, some ovaline thats supposed to be a tree or whatever
@upper karma lmfaooo yea

#

and plus you have more accessibility with your materials in ue4

upper karma
#

I never understood the low-poly aesthetic to be real with you. Also that too. And you can set up materials just like in Blender with nodes, which Unity has too but it's not as simple or easy(ish) to work with.

wispy magnet
#

whenever someone tells me unity is better for triple a games (idk who would say that but whatever), i just direct them to the infiltrator demo

#

much more realistic than any unity game ever made; and the shaders look cool too

plush yew
#

unity is more for 2d games right?

wispy magnet
#

unity is more for 2d games right?
@plush yew yes but id rather take gamemaker studio over it

plush yew
#

hehe

wispy magnet
#

hyper light drifter was made on it

upper karma
#

whenever someone tells me unity is better for triple a games (idk who would say that but whatever), i just direct them to the infiltrator demo
See, I'd be incluned to believe it was if people made more than low-poly games on it. I tried to make games on it and it was THE most archaic shit ever.

wispy magnet
#

and hotline miami

hyper light drifter was made on it
@wispy magnet

upper karma
#

Normals barely worked (because unity would kill them), scripts randomly broke, no actual proper material setup options

#

complex lighting took hours to bake and shadows too

wispy magnet
#

the normals dont even show lmao it makes it look like a texture plastered on a plane

upper karma
#

THIS THOUGH!!!

wispy magnet
#

and plus, the low poly stuff doesnt look like effort was put in it

#

this is the only example ive seen that actually aesthetically looks great

plush yew
#

why dose verifying a new unreal installation take so much time with a 1000 mb/s fast storage ?

fierce forge
#

how i can change this with blueprint ?

wispy magnet
#

unity is about to get slaughtered when ue5 comes out

fiery mortar
#

Hey everbody, I have a model with 300 morph target I created in daz 3d but when I import to ue4 morph targets simply doesn't come with them anyone have any idea why?

tight prawn
#

hey there fellas

#

is it possible to send new maps/levels to users without them having to update ?

wispy magnet
#

dlc

#

its not considered an update, more of a "tuning pack", per se, or like an expansion pack

#

updates usually mean that you would be fixing bugs and what not

#

updating doesnt have to be just about adding content

plush yew
#

do meshes still have t obe made out of q uads?

wispy magnet
#

either that or triangles

#

but usually density is measured by way of triangles

#

btw are there any epic employees on here

#

*in

tight prawn
#

say i want to add new levels to the game

wispy magnet
#

mhm

tight prawn
#

same content, same rules, just the maps are different

wispy magnet
#

aga

#

*aha

tight prawn
#

it's a puzzle game, so the only dynamic thing is adding levels (puzzles)

wispy magnet
#

try this

#

but usually i would just suggest going for updates because otherwise there wouldnt be a way for your players to download it

tight prawn
#

hummmm

#

what if i serialize the said levels, host them on my server, and have the game check for new levels on start

#

if they exist the game downloads the serialized level and saves it in persistent storage

wispy magnet
#

hmmm

#

so what youre trying to say is: when hooked on the internet the game will download new levels when available

#

well that is actually possible; thats how gta v works afaik

tight prawn
#

yes, no need for google store or apple's itunes

wispy magnet
#

mhmm

#

try it; it should be p simple to set up, sans the server part

tight prawn
#

is there a way for the said patching method to be deployed via the game ?

wispy magnet
#

hmm lemme check

tight prawn
#

like for example, the newly generated xxx_p.pak is the patch file, can the game apply it to itself ?

wispy magnet
#

im not too sure about that

#

try asking in the forums cuz i havent found anything about that yet

solemn orbit
#

hello

#

i have a question

#

is there a way to move and animate certain bones in the u4 sequencer?

plush yew
#

seriously.. i dont wanna change manually lod settings for dozens of meshes

#

soo demotivating

smoky sonnet
#

why is there like no uptodate good tutorial for ingame purchases

frank oar
#

Does anyone understand these errors ?
I am trying to build to my quest for the first time.

oak elk
#

A wall I made in Blender. How come the shadows are so bad? Am I doing something wrong?

frank oar
#

If you figure it out @oak elk I would love to know, anything I make in blender turns out like that XD

oak elk
#

Alrighty will do! Hopefully someone on here can help me out

glad loom
#

I have redesigned my old enemy because I wanted to make him with the CharacterMovement component which is inherited, so I copied pasted my player and changed all the blueprints and components to match the old one's. However, now all the newly placed enemies simply disappear whenever I hit play without a trace of them even being placed before, without any reason why ( afaik ). Maybe it's something because I copied pasted my main player blueprint?

calm crow
#

only the english version have legal weight ?

#

Ok

#

Do you know if there is still a good translation that could help just to read general terms (even if it is not official) ?

#

Yes, it's not official as legal paper
but to better understand as human who don't speak verry fluently non native language juridical sentences, it can help

#

Ok, guess i'll have to spend more time to read it to fully understand it then...

#

thanks 🙂

fiery mortar
#

guys when create montage from animations the character starts to hover

#

anyone know how can I fix this?

honest rune
#

Hey, epic added blueprint support for UENUMs that are based on integrals other than just uint8 and int32 now right?

#

like if I want to use uint16, that can be exposed to BP now right?

#

(c++ created UENUM just to clarify)

solemn orbit
#

does someone why, when i copy content from a another project to another project and i open a map from the other project it doesnt have textures? even tho i copied all the contents with material, textures everything?

honest rune
#

boo. thanks

dim merlin
#

Hi, so anything regarding a packaged game crash goes into #packaging ?

honest rune
#

@solemn orbit what method are you using to "copy" them? If your copying the asset files within windows explorer, you can't. You need to "migrate" the assets from within the editor

next badger
#

@solemn orbit have you used "migrate" ?

midnight gate
#

hey how do i use a bump map as normal map i ue4

#

doesnt work

honest rune
#

Bump Offset node

midnight gate
#

i get error

#

do i need to do smth to my png?

honest rune
#

check the docs I sent you

midnight gate
#

they say nothing about the bump map itself

#

if i plug in the bump map its broken

#

if i dont it doesnt do anything obsly

#

[SM5] (Node BumpOffset) Arithmetic between types float2 and float are undefined

grim ore
#

you are trying to plug in 4 channels is why

midnight gate
#

so how do i fix it

grim ore
#

look at the node in the web page and look at yours, yours has an extra output on the texture that you are using

