#ue4-general
1 messages Ā· Page 798 of 1
can some one help me here? im following this tutorial from youtube but it doesnt work
can some one help me here? im following this tutorial from youtube but it doesnt work
@wraith wyvern what tutorial?
oh hi daniell
lemme link it
you can do it ig
then if it works for you its me
Thank you for watching my tutorials, hit the like button and subscribe to stay notified with more tutorials.
Unreal Engine 4 version: 4.18
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Music:
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what about it doesnt work in the first place?
everything
be more specific
did you select a widget to create?
yup
and inside that widget did you put anything?
first of all, when you're trying to show the widget do you keep c pressed or are you just pressing it once and releasing it?
well what i tried to do
was when hold C
you colud selct a bunch of stuff
like items to spawn
then when released
it wolud go away
ok so its not showing the widget for you right?
whats inside your spawn menu widget?
oops
also when you release C you're not hiding the spawn menu widget at all
Noob question. If I load an architectural preset - The option to bake lighting is gone.
If I work in a standard game preset - I can bake my lights and get the GI look I want.
Is there something I'm overlooking?
Danielll is right, when you release C, you want to get a reference to the spawn menu and get a node called "Removed from Parent"
well it doesnt even work
Would you kindly add a print statement to your On Pressed C function?
the spawnthing thing
Just to check that it's firing
now it works
with that removed
well
not really
it doesnt work
but it shows up
what doesnt work now
so its not showing up?
You're really not letting us help you easily.
Please be more specific in a single message
i cant see my mouse cursor
@wraith wyvern you didnt connect that node
from your screenshot
see?
hold on can i add you two to a group call ill be muted and you can see?
i cant move
@wraith wyvern you need to use 'set input mode ui AND GAME only'
by using 'set input mode UI only' its not going to allow any keyboard input
I'm unavailable currently. I hope Danielll will be able to assist you further
i'd rather not join a call
okay
but did you do what i said in my messages?
connect it to what
after 'set input mode Game and UI'
okay
so
when i press C
it stays on my screen
plus
still doesnt place anything
it stays on my screen
@wraith wyvern you mean it doesnt remove it when you release it?
you should use 'remove from parent' for that widget
so it gets out of your screen when you release C
whats the variable?
@rocky radish i have to go brb also when i press spawn on the object thing my actor number goes up
Is there any way I can isolate the blacks in this material, making blacks -> white and the blues -> black?
whats the variable?
@wraith wyvern the reference to the widget
Is there any special tutorial for ue4 that is like the "best" one, a good example is the Blender Guru series for Blender.
@wraith wyvern the reference to the widget
@rocky radish idk why but i cant get a refence
https://cdn.discordapp.com/attachments/225448446956404738/734163772255502406/Desktop_Screenshot_2020.07.18_-_18.44.23.89.png just promote it to a variable like in this screenshot
Right click the return value on the create widget node and promote to variable
i got it
thanks any way fox
i got it just before you sent it š
doesnt work @rocky radish
as in
it doesnt disapear
you're not setting that variable though
after the 'create widget'
now try it
you need to set the target to the player controller
Hey people I wanted to ask, how relevant is the Animation playlist from Unreal 4.8 that is on youtube to learn about UE4 animation system?
ok try it now
yup
god damn it
okay
one problem
when i press a button
( so a object to spawn)
it closes the menu
fucks sake
another problem
when i press C
when i relese it
it removed my mouse cursor
but
it doesnt
as in it just looks like its gone
it doesnt act like it
please just send one message instead of a lot of messages
as in it just looks like its gone
@wraith wyvern you also need a 'set input mode game only'
@rocky radish how do you move an character away if they overlap with another character
@wraith wyvern set the target
@rocky radish how do you move an character away if they overlap with another character
@restive zinc launch character? add movement input? really depends on how you want to do it
yup okay that bit works
@rocky radish push the character cms away
from the other character
i guess launch
you could use launch character for that
okay im going to list all my problems
- doesnt spawn in the actor
- when press one button to spawn in a actor the whole menu closes
can you show me
@restive zinc show what exactly?
@rocky radish show me in blueprint when they overlap launch character
- doesnt spawn in the actor
@wraith wyvern what did you set the transform (of the spawn actor node) to?
nothing
you need to set that transform variable to something, otherwise its going to spawn at 0, 0, 0
sorry can you do a example?
in the tutorial you followed there's a part that it shows that the variable is being set
@rocky radish like this?
@rocky radish like this?
@restive zinc yes, but you need something for the launch velocity
@rocky radish do i also put something for other actor
hmm... actually the launch character is probably going to launch the touched character instead of the one that touched it
š¤¦āāļø
dumb me
@rocky radish like I want them to push apart if they overlap
uhhh daniell i dont see anything where he adds to the actors
@wraith wyvern i meant what he/she did in 4:40 in the tutorial
you're not setting the transform to anything though
look in the tutorial, he/she sets it to a scene component transform
@wraith wyvern
you mean this
@rocky radish what does rvo avoidance weight do
@rocky radish what does rvo avoidance weight do
@restive zinc what are you trying to do with it?
danielll it still doesnt work
danielll it still doesnt work
@wraith wyvern show your bp
how do i check if two of the same ai are overlapping @rocky radish and if they are set avoidance to on
how do i check if two of the same ai are overlapping @rocky radish and if they are set avoidance to on
@restive zinc you need to add a collision component (Capsule Collision for example) and see if its overlapping with another player
@wraith wyvern whats inside the blueprint you're trying to spawn
@rocky radish i already have a capsule sollision
@restive zinc if its the default one it doesnt generate overlap events with other characters
so do i check that then
he does add meshes @wraith wyvern
if you dont add any meshes it wont have anything to show
@rocky radish i already check it now what?
@rocky radish i already check it now what?
@restive zinc use event ActorBeginOverlap then
and it will fire that event whenever something overlaps with it
@rocky radish its not working
i have had all this time this was like one of the first things i did
because as i said, the DEFAULT capsule component does NOT generate overlap events and has collision mode for pawns set to BLOCK instead of OVERLAP @restive zinc
so its never firing that event with other pawns
@rocky radish I HAVE SET THAT TO OVERLAP INSTEAD OF BLOCKING
no need for caps im trying to help 2 people here
@rocky radish k
@rocky radish simulae overlap are both checked on the mesh and capsule component
and overlap settings are on
add a print string to check if the event is firing Moldy
ok
thanks for helpin btw danielll if i get pissed im not at you its just unreal is a bitch some time
np
@rocky radish idk why its not working
hmm..... i still need to figure out why isnt the Frog bp spawning
yeah it isnt even SPAWNing this time
as
in
it use to build up spawned actors but now it litrally does nothing
this use to go up
@rocky radish Youre not putting the code in constuction script, right ?
