#ue4-general

1 messages ยท Page 797 of 1

plush yew
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and i can't find any tutorials

steep cedar
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isnt that procedural animation

balmy tide
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there are just jump animation, but none with 3 parts. Also I don't get how retargeting Mixamo to UE4 works fine, but vice versa doesnt

plush yew
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procedural animation as in changing bone position in Character BP?

steep cedar
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what, no

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besides ask in animation channel

rustic pewter
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i just switched to unreal and when i made a project and made a class i got all these errors and no code completion. does anyone know what could be causing this?

hidden viper
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When i move the folders 01-11 into the "Test" folder, then why
1.) Are they still there afterwards
2.) can i NOT delete them because they apparently have still references?

plush yew
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UE has probs with file management

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even like

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taking 100 lightyears to delete a single folder

hidden viper
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Yes i mean that makes sense, because it checks references and stuff

But after moving folders into another folder...they should be deletable

plush yew
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i'm guessing that it's an insect

steep cedar
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I managed to get around this once but have forgotten how ๐Ÿ˜‚

plush yew
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business as usual

steep cedar
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you can go into explorer and delete the folder manually, ue4 still believes the folder is in use. So find and delete the folder in windows explorer, and restart ue4 @hidden viper

rocky radish
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When i move the folders 01-11 into the "Test" folder, then why
1.) Are they still there afterwards
2.) can i NOT delete them because they apparently have still references?
@hidden viper fix up the redirectors

plush yew
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this true

rocky radish
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and you'll be able to delete them

hidden viper
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@steep cedar The thing is, it actually STILL has references, and that drives me crazy!

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@rocky radish how can i do this?

regal mulch
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Lovely, OnComponentHit calls with "OtherActor" and the HitActor from the HitResult being two different things.
Sometimes they are the same, sometimes the HitActor is just the Actor in which the OnComponentHit calls. WTF UE4

rocky radish
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@rocky radish how can i do this?
@hidden viper go to the content browser->filters->miscellaneous and in there you'll find redirectors, enable that filter and right click the redirectors of the folders and select fix up redirectors

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after you've done that you'll be able to delete the old folders

steep cedar
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saviour

plush yew
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@regal mulch UE physics do be like that

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i had my linetrace going into fixed position once

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better than that

weak cypress
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@plush yew i hadnt made anything incredible

plush yew
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k then

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you can start fresh

hidden viper
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@rocky radish Thank you, really appreciate your help, it worked!
I wonder why UE just dont do this on its own..

rocky radish
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np

hidden viper
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This actually should be something which should be done on the fly, without doing normally. I dont see any reason why not to do that after you rename/move a folder

rocky radish
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@rocky radish Thank you, really appreciate your help, it worked!
I wonder why UE just dont do this on its own..
@hidden viper Moving or renaming an asset in UE4 leaves a Redirector in its old location. This is so that packages that are not currently loaded, but reference this asset, will know where to find it in its new location. Choosing a naming system early on and sticking with it will avoid many of the problems experienced with Redirectors.

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thats whats in the docs page for redirectors

hidden viper
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Yep, after you gave me the name "redirector", i found it aswell. So i am really glad for that. Sometimes its just to know what to look for

steep cedar
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Would anyone know where I should ask for help here, because I'm kind of stuck, not sure if its within graphics or blueprints channel...

I am to make an enemy NPC switch faces when noticing the player, but I'm unsure on how to do this if its with animated UV maps or something?
The faces would have to switch instantly or very fast when noticing the player.

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Tried asking in graphics channel first, should I try posting in UE4 forums as well? Just unsure what category this fits within

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ofc if anyone has any ideas to this just ping me

hidden viper
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@steep cedar there are different ways to go for this, and im no expert at all, but here is how i would do it:

In blueprint: If enemy sees player, then switch the material.

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of course, you need to programm the "if enemy sees player" on your own.
for the material part: you can have 2 materials

steep cedar
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And it could be just as simple as that you think?

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yeh yeh

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Yes I have AI blueprint I can modify the branch when they see player

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I can prob mix it up with "chase player" or something

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do you know what nodes are used to switch material?

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never touched this before

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Im making a small game

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for my exam

rustic pewter
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i just switched to unreal and when i made a project and made a class i got all these errors and no code completion. does anyone know what could be causing this?
i fixed all the errors, but i still dont get intellisense

steep cedar
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What do you think is best, to make a separate BP or to add as a task inside AI blueprint? @hidden viper

weak cypress
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well i had around 40hours of work in there @plush yew

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but thats nothing

plush yew
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wtf

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alright then

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nothing indeed

patent crater
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@steep cedar usually people use morph targets for that kind of stuff, assuming you have a 3d character

hidden viper
steep cedar
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Could you explain if you could? Not sure how that works in UE4 @patent crater

woven tree
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This is interesting, did someone did the same in Unreal?

oak sequoia
tight prawn
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ugh, the pain, the paaaaaiiiin

hoary silo
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Does anyone know where to get started to use custom maps from the steam workshop into ue4?

next badger
hoary silo
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Thank you so much, that's exactly what I needed, wasn't sure what to look up!

remote frost
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Hi all, I play a racing game built on UE4 4.22. I have some rendersettings in the engine.ini which work nice and makes the game look better beyond their Epic Settings, however I can't get foliage.LODDistanceScale or r.Shadow.DistanceScale to work. The only way is to launch Uuuclient everytime and use the console. I've also tried adding then in scalability.ini but again ignored, however when I check the logs they accept them but the game when running is using the original settings. Is there anything else I could try? Thanks.

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BTW the game is Assetto Corsa Competizione

next badger
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that's because there's a priority of settings, ini file settings are lower in priority than say console

hoary silo
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dang nevermind the plugin is $30

next badger
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@remote frost if you can check which way the setting was modified last (it's written in console generally "lastsetby:")

slate basalt
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is it possible to download dependencies via a webbrowser instead of running ./Setup.sh?

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(it'd be easier than going through the process of getting a security exception from the company)

hoary silo
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@next badger that plugin is perfect, thanks!

desert plume
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Guys, I would like to use Unreal engine 5 in the future. But I donโ€™t want to learn C ++. Do you think there will be ways for me to use C # in UE5?

hidden viper
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Dont think so. You might search for a plugin which converts C# into C++, but probably wont be reliable @desert plume

sweet relic
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@desert plume just use Blueprints if you dont want to learn C++

frank oar
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Hi all,
If I want to retarget a mesh to a skeleton which already has a bunch of sockets, do I retarget the mesh to the skeleton or the skeleton to the mesh ?
(which do I select first?)

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or do I retarget the skeleton without the sockets to the one which has them ?

zealous galleon
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I'm tryna get a weapon pick up
I have data tables for the weapons states
And the pickups
But whenever I set the row name to 3 it picks up any weapon and set it to 3
How can I make it depends on the weapons name to go to that weapon state??

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@ me if you could help

frank oar
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if there is anyone here who knows about retargeting could I please ask you a couple of questions...
please @ me

hoary silo
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does the UGC plugin work with steam workshop?

sour quiver
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Hey guys, I'm new here! I have a very strange UE4 scripting bug.
I'm picking up and dropping crystals in my level (it's based on God of War)
Currently, when I pick up a crystal, I'm attaching it to the player's shoulder bone so that it looks like they are carrying it.

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When I drop it, I am detaching it from the player and placing it in front of them at a location.

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The weird thing now is that it seems to be grabbing the nearest crystal (or maybe next in the level heirarchy) and placing that one down instead of the one I'm carrying

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And it's not detaching the current one at all

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Does anyone have any ideas what might be going on?

frank oar
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I am happy to pay 10 pounds for a little retargeting advice if anyone is up to helping me out

rigid belfry
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@sour quiver you gotta store the reference of the actor you picked up somewhere. how do you know what crystal it is that you picked up?

sour quiver
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There's a variable called "Carried crystal" that sets the crystal on pick up

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It's also weird because it's doing this bug even if I just play from start, without touching any other crystals, and pick up and drop a crystal @rigid belfry

frank oar
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I am trying to transfer from one skeletop to another and I could do with some help as i want to take the sockets to the new skeleton too.
so far all I have manage to do is break everything and deform the mannaquins :S

scarlet birch
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Not sure if you can add sockets as custom bones or not. Haven't messed with retargeting in while but you could check under the skeleton retargeting manager and try it.

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Can you keyframe sockets anyway?

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if not then you'd just want to copy them over or recreate them

dense hatch
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There's a variable called "Carried crystal" that sets the crystal on pick up
@sour quiver try printing to see if you are setting the variable at any other time

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either the reference is incorrect, or the variable is set more than once

sour quiver
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Where would you recommend doing that?

