#ue4-general

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lucid socket
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See the link I posted.

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A lot of the underlying structure of Blueprints is based on Unrealscript.

sturdy vortex
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What's the best compression quality for a move render?

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1-100

restive zinc
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its a stamina system with timers

lucid socket
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@restive zinc Use reroute nodes.

restive zinc
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my resolution is bugged af

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reroute nodes to tidy up @lucid socket or

lucid socket
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To tidy up.

restive zinc
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ok

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lemme send a better screenshot

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ill send multiple

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in order

polar rapids
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Hey guys testing multiplayer from the editor has been really laggy for me in 4.25. Am I the only one?

restive zinc
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tried to get everything in one screenshot at a time

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hope its not confusing

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any tips @lucid socket

lucid socket
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Better spacing and just more consistent layout.

restive zinc
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so spread out the code

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ok

dense hatch
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it's an option for OBS game capture but I've been trying to get an Unreal scene working with it and I can't seem to figure it out. Would Unreal have this kind of thing out of the box or would I probably have to modify something with the rendering in c++?

scarlet birch
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use stream labs obs

hidden knoll
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I have an arrow that tracks the cursor with 'Find Look At Rotation' (2d Sidescroller Game), when my character is facing 0,0,0 the arrow works just fine, but when I turn and face 0,0,-180 the arrow gets inverted when I go side to side with the cursor, but the up and down motion still works

dense hatch
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use stream labs obs
@scarlet birch No i'm using streamlabs OBS, i mean like how can i put that feature in an Unreal game lol

cedar wave
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I'd like to replace the default weapon in the FPS template with a custom one. After doing so, the animation isn't lining up correctly (off-hand isn't holding the weapon). Is there a way to have UE auto-fix this?

static sparrow
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Is there any way to make UE open directly into a specific project and skip the project selection screen (which doubles the initial loading time) AND the Epic Games Launcher (which always seems to get automatically reopened in the background from time to time)?

Maybe a command-line arg?

lucid socket
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Add the uproject file location as a parameter

static sparrow
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cool, figured it was something like that

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thx

hidden knoll
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@static sparrow There is a setting in the project selection that says

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Always load last project on startup

static sparrow
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Oh okay

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that too then

sage blade
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how can i use nvidia flex

wispy magnet
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@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++
@kindred viper aha

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thanks

undone pollen
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Does anyone know why My .umap file is in my content folder but not showing up in the unreal engine editor?

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is this a bug or something?

final dirge
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Usually if you got the map from a different unreal version, the levels wont show up.

sudden agate
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Did you copy it from a different engine version?

undone pollen
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I was thinking the same thing from the designer who pushed it in perforce

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appears we are on latest

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can I open the map or something and modify any byte data if it is indeed version issue?

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or perhaps reimport?

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also, do I need to have the build data or is that automatically generated?

cunning rock
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I feel like a moron because I can't figure out how to do something basic like an event trigger for a car on overlap.

I'm now just learning that my system is actually a skeletal mesh using a physics asset. Every time I learn one new thing about the engine 50 more things become more confusing

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lmao

final dirge
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@undone pollen if it's in perforce you can just revert it to a previous version. Uassets are binaries so unfortunately you can't change anything in there

plush yew
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Hey guys : D
I am fairly new to unreal, does anyone know how to move the camera so i can get him out of my dude?

cunning rock
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It should just be moving the camera, right? As long as it's a child of the dude? Unless if I'm completely mistaken

plush yew
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When i select the camera, it just selects my dude :0

cunning rock
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I'm assuming the dude has his own blueprint, yeah?

plush yew
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I think so : 0

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Let me go check

cunning rock
plush yew
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yeah he does but in the blueprint i cant change the cameras position

cunning rock
plush yew
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ah crap

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thank you ๐Ÿ‘

cunning rock
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It's going to be in the Viewport :)

undone pollen
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@final dirge Can't I just like re add a new file?

cunning rock
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My bf and his best friend are both really good non-gaming coders and they're starting a game and we're all clueless, me the most so because I know fuckall about coding

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The best friend has written several algorithms for procedural race track generation and I'm sitting here struggling to activate a trigger when the car drives through a floating purple sphere.

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feelsbadman

plush yew
cunning rock
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Here's a dumb guess, but maybe try moving him up in the air more?

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Maybe he's spawning in the ground

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wild guess

plush yew
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Ok, let me go try : 0

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Its still doing it D:
What have i done wrong?

carmine portal
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Generic Shooter was such a good investment, i still reference it to this day

cunning rock
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I don't think the step up is what the problem is

tender flume
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Do you have a gm @plush yew

cunning rock
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FWalkableSlopeOverride maybe?

tender flume
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When you press play, you can only move your camera around or?

plush yew
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I am sorry guys but i am being hit with these words i dont know the meaning off, what does gm mean and FWalkableSlopOverride mean? No i cant move my camera around :0

tender flume
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GM is just short for Gamemode which i use lol

plush yew
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Ahh, i am using the 3rd person one : D

tender flume
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Hmm any purpose for using gamestate?

plush yew
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What does gamestate mean? :0

tender flume
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Uh. If you don't use gamestate then you wouldnt need it since it's just to store information from what i know

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Information on events that happened to gamemode

plush yew
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Ahh, all i wanna do is import my 3d models because i am a 3d modeller and just walk around on them, i dont really wanna make a game and i am having trouble on making this character walk on my mesh ๐Ÿ˜…

cunning rock
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@carmine portal Didn't they stop support for Generic Shooter?

tender flume
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Set your gamemode in world settings to the one which youre using

carmine portal
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honestly there's not a lot of solid information on what to use gamestate and playerstate for outside of replication and whatnot

plush yew
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Okay dokay! let me go check if this works

carmine portal
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and yeah I got it back in like 2015 i wanna say

plush yew
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Where's the world settings again? :0

cunning rock
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Under Window

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At the top

carmine portal
plush yew
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Thank you guys ๐Ÿ™

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Its still doing the thing that happens in the mp4 i sent D:

cunning rock
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I have a bit of a collision question, where should I go to ask it?

tender flume
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Hmm have you set your gamemode to use the character as pawn?

cunning rock
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an overlap, to be precise

plush yew
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Let me go check, brb :0

undone pollen
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I got it working I ask the designer to remake it

tender flume
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What preset was it by default

plush yew
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Default :0

scenic spruce
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hello

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everyone

plush yew
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let me go watch a tut brb :0

tender flume
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If your character shows up and falls then it's the collision on it

plush yew
tender flume
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But if it doesnt then its related to the gamemode i think

plush yew
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This is after I baked lighting

tender flume
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Your setting should be set to the name of the character BP @plush yew

plush yew
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Ahh crap, my bad :0

tender flume
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Then try again and see how it goes

plush yew
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Yeah, he shows up but all he does is fall and go through the mesh D:

tender flume
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Collision on the mesh next.

plush yew
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Ahh, thank you very much ๐Ÿ™

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Wait, what one do i pick?

tender flume
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The model which the player will be respawning on

plush yew
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on the collision menu...

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theres plenty of options

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what shape is the mesh?

tender flume
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Not that its in the editor haha

plush yew
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Oh crap :0

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Where do i apply collision?

tender flume
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At the bottom right corner scroll down till you find Collision

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Can Character/Player Step Up > Yes

plush yew
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Ahh, thank you! : D

tender flume
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Collision Preset > Default

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Try again

plush yew
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Whenever i move my camera these seams show up on my texture near the edges of the camera. Any idea on how to fix it?

analog breach
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Hey everyone im kinda new to unreal engine and game dev in general i am attempting to make a survival game but i don't know where would be the best place to create a character model that would work in unreal i want to make a 3d zombie with a slumped walk

cunning rock
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That is a very tall order

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Blender

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Would be by recommendation at least

plush yew
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I second blender as well

cunning rock
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It is going to take you a very long time to learn how to make that though

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But I say you should go for it!

analog breach
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does blender work perfectly with unreal

plush yew
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It works pretty good

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Also unlike other tools it is free

feral sierra
ancient lotus
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@analog breach blender and makehuman. use makehuman to create a base human mesh to sculpt from, sculpt in your details like gore and such, retopo it, bake normals, texture, rig, animate

analog blaze
plush yew
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Ok what it seems like is happening with this Megascans model is, one of the doors is separate from the rest, but that door's LODs is for the whole door set.

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wh

analog breach
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alright thanks

stiff flume
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so did they move the procedural foliage type or something i cant find it anymore under where it was

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lol

median peak
plush yew
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Hmm, just checked it is in a drop down menu accessed through clicking on the arrow buttons in the Modes panel @stiff flume

median peak
stiff flume
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so its like an array button now?>

plush yew
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Just found this

stiff flume
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ah ok thank you so much

plush yew
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I am not sure if I had clicked some setting to make it go like this, so thanks to you too.

stiff flume
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must have i dont have that arrow

plush yew
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@median peak is that a custom event ?

median peak
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Yes, I created it through the plus button on the event dispatcher widget from the GUI Actor blueprint...

