#ue4-general

1 messages ยท Page 801 of 1

frank isle
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of the idle animation

grim ore
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so when it starts the idle animation is playing, you move left or right and the run plays, then if you stop it idles or it freezes?

frank isle
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running animation and jumping animation do work how they supposed to do, when the input of the movement is pressed, the running and jumping starts

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but as soon as i stop move, he just freezes into idle

terse patrol
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Hi guys need some help

https://www.youtube.com/watch?v=FW5YNMdJruY&start=9s

Anyone know how to do the stuff on this video:
-0:20 the enemy do leap attack and the camera change(focus on enemy)
-0:30 when he blocks the enemy, the camera zoom in and play slow motion

็ทด็ฟ’ไธญ็š„Project๏ผŒ้žๅ•†็”จ
Music : https://youtu.be/xggWJLgN-Es

=====================================

ๆญฃๅผ็š„ๅฐˆๆกˆๅทฒ็ถ“้–‹ๅง‹็ถ“็‡ŸFBไบ†๏ผๅฐ‡ๆœƒๅปถ็”จๅฝฑ็‰‡ไธญ็š„ๆˆฐ้ฌฅ็ณป็ตฑ๏ผŒๆญก่ฟŽ้—œๆณจไปฅไพฟ็ฒๅ–ๆ›ดๅคš้–‹็™ผๆถˆๆฏ๏ผ
FB็ฒ‰็ตฒ้  : https://www.facebook.com/Thymesia-่จ˜ๆ†ถ้‚Šๅขƒ-373963936505367/

โ–ถ Play video
fierce forge
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how i can change this light color ?

grim ore
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@frank isle and if you jumped again what happens?

frank isle
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nothing

grim ore
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@fierce forge Color Scale over life?

fierce forge
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@grim ore it is color scale

grim ore
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also the color of the particle is what primarily affects the color of the light

still hemlock
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So I'm using ALS4 and I'm trying to add a paragon character but when I add them the body gets stretched out

fierce forge
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my particle color is yellow and the light is white

still hemlock
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anyone ever fix it so it doesn't stretch?

grim ore
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@frank isle so where is the code for your jumping

frank isle
grim ore
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@frank isle but they never jump again? even if the animation is stopped they never go up and down?

frank isle
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no no, everything works fine, jumping works and running works with the animations but my character stopped idling

grim ore
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ok just wanted to make sure its just the flipbook

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basically if your velocity is 0.0 it should play the idle animation and it doesnt. You need to add a print string after the set flipbook for the idle and see what happens

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it should just print stuff when you do nothing to start, then when you jump or move and then stop see if it still prints out

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my thought is your velocity is not equal to 0 but is nearly that due to float rounding so we want to see if it even gets past the branch. the other alternative is print out the value from your velocity Y and watch it

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see if it starts at 0.0 and when you move and jump and stop see if it gets back to 0.0 or not

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also it looks like you are trying to play the run and idle at the same time

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your tick runs, checks to see if they are not moving, and sets it to idle. Your input tick runs on the move right, sees you are not falling, and you are adding no input (not moving so that is fine) but then also setting the run anim

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it seems like your branch after the add movement input might ahve had something in it before, like checking to see if the inputaxis moveright axis value was not 0 (you are giving it input and want the run anim to play) but that part is now gone and you are forcing the branch to pass

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that might be the issue not the velocity. I have never tried to set 2 flipbooks between frames lol

frank isle
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the branch in the jump animation section was the last thing i added fot the "Is Falling" function

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i thought that would fix my previous problem, which was that he wouldnt play the jump animation

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my thought was, that it could should work, since the branch is deviding the command for falling or not falling

grim ore
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the branch after your add movement input is always being called every frame

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the branch in your event tick is always being called every frame if your person is not moving

frank isle
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i have no idea what to do with that information xD

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im sorry for beeing so scrubby thats the first time i have ever done something like that

grim ore
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after the add movement input there is a branch, uncheck the checkbox on the condition and see what happens