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just a tick?

dense hatch
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no

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right after you set the variable, print the name display name of it

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so you know both when and what is being set

frank oar
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@scarlet birch I would just remake the sockets but the actual animations are becoming deformed when I retarget, massively stretched and deformed.

dusky inlet
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You can just try out things. Tick works to see the var content, if you have a dedicated function to set the crystal you could just set a breakpoint instead

weak coral
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@sour quiver are you calling the drop logic before picking up?

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Need to make sure carried crystal is not valid before picking up

scarlet birch
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Then go through the retargeting settings, double check the bones are set right, that everything is appropriately set to animation, skeleton if that's good maybe the skinning is off on one of the models or the bone rotations.

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or retargeting poses

sour quiver
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@weak coral I am only calling the drop logic if the character presses the interact button and is carrying a crystal

dusky inlet
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But are you maybe calling the pickup logic again by accident too?

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Effectively overwriting the reference to your currently carried crystal with the new one

weak coral
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You need to check if carried crystal is valid. If it is call the drop logic then call the pickup. If its not valid go ahead and call the pickup

sour quiver
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Huh. Very weird. Okay. So it's picking up the right crystal, but when I "drop" it, it drops the wrong one, and then if I pick it up again, it's the wrong one

frank oar
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thank you for the info @scarlet birch I will work on it

sour quiver
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To be a bit more clear, I'm picking up BlueCrystal0, then when I drop it, it's actually grabbing BlueCrystal8 from a different part of the level and dropping it in front of me (while keeping 0 on my shoulder). If I pick it up again, then I'm actually somehow carrying two crystals on my shoulder (both 0 and 8)

dusky inlet
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You will need to debug that stuff, set breakpoints and trace the bug

sour quiver
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It always seems to be the same crystal, even if I delete it, or rename it

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I even tried setting "Carried crystal" as null at begin play

weak coral
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Then your setting a reference to it somewhere where you shouldnt

dense hatch
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or you're using the reference incorrectly when you drop it

dusky inlet
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No way to help you without the actual code or you debugging it on your own

dense hatch
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just check both of those places and work your way in, you'll get it

sour quiver
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I'll keep looking. Thanks for the advice!

dense hatch
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good luck!! ^^

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has anyone here experimented with OBS Game Capture transparency?

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I can't seem to get my project to appear transparent at all

exotic thicket
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You should be able to use a chroma key to get the capture source to be transparent for a specific color/range of color

dense hatch
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Right

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I'm not trying to get the effect of it, I'm trying to get the transparency as a feature to work. Chroma key will not work for me :p

exotic thicket
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I'm not sure if I understand - are you trying to capture your game in OBS, while making certain parts of that transparent?

dense hatch
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OBS has a feature in their Game Capture called "Allow Transparency" which can be used to render a game with elements of transparency

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For example, Stream Avatars is compatible, and it allows you to composite just the foreground (or whatever part) on top of everything else

oak sequoia
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how can I set homing projectile to target a pawn and not a static mesh?

dense hatch
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This is what happens when you click Allow Transparency for Stream Avatars. But when I click Allow Transparency for my game, it doesn't change the appearance at all

exotic thicket
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Ah, yeah all programs I've ever used that were designed for that used the chroma keying functionality instead ๐Ÿค”

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This might be something in the Windows API where you need to enable it for your application's window or something like this

sour quiver
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Aha! I got that problem fixed! Thank you everybody!
Now I just need to figure out why it's not detaching from my character...

plucky mural
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Why do unreal engine games struggle on amd hardware?

forest patrol
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Hello guys i downloaded unreal engine recently... im wondering where do i start? Should i watch some courses on yt on how to make some games or learn blueprinting by myself?

carmine sorrel
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Has anyone had success running the Chaos Demo files on 4.24 or 4.25? I'm using the sourcecode version and building it - and can run my own projects with Chaos. But I can't seem to get the Demo project to open at all in either 4.24 or 4.25 (I've not tried 4.23 yet).

plucky mural
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Hello guys i downloaded unreal engine recently... im wondering where do i start? Should i watch some courses on yt on how to make some games or learn blueprinting by myself?
@forest patrol
I would say better buy udemy course of unreal engine if you can. In case you can't you can also find a lot of YouTube tutorials

forest patrol
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lemme check it out

keen moss
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what does it mean when unreal says a placed object is outside the bounds of the current level?

forest patrol
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@plucky mural yes but i feel like im just copy pasting blueprints from yt i dont feel like im learning...

plucky mural
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I know it feels overwhelming at first but try to not understand everything they say in videos

forest patrol
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then how do i learn?!

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if i dont try to understand everything

carmine sorrel
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@forest patrol - take a look at what I just sent a link for.

plucky mural
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You'll start to get the hang of it slowly as you go on further

forest patrol
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kk lemme check the vid out

carmine sorrel
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It's a directory to the UE4 online learning portal with different learning paths.

plucky mural
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What i really meant is that if you don't understand certain thing then don't beat yourself for it

vernal thicket
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How do you hook a texture 2d array into a widget brush image?

plucky mural
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Try to learn one thing at a time

storm venture
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anyone know of a way to check how "lit" part of a material is? i assume since lighting is baked onto lightmaps, maybe i can pull data from a lightmap to use in a material?

forest patrol
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@plucky mural i will learn "Exploring Blueprints" learning path on the unreal engine tutorials on epic games

carmine sorrel
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@storm venture I could be wrong nowadays, but I think that can be a bit tricky, since I believe you'll need to cut into the atlasing process for the lightmaps.

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Since lightmaps are merged and combined in the baking process depending on the size you specify in the lightmass settings and the objects.

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@storm venture But if you're just trying to check the lighting, you can flip through the different visibility options.

weak coral
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Might be able to look into this to get an idea

storm venture
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awesome thanks guys

robust obsidian
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Anyone put a camera in a blueprint, than tried to attach said blueprint as a child actor of another blueprint?

vernal thicket
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@robust obsidian youre better off stating what youre trying to acheive

open wadi
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However, when I go to the Content Browser > View Options and ensure "Show Plugin Content" is checked, I do not see any evidence of it in the Content Browser as I am supposedly supposed to. For example, here's what my Content Browser looks like in a given project - I see the same behavior for old and new projects in both engine versions:

carmine sorrel
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Did you enable the plugin?

open wadi
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Per the docs, I'm supposed to see the plugin directory "UMG Video Player Content" in the Content Browser. I've reached out to their support, but in case I'm missing something obvious, does anyone have any ideas?

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@carmine sorrel Apologies for the newness - how does one enable a given plugin?

carmine sorrel
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@open wadi I dont have the editor open in front of me, but above the viewport there's settings dropdown, and will say like 'plugins' or plugins settings. Basically it's a list of all the enabled plugins. You'll want to check to make sure the specific one you're wanting to use is enabled (checked box).

open wadi
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@carmine sorrel Thank you, very helpful. I have now enabled the plugin and restarted the engine. However, I still don't see the specified plugin directory in the Content Browser.

hasty osprey
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I have clothing data on a different skeletal mesh than the one i want it on

carmine sorrel
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At that point I'm unsure since I don't use the plugin - but the fact you see it enabled is a good sign. Probably need to hunt around for the specific places it's found in.

hasty osprey
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how can i transfer?

open wadi
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Screenshot of current Content Browser, same as before. View Options are confirmed to have "Show Plugin Content" checked.

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Thank you @carmine sorrel, will continue to hunt.

tired lynx
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my actual human brain

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i'm currently on the materials segment of the 'getting started in unreal engine' learning path

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and hoo boy is it complex

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on the surface it works really similar to blender's system, especially re: the material instances, but from there it seems like a real departure ๐Ÿ˜…

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anyone else transitioning from another DCC experience this kind of whiplash?

open wadi
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Well, I'm coming from a background in non-GUI-based coding - C, x86 / AT&T Syntax ASM, Pascal, Ruby, little Bash scripting, and yes, UE4 to me has been quite a journey.

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Just determining how to leverage Blueprints to display and hide content in a GUI has been an adventure. But progress is being made.

vernal thicket
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Anyone know how to set a widget image from a texture 2d array?

tired lynx
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i'm finding a lot of the naming conventions for nodes super unintuitive vs blender's 'texture is a texture node, colour ramp is a colour ramp node' etc. plus the fact that every blender node has internal parameters and does not need to be driven by an external math value

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five steps to insert a simple image texture vs just the single 'drag and drop' in blender :')

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dgmw i love this program and it's just a different workflow that i'm not used to

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but man is that 'getting used to' process painful

storm venture
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hey does anyone know the hotkey to control the sun with that cool gizmo they added recently? it let you change sun direction and it auto adjusted temps and whatnot as you did it

fiery mortar
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whenever I try to import character from character cretor 3 I get this error anyone have any idea?

dusky inlet
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@open wadi do you see .uasset files in the windows explorer?

open wadi
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@dusky inlet Come again? Are you referring to my previous question from last evening where I was asking about UE4 leaving behind .uasset files for deleted content that no longer appears in the Content Browser?

dusky inlet
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no, your plugin content you're looking for

open wadi
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Or is this in reference to my current question about the missing plugin?