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It is trying to trigger an action in the level blue print.

plush yew
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I have never triggered the level blueprint(yes I am that new XD)

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Would a casting be required?

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Figured it out: Turned off Adaptive Tessellation in my master/parent material ๐Ÿ™‚

cunning rock
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I can't figure out how to make a cube 'paired' with a dynamic actor (being it's child or whatever) without it being inherited.

I'm just trying to make the cube turn invisible and it's collision turned off when it hits a trigger

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But I can't do just the cube hanging off the side because it's inherited

median peak
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I don't think a cast should be neccessary... the GUI should fire the event regardless of listener... the level should be listening... and should already have the known type of the GUI Actor...

stiff flume
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found it thanks for your help AshenQuill

plush yew
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Help me too then XD

stiff flume
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any idea how ya got the arrow up there?

plush yew
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Hmm then I got zilch for you eight, sorry mate, maybe someone who knows will help you

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Not really KnoXx

maiden tartan
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Anyone know why I am still getting the dynamic exposure when I have set the min and max to 1?

median peak
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np. thanks

plush yew
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@cunning rock so you just want a cube to turn invisible and turn collision off when it overlaps?

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Could you show a picture of your actors/cubes to understand it better

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Votatic do you mean the Exposure in the Post processing volume?

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i wonder how many possibilities a number could have if we had 64 bit

cunning rock
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@plush yew The final idea is that when the car hits a powerup, a cube will spawn/become visible/become collision.

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image sending

plush yew
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So you want Car---> Collides with power up(which I guess disappears)--------->A cube spawns

cunning rock
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yes, on the car

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"I hit the machine gun perk and now a machine gun spawned next to my car"

plush yew
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Okay So I would guess the first part is done, i.e. Hitting and disappearing the cube?

cunning rock
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Theoretically the cube would be disappeared from the beginning and them appear when it hits the powerup. The problem is:

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The vehicle blueprint only lets me make the cube inside of the blueprint (inherited)

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When it's inherited I can't figure out how to summon it

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On the trigger

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Of the overlap

plush yew
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So the Cube is a component, does set visibility work for them?

cunning rock
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I can set visibility on the trigger but I can only do the visibility for the whole vehicle

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Not the specific component

oblique tangle
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can someone explain to me why changing the interp speed in the vinterp node is influencing the target vector? I thought it literally just influenced the speed on which the vector interps to the target

plush yew
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Have you tried using a set visibility function using the component as a target?

cunning rock
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Yeah

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It won't let me

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I try to drag the component to the script and rather than dragging and dropping like the whole vehicle does, it just disasppears

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Note: I downloaded Unreal for the first time yesterday

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I have some friends I'm working on these parts with

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So I didn't create the car

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They tweaked it

plush yew
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I started Unreal about a week ago so cheers XD

cunning rock
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lmfao

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cheers

short tartan
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Hello, can someone help me with my problem, im kinda new to ue, so, please)
How can i make physics simulation work in sequencer? For now i have this, sometimes it works, but sometimes just stops

plush yew
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Hmm when I drag my components(inherited ones) they don't get everything else

cunning rock
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It doesn't let me do just the component

plush yew
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Hmm, could you send me the project file lemme check

cunning rock
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Just upload to Google drive, yeah?

plush yew
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I think they are small, so you could send over Discord maybe

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Like I think just sending the UProject works, Idk

glad loom
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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?

unique ocean
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Unreal crashes, but only after I've already closed it, I get the little crash window asking to close or restart

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this has been happening for the past few days, I haven't been losing any save data

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should I worry about this?

plush yew
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Siaka, it happened to me a couple of times when I was using a weaker PC so maybe that might be the problem

tender flume
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@unique ocean Reinstall :p

oblique tangle
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This is when the interp speed is set considerably lower

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This is when the interp speed is set higher, notice how the player doesn't connect when it's lower (or get close to the enemy at all), whereas the punch connects and he reaches the desired location

plush yew
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I don't know about interp but maybe since each hit changes the target a bit, on a higher speed the target hasn't returned to the desired position when the trigger should hit.

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@cunning rock Could you take a screenshot of the blueprint of the car if you don't mind

cunning rock
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I'm trying to find out where the file is to send it to you

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D:

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uh does that work?

plush yew
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we will know in a moment

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Just like I thought

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It doesn't work like this XD

cunning rock
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need the whole file

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lemme link

plush yew
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I guess Gdrive is the way to go, I guess it is due to assets and stuff

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Yeah you go do that

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Also I am sure the game 'twisted metal' already exists

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UE4 is telling me that the FBX Megascans assets don't have "smoothing enabled". What does that mean and how do I fix it?

oblique tangle
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@cunning rock you can send thru your character blueprint.uasset file

cunning rock
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this should be it, yeah?

plush yew
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Scary fast XD

cunning rock
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@plush yew Twisted Metal totally exists, it's an older game

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Me and my buds are working on a sort of homage to it

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No title or anything yet

plush yew
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Straightened Metal

cunning rock
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It was a hero-based vehicle battle royale

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Started in 1995

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lmao

fleet wraith
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What's the point of the GameInstance if everyone says never use it as a dump for variables you need to carry between levels?

plush yew
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How do you open uasset?

cunning rock
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ok yall, I think I'm going to pass out

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My apologies

plush yew
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Congratulations on graduation XD

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No worries, sleep very important

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Is it okay to feel that unreal not being able to import UASSET is kinda dumb

stiff flume
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dose that umodel program open uasset?

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i remember something about it when i was getting fortnite stuff when it first came out

plush yew
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Welp I am logging off for today, ping me if anyone does

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does anyone know where I can download some free FPS animations?

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ping me if you do

glad loom
stiff flume
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mixamo?

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theres a free pack on the market place to if i remember right

glacial pecan
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Anyone know why my Set interface function turned into an event here? And why is it yellow?

frank oar
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Does anyone here have experience developing for quest ?

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oculus quest

glacial pecan
frank oar
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thank you for the advice @glacial pecan I already did, its just that it is a very quiet channel with few reply's so I thought I would try here too

turbid bobcat
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Hi, one small nub question

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Is there any way to display only quads on the Editor?

harsh ether
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Does this server have a custom invite link

plush yew
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is there a log where i can see what ue4 did 2 secondsago?

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cause i baked lighting and 32gb ram was full with a very small scene and light map res. was 8

plush yew
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what way to convert Lidar Point of Cloud format (e57 series) to use in UE4?? can't find a plugin(

noble tapir
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Hey there, Im trying to set the resolution of my project to 4:3 but every time I do this, it creates black bars on the top and bottom. How do I prevent this? And without stretching

midnight gate
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i need some help

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i followed this tutorial

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it works great and all

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but the widget does not care where the mouse is

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for example i can only pick from yellow and orange

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why the range so tiny?

regal magnet
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When I import a static mesh to Unreal Engine, it flips my normals so that I can only see the faces from behind the mesh...

runic iron
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put the "two sided" option in your material

analog breach
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hey guys im having an issue with swarm my lvl says the lights need rebuilding however when i go to rebuild the software just completely crashes

azure reef
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Hello guys! I'm getting this crash error when I'm trying to run the game on a Android Device. Does anyone know what is this about? Thank you

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--------- beginning of crash
2020-07-16 13:56:51.580 23751-23830/com.thelostroad A/libc: Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 in tid 23830 (Thread-4), pid 23751 (MainThread-UE4)

restive yarrow
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Sorry to interrupt anyone elses question, but I wanted to ask how can I add the LOD level 1 actor cluster to LOD level 2 and 3? I dont just want 1 level of HLOD for the specific cluster, i want all 3

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@analog breach either your scene is too complex, or your PC needs more RAM and a better graphics card

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@regal magnet go on the material of the mesh, and make it two sided

analog breach
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i have 32gb of ram and i havent even done much in my scene all i have done is add a 32x32 landscape and a box

vocal island
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@regal magnet you can just flip the normals in the software you are using and it will be ok

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making it double sided doesnt seem like the best solution

gilded needle
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@analog breach I had that happen the other night on a super simple landscape as well. I rebooted and it fixed it. I know that is a stereotypical thing to say, but it worked for me so I thought I would throw it out there.