#

you are using RGBA not the A like the example

midnight gate
#

the example was using the same one

grim ore
#

look again

#

then look again

#

it also says in the docs "connect the Alpha output of the Texture into the Height input of the Bump Offset Material Expression. "

midnight gate
#

it works

#

but now its broken

#

rip

next badger
#

i don't think it's has to be alpha...but whatever

#

bump offset reads float value as height map

honest rune
#

whatever channel you pack yeah, alpha is just their example

next badger
#

each channel in image is a float

grim ore
#

it doesnt have to be alpha no, just saying it cant be a float 4 like they had

midnight gate
#

why does it mess up the normals

honest rune
#

because its offseting the UVs

#

to fake depth

#

you can offset the normals too

midnight gate
#

well how do i fix it?

grim ore
#

"Bump Offset mapping give a surface the illusion of depth by modifying the UV coordinates in a creative way to help further displace the texels from the surface of the object, giving the illusion that the surface has more details than it really does. " " BumpOffset materials use a grayscale heightmap to give depth information."

solemn orbit
#

@solemn orbit have you used "migrate" ?
@next badger no how do i use it?

grim ore
#

soo....... read the docs

midnight gate
#

this is so stupid that ue4 supports normal maps so easily but its such a pain to use bump maps

next badger
#

@solemn orbit select assets, or folder in one project, right click -> migrate

solemn orbit
#

okay i will try

honest rune
#

if it makes you feel any better, they even do their own thing for normals 😦 lol

#

and UVs

#

rebels

glacial arch
#

So quick question - now that I've come up with a good name for the game, any idea how I can switch the project name from the dev name I was using beforehand? Is there a utility to swap out all references and such?

abstract anvil
#

@midnight gate It's because normals are generally considered better than bump maps, and using things like parallax occlusion mapping produce a better effect than bump maps, and considering the hardware we're working with, you could easily use a high poly mesh instead of bump mapping or POM as long as you're not doing micro details.

next badger
#

@glacial arch is it cpp?

glacial arch
#

Thats right yeah

next badger
grim ore
#

@midnight gate bump maps need more work is why, they are not a standard for texturing like normal maps have been for over a decade. With a little work you can make bump maps work fine

glacial arch
#

@next badger thanks a lot!

next badger
glacial arch
#

lifesaver!

solemn orbit
#

oh no

#

i am blind

#

😂

fleet wraith
#

everytime i open my project it tells me New Plugins Available! but i have already selected all of them. There aren't any new ones. but they all have the New tag...

next badger
#

@fleet wraith new plugins are plugins that are exist in folder but are not added to uproject file, you need to save uproject to remove this message

#

it's hard to do on version control projects as well -_-

fleet wraith
#

yeah it's annoying all of us lol

next badger
#

it's cause some of you are using different plugins

#

maybe some engine ones

midnight gate
#

fine ill just convert it to normal map

silk sluice
#

what do you guys think of unreal engine tutorials on udemy

next badger
#

2 of them i know...one by Ben, and another by Tom...both are great

#

they are for beginners in c++ however

silk sluice
#

thats sounds good but who is ben and who is tom?

next badger
#

Ben Tristem and Tom Looman

grim ore
#

I would say exhaust the existing Epic courses first before moving on to a pay course because money

#

then get a specific focused one on Udemy if you need 🙂

gaunt cairn
#

I want to do a toony rig and im wondering how one can get transforms like this to work in unreal? In a skeletal hierachy so i can animate them.

grim ore
#

that looks like what you would traditionally do in a material, making a texture pan across another

gaunt cairn
#

yeah That would work in this case! Let say this is the simplest possible and i want to do it on a whole face that is bouncing around like a ball, see what i mean?

grim ore
#

normally you would do the animation with the skeleton in your DCC and bring it into ue4 and then just use it. You can animate bones in UE4 directly but it's not simple and not really a normal thing to do at runtime

#

if you are not going to be animating it with the skeleton then it sounds like you could just bring in separate items as normal static meshes and animate them inside of the engine by moving them around as needed

gaunt cairn
#

So i take it there is no simple button click to get this to work. Could one maybe have a custom attribute in the rig that drives a scale transform in ue4?

grim ore
#

yes you can look into blend shapes or morph targets in ue4

#

and use curves in the animation to drive them

tight prawn
#

how would one go about spawning a bp actor inside a bp actor

#

working on that procedural generation, started out using instanced mesh

#

now I need to switch to proper bp that contain actual logic

dim merlin
#

u should use child actors ?

tight prawn
#

Goal variable is an object reference to BP_Goal

#

BP_Goal is an actor class

#

it doesn't show up in the viewport

proper stump
#

You can allow public variable in Blueprint that allow the user to set their value for each object in the scene.
I have a blueprint, with an actor component inside it which is another BP with a public variable. how can I expose that variable in the parent BP to be set for each parent?

winter hollow
#

if anyone is savvy about behavior trees and AI im in the support voice channel

#

I have a ,hopefully, simple issue that I need a keen mind's help with

wild tendon
#

i am new and i have a question
How do i make a shortcut to my project on my desktop?

grim ore
#

to the compiled project or the one you use in the editor?

#

if the project, right click it and create shortcut. If the engine, click the drop down and click create shortcut

dawn gull
#

Hey, sorry if I am interrupting, I fixed my model so its facing the right directions but when i change the Y value of rotation in the code it actually changes the Z Value? Why is that

fleet wraith
#

why are level blueprints the only thing in the entire engine i have to reference by name, not a dropdown like anything else?

wild tendon
#

thx

grim ore
#

@fleet wraith I would assume due to the fact they don't really exist as an object in the project

wheat hare
#

@dawn gull you flipped them when you exported it maybe

dawn gull
#

ok

fleet wraith
#

that seems arbitrary. it's pretty clearly an object with objects in it like any other blueprint

grim ore
#

its not an object, its part of the level

#

its always tied to the level, you can't just move it or use it anywhere else

#

that is the inherent issue with level blueprints, they are not modular or re usable and are a legacy item from how kismet used to work

fleet wraith
#

interesting

proper stump
#

I have two quite different materials, I need to be able to apply them both (not at the same time) to a mesh at runtime, should i be using parameters to switch between them? the materials are not similar in structure, so im not sure how easily it can be achieved with parameters

grim ore
#

so you want to be able to swap materials at runtime?