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the run animation should no longer work but does it still freeze up after jumping

frank isle
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ah ok

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yeah now he stops the running animation

grim ore
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did you look at the 2d side scroller template to see how they handle this?

hidden aurora
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How do I clear all the values inside a map but keeping the keys

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Or I just iterate through the keys addd set them to false with add node?

frank isle
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@grim ore i'll just check rl quick

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@grim ore the 2d sidescroller bp does not have any jumping animations

silk lintel
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Okay, I'm stumped. I'm working on an input system which allows for both toggle and hold input. There's this one macro in particular that's given me a headache. Everything else is fine, but I need to be able to return a different value depending on which function is run. I know the obvious answer is 'use a function instead of a macro', but I need two inputs, one for pressed and one for released. Any ideas? Let me know if you need more screenshots, I have a lot of nested functions/macros.

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Wait, I think I'm idiot.

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brb

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k now I'm even more confused

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Now I'm back to less confused and thinking I'm an idiot.

open wadi
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Apologies - just got back from the store. Question: Does anyone bychance know how to disable the PlayerCameraManager? I have no need for it, I have a static camera reference I'm attempting to use.

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Not finding any documentation on doing so.

silk lintel
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@open wadi Eww, getting up from your chair and not being on the computer for literally every waking hour? Smh my head.

open wadi
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haha

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Well, I had to drop off my kids so yes, every so often I'm forced to move.

silk lintel
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Fair enough

open wadi
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Perhaps one of these default GameMode classes is forcing the creation of a pawn I don't need and thus a new camera?

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I presume that's all it can be - the mysterious CameraActor is, per UE, coming from my persistent parent level. And there's almost no code within it.

azure reef
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Hello guys! How can I debug a mobile game in shipping mode? My game is crashing after splash screen but only in shipping mode and I have no idea how to debug this

plush yew
open wadi
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lol, kid, you're advertising your YouTube channel on a UE4 Discord support server.

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But congrats on the physical mail from YouTube.

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The day I find out my daughters have an unsupervised YouTube channel of their own is the day my head explodes.

ember star
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A lot of my classes aren't firing begin play. I suspect it's because I load a level with one game mode then switch to another on open level. Any advice?

frank isle
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maybe you guys can help me with my animation problem? ^^

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with this mess xd

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after i added the jumping animation with the lower branch, my character wont do his idle animation

open wadi
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Is there a chance this magical appearing CameraActor could be tied to the SpectatorPawn?

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Is it possible to disable the SpectatorPawn?

frank isle
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i rly would like to help u if i wasnt a bloody scrub xd

open wadi
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Hah, no worries.

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TheTopMindsOfDiscord have been helping me with this issue for 2 days to no avail.

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And there are a few people with relevant questions on the UE forums, several posts with zero answers.

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A very weird issue where I have two levels, one with a camera and a particle effect (so that the particle effect appears in the background), a sublevel that is instantly loaded, which loads a couple widgets for navigation, and somehow the single camera I've created on the primary parent level gets hijacked by another CameraActor that comes from places unknown, thus the particle effect appears offscreen.

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I want this secondary CameraActor to stop appearing.

frank isle
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bruh, im happy that i made my character move xD

plush yew
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Can i ask just a little question here?

smoky sonnet
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hey can someone please say to me why my app crashes after some time this might be the log

plush yew
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How long it takes to download the unreal engine? The download still in 84%, and it already downloaded the 11.5Gb content

smoky sonnet
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10-40 minutes

rapid cloak
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Hate to interrupt but anyone know of a good yt video to start off with to figure out how to do the basic stuff from scratch such as making a character in a scene be the starting controlled actor and how to tie a set of animations to keybinds?

plush yew
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Thanks ^^

frank isle
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@rapid cloak i started yesterday and i never had anything to do with that stuff, rn im learing from EvilDoUsHarm and
d123s404

smoky sonnet
open wadi
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@smoky sonnet:

The device is running low on memory while the app is running. The event raised indicates the severity of the memory-related event.