@rocky radish Youre not putting the code in constuction script, right ?
@inner cloak ?
did you mean to @ Frog?
oh .. sorry, yes i misread .. @wraith wyvern did you put code in construction script?
its in event graph
What are u trying to make
a frog spawn
as in
god damn why cant i just
hold on
i got a idea
imma stream
to my thing
you guys watching?
the fuck
@rocky radish you watching?
I did watch but having streams of stream of stream is hard to follow
yeah it will catch up
what the hell?
@rocky radish i had to press the button multiple times for it to work
and when it did work the menu dident shut when the frog spawned
hey, i just wanted to ask, im using the 'spawn actor' node for respawning my character after death, but i'm having a problem where UE4 just crashes when i complie and i wanted to know if this is normal and is a bug
can some one help me with this issue?
i had to press the button multiple times for it to work
and when it did work the menu dident shut when the frog spawned
turns out what I thought was the issue wasn't, if anyone knows how to fix this pls help
all those black pixels showing up
i hate taht
me too thats why i wanna fix it
LOL LSD dream emulator vibes
lmao
it works fine on windows but getting it to run on iOS has literally been a nightmare
sorry i was away Frog
sorry i was away Frog
@rocky radish its alright
i had a live stream
the button only works some times
why is it that every time i build, whenever i click on the viewport to try and look or move around i just end up shootng backwards?
https://cdn.discordapp.com/attachments/225448446956404738/733840103583121519/video0.mov
has anyone ever had this issue before
How to āspawnā a bullet in prepared place on screen/map in specific second after the game start using blueprint? Is it possible?
@plush yew i am sure it's possible but what do you mean specific second after the game starts?
@plush yew spawn a projectile on the location you want (when the event begin play fires) if that what you meant
Is blueprint hard to learn? And if you did take the time how long would you approximately take to fluently use Blueprint Scripting?
Does anyone know how to use 'CopyProperties' in the Player State?
I can't figure it out
@potent sleet hard to learn is based on your skills and experiences.
I know programming and had 30 years of pc experience and programming at the point it was released so it was very easy for me to get fluent in it.
how i can make video reward with admob ?
@fierce forge docs? https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/Ads/index.html
there are also plugins. I dont beleive there are interstitial ad support out of the box in the engine
yep out of the box there is no interstitial support. You will have to code it yourself using the SDK and C++, or get a marketplace plugin that does it for you
When I use my scrollwheel to zoom inside the UMG editor, my screen always returns to the center instead of focusing on my mouse cursor. Is this some kind of setting?
@cedar bay what is our setting in the top right of the viewport for the preview type?
Fill screen I believe. It happens on any of the settings.
ah, it shouldnt on fill screen š¦ it will on desired or custom
so no, it should not do that it should zoom in and out on the area your mouse is over
It seems to only do it if my mouse is within the green box, otherwise it just snaps to center of the screen :/
But the closer I get, the more it snaps even if its inside the box
Weird
if its outside it snaps to that corner for me
so closest point to the box side if possible but definitely not what I am seeing there
I can see it snapping to a corner, but it snaps to the wrong corner most of the time. Then it starts snapping to the center the closer I get lol
actually It might be doing that for me I wonder if you screen size is just weird. dpi scaling?
oh no you have desired on that is why that is happening
that might explain the huge jump back to the middle but I wouldnt rule out something like windows dpi scaling making it worse
I tried fill, desired, and custom and it behaves the same for all of them so I'm pretty lost on that
pretty much the only time it really seems to be smooth is when you zoom in inside the widget boundaries
What does overriding a function do?
a parent has a function called "make noise" that plays a sound for a cat meowing
a child of that parent can override the function "make noise" and inside of the childs make noise it will play a sound for a dog barking
if there was no override in the child and you asked the child to "make noise", the child would use the function in the parent and would play the cat noise
@grim ore Do you have any ideas of how to transfer variable data from one player controller to another?
I have a Lobby Player Controller and a Gameplay Player Controller, I need to get some variables from the Lobby PC and put them on the Gameplay PC
yes
then your only option is to use the game instance or to save them out or look into doing something else custom (C++ code)
The thing is, it's a split-screen game, so I don't know who has what variable with the game instance
@hidden knoll Associate a unique id with the data. Perhaps the player's user id.
How would I do that with a boolean for example?
Okay
And you can store that in the GameInstance.
k
is it normal for your project file to have another project in it?
just another folder in there called "MyProject" and i dont know why
@lucid socket Do you by any chance know how to use 'Event CopyProperties'?
In PlayerState?
yeah
That just copies a bunch of data from one PlayerState to another. This is manually defined.
How do I trigger it?
You don't, it is handled automatically by the game mode / game state.
Oh, okay
It's often used when a player disconnects, reconnects and situations surrounding that
Oh I see
https://cdn.discordapp.com/attachments/225448446956404738/733840103583121519/video0.mov
still looking for a solution for this
if anyone knows how to fix, that would be great
@lucid socket Based on the Tooltip, could I use this node to copy the information I need?
I just don't know why it won't work
does anyone here work at Epic
also its possible copy properties wont copy to a different player state class which you are trying to do
@radiant jasper Yes.
cuz they need to know that their mobile game making is just so insanely buggy and broken
I get errors for SM5 shaders
hey, i just wanted to ask, im using the 'spawn actor' node for respawning my character after death, but i'm having a problem where UE4 just crashes when i complie and i wanted to know if this is normal and is a bug
@grim ore Thank you!! I hope it works but that dude had the exact same problem I have, so I think it will
SM5 is for PC
Your issue could be caused by the wrong rhi
considering Epic is using the engine for fortnite on mobile platforms I would not consider it to be "so insanely buggy and broken"
are the above errors in editor or on device?
and have you tried testing the default template maps on device to verify if its the device, engine, or your materials
@hidden knoll the only other think I saw was mentioning that the properties have to be marked as editable to transfer
ok so you can eliminate the device probably, so make a brand new project with the default third person template and send it directly to device without changing anything
Okay I see
if that works then you can start looking at your material or project
Ok
but its really hard to even guess without seeing anyting you are actually doing to cause the issue. It looks like z fighting but really bad z fighting which would be odd as I assume its just flat walls
yeah its fine until i move the camera
like i can walk around the map and none of that shit happens but the second i move the camera it starts flickering
bruh I cant launch the template on my device w/o getting another provision and signing key
you should be able to use a test one, or create one specifically for testing. you can re use them when testing
i need to make new ones? that shit took a whole day lmao, apple makes it very difficult and time consuming to get those generated.