proper stump
#

yes

grim ore
#

you can set the current material a mesh uses at runtime, if these are completely different materials then that might be best

proper stump
#

thanks, will try, i was under the impression it's not possibel to change material at runtime

wheat hare
#

You can use material instance dynamic

#

Build your material and apply it that way

grim ore
#

what makes you think you cant change the material at runtime?

proper stump
#

i seem to remember epic depracated that some time ago.... maybe they brought that back 🙂

wheat hare
#

I have a background scene that changes the colors of materials randomly and assigns them when the level builds

fleet wraith
#

speaking of levels, if i'm using level streaming and sublevels, do i always have access to all sublevel's level bps?

grim ore
#

nope there is no issue with changing materials, the Set Material node will allow you do do that on the mesh component

tight prawn
#

umm

#

any help with "instancing" blueprint actors in another blueprint ?

proper stump
#

can a material have "States" ?

grim ore
#

there are switches you can use in a material yes

#

you can also use an if node

#

heck you can have quality nodes as well I guess if needed

proper stump
#

thanks

waxen imp
#

Hi i am new here, sorry for interrupting. I am looking for a tips or tutorial for mounted combat, holding and aiming a weapon like sword or lance while riding horse.. I managed to create the mounting system, but have problem to blend the attack and mount animation. Anyone know of any? let me know please.

plush yew
#

ue4 4.26 Is it possible to access early?

solemn orbit
#

hello

#

i dont understand how can i move and animate certain bones in the ue4 sequencer?

grim ore
#

you really cant do that, you can create a new animation and set it up to play back in sequencer or you can use the control rig

solemn orbit
#

how can i use control rig where can i find that

grim ore
#

it's a plugin you can enable, and there are docs for it in the docs pages

tender flume
#

Is it efficient to use LOD on every object or only those which have plenty of poly counts?

grim ore
#

depends on the project and how low the last LOD will be and how many would be on the screen. In general you are asking if putting less polys on the screen would be better and it depends is the answer

tender flume
#

50+. Still okay?

grim ore
#

50+ meshes or polys?

#

and again depends, target platform. target fps. Its best to get your project running and then work on optimizing. It's only 1 click in a mesh to use the auto LOD system and try them out to see if they help as well

tender flume
#

Meshes.

#

Target platform is Mobile

lost leaf
#

little question , should i always start with blank project or i should use a template ?

plush yew
daring tundra
#

Hi all. Can someone pin point me in the right direction for this:
I have two Vectors (Start & EndPoint). Now I want to draw several points along the path between them but in a curved fashion (like a Bezier Curve).
Actually the Cable Component does exactly that. The issue there being that I can't disable the simulation and also don't have too much control over the arc. What I want are the blue dots as Vectors.

hard quarry
#

Everytime I move materials arround in the content browser the material gets broken, all the connections are getting disconnected.
Can I somehow move files and their connections to other files e.g. textures?

chilly tundra
#

Is there a console command to check CPU and GPU usage %? I saw stat cpuLoad but entering it always says "Command not recognized". Is it deprecated? Is that even the right one to be using?

dense hatch
#

little question , should i always start with blank project or i should use a template ?
@lost leaf "always" is a strong word. if you know what you are doing then a blank project would be fine. if you want some starter stuff then use the template. different solutions for different people :D

plush yew
#

hey guys can i use a scene capture as a mirror

#

i.e. can i update it per tick so the player can see himself in it

dawn gull
#

In 4.25 or 4.20

grim ore
#

did you do this ? "The Web Browser widget can be created through a Widget Blueprint or in C++ using Slate code and, as mentioned above, is currently considered experimental so the feature will need to be enabled from Edit menu under Plugins menu. Under Widgets, click Enabled on the Web Browser plugin to enable it."

dense hatch
#

hey guys can i use a scene capture as a mirror
@plush yew yes, you will make a new render target and make a material to use that render target and apply it to a shape (probably plane for a mirror). You might also look into box and planar reflections

dawn gull
#

yes, that worked! Thank you

plush yew
#

thanks lyric

dense hatch
#

Is there a console command to check CPU and GPU usage %? I saw stat cpuLoad but entering it always says "Command not recognized". Is it deprecated? Is that even the right one to be using?
@chilly tundra cpuLoad seems to be either broken or deprecated, and I don't think there is another command like it. best I can recommend is to use task manager to see. if you're doing optimizations you could use profiles instead (stat startfile, stat stopfile)

chilly tundra
#

@dense hatch Gotcha, thanks for confirming!

dawn gull
#

How can I set the text of a text in a widget in the blueprints?

dense hatch
#

Hi all. Can someone pin point me in the right direction for this:
I have two Vectors (Start & EndPoint). Now I want to draw several points along the path between them but in a curved fashion (like a Bezier Curve).
Actually the Cable Component does exactly that. The issue there being that I can't disable the simulation and also don't have too much control over the arc. What I want are the blue dots as Vectors.
@daring tundra you could use a parabola. use the following formula y = c(x^2 - r^2), where y is the output height, c is your curvature, x is the input (like left or right, which you can sample however many times you want) and r is the distance from the center to either B or A

#

How can I set the text of a text in a widget in the blueprints?
@dawn gull make the text block a variable and then in blueprints drag out from it and type set text, you will see the node

daring tundra
#

@dense hatch Many thanks will have a look at that

dawn gull
#

How do i make it a variable?

dense hatch
untold cipher
#

How can I make it so if I walk into a wall it's like a normal wall where I cant walk through it but it a different actor walks into the same wall that actor can walk right through it

dense hatch
dawn gull
#

Thank you!

grim ore
valid agate
hushed hare
#

i restarted the editor and it still wont move

grim ore
#

its not lagging, look at the top right of your viewport

#

look at your snap size

hushed hare
#

oh wow

#

wait

#

its not that

#

i set it to 1

mystic island
#

Anyone know how to request a valve index from valve for development purposes?

grim ore
#

the next question then is what are you moving?

hushed hare
#

anything

#

doesnt matter what i move

#

everything lags

grim ore
#

so if you put a cube in the viewport and try to drag it, it won't move?