               If the event is TRIM_MEMORY_RUNNING_CRITICAL, then the system will begin killing background processes.
            */
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Are you compiling this on Android by chance?

rapid cloak
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I'll see if it does. I feel really dumb cause with other game engines I didn't struggle as much and never had to even look at many tutorial vids

smoky sonnet
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@open wadi what do you mean compiling oin android i packaged it via ue4 also via android studio also lunching it right through ue4 on my phone

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it crashes everytime after some time

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yea its for android if you mean that

open wadi
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Yes, so what I did was, I looked at your log, I saw what appears to be an obvious error, which is the 4th line down:

LogPlayLevel: 07-22 01:55:12.532 551 551 D UE4 : [GameActivity] ==============> GameActive.onTrimMemory(TRIM_MEMORY_RUNNING_CRITICAL) called!

smoky sonnet
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its an blueprint project

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only blueprints

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and i am doing nothing staying in the main menu widget

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and just waiting

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after some time it crashes

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dont know why

open wadi
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Right, but something about the way it's configured is exhausting RAM.

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Depending on how widgets are configured, they can not be unloaded in time, garbage collection in UE4 runs, I forget, every 60 seconds?

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For example, with my main menu NAV widgets, I received assistance on configuring Widgets by hiding and showing them, versus unloading and loading them.

smoky sonnet
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yea but i am not even loading another widget just staying at the main widget

open wadi
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This second log you just posted, this is of another crash?

smoky sonnet
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yea

open wadi
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The first log indicates you exhausted RAM on an Android-based device.

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Looking at the second.

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I assume you're Googling these warnings yourself before asking here, so I'll dispense with the obvious possibilities.

smoky sonnet
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okay i will try pls google help me

open wadi
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It's hard to say, since you have variance between these logs when things crash, overall it looks to me like there's something generating performance issues, you've got RAM exhaustion going on, you've got Warnings like " Warning: Task graph took 20.90ms for NPTask to recieve broadcast do processing and wait for other task threads.", which appears to be a bit of a race condition related to multithreaded tasks.

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I'm sure some expert in here would like to look at the project itself, but my guess is something is misconfigured in your blueprints, such as actors or widgets staying memory-resident too long, some sort of loop, etc.

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Note that this is coming from the perspective of a Network Administrator and not someone who has spent the last 10 years working in UE specifically, but some of these concepts are of course universal amongst applications.

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Quick question: How might one reference an actor from another Blueprint?

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I believe it's a "cast to" node, just don't recall the name.

dapper bridge
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Would get all actors of class work? And get a copy from that, and cast to the reference of the BP

open wadi
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Ahh, I believe that's it.

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Let me confirm.

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Oh, hmm.

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Well, right now it's a simple CameraActor from another level.

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Get All Actors of Class will only let me reference Blueprints, not levels, it appears.

dapper bridge
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You can create a variable in the game mode , and save the position of the camera, or whatever you need to save, and translate it to another BP

open wadi
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Hmm.

hardy zealot
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I've been having such a problem with this, making a stealth game where the npcs need to talk to one another, but I think I got it last night. If all characters exist in the scene, you can make a variable that's instance editable with referance to another blueprint. In the world outliner you can set this variable to be the character you want to reference, and then you don't need to cast to the blueprint each time, you can just use the variable.

dapper bridge
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Cast to game mode, and set the new variable in the current BP as the saved variable

hardy zealot
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Casting to AI blueprints was another pain, where you can use the "get all actors of class" node to set another variable on begin play since the AI blueprint doesn't exist in the scene.

open wadi
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So in essence, there's no way to simply reference an actor from one level in another level.

dapper bridge
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The level technically doesnt exist, so idts

open wadi
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Interesting, what do you mean?

dapper bridge
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If your on level 1, then that's the only level that truly exists

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Until you change levels, then level 2, for example, would be the only existing level

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So your referencing actors that don't exist, until you open that specific level.

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But if you save values, you can access them, and set them accordingly within other Blueprints.

smoky sonnet
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i am getting everytime new error logs now something with the vulkan but everytime i do literally nothing just staying in my main widget

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anyone who know what happens?

