#ue4-general

1 messages Ā· Page 798 of 1

digital badger
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( as SoulsTRZ pointed out)

wraith wyvern
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can some one help me here? im following this tutorial from youtube but it doesnt work

rocky radish
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can some one help me here? im following this tutorial from youtube but it doesnt work
@wraith wyvern what tutorial?

wraith wyvern
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oh hi daniell

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lemme link it

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you can do it ig

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then if it works for you its me

rocky radish
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what about it doesnt work in the first place?

wraith wyvern
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everything

rocky radish
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be more specific

wraith wyvern
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the thing doesnt even show up on my screen

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the menu

rocky radish
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did you select a widget to create?

wraith wyvern
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yup

rocky radish
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and inside that widget did you put anything?

wraith wyvern
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hold on lemme show you the code

rocky radish
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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?

wraith wyvern
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well what i tried to do

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was when hold C

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you colud selct a bunch of stuff

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like items to spawn

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then when released

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it wolud go away

rocky radish
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ok so its not showing the widget for you right?

wraith wyvern
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yeah

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even when i hold C

rocky radish
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whats inside your spawn menu widget?

wraith wyvern
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oops

rocky radish
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also when you release C you're not hiding the spawn menu widget at all

wraith wyvern
shell pendant
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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?

digital badger
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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"

wraith wyvern
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well it doesnt even work

digital badger
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Would you kindly add a print statement to your On Pressed C function?

wraith wyvern
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the spawnthing thing

digital badger
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Just to check that it's firing

wraith wyvern
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it does fire

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it works

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i removed the relesed function

digital badger
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Oh

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Apologies.

wraith wyvern
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now it works

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with that removed

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well

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not really

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it doesnt work

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but it shows up

rocky radish
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what doesnt work now

wraith wyvern
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the same thing

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i cant spawn in anything

rocky radish
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so its not showing up?

digital badger
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You're really not letting us help you easily.

wraith wyvern
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i cant see my mouse cursor

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i cant move

digital badger
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Please be more specific in a single message

rocky radish
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i cant see my mouse cursor
@wraith wyvern you didnt connect that node

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from your screenshot

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see?

wraith wyvern
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hold on can i add you two to a group call ill be muted and you can see?

rocky radish
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i cant move
@wraith wyvern you need to use 'set input mode ui AND GAME only'

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by using 'set input mode UI only' its not going to allow any keyboard input

digital badger
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I'm unavailable currently. I hope Danielll will be able to assist you further

wraith wyvern
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okay

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daniell

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can i call you?

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ill be muted and defend

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as i said

rocky radish
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i'd rather not join a call

wraith wyvern
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okay

rocky radish
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but did you do what i said in my messages?

wraith wyvern
rocky radish
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connect the show mouse cursor node

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otherwise you wont ever be able to see it

wraith wyvern
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connect it to what

rocky radish
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after 'set input mode Game and UI'

wraith wyvern
rocky radish
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cuz you wont be able to see the cursor if you dont

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no not that

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the white pin

wraith wyvern
rocky radish
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yes like that

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ok now test it and see if you have any other issues

wraith wyvern
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okay

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so

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when i press C

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it stays on my screen

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plus

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still doesnt place anything

rocky radish
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it stays on my screen
@wraith wyvern you mean it doesnt remove it when you release it?

wraith wyvern
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it doesnt go away

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it stays on my screenm

rocky radish
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you should use 'remove from parent' for that widget

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so it gets out of your screen when you release C

wraith wyvern
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remove from parent

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where do i put taht

rocky radish
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oops wait

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theres a mistake on my screenshot

wraith wyvern
rocky radish
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remove context sensitive and see if you can find it

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and do like this

wraith wyvern
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whats the variable?

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@rocky radish i have to go brb also when i press spawn on the object thing my actor number goes up

jagged salmon
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Is there any way I can isolate the blacks in this material, making blacks -> white and the blues -> black?

rocky radish
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whats the variable?
@wraith wyvern the reference to the widget

uneven tundra
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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
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@wraith wyvern the reference to the widget
@rocky radish idk why but i cant get a refence

rocky radish
wraith wyvern
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how sorry?