#

a cube in a new blank scene

hushed hare
#

lemme test

tender flume
#

UV overlapping errors are usually related to lightmap resolution no?

grim ore
#

my guess would be you have a construction script running somewhere perhaps so testing a cube in a blank scene would let you know

tender flume
#

It's on 64 for mine

grim ore
#

UV overlapping is related to UV's overlapping

#

2 faces on a wall might occupy the same space for example

hushed hare
#

its not a construction script

#

it just randomly started

tender flume
#

So I have to go into blender to fix that

#

or?

hushed hare
#

when i imported a mesh from blender

grim ore
#

@hushed hare did you restart the editor since then?

hushed hare
#

yes

grim ore
#

@tender flume you can fix it in blender, or you can have ue4 create a lightmap for you.

#

are you sure you tried this in a new level, it looks like you are in an existing level?

hushed hare
#

oh lemme test htat

tender flume
#

Oh I can?

#

Thanks :p

hushed hare
grim ore
#

if it still happens in a new level, try a new blank project to see if its the project or the engine. usually snapping does that

hushed hare
#

it works in an empty project

#

its just this project

grim ore
#

and all you did was import a new mesh?

hushed hare
#

imported a change to the mesh

#

i resized and rotated it in blender

#

my snapping is at 1 unit

grim ore
#

does it do that when rotating as well?

hushed hare
#

no

grim ore
#

unclick surface snapping a well, it shouldnt be causing it, the other orange icon on the top right near move snapping

hushed hare
#

didnt work

#

man

#

if my project is somehow corrupted

#

im not gonna be happy

#

ive been working on this since like

#

february

grim ore
#

did it happen right after you updaed the mesh or did you restart?

hushed hare
#

immediately after

grim ore
#

so going to new level, choosing the default one with the floor, clicking the floor, then dragging it right or left causes it to jump but rotating or scaling does not?

hushed hare
#

dragging doesnt move it at all

#

when i slide the values in the details tab it jumps and lags

lost leaf
#

@dense hatch thank you

grim ore
#

ok so I didnt think this would do it but it might be the cause, did you ever change the near clip plane?

hushed hare
#

yeah but it didnt do this when i changed it

grim ore
#

yeah but you did change it, is it 0?

hushed hare
#

its 0.00001

grim ore
#

yeah thats your issue

#

it doesnt take effect immediately, you normally have to restart. set it back

hushed hare
#

i changed it yesterday

#

my clip plane needs to be low tho

#

because ur walking through portals in my project

grim ore
#

well if its too low that will happen

#

i couldnt tell because I couldnt see the rest of the interface, it has a side effect of making viewport icons flat

hushed hare
#

man thats dumb i need the players clip plane to be pretty much 0

#

why cant i change only the players clip plane

grim ore
#

well set it to 0 then when building it or testing as needed

#

but setting it to 0 causes issues in the editor

hushed hare
#

well that fixed it

grim ore
#

well atleast you have the reason why now

chilly tundra
#

As a follow up to my og question re: figuring out how to display CPU and GPU usage %, I discovered stat AndroidCPU (I'm currently testing on Android). There's basically no documentation I can find anywhere on this though... Does anyone have any insight into this or has anyone used this before?

next badger
digital nova
#

I don't suppose anyone knows of any workarounds or fixes for landscapes disappearing after touching the "desired max draw distance" on them that doesn't involve deleting the old landscape and making a new one? (UE-76822)

next badger
#

@digital nova question, is it visible in other modes, like wareframe or player collision?

digital nova
#

nope

next badger
#

what about other views?

#

like top

digital nova
#

or well, collision still works, it's just not rendering at all

next badger
#

so, collision works but it's not visible in player collision pass?

digital nova
#

It looks fine in editor and simulate modes, but it's invisible through cameras. collision still exists

#

the player character can still walk on it, but even in wireframe mode there's no triangles or anything rendered

chilly tundra
#

@next badger Checked there already, I don't think it's there unless I have ctrl-f blindness

untold cipher
#

How can I make it so if I walk into a wall it's like a normal wall where I cant walk through it but if a different actor walks into the same wall that actor can walk right through it

dense hatch
untold cipher
#

Sry

#

Didn't see, thought he was talking to someone else

abstract sundial
#

heyo

dense hatch
#

hi o/

abstract sundial
#

how ar eyou doing?

dense hatch
#

I'm good

#

just answering some questions here

abstract sundial
#

good to hear

elder viper
next badger
#

@chilly tundra Engine/Build/Android/Java/src/com/epicgames/ue4/GameActivity.java.template

tropic jasper
#

Got an issue atm, trying to spawn an actor in direction of my mouse cursor, currently when i click spawn my projectile fires forward and only forward, i can't get it to fire in direction of my mouse, any ideas? (using the top down BP as well)

ancient lotus
dry moon
#

How can I use a UFUNCTION with a void having the FActorSpawnParameters type in the params

#

it causes an unrecognized type

#

Unrecognized type 'FActorSpawnParameters' - type must be a UCLASS, USTRUCT or UENUM

#

UFUNCTION(BlueprintCallable, Category = "Object Pool") void SpawnPooledActor(FVector const Location, FRotator const Rotation, FActorSpawnParameters* SpawnParameters);

#

is the function I got

plush yew
mossy nymph
#

@dry moon blueprints don't tolerate pointers to structs

next badger
#

@ancient lotus montage has blending time

ancient lotus
#

ive adjusted the blending time, even set them to 0 to see and it still has the same issue

dry moon
#

@mossy nymph Well I did & at the end too, same issue

mossy nymph
#

next step, include or forward declare it

#

with & forward declaration works

dry moon
#

void SpawnPooledActor(FVector Location, FRotator Rotation, FActorSpawnParameters & SpawnParameters);

plush yew
#

Is there still no way to force collapsed nodes in the world outliner?

next badger
#

@plush yew force what?