analog breach
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ill try now

oak sequoia
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Hey guys, this is a really dumb question but how can I set running backwards in animation blendspace? I was following a tutorial series but they use movement where if you run backwards, your character faces the camera like default, but I want it so my character strafes backwards but still faces forward if that makes sense

nova condor
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Hey Guys, i have an old umap and im wanting to view it in Unreal Engine 4, but it doesnt like it. Any idea for tools or plugins or general practices

odd steeple
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Hello, if I want to blend a startled animation out from my basic idle animation. How should I go about this? I just want it to show off a video of all the animations together. Maybe every 15 seconds or so it switches to the startled animation. I assume I would use blueprints?

pallid lynx
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hello everyone ๐Ÿ™‚ is this the right channel to ask for some help with ue4?

glad loom
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Yes

pallid lynx
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having an issue with high resolution screenshot tool - it isnt keeping my landscape materials tessellation?? and idea why that might be??

fierce forge
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why everytime i'm launching my game on android i get this error "failed to open descriptor file ../../../GameName/GameName.uproject" ?

shell pendant
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Forgive me for posting this here, got one reach out from the job listing and need to ask here:
Looking for a seasoned UE4 technical artist. Generalist understanding, strong in ArchViz and photorealism.
End results will be used on a virtual production stage in the SF Bay Area.
Send me a PM for more info.

thin sluice
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jesus

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i just realized how much space ue eats per project

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I had 3 seperate projecst for 1 output and it totalled 20gb

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i only have 90gb left on my laptop

wheat hare
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Get more gb

hard quarry
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Is it really the common way to have an empty Level which gets loaded first, for the main menu?

weak coral
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Typically yes

gloomy ginkgo
hard quarry
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I have multiple maps and all should execute the same thing after the map gets loaded, where is the best place to put that logic?
Dont want to implement it in every LevelBLueprint

gloomy ginkgo
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Gameinstance

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I use gameinstance to execute same functions from different levels

hard quarry
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But there is no event like "BeginPlay" or something

gloomy ginkgo
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You create custom functions there

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and you call them from your levels

hard quarry
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But then I also have to do something in the LevelBLueprint

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Is there a way to start an action without touching the level blueprint?

tough falcon
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does UE4 4.25+ not support DX 11 anymore? is there a way to set it to accept it? I keep getting entry errors because it is looking for win 10 dlls

grim ore
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it defaults to DX11 so that shouldn't be the case

hard quarry
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So do games like Valorant (UE4) then also implement the logic that the game starts in x seconds inside the level blueprint on every map?

grim ore
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doubtful

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its more than likely in the game mode or a helper class

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you should try not to use level blueprint if you have a choice

hard quarry
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Is a GameMode also present in singlePlayer games?

grim ore
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it most certainly is

hard quarry
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I am trying to, I want to execute a logic on every map after it gets loaded

grim ore
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what is the logic, put it where it should make sense

hard quarry
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So whats the best way? Have an own GameMode and put it there?

grim ore
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something should handle your game logic

hard quarry
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In the launcher you can select a map and a mission. After you selected the mission the map gets loaded. Then the mission should be started.

grim ore
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game instances can be used to shuttle the data between map loads. game mode can be custom for each map type if you have for example different "game types"

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so the game mode for the map looks at the game instance after the map loads, get the info you stored in there from the loading select screen, and then sets up the logic for the map

hard quarry
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Everything gets stored in the GameInstace, only the "Start the selected mission on each map" part is missing

grim ore
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there is also passing in data on the open level node that you can read in when the map is loaded

hard quarry
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I saw that, but I did not really like it, I mean it does not make that much difference if I read that value or directly from GameInstace I think?

grim ore
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it doesnt its more of 2 ways to accomplish the same goal

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but yes it sounds like you need to use the game mode to set up the game rules in the level when it starts up

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or have something like a game manager, an actor that sits in the level, that does all the work for you when the map is loaded up

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just depends on what "setting up your map" consists of

hard quarry
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@grim ore thanks than I will stick with the GameMode

grim ore
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each map can have it's own game mode if you have specific map rules for example or there can be just one universal game mode

hard quarry
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So the GameMode can not be changed in runtime

grim ore
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it cannot, its set up at design time for each map

hard quarry
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each map can have it's own game mode
@grim ore thats interesting, where can I set this up?

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I right clicked on the map, but there is no option

grim ore
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go to window -> world settings

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and you will find the settings unique to each map/world/level, in there is the game mode override

hard quarry
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Ah wow, thanks

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So I implement my own GameMode. This GameMode then gets selected for every map

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Except for the launcher level.
That sounds correct for me at least

grim ore
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if you want 1 unique game mode for most of the maps set it as the default one for the project, then just override the launcher level with it's own game mode yep

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its very common to do this, for example the main menu would have one that doesnt spawn in a player

hard quarry
#

@grim ore thanks so much. One last question, so I should spawn the Launcher Widget inside the GameMode or inside the LevelBlueprint of the launcher?

#

I mean If I have my own GameMode for the launcher it makes sens to put i t there?

grim ore
#

that would be a place to put it if you want, I normally do stuff like that in it's own actor just so it is self contained. yes its weird but I am weird

#

game mode would probably be a perfectly good place if it's a unique one for the level

hard quarry
#

@grim ore You're a champ thanks

tough falcon
#

this is a DLL specific to win10 that triggers launch for dx12

#

and if i package my game, the same error will appear, thus barring any user that doesn't have win10 or dx12

oak sequoia
#

how can I turn down level music whilst sprinting and then back to normal after? eg on button press then release

wheat hare
#

that's pretty much how

#

I mean, don't put it on the button press, put it on whatever your "player is sprinting" boolean ends up being
and add a little quarter second delay to make sure the button press is purposeful

oak sequoia
#

ahh okay I see thank you ๐Ÿ™‚

dense hatch
#

I would also lerp the audio level unless you want it to be a sudden cut in volume

#

@tough falcon I had that same issue on Win 7 only, I solved it by adding -novendordevice flag to the exe

tough falcon
#

I'm trying to see if the post #11 will help but I am not that saavy with source engine code

drifting geode
#

general performance question for VR: i have a cad model with a lot identical meshes (nuts, bolts, pipes etc). I thought I would replace every duplicate geo with an instance. these would also allow to polycrunch these parts pretty easily...

but the other option could be merging several smaller parts into on bigger mesh objects - maybe reducing the amount of lightmaps or using them more efficiently...

any ideas what would would give more performance especially on oculus quest...?

keen moss
#

i am now getting this error a lot when trying to open projects, any advice?

#

im using an RTX 2080 and running no other programs

kindred viper
#

@drifting geode better to have one object with one material than many objects with many materials. Especially in VR when you try to keep the draw calls down.

#

You can merge them in engine tho

keen moss
#

@drifting geode are the minor parts, nuts/bolts really nessicary?

drifting geode
#

ye,s its a product visualization.. so at least very lowres but not completely deleted..

keen moss
#

gotcha

drifting geode
#

@kindred viper thx mark i will go with merging. i thought it would be similar to render engines which love proxies/instances... ๐Ÿ™‚

ripe plaza
#

How would animating multiple meshes in one scene work with Unreal Engine Tools for Blender? It appears that you need to have all the meshes in separate scenes, making animating stuff like viewmodels and hands pretty difficult

gusty stirrup
#

What's the difference between using SetActorRotation and SetControlRotation?I've tried using both in my blueprints to rotate my PlayerChar and i don't see any difference?

I know that the character is controlled by a controller that handles Input; Am i right in assuming that i should therefore use SetControlRotation for all Actors that are controlled by a controller(E.g Pawn,Characters), and use SetActorRotation for all other actors?(E.g a box,sphere,etc)

What are the benefits of doing so?

ripe plaza
#

setcontrolrotation changes the rotation of the PlayerController basically

#

(I believe)

kindred viper
#

well the controlrotation is setting the PlayerControl rotation value. If that directly turns the actor, its cuz its hooked up. But sometimes you want to offset the rotation before you get there or some other funky stuff, so it lets you set the rotation on the controller too

gusty stirrup
#

Is the rotation of the PlayerController = CharacterRotation?

kindred viper
#

not always

#

they usually are the same. In a default setup they are. But they dont have to be the same

gusty stirrup
#

Ahh ok

#

thanks

#

Just another quick qn

#

Is it best practice to use SetControlRotation to rotate my player char?

kindred viper
#

no

#

See you need to be specific with your requirements for this.

hidden knoll
#

I have an arrow component that constantly points at my mouse, I am using a 2d sidescroller so there is one problem, when I am facing 0,0,0 everything is just fine, but when I face 0,0,-180 I have to rotate my cursor counter-clockwise to get the arrow to go clock-wise, and vice versa, does anyone know how I can fix this?

ripe plaza
#

the ue4 tools for blender seem rather pointless? they don't seem to have the ability to export multiple meshes from one scene or export animations to separate files, and also the export path is a global setting

dawn gull
#

My project is stuck loading at 39%, what is it doing at this part?

grim ore
#

compiling shaders for the engine

fervent apex
#

Is there a way to connect morph targets? I'd like to change values on two targets by just changing one of them.

odd steeple
#

Hello, if I want to blend a startled animation with my basic idle animation. How should I go about this? I just want it to show off a video of all the animations together. Maybe every 15 seconds or so it switches to the startled animation. I assume I would use blueprints?

grim ore
#

so you want it to idle and randomly play startled?