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I see.

scarlet birch
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@open wadi Plugins are not under the content directory. You may need to check show engine content. I'm not sure why you need access to the plugin directory in editor though.

open wadi
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Hmm, let me check.

dusky inlet
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oh yeah and that ^, it wouldnt be under your game's content anyways

open wadi
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Under the section "Testing the video player", it specifies "Don't forget to make the Plugin directories visible"

dusky inlet
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enable showing engine content too and see if that makes a difference

open wadi
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And in their example screenshot, it shows , underneath content in the Content Browser, a directory for "UMG Video Player"

scarlet birch
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There's a discord support link on the market page. I'd suggest you ask there.

open wadi
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@dusky inlet Well I'll be damned, that did it.

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It's under Show Engine Content.

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Hi @scarlet birch - Yes, as specified earlier, I've already done so, but there's little activity in that Discord channel so I gave it a shot here.

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Thank you @dusky inlet - Very interesting, so it is here in Engine content, buried with all the other ten million directories.

dusky inlet
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figured... often times developers create their plugins project-based, not engine-based. But marketplace plugins always install to engine rather than to the project

open wadi
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Ahhh, I see. So it's due to the fact that I leveraged the Epic installer to install the plugin.

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Thus it wrote to the engine itself.

north badger
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Quick question, sorry to interrumpt, how do you block a component rotation ?

frank oar
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what is the bare minumum you can use to achieve a material ?
is a 3 vector into base color ok or do you need a roughness value too ?
its for mobile and I want to make it bare bones...

open wadi
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No worries CastleMS, I'm done here, thanks much @dusky inlet, very helpful.

scarlet birch
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No, not always. Not all plugins install at the engine level.

dusky inlet
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which doesn't?

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and glad to help droptone

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what is the bare minumum you can use to achieve a material ?
is a 3 vector into base color ok or do you need a roughness value too ?
its for mobile and I want to make it bare bones...
@frank oar if you arent supplying required values it uses default values, so you can't really 'lack' any

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@scarlet birch Im genuinely interested, what plugins don't?

frank oar
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ok thank you @dusky inlet

carmine sorrel
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just checking again - has anyone gotten the Chaos Demo project working in UE4.25 or .24? I have built and run the source code and gotten chaos working on my own stuff, but with limited docs I'd love to get the demo working. Can't figure it out.

scarlet birch
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I was barely paying attention and didn't see you specified marketplace plugins.

karmic obsidian
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Hey everyone. Does anyone know why the CSV fails to import? The structure has the correct variable name

dusky inlet
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ah ok, nevermind then

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amdude, can you show the csv?

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top left corner would be enough

karmic obsidian
dusky inlet
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hmm no clue then, seems like it should be working (outside of your rows possibly having too many cells)

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seems like your row names should start from the 2nd column

solemn niche
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Hi guys, I would like to ask if any of you face this issue before.. the Unreal source 4.24 I can not compile after I installed the Linux tool Chan version V.16 _clang C:\UnrealToolchains\v16_clang-9.0.1-centos7 """Severity Code Description Project File Line Suppression State
Error MSB3073 The command "chcp 65001 >NUL && ....\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development -WaitMutex -FromMsBuild -2019" exited with code 9009. ShaderCompileWorker C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 46"""

dense hatch
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@solemn niche looks like shader compiler crashed. try restarting your editor?

karmic obsidian
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@dusky inlet ok thank you

solemn niche
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@dense hatch Thanks Lyric, I already tried that did not work unfortunately.

hidden knoll
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I have a system that finds the closest player, but I need to exclude the owning player

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Does anyone know how to do that?

dense hatch
hidden knoll
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๐Ÿ˜ฎ

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Thank you

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I've been looking for this for a long time XD

gleaming narwhal
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Adding Mod Support with the UGC Example Plugin - On Inside Unreal next Thursday!
https://forums.unrealengine.com/unreal-engine/events/1789649

dense hatch
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very nice!!

vernal thicket
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what is the hotkey to come away from character while playing?

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cant remember what it's called so can't figure out what to google lol

exotic thicket
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not sure if there's a key for it but there should be an unpossess button in the toolbar

vernal thicket
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yeah that's it

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I thin kit's one of the F keys

exotic thicket
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Shift+F1 unlocks the cursor at least

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so you can then press that button :D

vernal thicket
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where's the button on the toolbar?

exotic thicket
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oh sorry it's called "Eject" not unpossess

vernal thicket
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Ah that's it Eject

plush yew
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Can I make games in UE4 without coding experience using blueprint?

vernal thicket
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It's supposed to be F8?

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B001 absolutely

plush yew
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Thx

vernal thicket
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@exotic thicket It's F8 to eject but only works if playing in 'Selected Viewport'

exotic thicket
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ah cool, good to know :)

fallen elbow
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wait

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ue4 only supports vulkan for android?

brisk spire
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Nah there's another option

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It's like a checkbox in the settings @fallen elbow

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I think it depends on your android build as well

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Emm, for some reason I can't send a screenshot, but.. yeah it's in settings > platform > android

fallen elbow
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i want it for desktop

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tbh

modest agate
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hello, excuse me, how can I make the camera rotation not affect my character's position?

fallen elbow
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but i how do i switch

restive zinc
restive zinc
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nvm it was root motion

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fixed it

modest agate
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when I look up or down, the whole body changes of perspective

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how can I fix it?

digital badger
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@modest agate Are you re-making the ps2 harry potter games in UE?

modest agate
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yes, Im recreating it

digital badger
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I'm sorry I can't help with your issue, but that's cool I miss those games ๐Ÿ™‚

modest agate
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the problem I have is that when I look up or down, the body is changing of position and I cant play it very well, if anyone can help me, thank you very much

quiet swallow
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I have never heard a better quote about unreal, "Why don't you download it, it's free so what can you lose...? Apparently your mind"

digital badger
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@modest agate Could you show me your SpringArm settings?

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And Camera settings as well

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Gonna try and help you - until someone who actually knows the issue comes

digital badger
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Can you enable "Use Pawn Control Rotation" on the spring arm?

modest agate
#

yes, I enabled it, but not much has changed

digital badger
#

This issue is so weird, your settings are exactly the same as the TTP template

#

Wdym exactly with the perspective changing?

modest agate
digital badger
#

oh lol

modest agate
#

this is I what I mean, sorry if it wasnt well explained

digital badger
#

Nah it's fine

#

I'm just thinking what it could be lol

modest agate
#

oh okay xD

digital badger
#

I've found your issue ๐Ÿ™‚

#

Go to the class detail panel of your pawn

#

Then search for "UseControllerRotationPitch"

#

And set it to false

modest agate
#

thank you very much

#

it works well now

#

๐Ÿ˜„

digital badger
#

Any more issues on the pawn class or is harry okay now?

modest agate
#

yes, he is okay

#

thank you

digital badger
#

yw ๐Ÿ™‚

night eagle
#

How do guns work in Unreal?

digital badger
#

@night eagle Like in any other game engine, you mainly have two options Raycast and Physical Projectiles.

#

actually I saw this article on 80.lv today hold on

#

While projectile is represented well in the FP content template

night eagle
#

Thank you, I'll read this article and look into it

#

I always wondered in shooting games like COD or something, do they actually spawn bullets moving at fast spped

digital badger
#

Yes. They do this in order to have effects applied on the bullets

#

such as wind velocity

#

Overwatch is really good example of this ( as seen in the article) as it's less realistic and easy to understand. A character with an RPG shoots projectiles ( Pharh) these take time to travel where as the Soldier( 76) shoots hitscan and is instant

#

The RPG is affected by effects, such as a character's ability which pushes objects back( Lucio)

#

Probably a bad example as it's 1am and specific to a title however I hope it helps along with the article.

#

Any more questions just ping me,

night eagle
#

It does help

#

I will if I do , Thank you

digital badger
#

UE-Specific wise some devs implement guns with the #gameplay-ability-system with each gun being a gameplay ability - though I haven't looked into this.