#

if you shift click arrow it will collapse/uncollapse whole tree

plush yew
#

Yeah but on play it expands all the collapsed nodes

next badger
#

no it doesnt

dry moon
#

Anyone know why I get Unrecognized type 'FActorSpawnParameters' - type must be a UCLASS, USTRUCT or UENUM enough though I have #include "Engine/World.h" included in the header.

next badger
#

@plush yew if you press play it will show new spawned world, if you pick Editor instead of Auto it will always show your Editor tree

copper pike
#

Are parameter changes in blendspace applied automatically? I can't find a button in a (possibly older version) tutorial, where its asking me to Apply Parameter Changes

#

Im not sure if they're automatic or something now

dense hatch
#

Got an issue atm, trying to spawn an actor in direction of my mouse cursor, currently when i click spawn my projectile fires forward and only forward, i can't get it to fire in direction of my mouse, any ideas? (using the top down BP as well)
@tropic jasper sounds like you are going to want to calculate the direction that your mouse is in relative to the source of the projectile. so mouse position minus source position. you'll want to give it velocity in that direction

copper pike
#

Wulf, do you know if parameter changes are automatically saved?

#

Or if they have to be applied manually

grim ore
#

did you try it?

copper pike
#

I searched it in details, but didnt find an option for that

#

I just got past the stumbling block of Division and range

#

It said Once you have set the values for both the X and Y Axis, click the Apply Parameter Changes button. I dont see that button in Parameters, nor trying to find it in Details

grim ore
#

I beleive its auto now, when you change it

copper pike
#

Oh ok thank you

grim ore
#

you should see the change when you change them immediately

copper pike
#

Where?

dense hatch
#

Anyone know why I get Unrecognized type 'FActorSpawnParameters' - type must be a UCLASS, USTRUCT or UENUM enough though I have #include "Engine/World.h" included in the header.
@dry moon If i had to guess, it's probably because FActorSpawnParameters is not a blueprint-exposed type (it's a struct, not a Ustruct. so you can't interact with that in blueprints. See Source/Runtime/Engine/Classes/Engine/World.h for the declaration.
You will have to create your own wrapper for this type with the same properties to make a BP function with it

dry moon
#

Ahh, I see. Thank you!

dense hatch
#

np!

#

Anyone know how to request a valve index from valve for development purposes?
@mystic island if that was available anywhere it would be at https://partner.steamgames.com/. They have done developer kit programs for controllers before but you'd have to check about the Index

tropic jasper
#

@tropic jasper sounds like you are going to want to calculate the direction that your mouse is in relative to the source of the projectile. so mouse position minus source position. you'll want to give it velocity in that direction
@dense hatch What BP would this be done in, the "projectile", "top down character" or the "top down controller", Im somewhat new to all of this and can't for the life of me figure it out.

dense hatch
#

@tropic jasper I'm not super familiar with that exact template, sorry, but I can suggest it doesn't "really" matter where you put it, as long as it's somewhere that has access to your character

#

(or where ever your projectile source will be)

tropic jasper
#

Okidoki, ill try my best 🙂 thank ya

elder viper
#

Anti-aliasing turning my render blurred. How do I solve it? Please help! I have tried different AA modes in project settings but still get the same results. Is there a tutorial I can follow to get clean AA edges and high quality renders?

next badger
#

@elder viper are you sure that's only AA is off, as it seems like bloom gone too

elder viper
#

@next badger the only difference between the 2 renders is the AA settings I turned on/off . not sure whats going on 😦

next badger
#

turn it on and then open console and type
ShowFlag.AntiAliasing 0

elder viper
#

okay.

#

doing it now

#

done

abstract anvil
#

Does anyone know how to create an editor tutorial? Googling "unreal engine editor tutorial" is kind of useless when it comes to this.

elder viper
#

@next badger did that. and rendered, still blurred. 😦

next badger
#

@elder viper so it's not AA

#

as this command will turn AA off

elder viper
#

oh

next badger
#

ShowFlag.AntiAliasing 1

#

an then untick override antialiasing

elder viper
#

ok done. It feels a bit better now. and I also went to my camera settings and clicked the dropper tools and clicked on the car.

#

still a bit blurred

next badger
#

@elder viper do you need dof at all?

elder viper
#

but in the render preview (low quality) it shows very clear preview

#

@next badger no. how do I turn it off?. Should I turn Focus Method to disabled?

next badger
#

ShowFlag.DepthOfField 0

#

you can crank aperture of camera to high value, like 22

elder viper
#

@next badger oh yes!! much much clearer!

#

Still there is slight blurredness though. but that might be due to the bloom

next badger
#

it may be
ShowFlag.Bloom 0

#

if you need bloom, you can turn one ON, and in PP volume set the bloom parameters so Tint 1, 2 is black

elder viper
#

@next badger ah ok. thats good to know. the bloom being off didnt help with the blurredness though. lemme attach a screenshot

next badger
#

size scale is multiplied by # size and that's your bloom area, there are 6 layers of bloom in total

elder viper
#

the license plate still feels a bit blurred compared to the wheels

#

could be abberation

#

ah there is no abberation turned on

next badger
#

are you rendering video or static?

elder viper
#

its an animated camera.

#

rendering one frame from the timelines

#

so it might be mblur. but not sure how to turn it off

next badger
elder viper
#

aha okay. will do

#

thanks so much for the help though!! 🙂 🙂 I really appreciate it

dire sentinel
regal magnet
#

A couple of strange questions regarding pairing my static meshes to sockets... I imported some objects I created in blender, and the size was scaled to the character and rig. When importing the objects to Unreal Engine, they are normal size in the level as static meshes, but when I attach them to the rig sockets, they become absolutely massive and fly off way into the distance; if I change their transform from "moveable" to "static," they revert to the normal size, but of course, don't move with the rig. I can't seem to scale them properly, or scale the sockets properly? What would cause this? (e.g. if I just set the socket to the rig bone, the same problem occurs as with the socket I created for that bone/part of the rig)

next badger
#

@dire sentinel in material shader?

dire sentinel
#

material editror?

#

or wdym

#

like

#

these groups

#

how do i order them

#

i can order parameters in teh grouio

#

but i cant oder groups

next badger
#

groups are sorted alphanumarically

#

it's not like ue4 game only engine, but having so many parameters often a bad sign of possible performance issues

left pelican
#

What makes a game look rly good and realistic? Is it more so graphics, models, texture quality, etc?