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im really conjfused

grim juniper
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Right click the return value on the create widget node and promote to variable

wraith wyvern
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i got it

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thanks any way fox

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i got it just before you sent it šŸ˜…

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doesnt work @rocky radish

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as in

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it doesnt disapear

rocky radish
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you're not setting that variable though

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after the 'create widget'

wraith wyvern
rocky radish
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set it to the return value

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of the create widget

wraith wyvern
rocky radish
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now try it

wraith wyvern
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it works other than the mouse is on screen

rocky radish
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you need to set the target to the player controller

ornate ice
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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?

wraith wyvern
rocky radish
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ok try it now

wraith wyvern
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yup

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god damn it

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okay

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one problem

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when i press a button

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( so a object to spawn)

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it closes the menu

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fucks sake

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another problem

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when i press C

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when i relese it

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it removed my mouse cursor

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but

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it doesnt

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as in it just looks like its gone

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it doesnt act like it

rocky radish
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please just send one message instead of a lot of messages

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as in it just looks like its gone
@wraith wyvern you also need a 'set input mode game only'

restive zinc
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@rocky radish how do you move an character away if they overlap with another character

wraith wyvern
rocky radish
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@wraith wyvern set the target

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@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

wraith wyvern
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yup okay that bit works

restive zinc
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@rocky radish push the character cms away

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from the other character

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i guess launch

rocky radish
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you could use launch character for that

restive zinc
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can you show me

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pls

wraith wyvern
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okay im going to list all my problems

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  1. doesnt spawn in the actor
  2. when press one button to spawn in a actor the whole menu closes
rocky radish
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can you show me
@restive zinc show what exactly?

restive zinc
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@rocky radish show me in blueprint when they overlap launch character

rocky radish
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  1. doesnt spawn in the actor
    @wraith wyvern what did you set the transform (of the spawn actor node) to?
wraith wyvern
rocky radish
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you need to set that transform variable to something, otherwise its going to spawn at 0, 0, 0

wraith wyvern
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sorry can you do a example?

rocky radish
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in the tutorial you followed there's a part that it shows that the variable is being set

wraith wyvern
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oh right

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im dumb

restive zinc
rocky radish
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@rocky radish like this?
@restive zinc yes, but you need something for the launch velocity

restive zinc
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@rocky radish do i also put something for other actor

rocky radish
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hmm... actually the launch character is probably going to launch the touched character instead of the one that touched it

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šŸ¤¦ā€ā™‚ļø

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dumb me

restive zinc
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@rocky radish like I want them to push apart if they overlap

wraith wyvern
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uhhh daniell i dont see anything where he adds to the actors

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he just makes them

rocky radish
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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

wraith wyvern
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but it happens again! the last time i did this the same error showed up

rocky radish
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you need to set something to the target

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in this case the widget

wraith wyvern
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it still

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doesnt work

rocky radish
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you're not setting the transform to anything though

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look in the tutorial, he/she sets it to a scene component transform

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@wraith wyvern

wraith wyvern
rocky radish
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yes

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see on 5:19 in the tutorial

restive zinc
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@rocky radish what does rvo avoidance weight do

rocky radish
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@rocky radish what does rvo avoidance weight do
@restive zinc what are you trying to do with it?

wraith wyvern
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danielll it still doesnt work

rocky radish
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danielll it still doesnt work
@wraith wyvern show your bp

wraith wyvern
restive zinc
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how do i check if two of the same ai are overlapping @rocky radish and if they are set avoidance to on

rocky radish
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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

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@wraith wyvern whats inside the blueprint you're trying to spawn

restive zinc
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@rocky radish i already have a capsule sollision

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collision

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set to my ai

rocky radish
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@rocky radish i already have a capsule sollision
@restive zinc if its the default one it doesnt generate overlap events with other characters

restive zinc
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so do i check that then

wraith wyvern
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as i said nothing

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he doesnt add anything in the video

rocky radish
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he does add meshes @wraith wyvern

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if you dont add any meshes it wont have anything to show

restive zinc
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@rocky radish i already check it now what?

rocky radish
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@rocky radish i already check it now what?
@restive zinc use event ActorBeginOverlap then

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and it will fire that event whenever something overlaps with it

restive zinc
wraith wyvern
rocky radish
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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

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so its never firing that event with other pawns

restive zinc
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@rocky radish I HAVE SET THAT TO OVERLAP INSTEAD OF BLOCKING

rocky radish
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no need for caps im trying to help 2 people here

restive zinc
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@rocky radish k

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@rocky radish simulae overlap are both checked on the mesh and capsule component

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and overlap settings are on

rocky radish
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add a print string to check if the event is firing Moldy

restive zinc
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k

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its not printing a string

rocky radish
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ok

wraith wyvern
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thanks for helpin btw danielll if i get pissed im not at you its just unreal is a bitch some time

rocky radish
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np

restive zinc
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@rocky radish idk why its not working

rocky radish
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hmm..... i still need to figure out why isnt the Frog bp spawning

wraith wyvern
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yeah it isnt even SPAWNing this time

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as

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in

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it use to build up spawned actors but now it litrally does nothing

inner cloak
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@rocky radish Youre not putting the code in constuction script, right ?

rocky radish
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@rocky radish Youre not putting the code in constuction script, right ?
@inner cloak ?

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did you mean to @ Frog?

inner cloak
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oh .. sorry, yes i misread .. @wraith wyvern did you put code in construction script?

wraith wyvern
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i have no idea what that means

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OH

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no

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i dident

inner cloak
wraith wyvern
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its in event graph

heady quartz
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What are u trying to make

wraith wyvern
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a frog spawn

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as in

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god damn why cant i just

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hold on

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i got a idea

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imma stream

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to my thing

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you guys watching?