#

While others use a weapon component that is equipable by a character which gets data by a Data Asset

#

The DA would store stuff like, "bIsHitscan" or "RateOfFire" etc which is then used directly in gameplay

#

Data-Driven gameplay is my favourite lol ๐Ÿ™‚

night eagle
#

: )

plush yew
#

Iโ€™m smart

radiant jasper
#

Anyone know what the problem is?

digital badger
#

What have you brought on this cursed land

radiant jasper
#

Iโ€™ve packaged and deployed my game, and itโ€™s doing some weird flickering

restive zinc
#

thats creepy

radiant jasper
#

The flickering is a bug not on purpose lol

digital badger
#

Flickering should come from an hardware/packaging issue

radiant jasper
#

Would it be an issue that my phone is running ios 14

digital badger
#

Maybe export as a DebugGame and go into Unreal Insights?

#

Not sure, Epic seems to support IOS better than android

radiant jasper
#

Itโ€™s a beta

digital badger
#

Oh, apologies I'm not familiar with the apple ecosystem

radiant jasper
#

Would it support betas

digital badger
#

Might be, always better to test on stable

#

Probably not

radiant jasper
#

Ok

#

Oh I found the problem, some things are overlapping

plush yew
alpine laurel
plush yew
#

Ok

alpine laurel
#

my camera is a child to the arms of my character so the arms wont go up and down with the camera. what do i do to fix that

carmine sorrel
#

Checking again - any chance anyone's gotten the Chaos Demo Project to work on 4.25 or 4.24?

digital badger
#

@carmine sorrel Binary or Source?

#

You need to use a source build for it to work

carmine sorrel
#

@digital badger - oh yeah, I'm using the source code version. I can run chaos in my own projects. But I can't seem to open the Chaos Demo projects. The demo project build's without error,but when I launch it in either 4.24 or .25 it doesn't seem to function properly.

digital badger
#

Hmmm perhaps they're just building? I remember getting it to work a while back( year maybe idk what time is)

#

Not building sorry, compiling shaders

#

What does the output log in VS say?

carmine sorrel
#

It won't even open the project at all - like no loading splash or anything. It seems to fire up a background task that seems to keep restarting over and over.

#

I'll have to double check the logs - I'm less familiar with the VS / Build side of things and running from source code, but got it in my own created projects okay. So wasn't sure if I was missing something specific for the Chaos Project that's creating such odd launch behavior.

digital badger
#

Well, next time you launch run it from inside VS

#

The output log should open( since you're technically debugging the application)

#

Allowing you to see what UE4 is doing

carmine sorrel
#

correct, if I recall it just said it was opening a bunch of modules then instantly closing and exiting. I didn't see any clear red flags, but I'll have to check.

digital badger
#

Exiting modules is a red flag, maybe it can't find something and gets stuck in a loop?

carmine sorrel
#

it all happens in a flash, too.

digital badger
#

It's very late here, so I'll be unable to help you. However if you run it and copy the output log to a service like pastebin and DM me I'll be able to help you in the morning

carmine sorrel
#

I know most people have said they can't get it to run - so I'm not sure if there's anybody out in the wild who has gotten it to work on .24 or .25.

#

@digital badger I appreciate it - I'll send a note when I look at it again. Thank you

humble oyster
#

For goodness sakes

#

Yes itโ€™s me yโ€™all

#

Iโ€™m a changed man

#

Itโ€™s been like a months since Iโ€™ve been here and I still have no idea what Iโ€™m doing

digital badger
#

When I get back home tomorrow, and if you're still having issues I'll try to get it to work from my end and tell you the steps for it to run. Worst case I'll just send you my whole environment ๐Ÿ˜‚

humble oyster
#

I will once again ask... if someone will please help me lol๐Ÿฅบ

#

This time I know what Iโ€™m asking

digital badger
#

@humble oyster It's etiquette to post your issue first rather than having someone to ask what the issue is first

carmine sorrel
#

Yeah, I'm just glad I know Chaos itself works on my own projects. But documentation is so limited, I wanted to poke around the projects. I still need to attempt in 4.23 since I think that was the start of that Chaos project.

#

But they have it listed and creatable as a project for 4.23, 24, and 25.

digital badger
#

@carmine sorrel If you're in America I should be home by maybe your noon? Then I can look over your output log and try it on my end, I plan to use chaos myself so this will be a good for me too :)

humble oyster
#

Wait wait wait

#

Your game is called chaos?

digital badger
#

No.

humble oyster
#

Oh

carmine sorrel
#

Chaos is the new Beta destruction / physics engine.

humble oyster
#

Oh I see

digital badger
#

Not beta it's ready for production now for most applications

#

The UE5 stuff is still in alpha but destruction is production as of 4.25.1 I think

carmine sorrel
#

It's still listed in beta. I think it wont be considered production ready until it's merged with the launcher branch of UE4.

digital badger
#

Ah my mistake

carmine sorrel
#

You can find all of the plugins in 4.25.1 and enable them - listed in beta - but the front-end isn't get there to use it.

ornate ice
#

we want infinite triangles!!!

#

give us infinite geometry!!!

digital badger
#

Lol, still going to use LODs personally

carmine sorrel
#

I liked the UE5 talk looking more at the art pipeline. Nanite seems intriguing. But seems like it's only for solid, surfaces.

#

at least right now. And nothing transparent / masked.

digital badger
#

Yes it is. There's a limitations slide floating around somewhere

#

Though as much as I believe in Epic's technology. I worry about File Sizes and tarfetting low/mid spec hardware

#

Since the majority of players don't have an RTX 2080TI ( or will it be the 3090TI by that point?)

#

But I guess we'll see

carmine sorrel
#

Yeah, they'd require a lot of storage on any platform.

digital badger
#

I read an article recently stating that the new gen platforms have storage capacities of 1TB or less

restive zinc
#

guys how do you add a weapon to a third person character

digital badger
#

The new COD game is like nearly 200gb( according to the article, I haven't played the game)

#

@restive zinc As in a mesh of a weapon? Or the actual gameplay

restive zinc
#

um a skeletel mesh that fires a line trace that applies damage

#

or is a static mesh better

#

its a third person game

digital badger
#

Typically you have a SK with the same bones as the player rig, so then you can use the "Set Master Pose Component" node to equip the weapon SK to the player

#

From there you want a socket on your weapon at the muzzle. Then get the location of the muzzle and plug that into your line trace code

#

Then get the actor hit, and use the "Apply Damage" function

restive zinc
#

can i make it an actor to attach it to a bone of my character

digital badger
#

This will call the OnDamageReceived function on the hit actor

#

Definitely, that's just my approach that I listed.

#

That just means you have to play the animations on the actual equipped weapon rather than on the player

#

( my weapons have bones for things like ammo clips, which then is linked to a reload animation which is weapon agonistic, though most weapons have unique animations)

restive zinc
#

i already have all the bones for my gun

#

muzzleflash

#

muzzle

digital badger
#

Ik I'm just bragging

#

Anyway you need a socket/bone for the muzzle

#

So then you have the location to spawn the bullet trace from

#

Then you can use the bullet in damage system on the actor or implement your own function / interface

restive zinc
#

oh how do you attach a child actor to a bone also

digital badger
#

I'm not sure about actors

#

Components can be bound to bones

#

Ah here you go

#

Perfect for your use case

restive zinc
#

thx

digital badger
#

The "in socket name" can be a socket or a bone

#

@restive zinc Though make sure the In Parent Actor is the mesh of your pawn

#

Or else the bone attachment thing won't work

restive zinc
#

@digital badger how do i attach it to the back of the default character can you show me pls

digital badger
#

I would but it's 2:34am and I'm away from my home office. Your best bet would be to make an animation for it, or you can just position it using the transform gizmo and save those coords

#

Then move the component into those coordinates when you need to display the weapon on the characters back

grim ore
#

@restive zinc open up the skeleton and add a socket where you want it. then select that socket in the details panel for the mesh (parent socket) so the mesh will snap to that socket on the characcter. The you can rotate/move it as needed to make it look right.

cold thunder
#

Please @ me. How do I prevent my whole character/camera from rotating on a rotating platform. My game is side scroller based mainly. Thanks in advance.

digital badger
#

Ah that's much a better approach rather than it being hard-coded

#

Plus you can change the socket in a skeleton rather than finding the "CharBackV3" variable

restive zinc
#

why does it freeze when i simualate physics on death anybody know why my ai applies damage and then when my player has no health it ragdolls but it freezes

harsh ether
#

Hi I was thinking about making an ads for rewards app but was wondering about rate limited with the ads. Is there a certain number of ads that can be shown for every person? Or is there a certain amount everyone on the app has?