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google says > nothing

open wadi
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I mean, yes, this is an entirely different set of errors @smoky sonnet

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What version of the engine are you on?

smoky sonnet
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4.24

open wadi
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Perhaps it's time to test a new version.

smoky sonnet
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4.25 is shit

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for mobile

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so many plugins arent working no thanks 4.24 should be good enough or not :/

open wadi
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Now the error is:

2020.07.22-00.31.19:353][ 3]LogOutputDevice: Error: Ensure condition failed: Layout == VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR || Layout == VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL || Layout == VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL || Layout == VK_IMAGE_LAYO
UT_DEPTH_STENCIL_READ_ONLY_OPTIMAL || Layout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL || Layout == VK_IMAGE_LAYOUT_GENERAL [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanDescriptorSets.h] [Line: 1103]
LogPlayLevel: Error: 07-22 02:31:19.353 29743 29850 D UE4 : [2020.07.22-00.31.19:353][ 3]LogOutputDevice: Error: Invalid Layout 2, Index 1, Type 1
LogPlayLevel: Error: 07-22 02:31:19.353 29743 29850 D UE4 :

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I mean could you have bad RAM on that device that's corrupting instructions?

smoky sonnet
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mhh idk huawei is really shit but loading an widget idk

open wadi
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For example, I've had to deal with bad machines that had just a byte or two of failing RAM and applications would die seemingly at random with segfault errors.

smoky sonnet
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also google says they seem to get really big problems while just starting the app

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but dont know why

open wadi
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Since the bad bytes were getting allocated by the OS to various processes at various times, so the erroneous behavior would vary.

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You've presented 3 logs with 3 different sets of errors.

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On the device, have you noticed any other erroneous behavior? Other apps crashing, etc?

smoky sonnet
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nop

open wadi
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Try a different engine version and see if the behavior persists, that would be my next step.

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Just as a troubleshooting step, I'm aware it's a pain.

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But it's a process of elimination type situation.

smoky sonnet
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it runs so smoothly right now for 4 minutes straight

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maybe i fixed it

open wadi
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Also, if available, try a different device as well.

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How did you fix it?

smoky sonnet
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just deactivating fckn vulkan dont even know what this is something "for better quality" i think

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it runs smooth omg cum

open wadi
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Ok, so perhaps a misbehaving plugin was causing the problems.

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Great, well congrats.

smoky sonnet
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thanks โค๏ธ happy

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ingame purchases works ads are working and its smooth ahhhhh thx god

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took me 3 days for that

open wadi
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I suppose, that is how you troubleshoot WordPress, why not UE4, lol

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"disable the plugins one by one and try again"

smoky sonnet
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never used wordpress

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just joomla

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but i might know what you mean hehe

open wadi
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It's a joke but that's how you troubleshoot web CMSs, yes.

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Same concept.

exotic thicket
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that's how you troubleshoot coding stuff in general sometimes

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you comment out code until it starts working lol

smoky sonnet
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+1 deactivatet so much until it works

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now i can reactivate anything but not vulkan support

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just one option caused so much trouble its kinda sad

open wadi
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I suppose that's how it goes, with an IDE like this, anything that injects code into the framework can break things.

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But not a good sign for Vulkan, to be sure.

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lol "DaddyMadeGames"

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Sounds dirty.

smoky sonnet
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yea ue4 and mobile programming never again ๐Ÿ˜„ this is my first and last project for android development with ue4 after this project is on playstore im switching right to unity

open wadi
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I hear you. I'll say, one thing that highly attracted me to UE was their licensing terms, it's unbelievably fair.

smoky sonnet
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hope i am not getting banned for that idk

open wadi
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And now you pay nothing until the first 1 mil generated.