#

or you want it to play idle, then started, then repeat?

odd steeple
#

I would like to be able to do both, go from idle to the startled and then a blend for the startled halfway between the idle.

#

I'm just wondering where I would even start a blueprint for that. I used to use the animation controller in Unity to blend different animations together so is there something like that I should look at?

hidden knoll
#

@grim ore Do you know how to use the Event CopyProperties node?

grim ore
#

@odd steeple if what you want is not random, create it in an animation montage

#

@hidden knoll I do not ๐Ÿ˜ฆ

hidden knoll
#

Aw dang \

#

I'm just trying to transfer data from Player Controller to another

vernal heart
#

unreal blender tools were released, apparently. any discord channel talking about it?

hidden knoll
#

Does anyone know how to use the Event CopyProperties in the Player State?

quasi lynx
#

Does anyone know why my character blueprint, when placed in the world, randomly deletes certain components for reasons unknown?

dense knoll
#

anyone know how to fix this

restive zinc
#

@grim ore how can i check if a player is moving like the velocity of the player

#

@grim ore i have a stamina system and i want to check first if hes moving forward

wintry pecan
#

@restive zinc AActor::GetActorForwardVector()

#

Does anyone know how to change the size of UTextureRenderTarget2D?

#

There is a method resize but it only changes its own dimensions and not the dimensions of dependent object TextureRHI

#

Rendering failing on 'Assertion failed: InRect.Width() <= TextureRHI->GetSizeXYZ().X >> InFlags.GetMip()'

restive zinc
#

@plush yew i got it thx also i think my stamina system is complete i checked every possible way to see if there are any bugs also how do i convert blueprint to c++

wintry pecan
#

Can anyone tell me the command line arg to launch clients with no window/viewport

grim ore
#

@wintry pecan "-RenderOffScreen avoids this possibility by running the application in a headless mode without any visible window."

#

@restive zinc there is no "convert" button, you will have to duplicate the functionality to your own C++ classes

restive zinc
#

@plush yew how do make shift just toggle instead of holding

#

it

#

@plush yew its accessibility

#

@plush yew i want to test it

#

ok

cunning rock
#

hm

#

When my car overlaps with a sphere powerup sort of thing, I want a rectangle with collision to become visible (or spawn) next to the car as a child (or you know, becoming part of the car)

#

Now, this doesn't seem TOO hard, except for the fact that I can't figure out how to separate the rectangle component underneath the vehicle blueprint

#

So that the rectangle itself can have visibility/collision turned on.

#

I can't figure out how to single out that one component

#

I feel like a moron

#

When I try to drag that static mesh component to the blueprint, that error comes up (by the way that first screengrab was so hard to capture lol)

#

yes

#

oh

#

Note: I downloaded this program two days ago

#

Unreal

#

Forgive my ignorance

#

Ah.

#

So:

#

How do I start the event from the actor then?

#

car actor

#

Thank you for the link to the documentation. I have checked and just don't know what search terms to use because the ones I use don't come up with anything

#

I don't want to be one of THOSE people that don't even check lol

#

Static Mesh

#

My bad

#

It doesn't, the first image I sent error comes up :(

#

"Cannot find corresponding varialbe (make sure component has been assigned to one)"

#

By the way, thank you so much for the help

#

I have no idea how a static mesh component can even interact with a variable

#

D:

untold cipher
#

So when I'm aiming down sights of my gun then shoot something in my game (I use line trace) and don't move for about a second and then try to move around, my gun/camera get stuck and then a little bit later the gun/camera teleport to where I was supposed to be looking if it didn't get stuck. It only works when I'm aiming and not when I'm hip firing

cunning rock
#

ahhh

#

That's a float, yes?

#

I have no idea to even add the component to any blueprint. While the static mesh is in the list of the blueprint in the main game tab, when I switch to the specific blueprint tab the static mesh isn't in the hierarchy at all

#

I'm sorry for being so difficult

gilded needle
#

Are you in a completely different blueprint? As an example "ThirdPlayerCharacter_BP" might be one that has a mesh, a swing arm, and a camera, it has it's own components and variables, if you open up a Widget Blueprint it is going to have different components and variables, but you can do things like Cast To ThirdPersonCharacter and then get the variables inside that blueprint.

#

Good God, that was horribly explained.

#

I started with this video series and it helped me alot. YMMV

#

Want to be a video game programmer, but not too sure where to start? Throughout this series you'll learn the fundamentals of programming with Blueprints inside of Unreal Engine 4.

You'll create games with advanced mechanics and features, powered by Unreal Engine 4's robust vi...

โ–ถ Play video
restive zinc
#

guys how do u spread out foilage what setting is it

earnest void
#

hello, i come here from the godot game engine, do you know where i could find the code that makes the first person template happen so i can understand the concepts behind it?

grim ore
#

@earnest void what do you mean code that makes it happen? is it C++ or BP.

earnest void
#

i guess i just want to know how the made it

#

the cpp i guess

static sparrow
#

@earnest void it's in the Engine's Runtime directory

grim ore
#

well did you make a C++ template or a Blueprint template project?

#

@restive zinc in the foliage actor settings in the foliage paint is the density and radius

earnest void
#

also, if i wanted to start using the unreal engine instead of the godot engine? the price scares me. how do they even enforce the royalty?

#

is it only if you sell it on their store?

grim ore
#

they enforce it like any other royalty, you report it like an honest person.

static sparrow
#

On a Mac, it will be in /Users/Shared/Epic Games/UE_4.25/Engine/Source/Runtime

#

or something similar

earnest void
#

what do you mean?

static sparrow
#

That directory is where UE's source code lives, or at least the parts that you're gonna be interested in, anyway

#

If you're on a Windows machine, it'll be something else, but just look wherever you installed UE and it should be a subdirectory of that

earnest void
#

how has the world ever worked with honesty?

grim ore
#

@earnest void to figure out how they made it start with the basic learning tutorials/docs on the docs page or in the pinned post at the top of discord. You need to learn the basics of how the engine/editor works then you can look at how the template works

gilded needle
#

You are agreeing to their terms by using the engine, if you don't agree with them, don't use it.

earnest void
#

so they can sue you if they discover you aren't giving them money?

gilded needle
#

I don't work for Epic, I have no idea, they told me the terms, I agreed to them for use of their software and I never even really considered "not" paying if I ever hit the lottery and sold a game that made that much money.

static sparrow
#

Yeah, @grim ore is right. You can be a ninja expert super C++ genius and the UE source still wouldn't make a whole lot of sense until you've used it to build something basic

#

@earnest void It probably takes it automatically from whatever appstore you put it on

earnest void
#

do you just send them a under the table check? how would they know you used their engine if you didn't pay them?

#

oh

plush yew
static sparrow
#

But I haven't yet published my first game, so I'll let you know ๐Ÿ˜‰

restive zinc
#

@plush yew why are u asking this here

plush yew
#

no other place ยฏ_(ใƒ„)_/ยฏ

#

I cant access the site for some reason and neither can my friend

restive zinc
#

@plush yew have u contacted Microsoft

plush yew
#

Microsoft support is completely useless. I just need to know if you can access the page

static sparrow
restive zinc
#

@plush yew i cant

plush yew
#

Oh my god

#

Fucking Microsoft providing little help to people who actually want to figure out what is wrong with their PCs

static sparrow
#

@plush yew What do you mean "debug symbols for my PC"? Debug symbols for what source code?

light goblet
#

haha yeah that's pretty shit

#

he wants them for Windows

static sparrow
#

for the OS? pffftt I dunno why you'd wanna do that

light goblet
#

GPU is crashing

plush yew
light goblet
#

AMD moment ๐Ÿ˜ณ

plush yew
#

It's been happening for a year but I finally got the bug ID today

static sparrow
#

This is not the place to get an answer to that question

#

Look to see if Microsoft has a discord

light goblet
#

good shout actually, looks like there is

static sparrow
#

BTW @plush yew what does that even mean "GPU is crashing"? The GPU is malfunctioning and causing a certain program to crash? If so, how are you certain that the GPU is at fault? How are you certain that it isn't the program using it?

restive zinc
#

@plush yew gpu burned im sorry

#

out

#

just kidding idk

maiden swift
#

@earnest void Regarding Unreal's pricing: what scares you? It's completely free to use until you make $1 million, then Epic starts collecting 5% of your gross revenue.

quasi lynx
#

@maiden swift dude won't make anything that makes any cash with his attitude, so I'm not overly concerned.

maiden swift
#

Re: the first person templates, if you installed UE4 in the default location, you can find them in Program Files/Epic Games/UE_4.25/Templates.