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the fuck

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@rocky radish you watching?

inner cloak
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I did watch but having streams of stream of stream is hard to follow

wraith wyvern
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yeah it will catch up

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what the hell?

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@rocky radish i had to press the button multiple times for it to work

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and when it did work the menu dident shut when the frog spawned

spice cliff
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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

wraith wyvern
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can some one help me with this issue?

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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

radiant jasper
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turns out what I thought was the issue wasn't, if anyone knows how to fix this pls help

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all those black pixels showing up

wraith wyvern
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i hate taht

radiant jasper
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me too thats why i wanna fix it

spice cliff
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LOL LSD dream emulator vibes

radiant jasper
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lmao

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it works fine on windows but getting it to run on iOS has literally been a nightmare

rocky radish
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sorry i was away Frog

wraith wyvern
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sorry i was away Frog
@rocky radish its alright

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i had a live stream

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the button only works some times

alpine laurel
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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?

radiant jasper
plush yew
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How to ā€spawnā€ a bullet in prepared place on screen/map in specific second after the game start using blueprint? Is it possible?

wraith wyvern
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can some one help me with this

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idk why it appears

grim ore
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@plush yew i am sure it's possible but what do you mean specific second after the game starts?

heady quartz
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@plush yew spawn a projectile on the location you want (when the event begin play fires) if that what you meant

potent sleet
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Is blueprint hard to learn? And if you did take the time how long would you approximately take to fluently use Blueprint Scripting?

hidden knoll
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Does anyone know how to use 'CopyProperties' in the Player State?

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I can't figure it out

grim ore
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@potent sleet hard to learn is based on your skills and experiences.

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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.

fierce forge
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how i can make video reward with admob ?

grim ore
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there are also plugins. I dont beleive there are interstitial ad support out of the box in the engine

fierce forge
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i can't make ad with reward video with this @grim ore

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i can make just banners

grim ore
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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

cedar bay
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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?

grim ore
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@cedar bay what is our setting in the top right of the viewport for the preview type?

cedar bay
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Fill screen I believe. It happens on any of the settings.

grim ore
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ah, it shouldnt on fill screen 😦 it will on desired or custom

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so no, it should not do that it should zoom in and out on the area your mouse is over

cedar bay
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It seems to only do it if my mouse is within the green box, otherwise it just snaps to center of the screen :/

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But the closer I get, the more it snaps even if its inside the box

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Weird

grim ore
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if its outside it snaps to that corner for me

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so closest point to the box side if possible but definitely not what I am seeing there

cedar bay
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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

grim ore
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actually It might be doing that for me I wonder if you screen size is just weird. dpi scaling?

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oh no you have desired on that is why that is happening

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that might explain the huge jump back to the middle but I wouldnt rule out something like windows dpi scaling making it worse

cedar bay
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I tried fill, desired, and custom and it behaves the same for all of them so I'm pretty lost on that

grim ore
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pretty much the only time it really seems to be smooth is when you zoom in inside the widget boundaries

hidden knoll
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What does overriding a function do?

grim ore
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a parent has a function called "make noise" that plays a sound for a cat meowing

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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

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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

hidden knoll
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@grim ore Do you have any ideas of how to transfer variable data from one player controller to another?

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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

grim ore
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any reason you cant just set them?

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or is this supposed to persist thru a level change?

hidden knoll
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yes

grim ore
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then your only option is to use the game instance or to save them out or look into doing something else custom (C++ code)

hidden knoll
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The thing is, it's a split-screen game, so I don't know who has what variable with the game instance

lucid socket
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@hidden knoll Associate a unique id with the data. Perhaps the player's user id.

hidden knoll
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How would I do that with a boolean for example?

lucid socket
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TMap<UniqueNetId, struct FUserData>;

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Something like that

hidden knoll
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Okay

lucid socket
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And you can store that in the GameInstance.

hidden knoll
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k

alpine laurel
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is it normal for your project file to have another project in it?

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just another folder in there called "MyProject" and i dont know why

hidden knoll
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@lucid socket Do you by any chance know how to use 'Event CopyProperties'?

lucid socket
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In PlayerState?

hidden knoll
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yeah

lucid socket
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That just copies a bunch of data from one PlayerState to another. This is manually defined.

hidden knoll
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How do I trigger it?

lucid socket
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You don't, it is handled automatically by the game mode / game state.

hidden knoll
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Oh, okay

lucid socket
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It's often used when a player disconnects, reconnects and situations surrounding that

hidden knoll
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Oh I see

radiant jasper
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if anyone knows how to fix, that would be great

hidden knoll
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@lucid socket Based on the Tooltip, could I use this node to copy the information I need?