#

I'm going to use Google admob btw

ebon storm
#

is it possible once that you have extracted a pak file what contains a unreal engine project file and all its plugins and content to load it up if so where do i put these plugins and contents from this file ive extracted

restive zinc
#

@grim ore how do i make ai go to last seen location

open wadi
#

By chance, is there a known phenomenon where videos being played in UE4 don't emit audio (despite confirming the machine itself is emitting audio fine)?

#

I realize that's vague, just wondering if that's a known phenomenon.

open wadi
#

I've got a question. I'm interesting in adding some basic community functionality to my app. I'd like users to create an account, and be able to for example, message each other, and maybe have a basic forum or simplistic Facebook-like functionality. Can someone point me in the right direction for adding such functionality to a UE4 project?

open wadi
#

I've been reading documentation on the UE4 "Identity Interface", but I'd like to have my own user authentication system, basic usernames and passwords, not link them to Facebook, Gmail or anything else. Anyone familiar with tutorials or guides on such matters? Anyone in here done this themselves?

sage shoal
#

I'm trying to 'template-ize' all my buildings (Currently i have to place individual assets to make a house - 4 walls, roof and a floor). Is there a way to make it a single object, but then allow me to delete 1 wall and replace etc (Editable)?? Currently im turning my props into 1 big static mesh, but i can't edit it later...

mighty copper
#

Would anyone happen to know any good tutorials for horse mounting and socket attachment and control like for controlling a Lance in a players hand? (not a gun) or possible point to some good Unreal doc that may highlight on one or both of these? If so please P.M me. so I get the message directly. Thanks

dusky crest
#

anyone have ContentExample project ??
if you have, can you export 3 of those skeletal mesh for me
i need for some test retargeting

#

I don't want download 3GB ContentExample only for model

azure reef
#

Hello guys! It's been a week and I still can't solve this error. I've posted everywhere and nobody know what this is! Can somebody explain to me what this means? My app crashes after the splash screen on a mobile device.

#

Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 in tid 23830 (Thread-4), pid 23751 (MainThread-UE4)

#

Even on a fresh project it's not working if using obb files

celest dew
#

So megascan library is free with Unreal. Is mixer free as well?

dusky crest
#

@celest dew yes, You may use other tools at various stages in your pipeline, as long as the final product is in Unreal Engine.
https://help.quixel.com/hc/en-us/articles/360003457057-I-am-on-the-Unreal-Unlimited-plan-Can-I-use-tools-other-than-UE4-

#

the point is as long as the final product is in Unreal Engine

#

like mixer is free, but the material and 3d model is still importing from megascan

barren kayak
#

Anyone willing to help out a new unreal engine user? Iโ€™m in need of help with modular objects functionality. I canโ€™t figure out how to activate the grid snapping or the shaping of modular objects.

Also whatโ€™s the best way to learn coding .

#

Please dm me all the tips and tricks you can offer . Thanks ๐Ÿ™‚

marble isle
silver crown
#

First off video memory doesn't page

#

Which engine version is that?

#

I've seen several reports of out of video memory on 25

frank oar
#

I have been looking for draw calls to see the count for meshes/materials.

Is that the DrawPrimitive calls ?

crystal glade
#

Hi there, I'm just playing about with the TopDown Example. I'm trying to get my player to move to an exact location when I click it, but he moves next to it instead, any idea what I'm doing wrong? Here's a link to a video showing what happens.

Edit: Also just to note, my controller blueprint is almost identical to the original example one, as in it uses the "Simple Move To Location" function.

https://www.dropbox.com/s/25sch1dmmgijpn9/TopDownTest - Unreal Editor 2020-07-18 11-30-21.mp4?dl=0

Edit2: Found the issue, my characters collision capsule was colliding with the end point of the path, so technically it had reached the end of the path. Setting this to something small allows the character to stand directly on top of the last point, but obviously collision for the character is then borked. Going to need to find a better way...

restive yarrow
#

Yo guys emergency alert here, what is this message? why does it say this? on UE 4.22 I load my level it takes around 15 mins to load and opens, but i converted this project to 4.25 and the level load goes upto 20 mins or something and ends up crashing

#

what is this ^ ?

frank oar
#

Hey,
After messing around for a while I believe that my widgets are tanking my performance, specifically these two stats...

#

Does anyone know how I might reduce /improve them ?

#

HitTestGrid AddWidget and
Tick Widgets

wet laurel
#

i cant find the Procedural Foliage Tool. ๐Ÿ˜ฆ

plush yew
#

There is an arrow on the side of the modes tab @wet laurel

wet laurel
#

Your version is not the 4.25 or?

plush yew
#

4.24

#

Haven't updated yet

wet laurel
#

i have the 4.25 and i cant find ๐Ÿ˜ฆ mimi

restive yarrow
plush yew
#

i have the 4.25 and i cant find ๐Ÿ˜ฆ mimi
I will have to check whenever I update ๐Ÿ˜ƒ

#

@everyone what is this?
@restive yarrow Please do not use everyone pings, even though I think they would be closed here

#

Is it possible to have a movable object invisible but the shadows remain visible in-game?

#

Also the engine is telling you that you are calling a pure virtual function

#

I want to make an "invisible" enemy and have its shadows still visible

tender pecan
#

@wet laurel is it not still under "Experimental Settings" that must first be ticked in the editor?

plush yew
#

Set visibility off @plush yew maybe would that also remove shadows?

wet laurel
#

lol i dont have experimental settings.

plush yew
#

Yeah the shadows disappear

tender pecan
#

@wet laurel From the Main Toolbar click on the Edit option then click on Editor Preferences, no main toolbar either?

wet laurel
#

I think they have integrated that now but I have no idea how I can get there.

plush yew
#

In Unity there's an option to set an object to "shadow only". I just wanna know if that's something I can do in Unreal 4.

#

Maybe add another component to the enemies Closet?

#

Well that I would have to check

#

hmmmm

#

Found it

tender pecan
#

@wet laurel the documentation needs to be updated then. ๐Ÿ™‚

plush yew
#

select the object

go to it's details panel

go to the rendering section

set the Actor Hidden In Game flag to true

go to the Lighting section

set the Cast Hidden Shadow flag to true

wet laurel
#

oh yes.

plush yew
#

Ooo

#

@plush yew Thank you so much!

#

This is gonna be terrifying ๐Ÿ˜‚

#

He he he

#

I have the power

#

Now let me go learn how animation is supposed to work

#

My idea was to have a literal shadow monster that you only see on the walls

#

So glad I can make that happen

#

Glad I could help somewhat

#

Yes, thank you!

#

And as a bonus I can still see the object in the viewport to edit XD

frank oar
#

is it possible to reduce widget tick like this ?

plush yew
#

The way you wired that hurt me XD

#

It arguably should Nut

restive yarrow
#

yeah the ocd kicking in

#

same here

frank oar
#

haha Its just how it spanwed, im deleting it because I cant see any improvement when I use 'stat slate'
and implement this bp.

tender pecan
#

ouch

frank oar
#

How can I record the last open page of a menu (element in a widget switcher)
so that when the menu is re-opened it returns to that last page ?

#

I cant find anything like 'get current widget' ect...

plush yew
#

hello guys,

can you separate a static mesh you imported into Unreal?

I combined a 4 walls and I was wondering if you can separate them in Unreal.

If that is not possible, its alright :D

#

nvm found out that you can uncheck combine meshes

tired lynx
#

hello! how do i go about resetting my editor settings in unreal engine? i'm experiencing a nasty crash that i need to troubleshoot

#

hello guys,

can you separate a static mesh you imported into Unreal?

I combined a 4 walls and I was wondering if you can separate them in Unreal.

If that is not possible, its alright :D
@plush yew you need to import meshes into actor instances

#

then you can have separate control over those objects within the actor editor, yet have those objects be treated as one within the main editor

#

oh just noticed you'd already fixed it!

#

guess that's another way of doing it haha

solemn siren
#

This query is not directly related to unreal engine but I didn't know where else to ask so here it goes:
Can I download a free fbx file from turbosquid or other sources in the internet using python script?

Any pointers are appreciated
Thanks!

tired lynx
#

any answers for my Q about resetting unreal engine back to defaults? really need to get back up and running

tight prawn
#

how to copy an asset thumbnail (to be used outside of unreal

coral shoal
#

I can get a physmat return from a trace, is there a way to get a physmat return from a sweep hit?

#

Like a projectile sweeping into another mesh

#

the hit returns are just all blank for physmat when i sweep

#

got it, "return material on move" in the collider

empty mason
#

Hey i gave downloaded unreal engine rn and joined because if i well have questions i can ask here

plush yew
#

Guys who can help with Automaterial landscape

frank oar
#

Sorry for the noob question, I knew how to do this but it is totally escaping me...
what do I connect into these object pins to resolve the errors ?

oak sequoia
#

Does anyone know why my particle effects dont show in anim notify?