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I guess you can get away with that when you have a product like Fortnite generating the GDP of Africa annually.

smoky sonnet
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thats true but 1 mil not even in my drams ๐Ÿ˜„

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dreams*

open wadi
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Dream bigger my friend, 1 mil is nothing.

exotic thicket
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I'd be happy if I actually get a game finished some day lol

hardy zealot
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@open wadi I hope this helps, but this is how I talk to my Ai blueprint that doesn't technically "exist" in the scene.

smoky sonnet
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idk ue4 for vr, pc , ps , xbox games definitely 10v10 but for mobile idk so many bugs no real good docs every post in a forum is a exception throw to anywhere

open wadi
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Thank you @hardy zealot, will have a look.

exotic thicket
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Doubly happy if it's good enough to put on steam and it sells enough to pay the 100 bucks steam fee... that's all I need lol

open wadi
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Now could you clarify, what do you mean when you say "technically levels do not exist"?

rapid cloak
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@hearty rose There's a lot of limitations for things to run stable on mobile platforms like that, that's what I noticed when I used to publish work for games on the Quest

open wadi
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lol, Steam only charges $100?

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Good lord.

exotic thicket
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iirc it's around 100 bucks yeah

smoky sonnet
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and also the MB my game is so large holy but thats the smallest thing its completely the community because not many are doing mobile programming with ue4 i think because i cant find real help online

open wadi
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I spend that much at the gas station every 3 days, why are they so cheap?

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I suppose it's because they are taking 1/3rd of overall profits, no?

exotic thicket
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I dunno, I don't see why they should be more expensive. It makes it much more feasible for indies to publish if the fee is not high

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but yeah they do take a decent slice of the pie

hardy zealot
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It doesn't exist within the world outliner for the level, so you can't use the typical "cast to" node. At least I kept getting, blah blah doesn't inherit from blah blah, even though My ai is attached to my character blueprint.

open wadi
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Sure, I mean $100 is beyond "not high", that's like some shit you'd find on the street.

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I'm sure it's because they're taking a set percentage of overall revenue from the app.

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Exactly.

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Akin to how Apple takes 30% or what have you.

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So they don't care about up-front costs.

exotic thicket
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an hour? maybe not in california lol

smoky sonnet
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an hour? maybe not in my live because i am a student affording 20$ for google play was a pain for me xD

open wadi
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Hell California, isn't minimum wage $100 there? I read the bums in San Fran make $40K a year.

rapid cloak
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@hearty rose Yeah, for now I want to move on to bigger things though without the game engine limiting me from using certain shaders or things with a file size larger than 50 mb, kinda why I want to learn how to use Unreal since I know there's some really good stuff people make with it

open wadi
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"The streets are paved with hypodermic needles" - San Fran.

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Agreed @hearty rose

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I grew up coding in C/C++, it's nice to have a framework using such a classic, standardized language.

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"If it ain't broke"

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Good enough for Ken Thompson and Dennis Ritchie, good enough for me.

rapid cloak
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I probably should learn c++. I want to learn how to make an actual video game, one that has great scenery, story and gameplay. Not just make character models and animations in Unity

open wadi
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Well because the languages you're referring to, if I'm not mistaken, like so many others, are higher-level versions of C, which itself was a higher-level version of processor instructions.

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So yes, going backwards should be quite fluid.

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Just learn C and ASM like a man, then move forward.

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Universal advice.

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haha

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Well-put my friend.

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I am not, I'm using it for the first time for a side project I'm working on for my company.

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Thus my ignorance relating to things like "how on earth do I reference a camera actor I created in one level on another level"

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That's nice, you'll be quite welcomed around here.

exotic thicket
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My dayjob is pretty much nodejs / clientside js stuff nowadays

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just doing some random fuckery in UE really lol

open wadi
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Between you, MathewW, juicybear, and a few others, it's nice to have some quality developers around here to help lessen the learning curve.

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I've been a network administrator for about 20 years and I've coded for some time in C, Pascal, AT&T / Intel syntax ASM, Ruby, bit of Bash, etc, but this is my first time using a visual framework like this.

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I'm more of a CLI-guy, if that makes sense. I don't care for windows, normally. I enjoy a green on black terminal.

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Right, makes sense.

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Oh really.

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You're focused on VR then?