#

FP_FirstPerson is the C++ version, FP_FirstPersonBP is the Blueprint version.

runic iron
#

If you make 1M$ I doubt UE4 fees would be a problem

maiden swift
#

The Blueprint version is much easier to inspect since you can just poke around the Blueprint classes right in the Content Browser without digging into the folder in Windows.

untold cipher
#

So when I'm aiming down sights of my gun then shoot something in my game (I use line trace) and don't move for about a second and then try to move around, my gun/camera get stuck and then a little bit later the gun/camera teleport to where I was supposed to be looking if it didn't get stuck. It only works when I'm aiming and not when I'm hip firing. And it happens when I'm aiming at an actor and keep staying aimed on the actor and teleports to the actual location when I move to the side to aim off of the actor

grim ore
#

you would have to paste you code so we could even guess

untold cipher
#

Sry

quasi lynx
#

@untold cipher You're going to have to either post your C++ or your BP for any of us to figure that one out lol I'd also recommend you post this same question in either of those channels.

untold cipher
static sparrow
#

What is going on here? Is this due to "fix redirectors in directory" or whatever, not being done?

#

two Meow_Urgent.uasset files

#

I didn't even think that was possible

grim ore
#

it is because they are not the same

#

look at the name, look again at the name, then again

static sparrow
#

LOL

#

thx

pale sierra
#

Can someone who understands lighting help me out? Got a kinda dumb question

untold cipher
grim ore
#

so there is no line trace in that code at all, just camera moves

untold cipher
keen moss
#

is there a way to make a console command stay active in a project even when you are in editior and not playing?

quasi lynx
#

Jesus, looking at that is good reminder why I just stick C++. What a mess.

keen moss
#

after closing/reopening unreal?

untold cipher
#

Jesus, looking at that is good reminder why I just stick C++. What a mess
@quasi lynx I didn't really organize it, it obviously can look better

quasi lynx
#

@quasi lynx I didn't really organize it, it obviously can look better
@untold cipher You didn't organize it? No shit eh?

Ask the people over in the BP channel, they're the experts. I can't even make heads of tails of what you sent.

keen moss
#

is there a way to make a console command stay active in a project even when you are in editior and not playing?

#

after closing/reopening unreal?

hidden knoll
#

My Engine is stuck at 39%

#

What should I do

keen moss
#

stuck for how long?

hidden knoll
#

A couple minutes so far

keen moss
#

new empty project?

hidden knoll
#

no

#

I ticked a setting and it required an engine restart

#

In task manager it has shader compiler workers

keen moss
#

give it time, depending on what ur doing it could take time

hidden knoll
#

okay

keen moss
#

really large projects ive worked on, after clearing my unreal cache have taken upwards of an hour to open, that only happens when u clear ur DDC

hidden knoll
#

Oh I see

keen moss
#

just give it time

hidden knoll
#

k

grim ore
#

39% is compiling shaders for the engine so yep time to wait

floral knoll
#

hey if their are any bp programmers wanting to help on a 3ish month project that will be on steam just dm me (anyone I need you aaaaaaaaaaaa)(or c++)

odd steeple
#

Are the blueprint brushes for Landmass taken out? I can't seem to find the button on my sculpt toolset.

floral knoll
#

duno tbh

odd steeple
#

I guess you have to restart .25 now once you select activate layers. Found it!

runic iron
#

hey if their are any bp programmers wanting to help on a 3ish month project that will be on steam just dm me (anyone I need you aaaaaaaaaaaa)(or c++)
you should probably make a post in #looking-for-talent with some details

grim ore
#

@untold cipher there is nothing outstanding that looks like it would cause the issue, my only thought is your camera set view target is wht you are seeing with your "teleporting"

untold cipher
#

How do I change the camera set view target

floral knoll
#

ok @runic iron

#

I will

untold cipher
floral knoll
#

???

grim ore
#

read the pinned note at the top

floral knoll
#

ok

#

thanks

static sparrow
#

I need help; I did something kinda dumb. I wanted to better organize my project so I rearranged the directory structure (mostly) according to this:

https://github.com/Allar/ue4-style-guide

Also renamed a ton of assets. I changed Config/DefaultEngine.ini to point the default map, etc to their new places, but while the project still opens, it seems to want to find everything in their old locations instead of their new ones. When I rearranged the project, I did so inside the UE editor and also performed "Fix redirectors" on basically every directory in the whole project, then closed the editor and opened VS, executed targets "Generate Project Files" and "Editor (Development)".

There is no repair option in the Epic Games Launcher.

So, I was thinking I could just convert the old directory structure into symlinks that point to the new one, but I figured I'd ask here to see if there was a better way.

Thanks.

grim ore
#

@untold cipher yeah that looks like you are going to one camera view, then swapping back to another based on your look

#

@static sparrow after a move if you do the fix up it should redirect to the correct places. You can change the default map inside the project itself in the project settings if that is an issue.

static sparrow
#

It even seems that the settings I put into DefaultEngine.ini aren't even doing anything.

#

It still opens the old default map (or tries to, anyway) when I open the project

grim ore
#

your C++ stuff shouldnt really be an issue but yeah delete intermediate/binaries/build and the .sln and regenerate and that would fix any of those issues

#

did you try and change the default map in the project settings itself?

static sparrow
#

I deleted the Intermediate and Saved directories... I forgot to delete the Binaries! Maybe that will do it

grim ore
#

doubtful, intermediate is the big one when regenerating

#

but C++ stuff really doesnt affect the in editor stuff like it sounds like you are having a problem with

floral knoll
#

even though I have now posted it their I bet no one will even see it lmfao

#

also once again thanks for all that your do mathew w

sturdy vortex
#

Can someone help me make some movement for a first person game? I'm having some trouble setting it up and I can't find a tutorial.

#

I literally can't figure out hot to make it so when I move my mouse right the camera moves right, all the videos I watch don't work.

mossy nymph
#

try FPS template project

static sparrow
#

@sturdy vortex make sure you have your input bindings set up in your project settings as well

grim ore
sturdy vortex
#

Alright, I just made a new project with the FPS settings. I wanted to make it myself from scratch to learn but why go through the trouble.

#

Also, why does the FirstPersonCharacter have 2 guns?

grim ore
#

for multiplayer, one is for what the player sees and the other is what other players see

sturdy vortex
#

Oh, that makes sense. Thanks!

#

Are there any tools in the market place that can quickly make a nice naturey map?

grim ore
#

yep, even some free ones in the permanently free collection

sturdy vortex
#

I downloaded Procedural Nature Pack Vol.1 but it wont let me import it to my project

grim ore
#

why for not?

keen moss
#

make sure its compatible with the project engine version

grim ore
#

even if its not, and it looks like its not updated to .25, you can click the box and add it anyways

keen moss
#

i didnt know that ๐Ÿ˜›

grim ore
#

yarp. alot of people miss that checkbox for some reason

ripe dust
#

If you or anyone else is interested, I made a 30-minute tutorial on how to recreate the wall running of Titanfall 2.
https://www.youtube.com/watch?v=gsWHj8GbsfM

#

It uses the template fps project too.

sturdy vortex
#

I have so many ideas for games I want to make but I'm new to this and I can't wait until I gain the skill to make HQ games!

ripe dust
#

It's a long and rewarding road! Have fun ๐Ÿ™‚

maiden swift
#

@sturdy vortex For now, I recommend making very small games, or even just single mechanics. It's a great way to learn the tools.

restive zinc
#

How do u make water transparent like see through

fluid bronze
#

If i wanted to change location of my projects how would i do that just a quick cut and paste to the new location for the projects folder?

sturdy vortex
#

My first game that I want to put effort into is a going to be a terminal hacker game. Obviously it won't run though a terminal window but I'll make a nice clone of a terminal and it will be a story/progression game where you can unlock more hacks and execute them to make some crypto currency etc.

untold cipher
#

@untold cipher yeah that looks like you are going to one camera view, then swapping back to another based on your look
@grim ore the problem isn't that it's switching to a different camera view, it's that when I aim at an object I can't move up or down (only left and right) it only does it when I'm aiming in and it only does it on certain objects, so what could be the fix here, I tried changing the collision of the objects back to default but that does nothing

ebon oyster
#

is this the chat where I can ask for code related help or is there a more suited one for that?

maiden swift
#

You can ask any question related to Unreal here, but you may get more specific help with C++ in the #cpp channel.