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I just don't know why it won't work

grim ore
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so at the worst you cant test it in editor

radiant jasper
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does anyone here work at Epic

grim ore
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also its possible copy properties wont copy to a different player state class which you are trying to do

digital badger
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@radiant jasper Yes.

radiant jasper
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cuz they need to know that their mobile game making is just so insanely buggy and broken

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I get errors for SM5 shaders

digital badger
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Mobile uses OpenGL

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Iirc

radiant jasper
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when packaging for iOS

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it doesnt even make sense

spice cliff
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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

hidden knoll
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@grim ore Thank you!! I hope it works but that dude had the exact same problem I have, so I think it will

radiant jasper
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and then the entire game does this thing

digital badger
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SM5 is for PC

radiant jasper
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ik

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but unreal thinks it isnt for some fuck all reason

digital badger
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Your issue could be caused by the wrong rhi

grim ore
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considering Epic is using the engine for fortnite on mobile platforms I would not consider it to be "so insanely buggy and broken"

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are the above errors in editor or on device?

radiant jasper
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on device

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in editor it works fine

grim ore
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and have you tried testing the default template maps on device to verify if its the device, engine, or your materials

radiant jasper
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I have not

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but i have tested on multiple devices

grim ore
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@hidden knoll the only other think I saw was mentioning that the properties have to be marked as editable to transfer

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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

hidden knoll
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Okay I see

grim ore
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if that works then you can start looking at your material or project

radiant jasper
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Ok

grim ore
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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

radiant jasper
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yeah its fine until i move the camera

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like i can walk around the map and none of that shit happens but the second i move the camera it starts flickering

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bruh I cant launch the template on my device w/o getting another provision and signing key

grim ore
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you should be able to use a test one, or create one specifically for testing. you can re use them when testing

radiant jasper
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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.

grim ore
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it shouldnt be that bad, you can automatically handle it all in xcode

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generate a test project in xcode and set it up inside of it then just use that info inside of UE4

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if you already have them just reimport the ones from the other project into the new one and go from there

radiant jasper
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would it work just using the same ones I have already?

grim ore
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yep

radiant jasper
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oh ok

grim ore
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I normally just have 1 I use for testing purposes

restive zinc
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@grim ore how do use lower texture resolutions at a certain distance pls

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like a lod

grim ore
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its called mip mapping and its automatic if the texture is a power of 2

restive zinc
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@grim ore where is the mip mapping settings at

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in project settings

grim ore
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they are on each texture

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open the texture and look at the top right

restive zinc
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ok lemme see

hidden knoll
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I never knew how hard it was to transfer player data to and from levels

restive zinc
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@grim ore is it the power of two mode

grim ore
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it tells you if it has mip maps with number of mips

restive zinc
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i have 12

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mip maps

grim ore
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then its set up, nothing else for you to do

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i mean you can adjust them in the level of detail section but usually just let it do it's thing

restive zinc
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thanks

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@grim ore also how do you adjust the distance of when it changes the mip map?

radiant jasper
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how come whenever I try to launch my game unreal just freezes

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also the provision is saying identifier not matched

grim ore
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@restive zinc its probably the texture group that does it, but i cant be for sure. the docs has more info

restive zinc
radiant jasper
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yea it aint letting me do the template

hidden knoll
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I don't know how to set variables without using blueprints, or at least edit them when they are 'BlueprintReadOnly'

grim ore
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yes there is a very good chance without some c++ copy properties does not work

hidden knoll
#

dang

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@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?

uneven fractal
#

Anyone got time to help me resolve this bug?

open wadi
#

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?

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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.

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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.

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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?

restive zinc
#

how do you change streaming pool size

open wadi
#

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."

restive zinc
#

how do you change streaming pool size

open wadi
#

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.

restive zinc
#

found it

#

u can change it in comd

#

of ue4

open wadi
#

There you go. Good old rubber duck debugging. šŸ™‚

shut olive
#

Hey. Did anyone make anim offset in blender and imported it to UE4?

uneven fractal
#

I sure love functions

restive zinc
hollow ridge
#

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?

marsh swallow
#

@restive zinc its a basic way.

#

running it on a timeline and lerping between the walk/run will make it smoother.

restive zinc
#

@marsh swallow i really dont know how to use a timeline with that can you show me with an example

marsh swallow
#

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

bold compass
#

What’s the best program to design high quality characters so I can then import into ue4

marsh swallow
#

we use CC3 and iClone.

#

if you arent a modeler thats your best option imo.

open wadi
#

I realize it's late, but by chance, has anyone here current active developed a login system for their own UE4 application?

marsh swallow
#

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

bold compass
#

Awesome thanks

marsh swallow
#

@open wadi we have our own login system.

#

whats up?

open wadi
#

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.

marsh swallow
#

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

open wadi
#

You know what OS your AWS instance is running? Centos? Debian?

marsh swallow
#

centOS i do believe

open wadi
#

That "Amazon Linux" that's a Fedora derivation?