#

Id say all obviously, but what most

next badger
#

textures/lighting

brisk spire
#

definitely lighting

left pelican
#

Is it, alright. Then my level designer will have to increase the quality of the lighting

next badger
#

good lighting + even plain PBR texture and you can make whole level

left pelican
#

We're redoing textures on some models too

#

Alright, ty guys

restive zinc
#

i have a question does any one know how to do a smooth culling distance i dont really like things just popping maybe smoothly do guys know what i mean

next badger
restive zinc
#

thx

#

found it was in project settings

#

ok i let you know if this is what i need

open wadi
#

I have... a relatively unique question.

#

I have a navigation widget, and upon clicking that widget, I would like a series of videos to appear vertically, as options to play.

#

Or rather, upon clicking a button within that widget, I would like this to occur.

#

Might anyone have a specific tutorial or direction to look? I'm reading the UE4 documentation on "playing a video file", but it is a bit lacking for this type of functionality.

next badger
#

to play a video, you need to create a media texture

#

then you can use this texture in material, and this material can be used in UMG

open wadi
#

Yes, I would normally ask in #umg, but the response rate in many of the subchannels is far inferior to the primary channel here.

#

As such, I often find myself asking in a specific subchannel, waiting for as much as a day or two, giving up, then returning here.

#

But I am looking into media textures, thank you much @next badger

next badger
#

just right click content browser and add media texture, then add it to new material, set it to ui domain

open wadi
#

Perfect, thank you very much.

dry moon
#

Is there any way to make a projectmovement fire again? Seems to just drop to the floor

open wadi
#

They have you creating a "File Media Source" asset.

#

Is this not recommended?

next badger
#

i think it's outdated docs

#

When dragging the Media Texture onto the Static Mesh in the level, it will automatically create a new Material in the Content Browser and apply it to the mesh in the level.

#

so it's just not describes the process properly

golden shoal
#

Anyone ever dealt with event dispatchers from soft variable references? Finding it tricky to remote and bind events at the right time because of the level streaming so the soft actor references may not be valid. A while loop checking is valid is the only solution I've thought of. Would love to hear some ideas or criticism.

next badger
#

@open wadi in your case you are creating the material manually

wispy magnet
#

btw guys is i use substance designer cracked

#

and i put it in my game

next badger
#

@golden shoal soft references do not exist before loaded...

wispy magnet
#

will i get in some trouble

abstract anvil
#

You shouldn't use pirated software for anything other than evaluation

next badger
#

substance plugin is free afaik, if you plan to use it

wispy magnet
#

;--;

#

well i guess im sticking with quixel mixer

abstract anvil
#

$20 a month or $150 for a preputial license on steam, and it goes on sale like 4 times a year

next badger
#

@abstract anvil afaik 2020 was last year to get perpetual

wispy magnet
#

;--;

next badger
#

*is

wispy magnet
#

oh wait nvm its still available

#

but dangg im too broke

abstract anvil
#

They still update it on steam @next badger

open wadi
#

@next badger I will do it your way, thank you.

wispy magnet
#

btw is quixel mixer like substance designer or nah

next badger
#

nah

abstract anvil
#

Mixer is more like Alchemist

wispy magnet
#

oooof

#

dang

#

i was looking to make custom textures, but ig beggars cant be choosers

abstract anvil
#

You can make custom material in Mixer, though not the same way you do in Designer

#

You start from a wide selection of premade materials and change parameters

wispy magnet
#

aha

#

thats what i was looking for

#

thank you very much kind sir

abstract anvil
#

It's a good program, but it has some limitations.

wispy magnet
#

aha

next badger
#

shame Quixel dropped Suite -_-

wispy magnet
#

oof

#

so i can make textures in mixer from scratch, yes

#

or i can only combine existing ones to make a new one

abstract anvil
#

You have to combine them to create new ones

wispy magnet
#

aha

golden shoal
#

@next badger Thanks. Yes that's an issue I'

abstract anvil
#

You can also create textures in UE4 using the material editor then bake the textures. Blender is another node-based shader editor which allows you to create textures in a similar, albeit more limited, way to Designer.

#

@wispy magnet

next badger
golden shoal
#

I'm running into. Short term fix was to setup remote events from the objects level blueprint to the bind event of the soft reference - but it only works if the levels are loaded in that order.

wispy magnet
next badger
#

if you need rocks, get quixel

#

this is for more artifical stuff

wispy magnet
#

well yea but- oh wait nevermind i could just remix textures and such

#

this is for more artifical stuff
@next badger aha got you

next badger
#

quixel megascans are free with epic games account

wispy magnet
#

not for commercial use afaik

next badger
#

commercial

abstract anvil
#

only if you use them with UE4

wispy magnet
#

aha

next badger
#

@abstract anvil yep, that's what "epic account" says when you use it

#

to login

abstract anvil
#

Yeah, but how many people read that

next badger
#

me? =)))

abstract anvil
#

Yes, as do I, but a lot of people just getting started are probably like "yep, cool, whatever"

next badger
#

to be fair, blender now has quite good tools for texturing, as alternative to SP

hushed hare
#

man it sucks knowing what you need to do but not knowing how to do it

abstract anvil
#

@hushed hare ?

hushed hare
#

not talking about anyone here

wispy magnet
#

ayo thanks for the help guys; i used to think the unreal-quixel partnership was only limited to non-commerical projects and the such

hushed hare
#

im talking about myself since this is indeed a general chat

#

not just a help channel

abstract anvil
#

I kind of figured

wispy magnet
#

guess that cuts down production time

next badger
#

@hushed hare it actually sucks when you know how, but not sure what...artist's slump or block -_-

abstract anvil
#

Tell me about it... I have to do level design, which I can't stand. I know what I need to do, but man it is mentally exhausting.

wispy magnet
#

Tell me about it... I have to do level design, which I can't stand. I know what I need to do, but man it is mentally exhausting.
@abstract anvil idk, but what i would do is just make the thing out of primitive shapes

#

then test gameplay

#

then if it works it works; replace the shapes with the actual stuff

abstract anvil
#

We've already done the blockout, now it's a matter of placing the meshes and making it feel lived in, you know, clutter, and stuff like that

wispy magnet
#

aha

#

so i see your going for a post apocalyptic type thing too?

abstract anvil
#

No. Clutter is an essential part of any genre in which you control a character/pawn.

wispy magnet
#

"lived in"

#

but thats what i took from it

#

as stubborn as i am, i fr still wanna make some of my own rocks

#

im no masochist, i really just find it cathartic for one to recreate nature and whatnot

hushed hare
#

is it possible to make some objects ignore clipping planes?