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Nice.

exotic thicket
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interesting

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I know a guy who's making some kind of VR crime scene investigation software I think for teaching purposes

soft fiber
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Having some white flickering through modular walls from time to time... is there a fix, I've looked everywhere?

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I don't think its that because they way it just appears at random.

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Yes, there all 400cm.

open wadi
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Is anyone familiar with a methodology to disable PlayerCameraManager?

exotic thicket
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I suspect to disable it you might need to go into the engine code

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Why are you trying to disable it?

open wadi
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Because it is generating a new CameraActor that I don't want, and didn't ask for, and is hijacking the lone static camera I added and want to use.

exotic thicket
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There is an option in the player camera manager to manually choose the view target

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that should stop it from hijacking your camera

open wadi
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Thank you @exotic thicket. Where might that option be?

exotic thicket
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you'll need to create a custom camera manager

soft fiber
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Is there a way to check the mesh size once imported to Unreal?

exotic thicket
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it's one of the settings on it, I forget what it's specifically called, but it's something about view target

open wadi
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Hi HenrikB, I did that, the issue is that I have 2 levels - one primarypersistent (where the cameraactor I want to use is located) and one sublevel, and I cannot find online, nor have I found an answer to, a way to reference the CameraActor from the parent level in the sublevel.

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@exotic thicket - So you're saying, create a custom camera manager, then alter that setting?

exotic thicket
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correct

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iirc you can set what camera manager class to use if you override the playercontroller

open wadi
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Thank you @exotic thicket. I have a custom PC I'm using for each of my two levels.

exotic thicket
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^a friend was just looking to buy like a quad 2080 setup :X

open wadi
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@exotic thicket if I go to create a new BP, I do not see any form of CameraManager as an option. Perhaps I'm misunderstanding

exotic thicket
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he does 3D so he needs the render performance I guess

open wadi
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@exotic thicket Thank you, perhaps I overlooked it.

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Apologies, string starts with Player.

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Yes, got it, thank you.

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This PlayerCameraManager setting I'm looking for, you mentioned an option to "manually choose the view target"

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Are you referring to "Default FOV"?

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And for that matter, how do I tell the GM to leverage this new PlayerCameraManager? The options I see are Game Session Class, Game State Class, PC Class, Player State Class, HUD Class, Default Pawn Class, Spectator Class, Replay Spectator Player Controller Class, and Server Stat Replication Class.

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These are the class specifications for the GM itself.

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Ah, thank you.

exotic thicket
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Oh, actually the option might be right there in what HenrikB just pasted

open wadi
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I tried unchecking the "auto manage active camera target", compiled and played, and the same behavior occured.

exotic thicket
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auto manage active camera target might be the one I was thinking of

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the camera view target should follow the possessed pawn in any case so I'm not quite sure why it would steal the focus

open wadi
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The summary of my longstanding issue is:

I have a very simplistic project. I have two levels:

  1. A Primary Persistent level that has a single CameraActor pointed at a particle effect (that exists because I want to keep it running in the background)
  2. A MainMenu sublevel that simply displays, at this point, a couple navigation widgets. This level contains no actors, it simply exists to call widgets.

The problem is, when I play the project, a second "CameraActor" appears and this becomes the camera in use, causing the background particle effect to appear offscreen. If I try to manually delete this CameraActor, it mentions it has references coming from PlayerCameraManager and GameplayDebuggerCategoryReplicator.

exotic thicket
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is your CameraActor a pawn?

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the one that you want it to actually use I mean

open wadi
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So we have this magical, mysterious CameraActor showing up, and we simply cannot get rid of it. No one knows where it's coming from - if I view the location, it's associated with the primary persistent level.

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@exotic thicket Checking, the type is "CameraActor"

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It's an actual CameraActor, not a pawn.

dapper bridge
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Can you use a render target/2d scene capture? @open wadi

open wadi
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The camera I want to use is a CameraActor.