#

hm seems some show up actually but not all :/

frank oar
#

you able to play test it in the editor @oak sequoia
I have several things happening in on anim notifies but In my case they only happen when the game is running..

oak sequoia
#

Ahh okay thank you!

frank oar
#

did you have any luck with it ?

oak sequoia
#

Hm its being wqeird, some particle effects work fine but others dont

#

weird*

wraith wyvern
#

hi guys i have looked it up but i dont think ik how to use the right words but how do i make it so when i interact with something it plays music but when i interact with it again it stops?

frank oar
#

@wraith wyvern what kind of interaction do you want ?

wraith wyvern
#

as in?

#

okay

frank oar
#

Do you want music to play when your player walks into an area ?

#

or when it presses a button ?

wraith wyvern
#

so i have a thing where i press and hold E on a object i can pick it up right ( like in half life or gmod )

#

i want it so when i press E on it

#

it plays the music

#

( i wont enable physics so it wont be able to move)

frank oar
#

in your bp you can do the pretty easily I think

wraith wyvern
#

so is it just blueprint then pawn?

frank oar
#

could you take a SS of the bp you are using to pick up ?

wraith wyvern
#

okay

#

ill do that hold on gimme a sec

#

there are a few

#

( i used a tutorial to do it)

frank oar
#

I think youll have a good idea once you have shown me one I might be able to help

wraith wyvern
#

welp gimme a sec

#

its rn fucking my pc with a 21 inch strap on

#

i made it force delete some shit

frank oar
#

np, no rush

forest compass
#

Hello, I am beginner and I'm trying to follow a tutorial, but there is one menu that is missing from my Unreal Engine 4 editor. How can I enable it? Basically I want to use the Extrude option which is currently missing?

frank oar
#

sorry I thought you didnt have that at all

wraith wyvern
#

god my pc doesnt like this

frank oar
#

actually it might be

wraith wyvern
#

its frozen lol

forest compass
#

Its just the edit, extrude options are missing

frank oar
#

mine looks like this

forest compass
#

Strange ๐Ÿ˜ฆ mine are totally missing

frank oar
#

think its the geometry editing tools, was a long time ago when I was creating all my meshes in unreal instead of blender

wraith wyvern
#

bug?

forest compass
#

If I disable legacy editor mode I cant find the geometry items like cubes etc

wraith wyvern
#

thats the picking up thing

frank oar
#

ok do you have the sound clip ready to use ?

#

@wraith wyvern

wraith wyvern
#

uhhhh

#

nope but ill get a test one

#

brb

frank oar
#

it sdhould me a.... one sec

wraith wyvern
#

?

frank oar
#

sound cue @wraith wyvern

wraith wyvern
#

what sound type does it have to e

forest compass
#

@forest compass they're there:
@plush yew I had to enable them from "window", thanks a lot!

#

you guys saved my day! ๐Ÿ™‚

frank escarp
#

]

wraith wyvern
#

what sound type does it have to be

frank oar
#

can you drag a sound file into the content browser then right click on it and select create sound cue ?

wraith wyvern
#

does it need to be WAV ?

#

but it sholud look like a sound file

#

that doesn

#

t

frank oar
#

yeah wav

#

then you should be able to right click the wav and create sound cue

wraith wyvern
#

gimme a sec

frank oar
#

@wraith wyvern

wraith wyvern
#

im using a sketchy website

#

to change it to wab

#

wav

plush yew
#

Guys, how can i get overlapped static mesh actor with Trigger box?

frank oar
#

I do all the time XD

plush yew
#

This doesn't seems to grab static mesh actor i Placed on the editor

wraith wyvern
#

@frank oar it says " create cue" is that right?

frank oar
#

yes

#

do that ๐Ÿ˜„

wraith wyvern
plush yew
#

You can use audacity to convert to wav @wraith wyvern

#

wat are u trying to do?

wraith wyvern
#

You can use audacity to convert to wav @wraith wyvern
@plush yew haha N o p e i used a website

frank oar
#

Then drag from the white exectuion pin of the grab component at location (the first SS you put up)

plush yew
#

well what ever work

frank oar
#

from there @wraith wyvern make a 'Play sound at location' node

#

if you don't set a location it will just come out generically (that is how I play all of my sounds).

wraith wyvern
#

my cue isnt there

#

just the WAV file

frank oar
#

have you saved the cue ?

wraith wyvern
#

yea

plush yew
#

file save all?

#

it should list every single audio existed in the project

wraith wyvern
#

found it nvm

#

now what do i do

#

and im guessing when ever i press and hold E it will make this noise

frank oar
#

if you attached that node, when you pickup it should play now

#

so go into the editor and test it if you can

wraith wyvern
frank oar
#

oh yeah it might, that should be easily fixed if that is the case!

wraith wyvern
#

so go into the editor and test it if you can
@frank oar H U H so every time i press E it starts the song

#

thats not what i wanteeed

frank oar
#

LOL its easy to fix

wraith wyvern
#

i wanted when i pressed E on a specific object

#

it wolud start music

#

from that object

#

like a radio

frank oar
#

is it actually a radio, do you want it to fade if the player runs from it ?

wraith wyvern
#

yes

#

like.. okay so

#

you walk up to this object

#

and you interact with it

#

by pressing E

#

it then plays music

#

FROM THAT OBJECT

open wadi
#

Good morning, team! I've got a question. I'm interested in adding some basic community functionality to my app. I'd like users to create an account, and be able to for example, message each other.

First things first, I'd like an authentication system and don't want user logons linked to an external account from Facebook, Google or anywhere else. I've found the unreal documentation on "Identity Management", but that seems to be used for leveraging 3rd party providers.

Does anyone have an example or tutorial, or general advice, for building such an authentication system?

grim ore
#

@wraith wyvern look online for object interaction. The quick and dirty way is to make a blueprint interface that you can put on object you want to interact with that has an interact event. Your radio is a blueprint with this interface that knows what should happen when you interact with it (play music in this case). Your player when you press E does the line trace, checks to see if what it his has that interface on it (can be interfacted with basically) then tells that item to do its "interact" event which plays the music.

frank oar
#

particularly the bir sounds he makes fade in and out

grim ore
#

@open wadi a user system like that, if you plan on it not leveraging a 3rd party, is mainly not UE4 related. Look up any normal user authentication system created in asp or node and such and you would use that with something like a rest.api on the UE4 side to send the data back and forth

open wadi
#

@grim ore Will do, much appreciated.

frank oar
grim ore
#

you should be plugging in the items you want to talk to... thats how it works

#

in #1 you are trying to talk to a motion controller pawn blueprint, where is that at? talk to that item and get it and done

#

you want your controllers to talk to the user interface. Something created the user interface. that something should keep a reference to it so you can talk to it later. That something should be something that is easy to get to (player controller, character, game mode, HUD, etc) so you can easily get it when needed

frank oar
#

when I 'get' motion controller pawn and plug it in I get the blue note saying it is refrencing itself :/

grim ore
frank oar
#

thank you, I have looked into and learned communication a couple of times but when ever I move onto learn another aspect I spend so much time doing that I forget the communication info
I have a bloody siv for a brain

#

I already have used casts a bunch of times in my project and they all work, but I am having a totaly brain malfunction

wraith wyvern
frank oar
glass rapids
#

Hi, I'm trying to make an ability system like Overwatch but I would rather not use GameplayAbilitySystem. I need to be able to replicate it.

plush yew
#

@open wadi you need data base

#

and have ways to access it

open wadi
#

Disregard, I'm watching various tutorials.

plush yew
#

I use firebase for my game

inner cloak
#

Any of you know of a reason that would prevent Print String to display in viewport ?

open wadi
#

Oh, interesting, thank you @plush yew.

plush yew
#

I just do an http request to my end point

#

there are some tutorial out there with Php

glass rapids
plush yew
#

but that requires u to have server i think

glass rapids
#

@inner cloak

#

Print to screen?

inner cloak
#

yes, as a debugging tool

glass rapids
#

what are you trying to put into the string?

inner cloak
#

Could it be because its a Construction Script?

glass rapids
#

Im gonna remake it @inner cloak to see if it works for me

#

@inner cloak What are you trying to do? I don't completely understand

inner cloak
#

i'm trying to make a grid of some sort .. really just trying to learn stuff

#

like that could be used for terrain

glass rapids
#

how are you setting the height? do you want it to print before you play?

inner cloak
#

i have not started on the height yet, just trying to make some grid

wraith wyvern
glass rapids
#

@inner cloak Are you setting the variables in the viewport before clicking on play? If you want to use these checkboxes on each variable

inner cloak
#

never mind, i'm dumb, that will only output if i add the component to the project

glass rapids
#

yep

#

its fine

#

good job and good luck

frank oar
#

@wraith wyvern I am only learning myself still but I can tell you theres only a couple of steps between what he did with the bird sounds and you setting it onto that radio you talked about so that you can walk away from it and have it fade out...

inner cloak
#

thanks

frank oar
#

most of the time you are in unreal you will have to adapt concepts to get your own desired outcome.

gusty stirrup
#

edit: Qn removed. Realised i should be asking my qn in blueprints instead.

tribal citrus
#

hey guys, is there any way to link a light's intensity to the intensity of an emissive material...
i'm completely new to unreal idk whether it's possible or not...

grim ore
#

@tribal citrus not directly but there is nothing stopping you from setting it automatically or whenever one changes you can set the other

gusty stirrup
#

wait

#

mathew wadstein?