it shouldnt be that bad, you can automatically handle it all in xcode
generate a test project in xcode and set it up inside of it then just use that info inside of UE4
if you already have them just reimport the ones from the other project into the new one and go from there
would it work just using the same ones I have already?
yep
oh ok
I normally just have 1 I use for testing purposes
@grim ore how do use lower texture resolutions at a certain distance pls
like a lod
its called mip mapping and its automatic if the texture is a power of 2
ok lemme see
I never knew how hard it was to transfer player data to and from levels
@grim ore is it the power of two mode
then its set up, nothing else for you to do
i mean you can adjust them in the level of detail section but usually just let it do it's thing
thanks
@grim ore also how do you adjust the distance of when it changes the mip map?
how come whenever I try to launch my game unreal just freezes
also the provision is saying identifier not matched
@restive zinc its probably the texture group that does it, but i cant be for sure. the docs has more info
@grim ore is this how you use a texture displacemnet
yea it aint letting me do the template
https://answers.unrealengine.com/questions/526241/does-copyproperties-in-playerstate-actually-work.html
@grim ore Does this mean I can't do this with blueprints?
I don't know how to set variables without using blueprints, or at least edit them when they are 'BlueprintReadOnly'
yes there is a very good chance without some c++ copy properties does not work
dang
@mossy nymph I need your help with the 'CopyProperties' event, I can't get it to call, I set up a print string after, it is supposed to call but it never fires. Do you have any advice?
I'm interested in creating my own login / authentication system for a UE4 project. I keep hearing about leveraging node.js - is this recommended by everyone? Or is there another recommended solution?
Would prefer to get a poll from the experts in here prior to spending hours, days or weeks developing on a platform that isn't recommended.
Please note, I'm a network admin and well versed in AWS EC2, so I'm happy to use a *nix-based EC2 instance for the remote server hosting the database, and I'd like my authentication system to be able to scale, just in case I end up with hundreds (or more) of users.
I'd like it to be able to scale, and I'd like it to be able to add user metadata (user profiles, not just username / password). What does everyone recommend?
how do you change streaming pool size
In addition, I was looking into marketplace items that were already present for authentication solutions, and I came across this: https://www.unrealengine.com/marketplace/en-US/product/photon-cloud-api-by-xixgames
In the documentation, it mentions "Instead of using Unreal's built-in networking where you need to run UE4 game server instances that UE4 game client instances connect to and players host game, you avoid all this problematic having a cloud server online."
how do you change streaming pool size
The application I'm developing in Unreal isn't a game per-se, it's a simple app that plays some video and audio files.
As such, what is all this about "UE4 game server instances" and "UE4 game client instances" - must one leverage the UE4 game server / client to perform simple authentication? I was hoping to eventually have direct messaging between users, at a minimum.
@restive zinc Have you tried googling your issue? I'm finding several articles on altering streaming pool size.
General discussion about the game industry and the Unreal Engine community.
There you go. Good old rubber duck debugging. š
Hey. Did anyone make anim offset in blender and imported it to UE4?
is this a great way to check if the player is moving then he can sprint?
anyone know if I have to setup a different sized image for each phone that has a different thumbnail size or is there a tool that could do it for me?
@restive zinc its a basic way.
running it on a timeline and lerping between the walk/run will make it smoother.
@marsh swallow i really dont know how to use a timeline with that can you show me with an example
make a new timeline. open it and create a new float and set it for 2 seconds long.
then make point 0 - 0 sec, 0 value and point 1, 2 sec and 1 value.
connect that to an alpha as lerp
then take and make a walk var and run var
then connect them to A and B
connect that to the pawn movement - walk speed var.
theres a lot more to it to make it fluid but theres your basics
Whatās the best program to design high quality characters so I can then import into ue4
I realize it's late, but by chance, has anyone here current active developed a login system for their own UE4 application?
initial investment can be like $800-900 and go up to $2K but like i said if your not a modeler, itll save you 1000s
Awesome thanks
Awesome @marsh swallow. My question is, I'm interested in developing my own login system for my UE4 app, and I've been researching options. A lot of tutorials point towards leveraging node.js, but before I invest days, weeks or even months into developing something, I want to ensure it's the right direction.
I'm a network admin so I'm comfortable working with *nix and AWS, so leveraging an EC2 instance, for example, would be fine.
As such, if I wanted my own authentication system, and want it to store specific metadata about a user, such as maybe a profile, what is the best route?
What does your team use, what do you recommend?
I'd of course like it to be platform-independent, if possible.
we use AWS and a mysql server. we have an SSL connection through the UE4 HTTP module and have that additionally tied through another database that passes data back and forth. i believe we do it all in Cpp
You know what OS your AWS instance is running? Centos? Debian?
centOS i do believe
That "Amazon Linux" that's a Fedora derivation?
CentOS, got it.
So it's Fedora-based.
And you're leveraging MySQL.
yup
So yours is quite custom.
I found some solutions on the marketplace to start from, I've had some success there in the past with things like playing videos in UE4, like this: https://www.unrealengine.com/marketplace/en-US/product/photon-cloud-api-by-xixgames
I notice it mentions this: "Instead of using Unreal's built-in networking where you need to run UE4 game server instances that UE4 game client instances connect to and players host game, you avoid all this problematic having a cloud server online."
custom as in 100% built by us, yeah. haha
Are you familiar with that? Being forced to "run UE4's game server instances that the UE4 game client instances connect o?"
My application I'm building in UE4 isn't a game per-se, it's just for playing some videos and audio, like a user interface, I'm using UE to leverage some of the gaming functionality primarily for design.
So I'd like user authentication, users to be able to message each other, and really, in a nutshell, Facebook's functionality in terms of user interaction.
I wonder about leveraging some of these marketplace plugins.
So in your cause, yours is entirely custom-coded so following a node.js tutorial wouldn't dovetail.
I suppose I'll just use one of these walkthroughs for starters.
how you'd approach it would somewhat depend on your architecture
@exotic thicket Well, right now my architecture is very open. I'm flexible. This is one of the first components I'm building.
So I'm open to ideas.
you could do it entirely within UE or you could use an external API which is used sort of as a proxy for messaging
Interesting, ok.
it sort of depends overall on what you want to do
if you need integrations with something else besides UE (eg. let's say website or whatever) it might be easier to store the information using an external system
Yes, I'm planning on storing the information on a remote host, if that's what you're referring to.