#

CentOS, got it.

#

So it's Fedora-based.

#

And you're leveraging MySQL.

marsh swallow
#

dont quote me on the centOS part, that i am not sure ab.

#

but yeah we use MySQL

open wadi
#

So you're basically just doing manual API calls via the HTTP module.

#

So to speak.

marsh swallow
#

yup

open wadi
#

So yours is quite custom.

#

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."

marsh swallow
#

custom as in 100% built by us, yeah. haha

open wadi
#

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.

exotic thicket
#

how you'd approach it would somewhat depend on your architecture

open wadi
#

@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.

exotic thicket
#

you could do it entirely within UE or you could use an external API which is used sort of as a proxy for messaging

open wadi
#

Interesting, ok.

exotic thicket
#

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

open wadi
#

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.

exotic thicket
#

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

open wadi
#

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.

restive zinc
#

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

exotic thicket
#

@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

restive zinc
#

like a hivemind of ai

open wadi
#

@exotic thicket Ok, thank you. So best to just get to work with the guides available.

exotic thicket
#

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

open wadi
#

Logical. I appreciate the advice.

plush yew
#

so uh

#

yesterday I got Xcode 11.something installed, and now Unreal 4 crashes on startup

#

I'll try reinstalling UE4 but yeah

plush yew
#

:(

#

Xcode 11.6 btw

#

oh nvm I don't think all the components were installed

#

gah I am an idiot

plush yew
#

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

stray adder
#

hi guys

plush yew
#

hiii šŸ™‚

stray adder
#

man i say u now

#

i from russia

#

ok?

#

are u hate russians people

plush yew
#

no I don't hate them, I am from bulgaria, our language is so similar to the russian-xD

stray adder
#

hahah

#

привет

#

u dont now this word!

#

lier!

plush yew
#

What the XD

stray adder
#

šŸ˜„

plush yew
#

I know it

#

xD

#

привет

stray adder
#

ok, i neeed to go walk, meet u soon

plush yew
#

XD

#

Го ŃŠ²ŠøŠ“Š°Š½ŠøŃ is on russian, ГовижГане is on bulgarian

stray adder
#

Š‘Š¾Š»Š³Š°Ń€ŠøŃ-ŃŠ°Š¼Š°Ń ŠŗŃ€ŃƒŃ‚Š°Ń страна в мире

plush yew
#

xDDDDDDDDDDDDDDDDDDD

#

I don't think so

#

@plush yew this might be of help

#

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

hard minnow
plush yew
#

interesting trello board, what is it about?

hard minnow
#

it's about ue4's development...

plush yew
#

@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?

tender pecan
#

@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.

frank oar
#

Hey,
Is selecting merge the best way to lower actor count while also lowering draw calls ?

tender pecan
#

@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.

plush yew
#

okay, yeah, good

tender pecan
plush yew
#

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
#

@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 player’s 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

plush yew
#

hey all, i've finished my project entirely but not able to ship it properly, anybody able?

topaz moth
#

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 ?

plush yew
lone ridge
#

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

forest compass
#

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?

grim juniper
#

Anti-aliasing

forest compass
#

It is currently set to Temporal AA

grim juniper
#

What about the Engine Scalability Settings?

forest compass
#

Where can I check this?

grim juniper
#

Settings in the top toolbar > Engine Scalability Settings > Anti-Aliasing

forest compass
#

This is the current setting

tender pecan
#

@lone ridge When you import the animation, choose an existing skeleton from the drop down.

lone ridge
#

you are AMAZING <3

grim juniper
#

@forest compass I'm not sure then. Does switching to game view change it? (pressing G while in the viewport)

forest compass
#

No it doesn't change 😦

grim juniper
#

I've got no idea then

#

It's definitely an anti-aliasing thing though. Like it looks like it's off

lethal herald
#

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.

tender pecan
#

@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.

wraith wyvern
#

can some one help me with a flip flop

#

not the shoe

#

the blueprint

rugged tendon
#

Hi I am Having some short questions

  1. How to make Multiplayer Game in Unreal engine like how to get server costs etc... Pls tell
    Tag me while answering pls
austere scroll
#

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

topaz moth
#

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.

austere scroll
#

it only did the loop once

#

how do i fix that

vernal solar
#

your last index is..0?

austere scroll
#

what do i put ?

vernal solar
#

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

austere scroll
#

ok

vernal solar
#

Anyone know how to create the zoom function just like in the video above?