#

If it's about Blueprints, there's a #blueprint channel as well.

ebon oyster
#

thank you @maiden swift

dense knoll
#

is their a free 3d pathfinding plugin for ue4.25?

restive zinc
#

How can I make 50 think in one

#

So

#

Ai

#

Like 50 of the same ai but running a single blueprint

#

For all of them

tired lynx
#

uhh, is it normal for unreal to compile 6,000 shaders and use 100% of one's cpu upon launching one of the template projects?

#

i'm on an i7 7700hq for reference

plush yew
#

Normal? No. Bad for CPU? Yes.

tired lynx
#

what on earth could be causing it? it's the same for any template project i load up and this hasn't happened previously. also, each template gets stuck on 'loading level 39%' for around twenty minutes before jumping up to 45% for another ten and then loading

#

very strange

#

ya boy just wants to make art without having to jump through all these hoops

marsh swallow
#

So uhhhh. Does anyone know the reason the Character Customization Male/Female was pulled from Marketplace?

tired lynx
#

still compiling. it's been 45 mins now since i launched ue ๐Ÿ™„

#

ohhhhh. yep, i'm on a fresh install as of a few days ago so that makes sense

#

thank you!

lethal star
#

Hey guys wassup i am new to UE4 web dev

#

Should I learn CPP data structure & Algorithms? I am interested in making highest quality game and using UE4 to MAX CAPABILITIES

#

I have background in:

  • CPP
  • Web Dev (html5, css3, javascript advanced)
#

Or should I take Udemy course on UE4....?

tired lynx
#

@lethal star I highly recommend epic's online learning portal for UE4

#

i've been following along with it and it's pretty phenomenal

#

definitely the best general intro to different parts of the software that i could find

lethal star
#

Awesome! How quickly have you learned + is there advanced cpp topics?

tired lynx
#

extremely quickly, and i'm not sure

#

but i suggest you at least follow the 'getting started in unreal engine' learning path

#

from there there are a good ten or more learning paths you can follow/specialise in depending on what your goals are. have a look and see if there's something for you in there.

lethal star
#

Thank you so much!

tired lynx
#

the getting started in ue4 will get the basics out of the way super quick so you won't waste two weeks messing around in the engine trying to figure it out like i did ^^

lethal star
#

xD

#

jesus so much material

#

Well, I guess Ill spend my summer on this lol looks fun!

sleek solar
#

it will take you years to make something big ๐Ÿ˜„

lethal star
#

^I feel it, but thats the way I like to go ๐Ÿ˜›

tired lynx
#

depends what you're aiming to do ๐Ÿ˜…

#

i'm just using it for art so i can ignore much of the engine

#

but yeah for someone looking to develop indie games it may take an awful lot longer

#

lots to leaaarn

lethal star
#

how long would u say

#

for AAA game?

fierce forge
#

hello , i need a license to just export my game to ios , not to publish on app store ?

sleek solar
#

for AAA you need publisher, $50mil (plus), 7 years and 50+ people ๐Ÿ˜„

lethal star
#

do u rly need publisher

#

i feel solo is easier

sleek solar
lethal star
#

looks like im going III lol

fierce forge
#

hello , i need a license to just export my game to ios , not to publish on app store ?

supple totem
#

Are there any other active ue4 communities besides here, reddit, and the epic forums?

tired lynx
#

@lethal star yeah AAA is a term that's actually used to denote what went into making a game; it's not necessarily indicative of the quality of the game itself.

#

i mean just take note of any of the tens of AAA games that have completely flopped over the last decade as an example

#

but i get the impression you maybe more mean AAA level graphics?

lethal star
#

^

tired lynx
#

as opposed to a AAA scope for a game

#

yes

lethal star
#

yes AAA level graphics'

tired lynx
#

so

#

that's actually far easier to accomplish

lethal star
#

i think UE4 is already AAA lol

#

AAA graphics i mean

tired lynx
#

many games only have a handful of environment artists assigned to each level, and it's typically the environment artists in combination with whoevers responsible for whatever assets are being built who are responsible for those AAA visuals

#

but if you have the time and you develop the skillset it's relatively straightforward for an individual to achieve those kinds of visuals on small projects

#

you'll want to look at learning things like set dressing, composition, lighting, and texturing for that. basically take a look at the job description of an environment artist and become that ^^

lethal star
#

Exactly, generated environment is the way to go!

#

lol

#

ok

tired lynx
#

i mean tbh that's exactly what i'm using unreal engine for. i've already been using programs like blender & c4d for years so i've got many aspects of modelling, shading, lighting, and rendering down. just got a hankering to do that stuff in realtime hence the switch to UE4

#

it's kind of a painful transition though. quite different to those other programs in many ways.

lethal star
#

I can imagine

restive zinc
#

need help with delay on timer when i press left shift stamina goes down and when i let go stamina regens except i have a delay but if i do it mutiple times or if its midway its trying to regen even though i pressing left shift help pls

lusty rampart
#

I'm making a game where the players are quite asymmetric in their abilities. Does unreal have any particular support for having different sets of actions and inputs associated with different player types networkj-attached to the same map?

mossy nymph
#

you are free to swap out input components however you like

lusty rampart
#

great, I think that was the term I was missing ๐Ÿ™‚

restive zinc
#

@mossy nymph do you know anything about what my issue is the delay and timer

lusty rampart
#

@mossy nymph are those c++ only as far as you know? (googling make them appear that way). I haven't done any UE c++ yet, though that doesnt' mean I can't... just that I haven't needed to yet

mossy nymph
#

i have no idea honestly, i default to c++

lusty rampart
#

no worries, thanks for the pointer ๐Ÿ™‚ (no pun intended)

mossy nymph
#

but you could compose an input handler component in BP

#

@restive zinc its conceptually flawed

#

the stamina regeneration is not framerate independent there

restive zinc
#

@mossy nymph what should i change

#

@mossy nymph event tick then

mossy nymph
#

tick is best for this, yes

#

use timer/delay to set the CanRegenerateStamina boolean

#

and on Tick if that bool is true, regenerate stamina

#

(by DeltaTIme * StamineRegenPerSecond)

restive zinc
#

@mossy nymph i have a regenerate system for my stamina and it works well how can stop the timer once left shift is pressed like for second

mossy nymph
#

you can pause it

#

if you save a ref to it

#

promote the return pin to variable

#

or clear and invalidate it

restive zinc
#

u mean the return value on the timer

#

ok so a variable on the timer

mossy nymph
#

but with those delays, looping timers will trigger each frame

#

= not working well, not framerate independent

restive zinc
mossy nymph
#

that requires you to fully deplete the stamina before it can regenerate

restive zinc
#

youre right

#

i just realized it

mossy nymph
#

i mean, if you want a 3 sec delay after say sprinting before it starts regenerating

#

then on StopSprint, you put a 3 sec timer to set the boolean true

#

and on StartSprint you set it false, and invalidate the timer if its running already

restive zinc
#

ye when i stop sprinting it delays 3 sec has a timer that loops and event till it reaches 100 fully then clears and invalidates the handle to the regen

#

an

#

@mossy nymph so a delay that sets a boolean to true?

#

when its false clear got it

#

clear the timer ok

mossy nymph
restive zinc
#

@mossy nymph what about a retriggerable delay does it reset each time

#

@mossy nymph so that every time u release it retriggers the delay

mossy nymph
#

it does that like this

restive zinc
#

this is what i mean also the clear and invalidates at the start of the blueprint code

eternal rain
#

So I'm making a For Each Loop to check a character's inventory, the targets are to get the Highest Full Slot and the Lowest Empty Slot. Would I be better served doing 2 separate loops, one with a break, to count these things, or should stick with 1 loop and use a boolean flag to tell it that the First Empty spot has been found?

mossy nymph
#

don't do ForEach, do For, and on first empty slot save index to LowEmpty, in the rest of the loop if full just overwrite HighestFull with index

#

initialize both to -1 so you can detect no slots full/empty easily

uneven fractal
#

so is there any out of the box way to convert an arbitrary struct into a json string?

mossy nymph
#

there is

delicate coral
#

Okay. Can someone point me in the right direction to what chat I go to if I want to ask about importing a character.

mossy nymph
#
  FSavedCharacterData SavedData;
  FString SerializedData;
  if (!FJsonObjectConverter::UStructToJsonObjectString(SavedData, SerializedData, 0, 0))
  {
    UE_LOG(LogTemp, Warning, TEXT("Serialization failed."));
  }
  FFileHelper::SaveStringToFile(SerializedData, *(FilePath));``` @uneven fractal
uneven fractal
#

ah its in cpp
slightly more work but atleast its there

mossy nymph
#

well, it might be exposed to BP

#

i don't know

floral knoll
#

when you can't find a programmer it is big sad

eternal rain
#

Hrm..I can see a For Loop pulling it off; it's just that it's basically a faux For Each loop since its set to check each slot in the inventory, either by putting the Inventory Array in or by getting that same array and using the iteration of the for loop to choose a slot.