We're going to have at least a dozen clients for this little app running on either Windows or MacOS around the country.
So I don't plan on keeping the database local.
yeah in that case it's pretty typcial client-server stuff then.. easiest way probably just have a web server which has some URL that returns some dummy data for you to test with
you load that into unreal and there you go chat
Right, my question is, most tutorials for this type of thing leverage Node.js, and I'm going through one of those now, but before I commit to deploying a new EC2 instance, deploying MySQL / MariaDB, and coding the authentication in UE, I'd like for someone familiar to weigh in on if there's a better architecture than AWS EC2 / Fedora-based linux distro / MariaDB / MySQL / Node.js
Or if there is another, more popular, or better for some reason, route.
how can i make one ai control many of the same ai and make the choices for it also anybo
anybody know how
not a coder
@open wadi there's largely not going to be a huge difference for tech stacks like that in terms of whether one is objectively better than another
like a hivemind of ai
@exotic thicket Ok, thank you. So best to just get to work with the guides available.
yeah, if you keep it straightforward and don't overcomplicate it for no reason it'll be easy to migrate if you later decide you want to do something slightly different
Logical. I appreciate the advice.
so uh
yesterday I got Xcode 11.something installed, and now Unreal 4 crashes on startup
I'll try reinstalling UE4 but yeah
:(
Xcode 11.6 btw
oh nvm I don't think all the components were installed
gah I am an idiot
Hello guys, my level designer did level for the first location of our project- trailer park location, the problem is that the level is not optimized, how I can optimize it cus when I start the game I have only around 15-20 fps, XD
hi guys
hiii š

no I don't hate them, I am from bulgaria, our language is so similar to the russian-xD
What the XD
š
ok, i neeed to go walk, meet u soon
ŠŠ¾Š»Š³Š°ŃŠøŃ-ŃŠ°Š¼Š°Ń ŠŗŃŃŃŠ°Ń ŃŃŃŠ°Š½Š° в Š¼ŠøŃе
xDDDDDDDDDDDDDDDDDDD
I don't think so
@plush yew this might be of help
General tips and tricks for optimizing content and level design.
the most poor and coruption country I have ever seen
thank you, I will check it now @plush yew
I would also recommend using stat commands to figure out what bits are causing the slowdown
a okay, yeah but I don't understand them, xD
I want to optimize the level in ue 4 with the options for the models like lod and other
for the LOD can someone explain me how I can optimize it? I want for example when the game start to render the area around the player with good graphics of the model and when he starts walking to other area to render the otehr area with good graphics, but before you reach the second area to be with lower graphics to save the performance, something like this
So I just saw this on epic's trello. Does anyone have any info on this? https://trello.com/c/vptCV3g8/573-fbik-solver
I mean it could be a pretty BIG deal, yet I can't find literally anything
interesting trello board, what is it about?
it's about ue4's development...
@plush yew The fastest I found was this
To edit the LOD distance, open the asset in the StaticMesh editor. Under the LOD Settings, disable AutoComputeLODDistance. You can then adjust the LOD ScreenSize to change the distance.
okay, and this option I do it for every mesh in the project? @plush yew
The ones that require it I guess
How big is this level?
big as size or on the map?
@plush yew Hi. You can optimize your LOD's by setting their individual 'Screen Percentage' per mesh, so the meshes will render using this screen size percentage vs auto calculate for distance which I find is not really optimal. You can then also set a material with less instructions,. say not using normals|bump|relfection etc. on LOD 2 upwards for example.
Hey,
Is selecting merge the best way to lower actor count while also lowering draw calls ?
@plush yew you also do have to set it on every mesh, BUT you can set these custom percentages on import as well, and it will remember the next time you import any static mesh, it will reuse those settings until you change them, you will need to tweak of course for each mesh as required by complexity.
okay, yeah, good
Under FBX Import options.
let me screenshot the level and see what things we have
this is the trailer park location
the map is way bigger, cus will be other locations, and I think that the whole map will be on 1 map
@plush yew i am sure it's possible but what do you mean specific second after the game starts?
@grim ore I mean for example second after 10 sec after the game starts, and then I want to attack playerās sprite using bullet
@plush yew spawn a projectile on the location you want (when the event begin play fires) if that what you meant
@heady quartz Thx
Is there a way to remove the gun from the FPS format?
is there anyone who want to learn me more about animation ?
i would like to learn to make my cow do stuff
i ask you all who can do this, please
hey all, i've finished my project entirely but not able to ship it properly, anybody able?
Hello, Can anybody tell me where I can set the step for the "Input Movement" node? I want the acceleration to top speed to be faster or at least control it somehow ?
how can I delete the chase camera?
hey guys, currently wondering how i import multiple animations for one skeleton? it's probably super basic and easy i just don't know how
Hello, as you can see from the picture the quality of the image is not really good, is there any way I can make it more smooth?
Anti-aliasing
It is currently set to Temporal AA
What about the Engine Scalability Settings?
Where can I check this?
Settings in the top toolbar > Engine Scalability Settings > Anti-Aliasing
@lone ridge When you import the animation, choose an existing skeleton from the drop down.
you are AMAZING <3
@forest compass I'm not sure then. Does switching to game view change it? (pressing G while in the viewport)
No it doesn't change š¦
I've got no idea then
It's definitely an anti-aliasing thing though. Like it looks like it's off
Hi there, I am kind of new to unreal engine and i am trying to make a architectural game. Lets assume there is a room and the player enters and he should be able to see the measurement of the wall. I dont know to get this feature in the game. Any please help me to get this feature.
@lethal herald I would think about using perhaps a widget component ( https://docs.unrealengine.com/en-US/Engine/Components/Widget/index.html ) this way you can render say floating text on the wall, and then i would use something like ray trace from camera (https://docs.unrealengine.com/en-US/Engine/Physics/Tracing/HowTo/SingleLineTraceByChannel/index.html) to get a hit point on the wall ( if allowing measuring arbitrary points ) for distance calculation ( Target2 - Target1 FVector::Size() ) (result will be in unreal units cm by default ), or even perhaps you can use the bounding box of the wall ( UStaticMesh::GetBounds() https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/UStaticMesh/GetBounds/index.html ) and take scale into account and display that on the floating widget. can even make that a blueprint that as user looks at the wall the floating widget becomes active or not with a post process hilite ( https://www.youtube.com/watch?v=YVTcH6da32Y ). or perhaps a trigger as the user enters that physics box it will display its info.