#

but it didnt work

abstract anvil
#

@hushed hare What do you mean by "clipping planes"

next badger
#

still wanna make some of my own rocks
Make sure, you won't end up with only the rocks being made

hushed hare
#

@abstract anvil the near clipping plane specifically of a camera

abstract anvil
#

@hushed hare Yes, but I'm not going to pretend to remember how it's done

next badger
#

@hushed hare NO...clipping plane is ALL, it's GOD, ALPHA and OMEGA

hushed hare
#

i want an object to render even if its not in the camera frustum

grim ore
#

make the bounds of the item larger?

#

but near clip plane really can't be ignored as its when it has to stop drawing so the camera can show something

next badger
#

clipping plane is how the graphics engine converts the visible image in to GBuffer while not overflowing it

#

*transforms

hushed hare
next badger
#

not sure what i'm looking at, even with a description

hushed hare
#

its a portal

#

that uses scene captures

#

theres frames and you see the other portals frame on the inside because of how i did the inside of the portal

#

basically its 2 meshes, a frame and an inverted box that was cut in half

#

so that when you go through the portal you get immersed in the view before being teleported to make it seamless

#

so on the inside of the portal you see the other portal's frame

#

but the clipping plane is cutting part of it off

#

what i need to do is make the clip plane start at the bounds of the object dynamically

open wadi
#

If you want to play videos within your project, such as tutorial videos launched from the main nav, do the videos actually need to reside in Content/Movies specifically?

#

Or can the .mp4 videos be located in a specified subdirectory, etc?

next badger
#

afaik you can't make dynamic CP in ue4

hushed hare
#

you can in scene captures

next badger
hushed hare
#

@open wadi it needs to be in the movies folder

open wadi
#

Really. Every single movie needs to be contained within Content/Movies. What kind of basicness is this?

next badger
#

@open wadi yep, afaik all video files only loaded form movies folder, it's a limitation thanks to mobiles

hushed hare
#

you can thank probably old code for that

open wadi
#

Good lord.

#

Well, ok.

hushed hare
#

good luck if you're making an interactive story game

open wadi
#

Well how odd they would allow you to specify a path for the media source in these assets, yet there's no point, as no path works except /Movies.

#

That's quite ghetto.

hushed hare
#

ikr

#

yeah like i said you can prob thank old code

open wadi
#

Old ghetto code.

hushed hare
#

the entire video system in unreal is pretty primitive

open wadi
#

lol, really.

#

How so?

#

Are you saying there's no standard progress bar and what not?

#

I want to have a series of videos in a tutorial section.

#

These won't be used in the game itself.

wispy magnet
#

wack

#

btw how does one make an actual loading bar in ue4; or any game engine for that matter

#

bullshitting people into waiting for your game to "load" doesnt really seem like a great idea, only gonna leave you with a 1/10 rating on steam and whatnot

hushed hare
#

@open wadi i really have no clue if theres a progress bar for loading

#

if i had to guess you prob have to make your own

#

but for that you would have to make your own loading system

#

a blueprint that loads the level and updates the progress bar as it loads things

wispy magnet
#

dang

#

guess i have to tinker around with the engine then

boreal wyvern
#

@open wadi when you package your project make sure in your project settings you add the videos under maps and modes. Otherwise they will not work.

wispy magnet
#

my inherent lack of c++ skills prevent me from doing so lmao

#

the only programming languages im p good in is html, css and javascript

open eagle
#

Why does perforce attempt to submit files from my system that dont exist

#

and then it has issues because they don't exist

gaunt rover
#

hey does anyone know what the sensor size on the unreal camera is? I'm trying to match my FPS view in Blender to the UE4 camera

boreal wyvern
#

Idk about sensor but the default fov is 90 degrees.

#

Aspect ratio is 1.777...

kindred viper
#

@wispy magnet If you can learn javascript you can learn C++. Im not saying it's as easy (because that would be lying) but if you know what vars, arrays, conditionals etc are (ie. the basics of programming) then you can transfer that to C++ easily. Especially in the context of UE4's API in C++

gaunt rover
#

@boreal wyvern thanks! The blender camera has this odd setting "sensor size" i'm not entirely sure how this effects the image. It's default is 35. I wonder if I can figure it out based on aspect ratio

kindred viper
#

@open eagle possible redirects I dunno. Never seen that

boreal wyvern
#

@gaunt rover sensor determines focal length. I think?

#

Doesn't effect fov directly. I think

gaunt rover
#

@boreal wyvern ok thanks I think between 35-50 then

#

lol i'll give it a try

hushed hare
#

i can see why this channel sees more questions than any other channel

#

it gets faster answers

dusky hound
#

@boreal wyvern Focal Length and Sensore size very very much create the FOV

#

That are actualy the two variables the directly create the FOV

#

Lens distortion can push 0-1mm but thats only if your taking lens distortion into account

#

@boreal wyvern I am a tracker for my day job so if you gots any camera questions hit me up ^_^

unique timber
#

How do i enable vsync for my project?

dusky hound
#

@boreal wyvern The math is a bit of a head twister but here is the basics of it

#

@unique timber
Mathew Wadstein is god level help in UE4 . Just always first go onto youtube and type "WTF is" then the thing you are wondering about

unique timber
#

not blueprints, sorry

#

project settings or C++?

#

i just dont want to always have to type r.VSync 1 every time i run, is there a way to change the default from 0 to 1?

dusky hound
#

I think its bUseVSync

unique timber
#

How to access UGameUserSettings in C++?

weary basalt
#

Anyone every come across this error?

#

Error: GetAndOrCreateGraphicsPipelineState RenderTarget check failed with: 504 !

carmine sorrel
#

Does Chaos still require a separate branch for 4.25? I see all the plugins, but the Fracture Editor is still not in the 'Modes' menu.

toxic zephyr
#

Where are the custom keybindings stored at that I make in editor? Not the game ones, the ones for editor itself?

grim ore
#

@carmine sorrel yes 4.25 requires a source compile to enable chaos fully

plush yew
#

anyone know how to turn off the shader hdri background?

carmine sorrel
#

@grim ore Thank you!

marsh garnet
#

Hey does anyone know why my graphics settings aren't saving? It does write to the file but I don't see anything in there about anti-aliasing or post-processing

unique timber
#

found what i needed ./MyProject/Config/DefaultEngine.ini, add r.VSync 1

open wadi
#

As mentioned, I need to be able to play a series of training videos within a widget. Roughly 3-4, I presume, stacked vertically.