#

Just like the magical one that is spawned from places unknown.

exotic thicket
#

yeah I think if you make a custom pawn BP and put a camera in that one, and use it instead of the CameraActor it would work

open wadi
#

Last night I tried, while working with @granite spire, creating a new Pawn BP that solely consists of a camera and using that, we did some Blueprint magic, but no dice.

exotic thicket
#

did you set auto possess player?

open wadi
#

@dapper bridge Theoretically yes, instead of using the sublevels and an actual particle effect, I've researched that and could create such a thing for displaying in a widget, but at this point it's a group mission to determine where this CameraActor is coming from.

#

@exotic thicket Ok, let me re-use the Pawn BP consisting of a camera and try to use that.

soft fiber
#

@hearty rose The main wall is 400 by 400 by 30. The corners are a bit longer because the trim is at 45 degrees.

open wadi
#

@hearty rose Well, considering how simplistic the project is, I'm not sure it's overengineering.

#

It's 2 levels, 1 with 2 actors, the other with zero, and a couple widgets.

#

Correct, I have widgets and I want a particle effect, like smoke, to run in the background, akin to the Dota2 main menu.

#

In the case of Dota2, it's a slow-moving cyclone, but same concept.

dapper bridge
#

Why are you trying to d othis within two diffrerent levels though?

open wadi
#

@dapper bridge Because @grim ore suggested that was a good method to allow for my particle effect to run seamlessly in the background while loading and unloading various widgets, and this of course would be working fine if a random CameraActor didn't show up and take control over the CameraActor I'm attempting to use.

#

Works great otherwise.

dapper bridge
#

Use set target in view node

#

Then hook the target up to the camera you want to use.

#

that will go around having to delete the phanton macera

open wadi
#

@dapper bridge Will give it a shot. Could you elaborate or provide a screenshot?

dapper bridge
#

2 seconds

open wadi
#

Thank you.

#

@hearty rose In this case, the unnecessary CameraActor in question, according to UE, while the project is running, says it's being called somehow from the PrimaryPersistent level, so I'm not sure reducing this to a single level will help.

#

Happy to provide whatever is needed.

soft fiber
#

@hearty rose Do you still think its a gap?

dapper bridge
#

You would replace my "vehicle camera" variable, with your camera reference

open wadi
#

Yes, the set view target with blend, yes I do this on the Primary Persistent level, and then the issue becomes that I cannot find a single article, nor can anyone tell me, how to reference an actor from one level in another level.

dapper bridge
#

OH

#

I dont think its possible.

open wadi
#

Therefore, I cannot leverage Set View Target with Blend on the sublevel to point to the camera actor I want to use, because it was created on the primary persistent level.

dapper bridge
#

The level isnt rendered unless you have the level opened

open wadi
#

Ahh, so that makes sense.

dapper bridge
#

this is what I was saying. it doesnt exist lol

#

BUT

#

you may be able to use a render target

#

lol thats what I offered as a suggestion before lol

open wadi
#

How would I leverage Render Target?

nova pollen
#

ue4 blueprints is the closest I've come to understanding code

dapper bridge
#

dm me and ill help

#

or call Henrik lol haha

open wadi
#

Doing so now.

nova pollen
#

ue5

#

idk

#

or better, turn the launcher into a emote wheel

#

wait, you guys need a vault?

soft fiber
nova pollen
#

If you ain't making the assets from scratch from basic geometry, are ya truly doing it right?

soft fiber
#

No, I haven't

nova pollen
#

yas

#

runs about as well as pubg on the xbox

#

you're right, it's an exaggeration to assume anything would run nearly as poorly as pubg on the xbox

smoky sonnet
#

is it true that you dont need to open a company (small business) for publishing apps which includes ingame purchases and ads. because i heard that you nees it because yoi get an income and you nees to pay taxes etc but some say you dont need that. what is true?

nova pollen
#

pascal, I think tax laws are different based on location

#

Some places have digital tax (commonly seen as vst or VAT on steam)

#

@smoky sonnet final answer: Go ask your local police department

smoky sonnet
#

they said i nees it because i might have an income over 11k so i would need to pay taxes

nova pollen
#

oh damn, my bad @hearty rose

marsh swallow
#

lmao. I thought you were suppose to ask your dentist?