thorn hazel
#

Guys.. anyone know why I'm having this weird flickering in my simple scene:

#

how can I turn it off

#

ah nevermind, I found it.. it seems if landscape is at 0 on z-axis.. it flickers because of interaction with the editor's grid floor. Weird! This shouldn't happen. It blender the object just covers up and hides the grid

upper karma
mossy nymph
#

@eternal rain you can do a Get on the array with the index

#

@upper karma your GameMode spawns default pawn by... default

#

on the first PlayerStart it finds

#

so instead of preplacing TPS Character, place a PlayerStartActor

upper karma
#

Player Start actor? Where can I find that?

mossy nymph
#

Modes panel> Basic

upper karma
#

Thank you so much!

mossy nymph
#

in your Play dropdown you also need to have DefaultPlayerStart (default option) instead of CurrentCameraLOcation

eternal rain
#

for my sort, I think I'll test out what I have now to see if it moves the high item to the low empty slot. It occurred to me that doing an iterative move to the next slot might create an infinite loop if there's 2 empty slots side by side, but in practice that likely wouldn't happen if the sort is run every time an item is used up, sold, or passed to another character on the team

heavy robin
#

Really not sure where the best place to ask this is but.
I'm using 4.23.3, have been for quite some time.
As of yesterday, the Recent Levels tab under File, doesn't show recent levels anymore, it seems to not update when new things are opened.
It updates and seems fine, until I restart the project, then the recently opened levels I added are gone again.
These are levels from elsewhere in the project, they're not moved or changed, so its not asthough the links are broken or anything.

brazen crow
#

hello

#

im having an issue with a material i made

#

its not reacting to lights

#

well it is

#

but not preperlly

#

Rip

eternal urchin
#

what else can i use to find the fps drop?

restive zinc
#

@eternal urchin something in your game is gpu intensive so check your level

#

@eternal urchin maybe the trees idk

brazen crow
#

rip me ):

queen bough
#

May I ask how to make an integrate/appearing magically kind of effects? If there are tutorials for it I would very much appreciate it! The effect is something like in this video: https://www.youtube.com/watch?v=gms5Krs4Qpg

ยฉ Rainbow S.r.l
ยฉ Viacom International
ยฉ Nickelodeon
ยฉ Rai Fiction
ยฉ Iginio Straffi

Winx Clubโ„ข created by Iginio Straffi ยฉ 2003-2016 Rainbow S.r.l. and Viacom International Inc. All rights reserved.

โ–ถ Play video
brazen crow
#

go look at particle systems

queen bough
#

thanks @brazen crow is there any other ways beside the particle systems?

brazen crow
#

not that i know of

eternal urchin
#

@restive zinc im looking for a tool that helps me find whats so intensive
i tryed gpu visulizer but nothing showing there too

restive zinc
#

@eternal urchin thats wierd

plush yew
#

is 1TB HDD 5400 RPM Storage 8GB DDR4 RAM 9th Gen Intel i5-9300h Processor Nvidia GTX 1050 4GB Graphics Fine for ue4 ?

#

Processor: Intel Core i5-9300H processor, turbo up to 4.10 GHz
Storage: 1TB HDD + 256GB SSD
Display: 15.6" IPS (In-Plane Switching) technology, Full HD 1920 x 1080, Acer ComfyView LED-backlit TFT LCD
Memory: 8GB DDR4 Ram
Graphics: NVIDIA GeForce GTX 1650 with 4 GB of Dedicated GDDR5 VRAM Graphics

#

Or would this specs be better

#

Please ping

balmy tide
#

does anyone know best way to set up the blendspace for rifle aiming animations from Mixamo? I am having problem with that

bold compass
#

hiya anyone know anywhere online courses or free guides on how to make advanced hud designs i have made a health,food,water,a and ammo hud widget but looks not so great lol and want to make it look awesome

#

basically more appealing to the eye and not like some ps2 looking hud lol

delicate coral
#

Okay where do I go to ask for importing characters into unreal? Because my character is currently in pieces and I gave him a rig and it doesn't seem to transfer over.

bold compass
#

id like to help u on that but im not even that far into unreal lol still learning myself sorry

lusty rampart
#

anyone else have REALLY bad hiccups in UE in windows every time it wants to load a tooltip? I have to turn them off, but I'd really rather have them on. I have lots of RAM - 20GB available right now

formal pebble
#

I'm trying to use a spline to generate a palmtree, Does anyone know how can I add the leaves on the top of it?

torpid stone
#

hey I updated to 4.25.1 and got crashreport client error popped up randomly

#

know a way to disable that?

eternal urchin
#

update VS if you use it @torpid stone

#

hey can someone tell me why my shutterspeed is disabled?

plush yew
#

does anyone know any decent or good tuts for making a games like sins of a solar empire or sword of the stars?

white canyon
#

Hello

plush yew
#

sup

bold compass
#

Quick Question so ive made my hud for my game but its rather simple and looks boring and wanted to know how are huds like this made can it be done with making overlay/texture in illustrator then added to ue4 and implement my widgets inside it ?

#

im still quite new to this so still learning

lucid socket
#

Depends how you use it

plush yew
#

@ebon linden I think Blueprints is built in C++. Blueprints is basically a visual scripting tool designed for artists and people to make life easier. And pretty much any time Epic adds something to Fortnite or something logic-wise, it's also added to Blueprints, it seems. With blueprints you're using premade code blocks in the form of nodes, while C++ scripting from scratch is more for those who wanna make brand new game code and optimize things better for their more unique purposes. Though it's way way way more expert level.

#

does anyone know any decent or good tuts for making a games like sins of a solar empire or sword of the stars?

lucid socket
#

@plush yew No, Blueprints is a visual scripting language. It is still a scripting language under the hood.

open wadi
#

I have a question - I imported an image into my project by dragging it from Explorer to the UE4 content browser. I then deleted it within the Content Browser in UE4. I then looked at the project directory in Explorer and I see that the .uasset file for the image is still there. Why?

#

Should I follow up and manually delete this file via Windows Explorer?

lucid socket
#

It has the ability to communicate with C++, but it isn't C++ itself.

#

@open wadi Try a fix up redirects on the folder. Right click the folder in the content browser and use the fix up redirects

plush yew
#

I'm thinking in reference to how Playmaker works in Unity I guess then

#

Playmaker is premade C# code blocks you piece together

gaunt void
#

I am constantly getting the error "failed to open descriptor file" when i try to launch my packaged game on my android device.
it worked some days ago, i just changed the android target api to the one of the device.
i searched through all online stuff i could find without success.
any help on that?

open wadi
#

@lucid socket Nope, no effect.

#

Image is deleted within UE4 Content Browser, but .uasset file still remains if one manually navigates to that project directory in Explorer.

lucid socket
#

it may be a redirector that no longer points to anything. Is it 1kb or some other tiny size? If so, then you can just delte it.

open wadi
#

Yes, it's tiny, I just didn't know if that was going to be a thing. I've noticed this happens.

#

Repeatedly, with various things. I delete them in the UE4 Content Browser, UE4 confirms the objects are deleted, they don't appear in the Content Browser, yet if I go to the directory in question in Windows Explorer .uasset files are still there.

#

I just want to ensure it won't create conflicts moving forward.

lament basin
#

where do i post problems?

lucid socket
#

It It should be fine.

#

In general the packager will ignore these files.

covert oak
#

Where can I report bugs with the source version of UE4?

#

Transparent paper2D sprites can not be selected in the editor by clicking on them. (allow translucent selection in on)

lucid socket
#

@plush yew That's similar to the old Kismet system that UE3 had. It was easier than Unrealscript, but it didn't really free up the programmer from the designer.

open wadi
#

So what's interesting is, if I delete the image in the Content Browser, as mentioned the .uasset file remains in the directory. If I then resize the image in photoshop, bounce it down, then re-import it, it retains the original dimensions, likely because the .uasset file isn't actually deleted.

#

Is this a bug in 4.25.1?

plush yew
#

does anyone know any decent or good tuts for making a games like sins of a solar empire or sword of the stars?

honest vale
#

Is there a big performance difference between blueprints and c++ nowadays?
@ebon linden yes unless you enable nativization

#

for logic that's heavy on math C++ can be hundred times faster

full granite
plush yew
#

@full granite the light is inside the window. Try bringing it forwards

full granite
#

@full granite the light is inside the window. Try bringing it forwards
@plush yew I want to get the result through DirectionalLight

plush yew
#

Yas

sand spruce
#

Got into the problem that I my VSCode with arguments to load a config file from another file.
Is there a way to add arguments when starting the code editor from inside unreal engine?

rigid belfry
gleaming aurora
#

hi guys

plush yew
#

wtf...