I am told UE4 has "very basic" video playing functionality. I'm having trouble finding information on this. Is this correct? Does UE4 not support a progress bar, play / pause button, etc? Or does UE4 have good video playing functionality?

And if it doesn't, is it possible to insert a component that will pull, for example, an iframe from a source like Vimeo, Wistia or YouTube that will allow a remote video to be inserted with full player functionality?

exotic thicket
#

iirc there is a Chromium based web browser widget but it might be experimental

dusky hound
#

@unique timber Doh! I'm a lunk head. Sorry I did not think of that first

grim ore
#

@open wadi the built in system for playing back videos does not have controls that are exposed to the user, there is no "movie player" widget for example. You can play back movies in the UI system, you can also create your own UI to interface with it as all the controls are exposed such as play/pause/stop, etc. There are progress bar widgets that can be used as well. You would basically have to roll your own video player if that was the goal.

untold cipher
#

So I have a normal first person camera that I made from the third person camera (so i could get true first person), and I have an ADS camera so I can aim down the sights of my gun, the way I did it was deactivating the first person camera then activating the ads camera when the right mouse button is clicked, but with that system the transition is snapping from first person to ads, how would I make it smooth?

grim ore
#

look into using the set view target with blend node, otherwise you would have to manually move the camera over time from one to the other using a lerp or timeline or something similar rather than disabling one camera and enabling another in the same frame

void barn
#

i cant open this

#

at all

#

its so small

#

is there a way to reset back to default

#

nvm

#

found it

untold cipher
#

look into using the set view target with blend node, otherwise you would have to manually move the camera over time from one to the other using a lerp or timeline or something similar rather than disabling one camera and enabling another in the same frame
@grim ore could you explain a bit more

grim ore
#

There is a node called set view target with blend that will blend over time from one camera actor to another

#

otherwise just use one camera and move it from your one location to the other

untold cipher
#

Do I do this in the third person character BP class?

grim ore
#

if you are just turning off a camera and turning off another you are not going to get a smooth transition

untold cipher
#

So when RMB is pressed I do set view target with blend with get player controller as the target, what do I put as the new view target?

grim ore
#

its not going to work out of the box due to you having them as camera actors in the blueprint, you will have to find another way to make them actors. if the camera is on the same object its probably easier to just move it from one position to another since that is what you want

#

if it was say one camera on the player and another on the weapon, which is another actor, then using set view target would be fine settings it to go from the player camera to the weapon camera

untold cipher
#

If I want to use one camera how would I move it to my gun area when RMB is pressed and then back when it's released

median peak
#

From a default scene I have a Player Start, attached to the player start is a camera, the camera says 'Auto receive Input': Player 0... In the bottom right I have a view port labeled "Player Start" that shows the screen as I would Like it displayed on game start. But When I start the game it does not use that camera...

restive zinc
#

are blueprint and c++ the same or is one better and faster

median peak
#

From what I understand, blueprints are converted to cpp source then compiled... so the same... however, the same argument could be asked about asm vs cpp since technically you could write a more efficent algorithm in asm if you didn't have to worry about how c constructed the instruction set

restive zinc
#

so the same just compiled differently?

median peak
#

No compiled the same. Except the cpp is auto generated from a description provided by the blue print... instead of explicitly defined by a human.... it's not more then an interesting point really

restive zinc
#

oh ok

median peak
#

But then again... An apple is an apple after you take a bite out of it... but after how many bites does it become an apple core instead? If the fastest way to write a program is Asm, and we go Blueprint->UE4Cpp->CrossplatformLanguage->PlatformAsm.... of course... simply remapping instructions doesn't inheriently imply a loss of performance... so tricky questions.

open wadi
#

@grim ore Regarding rolling your own video player, might you be aware of any example of such? Has anyone ever built anything like this in UE4?

sturdy vortex
#

Could someone help me with an error? When ever I create a new project and use "Film, Television, and Live Events" it always crashes no matter what. The error is:

Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000008

0x00007ffacc4114d7 UE4Editor-WmfMedia.dll!UnknownFunction []
0x00007ffab4d559c8 UE4Editor-AppleProResMedia.dll!UnknownFunction []
0x00007ffb0d2e9a7e UE4Editor-Core.dll!UnknownFunction []
0x00007ffb15b5b433 UE4Editor-Projects.dll!UnknownFunction []
0x00007ffb15b6ef97 UE4Editor-Projects.dll!UnknownFunction []
0x00007ffb15b5b1f3 UE4Editor-Projects.dll!UnknownFunction []
0x00007ff7bc212dd1 UE4Editor.exe!UnknownFunction []
0x00007ffadaea25b0 UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff7bc22b8fb UE4Editor.exe!UnknownFunction []
0x00007ff7bc22bb5a UE4Editor.exe!UnknownFunction []
0x00007ff7bc23e31d UE4Editor.exe!UnknownFunction []
0x00007ff7bc24145a UE4Editor.exe!UnknownFunction []
0x00007ffb27736fd4 KERNEL32.DLL!UnknownFunction []
0x00007ffb290fcec1 ntdll.dll!UnknownFunction []

restive zinc
#

corruption

#

i think

open wadi
#

Hydra, I know EXCEPTION_ACCESS_VIOLATION is a generic error UE4 throws and doesn't help narrow it down.

sturdy vortex
#

Alright, is there anything i can try before reinstalling?

tawny hare
lucid socket
#

@median peak @restive zinc That's not correct. Blueprints are perform slower than C++. If you use Blueprints correctly, the performance isn't game breaking. Use them incorrectly, and they can get pretty bad pretty fast. You can nativize Blueprints by letting Unreal convert them into C++ during packaging.

restive zinc
#

oh ye

#

so you can package blueprint into c++ are u sure

lucid socket
#

Nativization removes the overhead of using the virtual machine, aka the underlying scripting language.

restive zinc
#

@lucid socket how do i package it into c++