Hi I am Having some short questions
- How to make Multiplayer Game in Unreal engine like how to get server costs etc... Pls tell
Tag me while answering pls
so i made a box for my AI's to spawn in , i used the "Random Bool With Wieght" and set it to 0.001 , but its too common , what other nodes are used for randomizing branches
Hello, How would one go about as to creating a square movement function for movement - I have a paper 2d character to which I'm currently using this input movement node, but it's a linear function, and I want a behavior where the char accelerates slower at first and faster and faster as the key is held. I haven't found a way to access the velocity step as of now but if there is a way I would gladly appreciate it.
your last index is..0?
what do i put ?
the amount of times you want it to loop
if you want it to loop 3 times
set first index 1 and set last index 3
ok
In this video, I go over all of the basics with each optic sight in PUBG on the Xbox One! Hope you all find this helpful and if you did, please consider leaving a "like" and subscribing to my channel! Much love - BLiTz5
Catch me live right here on YouTube!:
Monday-Friday @1-5...
Anyone know how to create the zoom function just like in the video above?
would really appreciate the help
@vernal solar i think this will help you https://youtu.be/rMcxEBi2KKQ
Hey guys and welcome to this Tutorial
Today we will do an Binocular Zoom with the camera Field of view
Project Link:
is uploading..
Do you have any Qu...
that tutorial probably gets you 95% there, you could probably put a widget component on the scope so the scope is a umg, or just follow how they apply the view to the material but apply it to the scope instead of a umg widget
how do i get my detail panel back?
how do i get my detail panel back?
@wraith wyvern Top menu bar > Window > Details > Details 1
Not sure I understand. Is it a Detail Panel a Blueprint editor that is missing?
Ok, it's detached.
You should be table to drag/drop the window over your main Unreal Editor window and you should get a snapping guide to put it back.
doesnt work
You have to click and hold on the tab, not the window itself
You could just reset to default. Should be under the window section
yup i have done that too
What if you first close the floating/detached window and then reset to default?
the same thing
Do you perhaps have two instances of Unreal Editor open, and the window belong to the other one?
Then I don't know. Make sure you drag on the "Details" label, inside the tab, when moving, If that doesn't work, and Load Default Layout also doesn't work, then something seems really wrong.
fuck me then
my chara keep falling off
from the map when i start the game
i changed the mesh to default mannequin and it didnt fall off
but when i change it to paragon chara it falls off
Must be something to do with the phat or the physics channels.
Hey I Need A Level Designer For My Game We R Crew Of 10 ppl And All We Need Is Level Designer .
If You Want To Know Some More DM Me š
hey, i just wanted to ask, im using the 'spawn actor' node for respawning my character after death, but i'm having a problem where UE4 just crashes when i complie and i wanted to know if this is normal and is a bug
So presuming a node.js solution is the best for building an authentication system in UE4, does anyone know of a specific recommended training or tutorial walkthrough? I"m going through various videos I find on YouTube and no one is really explaining every step, they usually just give you some broad overview.
I'm happy to pay for training, if something is recommended.
@soft panther #looking-for-talent
Hey im new in unreal engine and im trying to follow tutrial video but there is some problem idk in what room to ask but im gonna send here photos
put it in the most appropriate channel if possible
@grim ore Idk what is appropriate
I know what the word means
I dont know in what channel it is because i dont know what the thing is
@empty mason well if its not specific, like animation issues going in #animation , then you can try in here
what's up with unreal fest online stuff? it is just a bunch of videos, but for some reason they are not on official youtube channel, but on third party shady site with sofisticated navigation and demand for registration
it is annoying
@mortal cedar there is nothing up with them. Epic used a third party hosting site for the event and if you wanted to attend you signed up, its nothing out of the ordinary. In a month or so they will be edited and put on YouTube as well
@grim ore thanks, I am already in that site
either ignore it or choose another name for it @empty mason
kinda looks like its trying to recover something you allready have? idk
I tried
Didnt work
Because the red dot then didnt show on the image
What happenes in the vid
when you choose the red dot as the texture it doesnt show up?
When i choose it
It says the error
And if i click no nothing happenes
And if i click yes nothing happenes
sounds like your red dot is messed up have you tried reimporting it
Yes
Couple times
And i checked
The red dot is a red dot png
Nothing wrong with that and when i imported it its normal
Just when i need to choose file and it opens the save asset it corrupts
I dont undertsand why it says to save the asset in the vid it doesnt
nah its your project thats weird idk why
delete the asset from your content browser, save all in the project, go into the folder where the project is and delete the .uasset files that might still be in there. open the project back up, import the image properly, save it and double click it and see if it opens up
basically completely get rid of the red_dot texture in your project and bring it back in
Im gonna go try
Hey anyone can recommend any good new Animation Course for UE4 to understand the nitty gritty of the systems in there?
Didnt work
What collision channel do particles look for?
they phase through my water. So rain isnt colliding with it
Question: I'm adding a login form to my project. Right now, my project loads the MainMenu level by default, which inturn addsthe MainMenu widgets to the viewport.
Would it be more logical to create a separate level specifically for the login form, then, upon successful login, move the user to the MainMenu level, or should I add the login form to the existing MainMenu level?
I ask because I would like the login form to appear in front of a smoke particle effect, and I'd like the smoke effect to keep going once authentication is successful and the user is presented with the MainMenu widgets.
@marsh swallow cascade or niagara? cpu or gpu?
@open wadi you can keep world elements around by using level streaming. You can have one master persistent level that holds the particles then load in the login map then when done load in the main menu level
In support vc i can screen share what happening to me and get help?
as far as i know its fixed at world static but they planned on allowing it to be changed in the future @marsh swallow
do you know if it has to be block or just overlap?
i cant seem to find a whole lotta info on it
I would assume block but I havent done much work with gpu particles
Noob question, I have started a blank project, how do I enable sky atmosphere? š
okay so i changed the objects collision channel to World Static and yeah the CPU part of the rain particle now collides
lol I cant get it to stop colliding now
but the GPU one still phases
@grim ore Thank you.
I'm trying to make a palmtree using a spline. How can I scale down the mesh as it is gettng closer to the top of the tree?
Ps: I tried to get the spline point location, and scale the mesh there, but result is not what I expected
is it not possible to rename niagara emitters?