#

would really appreciate the help

plush yew
vernal solar
#

nah i've seen this

#

the guy does it with umg

supple totem
#

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

wraith wyvern
#

how do i get my detail panel back?

worldly rose
#

how do i get my detail panel back?
@wraith wyvern Top menu bar > Window > Details > Details 1

wraith wyvern
#

yeah i did that

#

but its in a diffrent windo

#

w

worldly rose
#

Not sure I understand. Is it a Detail Panel a Blueprint editor that is missing?

wraith wyvern
#

detail panel

#

its in a diffrent windo

#

w

worldly rose
#

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.

wraith wyvern
#

doesnt work

abstract anvil
#

You have to click and hold on the tab, not the window itself

wraith wyvern
#

im holding on it

#

and its not working

abstract anvil
#

You could just reset to default. Should be under the window section

wraith wyvern
#

yup i have done that too

worldly rose
#

What if you first close the floating/detached window and then reset to default?

wraith wyvern
#

the same thing

worldly rose
#

Do you perhaps have two instances of Unreal Editor open, and the window belong to the other one?

wraith wyvern
#

nope

#

i just reset it again

#

and it still isnt there

worldly rose
#

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.

wraith wyvern
#

fuck me then

void barn
#

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

unborn quartz
#

Must be something to do with the phat or the physics channels.

soft panther
#

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 šŸ™‚

spice cliff
#

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

open wadi
#

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.

marsh swallow
empty mason
#

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

grim ore
#

put it in the most appropriate channel if possible

empty mason
#

@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

grim ore
#

@empty mason well if its not specific, like animation issues going in #animation , then you can try in here

empty mason
#

BUT I DONT KNOW

#

IF ITS ANIMATION PROBLEM

open wadi
#

lol

#

Good heavens.

empty mason
#

It says something like save assests

#

And then error

#

And idk

mortal cedar
#

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

grim ore
#

@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

mortal cedar
#

@grim ore thanks, I am already in that site

fringe mango
#

either ignore it or choose another name for it @empty mason

#

kinda looks like its trying to recover something you allready have? idk

empty mason
#

I tried

#

Didnt work

#

Because the red dot then didnt show on the image

grim ore
#

when you choose the red dot as the texture it doesnt show up?

empty mason
#

When i choose it

#

It says the error

#

And if i click no nothing happenes

#

And if i click yes nothing happenes

fringe mango
#

sounds like your red dot is messed up have you tried reimporting it

empty mason
#

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

fringe mango
#

nah its your project thats weird idk why

empty mason
#

oof

#

Im gonna go cry

grim ore
#

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

empty mason
#

Ah what

#

ah

grim ore
#

basically completely get rid of the red_dot texture in your project and bring it back in

empty mason
#

Im gonna go try

ornate ice
#

Hey anyone can recommend any good new Animation Course for UE4 to understand the nitty gritty of the systems in there?

empty mason
#

Didnt work

marsh swallow
#

What collision channel do particles look for?

#

they phase through my water. So rain isnt colliding with it

open wadi
#

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.

grim ore
#

@marsh swallow cascade or niagara? cpu or gpu?

marsh swallow
#

Niagara GPU

#

rains way to heavy to run on CPU

grim ore
#

@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

empty mason
#

In support vc i can screen share what happening to me and get help?

grim ore
#

as far as i know its fixed at world static but they planned on allowing it to be changed in the future @marsh swallow

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

grim ore
#

I would assume block but I havent done much work with gpu particles

marsh swallow
#

lemme try block for the hell of it

#

i wont be able to swim. šŸ˜‚

forest compass
#

Noob question, I have started a blank project, how do I enable sky atmosphere? šŸ™‚

marsh swallow
#

okay so i changed the objects collision channel to World Static and yeah the CPU part of the rain particle now collides

grim ore
#

lol I cant get it to stop colliding now

marsh swallow
#

but the GPU one still phases

open wadi
#

@grim ore Thank you.

formal pebble
#

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

dense knoll
#

does anyone know how to fix this

storm venture
whole quarry
#

@dense knoll looks like you try to call a widget from an invalid place

dense knoll
#

wdym

whole quarry
#

I had that error once, when I tried to acces a widget in the player controller from the game instance

dense knoll
#

i dont get any errors when i compile or package

whole quarry
#

Did for me too, it crashed only when calling the widget

dense knoll
#

how do i find the widget

whole quarry
#

Try to pinpoint which widget your calling to crash it

#

Replicate your steps..

dense knoll
#

it crashes the second it starts up

whole quarry
#

You did something when it crashed

#

So, start removing widgets at start up

dense knoll
#

the only thing on startup is the main menu but this never happened before

#

why is 4.25 causing more problems then solution

whole quarry
#

So you did something between then and now

dense knoll
#

the only thing i did is add load stream level

whole quarry
#

Ah, so do you call/create a widget after the load stream? @dense knoll

dense knoll
#

Yes

#

the main ui

#

i did not change anything

#

in the main ui

scarlet birch
#

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?

dense knoll
#

the level loads then 5 seconds after the main ui loads

scarlet birch
#

You check that it's fully loaded?