#

i just watched a vid of yours on youtube lol

grim ore
#

That's what my profile says!

gusty stirrup
#

Your WTF and HTW do i helped me out a bunch

grim ore
#

Thats why I did them ๐Ÿ™‚

mint raptor
#

Guys I'm super confused, can't find any real answer to this but how do you convert Scene Depth value to Unreal Units?

wraith wyvern
#

@wraith wyvern look online for object interaction. The quick and dirty way is to make a blueprint interface that you can put on object you want to interact with that has an interact event. Your radio is a blueprint with this interface that knows what should happen when you interact with it (play music in this case). Your player when you press E does the line trace, checks to see if what it his has that interface on it (can be interfacted with basically) then tells that item to do its "interact" event which plays the music.
@grim ore i did a tutorial but im un sure on how to make it play music in the location of the radio and for it to stop playing when i press E on it again

grim ore
#

@wraith wyvern the play sound at location node would let you play it at the location of the radio. The interface would let you talk to the radio and turn it on and off as needed.

#

if you can talk to the radio, you can tell it to play or stop. have you got that part working yet?

wraith wyvern
#

all i got it to do

#

was when i pressed E on it

#

it wolud say "succsessfull"

grim ore
#

well what is printing successfull? nothing I see there

wraith wyvern
#

well i deleted it

#

it worked

grim ore
#

and to make it play from that location you would put in the Actor Location into the location

#

so Get Actor Location (which if this is inside the radio blueprint would be the location of the radio) and plug that into the Location for the Play Sound at Location

#

in order to turn it off you can either set a boolean for like "IsPlaying" and turn that on when you start playing. Then right after the event interaction you would check to see if the boolean is true or fale and either play or stop the sound.

wraith wyvern
#

this was the closest thing

#

i colud find

grim ore
#

welp I can find it in mine, GetActorLocation

#

this is assuming you are inside of your radio blueprint and it's an Actor (which it should be if it's inside the world)

wraith wyvern
#

im missin

#

the thing

#

something needs to go there

grim ore
#

well you unhooked the wire

wraith wyvern
#

me dumb

grim ore
#

you will still end up running into the issue soon where you wont be able to stop it, since you have no actual sound to stop

wraith wyvern
#

yup

#

every time i press E on it

#

it plays the song

#

over the last time

grim ore
#

yep, if you read the tooltip it tells you that

#

"fire and forget", it's intended for one off stuff

#

the node you actually want, if you are doing it this way, is the Spawn Sound at Location node (and this assume you are not moving the radio at all?)

#

the difference is the spawn sound has a Return Value on the right which is the sound that is playing

wraith wyvern
#

wait so sorry what do i do now

grim ore
wraith wyvern
#

like how do i make it so when i press E on it again it stops?

#

whats that SET blueprint called?

grim ore
#

its a variable I created

#

the node is a Setter, it sets a variable. The variable is named Sound That Is Playing

#

You can drag off the Return Value and Promote to Variable to create it, or just create one in your My Blueprint panel and use that

#

This is approximately what you want to end up with, not the "best" but it should work. Better would be for the radio blueprint to have it's own actual audio component (so you dont spawn in a new one as needed) and use that. Doing it this way above you will keep spawning in new components

wraith wyvern
#

how do i open a varable?

#

i have done it before

#

im just tired

#

sorry

#

im a idot

#

wait

#

is that a boolien?

#

i cant spell but you get what i mean

grim ore
#

the red one is a boolean, the blue one is an audio component

#

but the blue one you can create automatically by dragging off the return value and promote to variable

#

this is the better way. The radio blueprint has an audio component sitting on it that has your sound you want to play. All you do is toggle between playing and stopping the component

#

no spawning, no destroying, nothing heavy just play and stop

#

and you can ignore the red IsPlaying on the left, its not used I forgot to delete it (we are asking the audio if its actually playing, its more efficient)

wraith wyvern
grim ore
#

assuming Audio is an Audio Component on the blueprint and you have it set up to play your sound, that seems right. You can even adjust it at some point so it "pauses" the music and when you play it resumes where you left it if you wanted

wraith wyvern
#

that sounds complicatec

#

to have a stop and a pause button

grim ore
#

the nice thing is if you can put 10 or 20 of these in the world and just change the sound on them in the world and they will all work uniquely

wraith wyvern
#

yeah

#

well the thing is

#

im making a sanbox type game

#

and you can spawn in objects

#

(like garrys mod if you will)

#

and this will be one of those thign

#

the nice thing is if you can put 10 or 20 of these in the world and just change the sound on them in the world and they will all work uniquely
@grim ore wait how do i make it so the music gets more quiet the ferther i walk way

grim ore
#

its already set to do that, your audio radius is probably just real high

wraith wyvern
#

oh okay

grim ore
#

its part of the sound effect itself but the easiest way to do it for this item is find the Override Attenuation checkbox on the Audio Component

#

then you should see 2 spheres in the viewport around the audio, scroll down to Attenuation Distance and check Enable Volukme Attenuation and then you can adjust the distance (the spheres you see)

#

the default one is 3600 for the outside which is pretty big

wraith wyvern
grim ore
#

pretty much yes, if you dont search you can find the entire section which has more options like the inner radius

#

and in the viewport if you click the Audio Component you can see the radius with 2 orange spheres

wraith wyvern
#

uhh can i make it so

#

when i walk away

#

it still plays

#

but i cant hear it

grim ore
#

you can change it to play when silent and it "should" keep playing when out of range

wraith wyvern
#

thanks

#

ill do that niw

#

wait

#

why did you put sholud

#

doesnt it always work?

grim ore
#

mouse over the Play when Silent and read what it says

#

you can only have so many sounds at once, if it has to force stop this one due to other sounds then it would restart

hallow heron
#

Hi everyone. I'm having problems with the Epic Games Launcher. Every time that I want to execute the launcher, I got this message. The weird thing is that this happens when I put my PC in Standby mode and after installing Quixel Bridge Plugin. I reinstall the launcher twice but, I still got it. Do you know what it could be? ๐Ÿค”

kindred viper
#

Would anyone happen to know anything about the Send to Unreal plugin for Blender requiring remote execution? Because I guess I need a local IP in there or something right?

wraith wyvern
#

sweet thanks @grim ore

kindred viper
#

@hallow heron could be a number of things. You would need to check the logs in Saved/Logs and read the stack before it crashed

hollow yarrow
#

Hi, does anyone know how to loop part of an animation in a anim montage? This is for a jump animation

grim ore
#

@hollow yarrow you would set that part twice basically in the montage and that sets it to loop? is this using the new .25 stuff or older?

hollow yarrow
#

the .25

grim ore
#

so here I have my montage with my 3 sections set up, on the right I have my montage sections

hollow yarrow
#

thats exactly what i want to do

grim ore
hollow yarrow
#

how do i split the montage into the the 3 sections?

grim ore
#

you need to define groups, right click on the top track and create the montage section

#

so you can see I have one section for each animation on mine and that lets me set up the timing and flow

hollow yarrow
#

i created the sections but im unable to move them

grim ore
#

you drag and drop the animations in to the slot/group you want it in on the timeline

hollow yarrow
#

only been using unreal for a few days and still learning lol

grim ore
#

sec

hollow yarrow
grim ore
#

the question is does discord process mkv as inline video lol

#

it does not, durn lol. sec

hollow yarrow
#

i downloaded it dw

wraith wyvern
#

does any one know how to made it so if you press a button on your key bored a interface shows up and if you press it again you guessed it it goes away

dire sentinel
hollow yarrow
#

my animation is one, not split into parts so i cant do it that way lmao

#

im a noob

dire sentinel
#

why does my spline not texture my landscape? if i enter the name here, no matter what layerr i use it doesnt work

grim ore
#

ive actually never tried it on one animation

hollow yarrow
#

ive seen a few tutorials on it using one animation but its from older versions

grim ore
#

nah it works

#

looks like it works the same way

dire sentinel
#

anyone?