@dense knoll looks like you try to call a widget from an invalid place
wdym
I had that error once, when I tried to acces a widget in the player controller from the game instance
i dont get any errors when i compile or package
Did for me too, it crashed only when calling the widget
how do i find the widget
it crashes the second it starts up
the only thing on startup is the main menu but this never happened before
why is 4.25 causing more problems then solution
So you did something between then and now
the only thing i did is add load stream level
Ah, so do you call/create a widget after the load stream? @dense knoll
Is it possible you're adding the UI before you should be? or trying to access something that doesn't exist yet in the loading level?
the level loads then 5 seconds after the main ui loads
the crash happens before the level loads
idk your code so throwing stuff out there
without sharing what you're doing it's all guess work.
hi
I am using Houdini Ocean tool. THe ocean is black and white. How do I give it color?
Anyone know why my shadows keep twitching like this? Theyāre being cast by the moving directional light (sun), but the light is moving smoothly, not like that
In blueprint how to comment things together
any idea what this kind of node actually has to be plugged into ?
Following Greg Wondra's tutz on landscape building, he talks about 'erase tool' in sculpt mode, which I can't seem to find. His ver of UE is 4.24 mine 4.25. Where is it? š
tried everything i can think of but still no luck with my shadows
Trying to get my feet wet with terrain stuff. Just trying to add some grass. I followed the section in the docs that demonstrates how to add grass. When I try to paint the grass layer, no actual grass meshes are being shown in the game. I'm a bit at a loss at what I'm missing. Any common mistakes people see?
I've created the landscape grass type, I've created the material, made sure the parameters are spelled correctly. I just don't know what is going on.
I have a vector field in my Niagara system..but I am unable to visualize the vector field..so working with it is difficult. Is there something I can do to see the vector field as I am working
Hey, quick question. Anyone know why I can't change my mip gen settings? It's not grayed out or anything, just doesn't work. (Before you ask, yes, I've tried the reset button, restarting the editor, and restarting my pc.)
And as a follow-up question, any advice on making a good looking grid? I'm looking into mip gen and AA but obviously I'm having trouble with the mips.
@midnight bolt console: DISABLEALLSCREENMESSAGES
ENABLEALLSCREENMESSAGES
@plush yew Shadowmap Resolution and Lighting Recapture needs to occur over frames.
@empty mason Drag and highlight a bunch of stuff and then Press C
@frank oar that looks like a mask file where you use the RGB outputs to mask layers
So how do I smooth it out?
@prisma wolf its up in the toolbar now, called Modes.
thank you @marsh swallow
@cedar wave You have to have a grass output node with layers that match the landscape layers and Grass Type files filled with meshes that match.
*Okay, I can rule out project settings. Just tried with a new project, default settings, and the mip gen issue still persists.
@narrow mauve Vector fields are still a work in progress. i dont believe you can yet visualize them.
@marsh swallow Thx so much for taking the time btw, I know this is all volunteer work.
@plush yew in the Sun settings are where u find the cubemap and shadow settings. the refresh occurs by manual coding and lerping iirc
@silk lintel thanks for the comment but.... yours is the only one i cant anwser. š
@marsh swallow Yeah - I did do that already. (note - I recently removed the rock layer just to remove any potential odd thing)
@marsh swallow I posted in graphics just in case, but that channel is always dead. Happen to know anyone who could answer my question?
is it possible to change the pivot point of meshes inside a pawn in the unreal engine?
@plain terrace Not sure if this is what you mean, but the pivot point of any blueprint is the origin of the root component. I don't think you can change the origin of a mesh in-editor, at least not without a mesh editor plugin (I think there's one or two, but they're still in beta).
mk thanks
Changing the shadow resolution scale on the directional light has smoothed out the movement of the shadows in general but itās still flickering. Do you have an example or any tutorial links on how I can change the refresh? Thanks for the help š
That might actually be for the old lighting system. the new sky might do it automatically.
I'm interested in adding a particle effect background to my main menu, such as rising smoke or a slow-moving cyclone akin to the Dota 2 main menu background, anyone have any guides or an idea on how to do this? Is this something that can be done in UE itself or do I need to leverage a third-party utility like Blender?
@open wadi you can do it either in 3D space with rendered widgets or create materials and UI mesh particles in UMG.
I see.
the unreal fest videos actually have a sample of that
Oh really, very nice.
I tried making a new project and doing it in there with the increase shadow resolution but itās still jittering every few seconds
is it possible that its due to my code?
you tick into a delay...
your delay
that will cause you to notice it.
so you want to rotate less and run that on tick
I took out the delay but itās still flickering
The delay was to link it to my Time system within game (24 minutes per in-game day)
@plush yew when u removed the delay did u adjust the rotation change as well?
light should move slow enough you cant notice it.
have you tried debugging your output of the angle and roation and such to see if its jumping at any point? it looks like you have something else adjusting it
I currently have a bp set up that allows my character to sprint, however it can sprint in every direction
how can i make it so that the character will only sprint upon pressing the forward key
Hey I need some help please. Iāve been trying to load some maps from the epic store into my project but when I tried opening them, my pc would just freeze. Is there any solution to this?
Iāve tried multiple maps
how would I debug the output?
@plush yew print out the rotation of the light casting the shadows and watch it as it goes along it's thing to see if it looks weird
@rain vigil what maps and freeze how? have you checked task manager. There is a very good chance it is compiling shaders and loading them up.
Nothing weird that I can see
Its the meadow envoirement from the free for the month stuff. I havent checked the task manager since my pc completely freezes up when i click on the map @grim ore
My cursor wont even move anymore
Itās definitely down to the refreshing of the shadows as far as I can tell
@rain vigil it sounds like it needs to load and your machine is just trying ti process it, it's a map full of stuff
Soo sit there and wait?
@plush yew remove or disable everything except the sun. All post, all sky, everything. Also any softening/blurring of the shadow. Just have a sharp shadow. See if it still pops.
Then one by one, introduce the skylight... post... whatever until you see the pop again
You can also take a look at the fps smoothing in ur prefs.
Lock it to 30, see if the pop is gone.
I'm curious also. š
Hey Guys, I am starting my first Indie Game! It is very exciting! I had one basic question. in order to make a good enough detailed game in Unreal is it necessary to learn C++ or another coding language? or working with blueprints are enough and can make everything possible? š
Let me know
Thanks
its gonna be 3D but minimal. the closest that I can mentions are games like: Journey , Little nightmare , Vane
do you have to loop over a lot of items? a lot of calculations?
Probably not. mostly finding stuff. but its gonna be in 3 completely different environments.
Start with BP, and if you start to have performance issues, then isolate the issue and fix it.
I see. and fixing that needs a little C++ ?