#

and the pawn and controller exist?

dense knoll
#

the crash happens before the level loads

scarlet birch
#

idk your code so throwing stuff out there

#

without sharing what you're doing it's all guess work.

signal osprey
#

hi

#

I am using Houdini Ocean tool. THe ocean is black and white. How do I give it color?

plush yew
#

Anyone know why my shadows keep twitching like this? They’re being cast by the moving directional light (sun), but the light is moving smoothly, not like that

empty mason
#

In blueprint how to comment things together

frank oar
prisma wolf
#

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? šŸ˜„

plush yew
#

tried everything i can think of but still no luck with my shadows

cedar wave
#

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.

narrow mauve
#

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

silk lintel
#

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.

marsh swallow
#

@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

plush yew
#

So how do I smooth it out?

marsh swallow
#

@prisma wolf its up in the toolbar now, called Modes.

frank oar
#

thank you @marsh swallow

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.

silk lintel
#

*Okay, I can rule out project settings. Just tried with a new project, default settings, and the mip gen issue still persists.

marsh swallow
#

@narrow mauve Vector fields are still a work in progress. i dont believe you can yet visualize them.

silk lintel
#

@marsh swallow Thx so much for taking the time btw, I know this is all volunteer work.

marsh swallow
#

@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. šŸ˜‚

silk lintel
#

feelsbadman

#

is this the right place to post it?

cedar wave
#

@marsh swallow Yeah - I did do that already. (note - I recently removed the rock layer just to remove any potential odd thing)

silk lintel
#

@marsh swallow I posted in graphics just in case, but that channel is always dead. Happen to know anyone who could answer my question?

plain terrace
#

is it possible to change the pivot point of meshes inside a pawn in the unreal engine?

silk lintel
#

@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).

plain terrace
#

mk thanks

plush yew
#

Changing the shadow resolution scale on the directional light has smoothed out the movement of the shadows in general but it’s still flickering. Do you have an example or any tutorial links on how I can change the refresh? Thanks for the help šŸ™‚

marsh swallow
#

That might actually be for the old lighting system. the new sky might do it automatically.

open wadi
#

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?

marsh swallow
#

@open wadi you can do it either in 3D space with rendered widgets or create materials and UI mesh particles in UMG.

open wadi
#

I see.

marsh swallow
#

the unreal fest videos actually have a sample of that

open wadi
#

Oh really, very nice.

plush yew
#

I tried making a new project and doing it in there with the increase shadow resolution but it’s still jittering every few seconds

obsidian nimbus
#

you tick into a delay...

marsh swallow
#

your delay

#

that will cause you to notice it.

#

so you want to rotate less and run that on tick

plush yew
#

I took out the delay but it’s still flickering

#

The delay was to link it to my Time system within game (24 minutes per in-game day)

marsh swallow
#

@plush yew when u removed the delay did u adjust the rotation change as well?

#

light should move slow enough you cant notice it.

plush yew
#

Yeah but strangely that’s made it more noticeable

grim ore
#

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

karmic nymph
#

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

rain vigil
#

Hey I need some help please. I’ve 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?

#

I’ve tried multiple maps

plush yew
#

how would I debug the output?

grim ore
#

@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.

plush yew
rain vigil
#

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

plush yew
#

It’s definitely down to the refreshing of the shadows as far as I can tell

grim ore
#

@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

rain vigil
#

Soo sit there and wait?

autumn elbow
#

@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. šŸ˜…

tranquil marlin
#

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? šŸ‘€
Let me know
Thanks

autumn elbow
#

Depends on your game

#

You making flappybirds, or call of duty?

tranquil marlin
#

its gonna be 3D but minimal. the closest that I can mentions are games like: Journey , Little nightmare , Vane

autumn elbow
#

do you have to loop over a lot of items? a lot of calculations?

tranquil marlin
#

Probably not. mostly finding stuff. but its gonna be in 3 completely different environments.

autumn elbow
#

Start with BP, and if you start to have performance issues, then isolate the issue and fix it.

tranquil marlin
#

I see. and fixing that needs a little C++ ?

plush yew
#

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

autumn elbow
#

If it's a slow calculation then c++ will help.

tranquil marlin
#

Awesome thanks @autumn elbow

narrow mauve
#

@narrow mauve Vector fields are still a work in progress. i dont believe you can yet visualize them.
@marsh swallow Thank you

marsh swallow
#

@plush yew Get UDS and see what he did. lol

autumn elbow
#

@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

dire crescent
#

How can i use a ps4 controller in ue4?

marsh swallow
#

Google will show you that you can download DS4Windows

#

^^

plush yew
#

@autumn elbow yea its the geometry that the shadows are coming from

dire crescent
#

Thanks

plush yew
#

im considering just getting UDS at this point

autumn elbow
#

What is UDS?

plush yew
#

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

autumn elbow
#

Oh lol

marsh swallow
#

yeah i personally highly recommend it. šŸ˜„

autumn elbow
#

How are you moving the sun around?