#

ok it keeps saying Cooked packages 1716 Remain 1 Total 1717

#

is this fine?

sand spruce
gleaming aurora
#

@sand spruce tnx

honest vale
#

@gleaming aurora you need to use some sort of material trickery

gleaming aurora
#

@honest vale the pannini projection ?

honest vale
#

yea that's one example of such trickery

gleaming aurora
#

i did it with pannini projection but i had some issue with camera shake

regal mulch
#

Does anyone know what decides if an Overlap Event has "FromSweep" TRUE and when FALSE?
Seems like when I stand still and git hit by a ProjectileMovement driven Actor, it returns TRUE in the Projectile.
But if I run towards that Projectile, it returns FALSE (not always though). Seems a little random.

rigid belfry
#

i also come from unity

#

the best way to learn blueprints would be trying to recreate some simple stuff you've done in unity but with blueprints

#

and searching the docs for stuff you might need

#

there is no "Brackeys" but for unreal, though there are many great channels that cover great stuff

plush yew
#

Does anyone know what decides if an Overlap Event has "FromSweep" TRUE and when FALSE?
Seems like when I stand still and git hit by a ProjectileMovement driven Actor, it returns TRUE in the Projectile.
But if I run towards that Projectile, it returns FALSE (not always though). Seems a little random.
iirc there is an option to enable/disable sweep on the node for the overlap functions @regal mulch

frank oar
#

I used a cmd stat, can anyone tell me how I can remove it from the screen please ? XD

regal mulch
#

@plush yew I think I figured it out, at least partially. When two Actors/Components Overlap, one of the two handles it and tells the other one to execute the delegate.
So when you get an overlap event in BPs, it could come from the other actor. Now the Projectile executing it works just fine.
The other collision is an actor that is attached to the character and that is not producing sweep hits.
I will not attach it and set the location on tick + ticking "Sweep", and see if that solves it, even though I don't like doing this.

plush yew
#

Please do tell me if it works even though I did not understand what the last line meant ๐Ÿ™‚

#

I used a cmd stat, can anyone tell me how I can remove it from the screen please ? XD
@frank oar What stat did you use

#

Normally something like this works for me iirc,
If I used fps,Disable it with
-stat fps

#

Also you could try

#

-stat none

frank oar
#

thank you @plush yew

plush yew
#

Did it work?

frank oar
#

entering the same one again closed it

plush yew
#

Phew, I hardly know anything so that was my best estimate XD

frank oar
#

well it worked a charm!

keen mango
#

has anyone here rendered with sequencer in unreal?

plush yew
#

I have tried, although am not very experienced in it.

keen mango
#

ah, faiir enough, just curious on why rendering out a frame spits out 5 frames...

plush yew
#

Are you rendering as an image sequence?

keen mango
#

yes

plush yew
#

Hmm what is the frame rate in capture settings?

keen mango
#

uhhh capture settings? where can I find that

plush yew
#

Should be in your render movie settings

keen mango
#

should be 30FPS as it states default is 30FPS as well lol

plush yew
#

Open your Project settings

keen mango
#

general settings FPS is fixed under 30fps

plush yew
#

under Engine>General Settings>Framerate , check Use Fixed frame Rate and set Fixed Frame Rate

keen mango
#

XD

plush yew
#

Welp I guess then I got zilch

keen mango
#

i know what you mean i'm confused myself XD

plush yew
#

I tried

keen mango
#

thanks for trying though

plush yew
#

Could you SS your movie capture window and send it

keen mango
#

thats true

tulip helm
#

Anyone know if Epic ever released a dev version of Shadow Complex remastered that could be opened up in UE4? Came out in 2016, so I'm curious if they used UE4 to "remaster" it.

charred portal
#

Hi, can i ask if someone can help me? When i come close to the mesh that i exported as an fbx from blender that have 32 triangles my fps drops from 100 to around 20-40?

plush yew
#

@charred portal Open the console and type: 'stat scenerendering' and look at the number of 'mesh draw calls'. That should be, say < 1000 ish. If it's higher, that means the scene has two many objects, it will tell you if the mesh is a suspect.

keen mango
#

WOOT Found it!!!!!

#

apparently when you create a Master Sequence there is number of shots default is 5

plush yew
#

Yay, high fives despite having being no help

keen mango
#

hahaha but now you know

#

so incase anyone asks again it wll be available XD

plush yew
#

Yes, noms the knowledge

keen mango
#

anyways i'm going to sleep this was killing me thanks XD

charred portal
plush yew
#

@charred portal Doesn't seem like a mesh problem

#

Were you close to the exported mesh in this shot

charred portal
#

if i come closer to the mesh, the fps drops more

plush yew
#

Hmm, are you using ray tracing?

charred portal
#

yes

plush yew
#

Could you disable it for a moment and then check if the fps still drops

charred portal
#

yep and how can i close the panel?

plush yew
#

just type that again

#

stat scenerendering

#

Did you check?

charred portal
#

@plush yew Nice, its ok now, it was because of ray tracing, thanks ๐Ÿ™‚

plush yew
#

Happy to help, I just noticed that in the screen rendering counters the Ray tracing instances were quite high >1000

charred portal
#

So you need a RTX card to make it work? with raytracing

plush yew
#

Dunno

#

Am running on a GTX 1050Ti

noble tapir
#

does anyone have any experience with pixel streaming?

frank oar
#

Hey,
Anyone here using the Unreal mannequin past 4.8 ?
It says incompatible for me when I try to add to my 4.24.2 project

alpine sorrel
#

Hey guys! How can I get a point light max draw distance in a blueprint?

exotic thicket
#

@frank oar iirc Animation Starter Pack has a more recent mannequin

frank oar
#

I will check it out as I have that pack, thank you !

dire sentinel
#

Sorry for screenshot, i'm too lazy to type it again and copy pasting individually would take long too

#

but i'm having this issue and i cant fix it

#

especially whn the problem comes from like 3 nodes

weak cypress
#

can you convert from 4.24 to 4.25?

plush yew
#

you can but you'll get some packaging errors

#

am tryna back up my project and delete caches rn

#

because of Argument Exception

weak cypress
#

what else can i do?

plush yew
#

fuck around with 4.24

#

but 4.24 has probs with plugin packaging so i advise you to make a 4.25 port

weak cypress
#

imma start a new project

#

start fresh

#

:pog:

plush yew
#

uh

#

no?

#

you're basically committing sweep sweep on all your progress

balmy tide
#

does anyone know how to retarget a UE4 animation to Mixamo skeleton?

plush yew
#

go into the skeleton settings

balmy tide
#

I can do the other way round fine, but when I try to do this, the mesh and skeleton gets all distorted

plush yew
#

and retarget all the bones manually

#

one-by-one

balmy tide
#

in the animation?

plush yew
#

...

#

fucking

#

i said skeleton

#

alright?

balmy tide
#

ok chill, sorry

#

how do I retarget the bones to the animation though. In the skeleton tree, on switching retarget options, it shows Skeleton or Animation in the drop down

plush yew
#

retarget the bones to the animation ?

#

for which character model

balmy tide
#

I basically want the UE4 jump animation to work for Mixamo skeleton

plush yew
#

it depends on what character you're gonna use

#

oh

#

not really sure, never have targeted from UE anim to Mixamo character

#

but Mixamo anim to original characters instead

balmy tide
#

I cannot find any good Mixamo jump animations

plush yew
#

man

#

just keep searching

balmy tide
#

the one's in the site are not good

steep cedar
#

what type of animation are you looking for

#

there's lots of variation

plush yew
#

Mixamo jump animations are pretty good

steep cedar
#

in mixamo

#

yes they're actually good for beginners to use

balmy tide
#

I want like Jump Start, Jump Loop and Jump end, as in UE4

plush yew
#

UE template animations are kinda meh

#

i mean like

steep cedar
#

you'd have to blend some yourself btw

plush yew
#

look at the fingers of the character

#

like

#

haha hands go SFNJDKSFNJKASDFNJKANDFKJ

#

they just look weird

#

so yeah, not really recommended

steep cedar
#

when i used mixamo animations I blended them to make the run->jump/walk->jump

#

jump->end

#

and so on

plush yew
#

doesn't your AnimBP automatically do the blending job 4u?

steep cedar
#

yes but the keys can get wonky

plush yew
#

oh

steep cedar
#

and the animation can get janky and shake around

#

you'd have to edit the keys in some other animation software if you'd want to cut out some parts for the blending

plush yew
#

yeah lol

steep cedar
#

:-)

plush yew
#

but how to do motion matching tho

#

my character just floats on the ground when he's standing on a slope

#

so i want to do motion matching to snap the anims to the objects in the environment