I tried disabling all post processing and then setting it to simulate while i changed every single option on the directional light, one by one. not a single one stopped the shaking
If it's a slow calculation then c++ will help.
Awesome thanks @autumn elbow
@narrow mauve Vector fields are still a work in progress. i dont believe you can yet visualize them.
@marsh swallow Thank you
@plush yew Get UDS and see what he did. lol
@plush yew are all the geos casting popping shadows. From your vid, it looks like the character shadow is okay, and the cube in the distance looks okay
How can i use a ps4 controller in ue4?
@autumn elbow yea its the geometry that the shadows are coming from
Thanks
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1685594-tutorial-ue4-using-dualshock4-controller-via-usb-ps4-ds4-gamepad or yes use a 3rd party tool like ds4windows
im considering just getting UDS at this point
What is UDS?
i've spent like three days trying to get this timecycle to work properly, and if theres a package for £15 that can basically do that, i'd rather pay to save my time xD
Ultra Dynamic Sky
Oh lol
yeah i personally highly recommend it. š
How are you moving the sun around?
This comes from someone who used TrueSKY
@grim ore thats pretty cool! I did not know that.
i might have to setup Raw input ability
does that work for packaged games too? or just while your in editor
the sun moves using a rotator variable that's combined with a 0.025 rotator for the y axis, mostly so that if I needed to, i could adjust the sun position using that variable
packaged but note it needs C++ to package a project that uses it
instead of a rotator, try SetActorLocation... just for kicks
ye it goes through that, thats what the combined value goes into
oh wait no it goes into rotation not location
Try location. Left to right so the shadows move.
that wont work with a directional light
ahh.. true..
so are you just adding values to a rotator or using the functions to add rotators such as combine rotators
I'll save us all the headache and just get UDS š
I just hope that doesn't have weird shadow issues
And I hope I can link it to my Timer variable so that I can control the time of day during missions
I think you are just seeing the way the shadow works normally with resolution and such
so since this is on tick is it possible your having framerate issues?
but to be honest I see the same issue on my side just due to how fast it's moving and it going across vertexes and seams on the ground
In his very first video, the shadow is split. Half is moving smoothly, the other is doing weird stuff
yep math can definitely do it, its an angle and part of the shadow may be at a round down part and the pixel next to it at a round up part
Yea, pretty interesting
im installing the UDS now, I'll keep y'all updated on if it fixes my issues
even if it doesn't, it's a damn sexy skybox lmao
can you play an animation montage without an animation blueprint?
https://docs.unrealengine.com/en-US/Engine/Animation/AnimMontage/UserGuide/index.html @ancient lotus
So i have two skeletons (both literally the same structure however they have different sizes for male/female adjustments) i have tried a few different methods now, however no luck. How do you get Skeleton B to be able to use all of Skeleton A's animations. (Pretty much all animations are on Skeleton A, but i need Skeleton B to be able to use them).
I really dont want to Retarget and Duplicate then have to make an additional anim montage as well.
hey people i have a problem, i was using the 'SpawnActor' node in my blueprints but when i compile, the editor just freezes and crashes, ive only used this node once, is this a bug ?
I have the same exact problem with the Master Pose Component as described here https://answers.unrealengine.com/questions/815682/set-master-pose-component-mesh-broken.html
Does anyone know how to prevent component meshes from breaking the same way?
@marsh swallow Epic do that in Fortnite
1 set of animations (on a base skeleton)
then they use runtime retargeting for the different skeletons
Hey guys Im new to Unreal. Decided to learn some C++ scripting today. Is Visual Studios a terrible IDE for using with Unreal? The intellisense stops working regularly and I keep having to refresh visual studios from the editor, new lines of code is not even being compiled, and so many other bugs. Kind of really annoyed. Ive been using Unity extensively and never ran into any problems like this while using Visual Studios. Any help will be greatly appreciated.
@worn heath Intellisense is a pain, but apparently Visual Assist fixes it
People recommended it to me, haven't used it myself yet
You can also try JetBrains Rider
Awesome! I will try it out. Thank!
Quick question, when my character spawns the cursor can still leave the screen
Its goes to my second monitor
I have the input mode to game and have the set show mouse cursor off
Shadows are still a little bit twitchy so Iām putting it down to how Unreal calculates shadows based off moveable objects, but with how good the sky looks now, and how well it lights the area, thereās enough distraction for it now to be a big deal honestly
I am having some problem with UE. I changed few things in the Animation Blueprint of my project and it crashed when I compiled it
and now whenever I even click on the Animation Blueprint or the Character Blueprint associated, UE4 crashes
@autumn elbow you still have to use an animation blueprint to use the montage
I didn't even save the blueprints, yet it keeps happening
`Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000ac
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_Kismet
UE4Editor_Kismet
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_Slate
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll`
this is the message I get
can someone please help? how do I restore this? I have put hours into the project, is it all corrupted and gone?
what is Scalable 3D or 2D?
anyone tried using the new blender send to unreal plugin? getting the following error
nvm looks like the docs have it
Can a particle effect be added to a widget?
Essentially, I'm using a persistent level to allow for a particle effect background (smoke) to appear at all times behind my main menu.
Or, if that's not possible, can widgets appear overtop of a normal playfield?
I recently imported a ton of assets using quixel form ue4 marketplace. Should I open the overview map to load everything faster since everytime I use a new asset I have to wait like 10 min
Good heavens, what are the specs of your machine?
can anyone please help me with the problem I posted?
It's late, most of the guys who answer questions aren't here.
Hi, I have a question. My cursor goes out my my screen when I look right to my other monitor. I have my input to game only. Any Ideas?
Anyone here experienced with VRexpansion Plugin?
My cpu is a i7 and my gpu is a Radeon 580 @open wadi
@mossy nymph so I'm trying to use that snippet of code you sent me to expose the json function to bp but I seem to be running into errors
FString UFunctionalityLibrary::StructToJSON(UStruct* InStruct)
{
FString OutJsonString;
if (!FJsonObjectConverter::UStructToJsonObjectString(InStruct, OutJsonString, 0, 0))
{
UE_LOG(LogTemp, Warning, TEXT("Serialization failed."));
}
return OutJsonString;
}
whats the error?