marsh swallow
#

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

plush yew
#

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

grim ore
#

packaged but note it needs C++ to package a project that uses it

autumn elbow
#

instead of a rotator, try SetActorLocation... just for kicks

plush yew
#

ye it goes through that, thats what the combined value goes into

#

oh wait no it goes into rotation not location

autumn elbow
#

Try location. Left to right so the shadows move.

grim ore
#

that wont work with a directional light

autumn elbow
#

ahh.. true..

grim ore
#

so are you just adding values to a rotator or using the functions to add rotators such as combine rotators

marsh swallow
#

hes doing that

#

or at least was

plush yew
#

I'll save us all the headache and just get UDS šŸ˜‰

#

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

grim ore
#

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

autumn elbow
#

In his very first video, the shadow is split. Half is moving smoothly, the other is doing weird stuff

grim ore
#

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

autumn elbow
#

Yea, pretty interesting

plush yew
#

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

autumn elbow
#

I'd like to see 😃

#

It's Ultra Dynamic

ancient lotus
#

can you play an animation montage without an animation blueprint?

autumn elbow
marsh swallow
#

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.

spice cliff
#

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 ?

ornate forge
#

Does anyone know how to prevent component meshes from breaking the same way?

spare kernel
#

@marsh swallow Epic do that in Fortnite

#

1 set of animations (on a base skeleton)

#

then they use runtime retargeting for the different skeletons

worn heath
#

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.

ornate forge
#

@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

worn heath
#

Awesome! I will try it out. Thank!

glass rapids
#

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

plush yew
#

Shadows are still a little bit twitchy so I’m 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, there’s enough distraction for it now to be a big deal honestly

balmy tide
#

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

ancient lotus
#

@autumn elbow you still have to use an animation blueprint to use the montage

balmy tide
#

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?

plush yew
#

what is Scalable 3D or 2D?

plush yew
#

anyone tried using the new blender send to unreal plugin? getting the following error

#

nvm looks like the docs have it

open wadi
#

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?

tiny sonnet
#

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

open wadi
#

Good heavens, what are the specs of your machine?

balmy tide
#

can anyone please help me with the problem I posted?

open wadi
#

It's late, most of the guys who answer questions aren't here.

glass rapids
#

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?

plush yew
#

Anyone here experienced with VRexpansion Plugin?

tiny sonnet
#

My cpu is a i7 and my gpu is a Radeon 580 @open wadi

uneven fractal
#

@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;
}
mossy nymph
#

whats the error?

uneven fractal
#

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

mossy nymph
#

well, the UStructToJsonObjectString doesn't take a struct pointer

#

it takes a struct

uneven fractal
#

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

mossy nymph
#

also, if you pass it a struct created on stack, you'll be serializing garbage

uneven fractal
#

wdym by "struct created on stack"?

mossy nymph
#

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

uneven fractal
#

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?

mossy nymph
#

off the top of my head, no sure

uneven fractal
#

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++

restive zinc
#

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

open wadi
#

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.

dim axle
#

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,

open wadi
#

How to manage your files?

#

You mean in general when operating a computer?

dim axle
#

???

#

no i mean in the enigne? like where to put all the blueprints and all the imported assets and like file structure stuff

open wadi
#

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"

#

I'd start there.

dim axle
#

ok

open wadi
orchid coral
#

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

formal pebble
#

How I scale down the mesh for each points along a spline?

stray adder
#

hi guys

wide prawn
#

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? I’ve made sure to turn off the ā€œuse less CPU in backgroundā€ in the editor preferences. I’ve tried capping the FPS, no change. The odd thing, when I unfocus BOTH standalones, I get perfect FPS in both. It’s so wonky.

granite spire
#

@wide prawn I'm "mark elliott" helping you in the thread, FYI, we might need a list of things you have tried, haha.

wide prawn
#

Oh nice! I’ve 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 ā€œuse less CPU in backgroundā€, tried using a FPS set to 60. Tried smooth frame rate. PIE view with two screens runs perfect. It’s ONLY standalone having issues.

granite spire
#

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

queen bough
azure reef
#

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

granite spire
#

@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?

azure reef
#

I'm gonna do this asap. Hope it will fix my problems

feral sierra
#

How to raise heightmap landscape terrain resolution after importation?

candid grail
#

How does this make sense: A valid Game Instance fails casting to the type set in project settings - but only in packaged game?

sage blade
#

Does anyone know how to render in Unreal Engine? (with alpha)
I also have Niagara particles

tender pecan
smoky sonnet
#

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]

sleek solar
#

save them on some server

smoky sonnet
#

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

rigid belfry
#

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

sleek solar
#

you should check steamworks documentation for that (if that's an option)

smoky sonnet
#

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

whole quarry
#

@azure reef better to read out the logs to pinpoint the cause of the crash instead of going on a wild goose chase

odd yarrow
#

How do I stretch the texture