hollow yarrow
#

so the way ive done it is correct?

grim ore
#

you dont have your loop set to loop is why

wraith wyvern
#

does any one know how to made it so if you press a button on your key bored a interface shows up and if you press it again it goes away?

grim ore
#

you have it set to jump start -> jump loop -> jump end -> jump start. Try jump start -> jump loop -> jump loop

#

tell it to go to itself is what sets up the loop

hollow yarrow
grim ore
#

and I never tried doing sections inside one animation so that is neato that it works

#

yep that looks right

hollow yarrow
#

awesome, thanks for the help man

grim ore
#

@wraith wyvern its just simple UI, check out the your first hour with UMG course on the unreal online learning it has something like that to show a menu

hollow yarrow
#

just so you know, you click the arrow to the right of loop and choose that section

spice cliff
#

hey how can i cast to my level blueprint, im trying to use a custom event but i dont know how/if theres a way, please help thanks

grim ore
#

you generally cannot. The level blueprint is a bad place to put stuff due to that issue

hallow heron
#

@kindred viper Thanks for your help. I'm going to send this as a report to UE support

#

Can I send via Bug submission form, right?

spice cliff
#

@grim ore thanks but is there another way?

wraith wyvern
#

i need help

dire sentinel
wraith wyvern
#

how do i get my details panel back?

#

like its not attached onto my screen

grim ore
#

@spice cliff you would need your CPC blueprint to make the error go away

silk sleet
#

is there a way to zoom in further when using "front" or "left" etc. instead of perspective

grim ore
#

@wraith wyvern if you go to window, load layout, default layout it will reset. Otherwise drag that to the right and it will try and dock it to the right

#

@silk sleet just the normal mouse wheel to zoom in and out, but I dont think it can go any closer than 1 grid = 10cm

wraith wyvern
#

those dident work

spice cliff
#

@grim ore what do you mean by that

grim ore
#

@spice cliff I mean it's asking for your CPC blueprint in the object in, you need to give it a reference to it. I have no idea where that item is or if it even exists in the world.

silk sleet
#

I mean like, I need to place sockets on the iron sights of a gun, and I can't zoom in far enough to do it accurately, unless im in perspective, then it's hard to line up because of the perspective

grim ore
#

have you watched the basic introduction to communication in blueprints videos or courses that epic provides? they are pretty much required @spice cliff

#

@silk sleet about all you could do is adjust it manually in the details pane, it only zooms in so far with the mouse wheel

#

so no , there is no overdrive setting to zoom in "further" than the default scroll in and out

silk sleet
#

ah darn, thanks!

spice cliff
#

@grim ore nope

#

but i just want to know how i can use 'event destroyed to and cast' thats it

#

if keep asking me for a object but no luck

grim ore
#

same way you would communicate with anything else, you need to point it to the item you want to talk to

spice cliff
#

mean i cant use it

grim ore
#

it has no idea what you are doing

#

you could have 10 copies of this item in the world and want to talk to a specific one, how would the game know which one you want?

spice cliff
#

yh that makes sence

grim ore
#

if you only have one, it's fine you can use something like get actor of class and find the one that is in the world at that moment. otherwise you need to find a way for this thing to know about that thing

frank oar
spice cliff
#

right ok

#

thanks

mortal cedar
#

is there a feature in unreal engine to put licence ifo into assets and generate licence list of them afterwards?

for example, I want to use third party sounds with cc-by licence, which requires attribution โ€” you must give appropriate credit, provide a link to the license, and indicate if changes were made.

imagine the pain if you have more than dozen of such assets, it is impossible to track all of these.

so I imagine a feature, which:

  1. allows to put a licence metainformation into asset, e.g. a piece of text;
  2. parse all assets and compose all licence notes into one complete list.

is there something like that in the engine, or available plugins for it?

digital badger
#

@carmine sorrel I've sent you a DM :)

#

@mortal cedar No feature like this exists. It's recommended to keep a license folder during development and put all license files in there as you develop your project rather than at the end. Also metadata on assets isn't the correct attribution method, you should include attributions in the credits

mortal cedar
#

metadata on assets isn't the correct attribution method
that's why I was asking about
parse all assets and compose all licence notes into one complete list.

#

hm

#

how hard it should be to write such plugin

#

it might be useful

crystal ruin
#

hello everyone !! .. please help me in the * morphs not being imported * ... i tried checking advanced setting * import morphs targets * in unreal importer ... nothings happens ... someone tell me the trick !! PLEASE !!

coral shoal
#

So, in BP you can call an RPC to server from a client but only if you are the actor's owner. Is there a way to make an actor that accepts RPCs from every client, not just the owner? Can pass signals through the playercontroller for each client instead but that's a bit clunky

plush yew
#

Hello everybody!

#

I started playing around with UE4 and I ran into an issue

#

my view port has changed dimensions

#

and the window at the bottom is gone

#

how do I reverse those?

grim ore
#

go to window, load layout, reset layout to default

#

and what has closed is the Content Browser

#

well and the world outliner in the top right it looks like as well

plush yew
#

thank you

#

currently UE4 froze for me lmao

#

I pressed "Launch"

#

ok I fixed the layout

#

Could you please tell me how to build my "game"?

#

I want to be able to access it from an .exe file

plush yew
#

alright

dry moon
#

What's better performance wise. SetActorHiddenIngame or set visbility

silk sleet
#

okay when you right click the camera speed controls / snap scaling / etc bar in the top right of the mesh editor how do you get that back

plush yew
#

@grim ore do I really need Microsoft Visual Studio 2019 in order to compile my "game"?

grim ore
#

@dry moon the code for that is the same, setactorhiddeningame is just a node that toggles the hidden property

#

@plush yew you need it depending on your project, if your project is just blueprints then no. If it needs C++ then yes

plush yew
#

mine is just blueprints

#

but still

grim ore
#

it's the raw input plugin that is causing it

plush yew
#

so?

grim ore
#

so that plugin is requiring a compile, if you use that plugin then yes

plush yew
#

from where can I get this plugin?

grim ore
#

@plush yew the plugin is part of the engine, you had to have turned it on or you are using something that is using it

plush yew
#

well I guess it is not turned on

grim ore
#

it looks like its turned on by default on the template you used. you can go into plugins and disable it then try packaging again

plush yew
#

noted

#

what's the name of the plugin?

grim ore
#

RawInput. It's in the middle of the error message

plush yew
#

ah yes

#

and where is the plugin menu located?

grim ore
#

Edit menu, and I tested and it worked fine with it disabled

plush yew
#

thank you!

grim ore
#

ah this is why "Example (Vehicle Templates)
As an example, the Vehicle templates that ship with the Unreal Engine have been configured to work with the Logitech G920, a driving-game controller with a steering wheel and gas/brake pedals."

#

I don't think they realized it needed C++ installed to compile

plush yew
#

oh

#

btw

#

I cant find that "Raw Input" plugin on that plugins list

grim ore
#

did you type raw in the search bar

plush yew
#

nope

#

found it

#

thank you once again

grim ore
#

ah yeah it's called windows raw input would be why

#

I sent in a bug report on this, it's not the only one that has this issue lol. I think devs forget not everyone has C++ installed

plush yew
#

probably

#

hope they fix the issue

neon grove
#

i tend to avoid plugins they just cause so many problems

plush yew
#

Guys

#

Do you think it would be possible to make an AR game where you scan the room like the quest does

#

And make like an army game

#

i dont know how to create a character and i dont know how to make animations and stuff, please help

restive zinc
#

@plush yew microsoft visual studio 2019 is not a big download its only a gb

plush yew
#

thats not my issue

#

I just hate Microsoft and their accounts

restive zinc
#

oh

plush yew
#

sooow

#

no one who can animate?

cosmic veldt
#

hey anyone knows anything about chaos vehicles? just find out it's coming with 4.26

heady quartz
#

I just realized that HUD stands for Heads-up display

digital badger
#

@cosmic veldt This was a short and sweet GDC talk - quite old but covers the basics of easy animation for indie developers

#

If I recall correctly, the developer created only a couple of frames per animation and used math functions to make the transition between them look correct

#

Compared to a frame-by-frame approach more commonly seen

#

Of course like any skill you'll need a good couple of weeks to practice before getting anything usable.

#

And even then it won't be perfect.

#

If you're open to using third-party assets a lot of indie devs use Mixamo when first starting out available here - https://www.mixamo.com/

#

Mixamo is a library of animations with an automatic rigging system

#

I think it's free for commercial without attribution but check this yourself