Error C2510 'InStructType': left of '::' must be a class/struct/union D:\UnrealProjects\UE_4.25\Engine\Source\Runtime\JsonUtilities\Public\JsonObjectConverter.h 108
Error C2825 'InStructType': must be a class or namespace when followed by '::' VoxelMiningGame D:\UnrealProjects\UE_4.25\Engine\Source\Runtime\JsonUtilities\Public\JsonObjectConverter.h 108
Error C2672 'StaticStruct': no matching overloaded function found VoxelMiningGame D:\UnrealProjects\UE_4.25\Engine\Source\Runtime\JsonUtilities\Public\JsonObjectConverter.h 108
Error C2783 'UScriptStruct *StaticStruct(void)': could not deduce template argument for 'StructType' VoxelMiningGame D:\UnrealProjects\UE_4.25\Engine\Source\Runtime\JsonUtilities\Public\JsonObjectConverter.h 108
I'm trying to make it work with any struct type which I'm assuming is causing problems
FString UFunctionalityLibrary::StructToJSON(UStruct InStruct)
making it not a pointer gives this error
Severity Code Description Project File Line Suppression State
Error Missing '*' in Expected a pointer type VoxelMiningGame D:\UnrealProjects\VoxelMiningGame\Source\VoxelMiningGame\Public\FunctionalityLibrary.h 28
also, if you pass it a struct created on stack, you'll be serializing garbage
wdym by "struct created on stack"?
meaning if you create a struct inside a function, then call StructToJSON with a pointer to it
it will go out of scope as soon as calling function is done
i think you might have to do UScriptStruct there
not UStruct
not really 100% familiar with that part of the framework
but if its an expected pointer type for UStruct, then its a pointer to struct class, not struct instance
FJsonObjectConverter::UStructToJsonObjectString(const UStruct* StructDefinition, const void* Struct, FString& OutJsonString,
seems to be overloaded there is this version
and then this version
template<typename InStructType>
static TSharedPtr<FJsonObject> UStructToJsonObject(const InStructType& InStruct,
but regardless your saying I should pass a UScriptStruct in my function?
off the top of my head, no sure
well shoot
if I can't make a universal struct input does that I mean I need to make a version of this function for each type of struct I want serialized?
actually I'm not sure that would work either since one of my scruts is blueprint defined so I wouldn't be able to refrence it specifically in c++
anyone know how to fix this my vault animation plays but it doesn't attach to the obstacle and skips it entirely
srry i fixed it was root motion
Is there a way to simply add a layer of darkness over a viewport, akin to a filter, so to speak? For example, I have some particle effects running, but I want them dimmed in the background behind the navigation widgets I load into the viewport.
umm I have a general question, is there like any guide or anything on how to manage your files and if its even important to manage your files super neatly,
???
no i mean in the enigne? like where to put all the blueprints and all the imported assets and like file structure stuff
I just googled "how to manage your files UE4" and the first link that came up was a YouTube video on "UE4 Project File Management"
While not the most exciting topics to discuss, having good file management can mean the difference between a project/team that functions smoothly and hours of headache tracking down files or assets. In this quick tip video tip, I cover the folder structure I use most for UE4 p...
I'd start there.
ok
Here's the second link down: https://forums.unrealengine.com/development-discussion/content-creation/1617505-how-do-you-organize-game-folders-and-files
Hi everyone, I wanted to compare my thoughts on how I plan to start organizing my assets now that I know I have a game I can create. Do you see anything wrong
hi everyone i'm new to unreal engine and i'm making my first game. is anyone able to help me with a problem with my ai please? it's a 2d sidescroller and i have a melee ai which chases the player once the player overlaps his sphere and that works fine. i've tried to add a 2nd attack which is a ranged attack and used all the same stuff to track the player but when i have both attacks enabled the ai turns 180 degrees and faces away from the player but still chases the player while shooting the opposite direction
hi guys
Hey guys. So when 4.25 released, I also happened to upgrade my GPU to a 2060 Super 8gb, so I'm not sure who's the culprit in this. But when I run two windowed standalone screens to test multiplayer, the unfocused screen gets about 5-10 fps...but if I focus on it, smooth 120fps, yet the opposite screen is now running 5-10fps. I've never seen this before until both of these upgrades happened. and it seems to be on any type of UE4 project when running multiple standalones. Anyone else having this problem? If not, maybe it's my GPU with an odd setting. But it's hard to test multiplayer when the unfocused window is lagging soooo far behind. Maybe it's a CPU setting? Iāve made sure to turn off the āuse less CPU in backgroundā in the editor preferences. Iāve tried capping the FPS, no change. The odd thing, when I unfocus BOTH standalones, I get perfect FPS in both. Itās so wonky.
@wide prawn I'm "mark elliott" helping you in the thread, FYI, we might need a list of things you have tried, haha.
Oh nice! Iāve gone into windows settings and turned off any focusing/game overriding and performance settings that I could find but none of that made a difference. Switched off āuse less CPU in backgroundā, tried using a FPS set to 60. Tried smooth frame rate. PIE view with two screens runs perfect. Itās ONLY standalone having issues.
Try that thing I suggested, a new project with 2 instances of that
I'm expecting it to do the same issue, but I'm just curious
hi guys, may i ask if you have any tips on how to make polygons appearing from the scene view like transformation in this video. Thanks for the help! https://youtu.be/gms5Krs4Qpg
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Hello guys! I have a noob question. Mobiles supports 1 directional stationary light. So I can use 1 stationary light / level or on the entire game? Because right now I have 10 levels and each one has a stationary light
And my game is crashing a lot and I can't really find the problem
@queen bough The little dots that move down? it's kind of like what the 'spark' particle is in the content examples, just with XYZ values spread out.
@azure reef 1 stationary light per level, if you unload a level and load another you can use another one I think, though I don't dive into apps, have you tried to remove all lighting to see if that solves the crashing?
I'm gonna do this asap. Hope it will fix my problems
How to raise heightmap landscape terrain resolution after importation?
How does this make sense: A valid Game Instance fails casting to the type set in project settings - but only in packaged game?
Does anyone know how to render in Unreal Engine? (with alpha)
I also have Niagara particles
@sage blade would this maybe be what you are looking for?
hey how can i for example save the coins of my users after an update or if they switch from one phone to another? [android]
save them on some server
is there a built in service for example from goggle play because they save so much online and some mbs wouldnt be that big
or plugins of any similiar
because isnt is so if i let the user buy something ingame and i update the app it replaces the entire app of the user if he clicks update
slightly related, i was curious to know how to tie save files to a steam account. i have a multiplayer game almost ready but i still need to understand how save games and steam work
you should check steamworks documentation for that (if that's an option)
i just dont know if i change something to my app and reupload it to goggle play so that the users can update the game if they will lose their savegame because it replaces the app
@azure reef better to read out the logs to pinpoint the cause of the crash instead of going on a wild goose chase