#

Or was it your doctor?

nova pollen
#

the safe thing to do is the treat it like income, pay tax for the tax bracket, and as long as it's fully disclosed how much you make/made from it, you should be fine

marsh swallow
#

oh wait.... How about a CPA who has knowledge on the Video Game industry. ๐Ÿ™‚

nova pollen
#

Corrupting the kids, man

marsh swallow
#

NO!

#

i literally just said it.

#

a CPA who has knowledge in the Game Industry. even a basic CPA can tell you about all your local tax laws

nova pollen
#

those aren't the worst odds i've seen today

marsh swallow
#

yeah... so does our govt, but you dont go to the police just because the govt has a tax dept. lol

#

now that is true! The govt will arrest you if you dont pay your taxes

nova pollen
#

Just invite the taxman to play ur game

#

ez payoff

#

well, as long as they take your dept with your valuables, it's not that bad

marsh swallow
#

i do find that highly ironic... if you dont make enough to pay your taxes and live a decent life, the govt can arrest you and ruin your life. anyway. funny enough, my CPA actually loves our game and her kids and husband play the alpha releases. haha

nova pollen
#

wait what?

#

THREE TIMES?

#

how do you do it THREE TIMES?

#

that's like dying twice

marsh swallow
nova pollen
#

moving

marsh swallow
#

its not really UE4 related. lol

restive zinc
#

does anybody know anyone who is good with ai

#

cause i have a question andbody who is good with ai

plush yew
#

Building Lighting - 99%

soft fiber
#

The lightmaps are set kinda high.

#

I'll try updating video drivers.

#

The lightmaps are at 512.

vale silo
#

when using Skylight (static) with source type SLS Captured Scene, what value should I use for Sky Distance Threshold ?
Should it be larger than the radius of my sky sphere, or should it be pretty small, like 1000 ?

supple totem
#

I think you can look at something reflective and adjust the value while seeing the results

plush yew
#

Anyone here script in Unreal Engine 4, or develop, maybe sprite artists? We're taking members aboard our team.

#

We're basically outa luck

vale silo
#

@supple totem not really sure what you mean :/

plush yew
#

Been trying to do spritework myself too, but no luck in managing flipbooks so far

hot cosmos
#

Hey guys, i need help with some import of materials from substance to unreal, anyone works with substance to create your materials and the use them in unrela?

untold swallow
#

How can Increase Performance of my game? Like it's almost ready but it's lagging alot now :(

lusty rampart
#

this is probably super easy but I can't find it. In blueprints, how do I cast an object to a type provided in a parameter?

weary basalt
#

You should probably profile it and address bottlenecks.

grim juniper
#

Is there a way to scale linearly instead of by percentages? I always find myself typing values in the details panel

#

For splines that is

pseudo pulsar
#

Sorry if this is a dumb question. lol I'm trying to change my skybox to a custom one. Am I doing something wrong?

grim juniper
#

Wait, why do splines scale by percentage, but everything else doesn't? This is so odd

pseudo pulsar
#

Oh wait I got it! You can't change it through that. You gotta go into the sky sphere blueprints. ๐Ÿ˜ฎ

dusky crest
open wadi
#

Ok, this might help with my unnecessary CameraActor appearing issue - however the viewport looks when I launch the project is the direction the unwanted CameraActor is pointing.

#

Ok, so I figured out one core issue. Right now, I don't want the user to be able to move around at all, the purpose of this project at this point is to simply display a series of widgets for main menu navigation.

Yet, even though I have this in the MainMenu level blueprint, I can still move around the 3D space via WASD.

#

Shouldn't "set input mode UI only" disable any form of user movement around the virtual space?

lusty rampart
#

yes, it stops action events from firing

#

maybe you have something else setting it back?

grand scarab
#

Is there a good way to find the heaviest textures?

#

There's that nice packaging breakdown that shows you the overall size, and you can go object by object, of course

#

I've been selecting all levels, then doing size map - but that number doesn't seem to quite match up

shy sundial
#

How can i scale a static mesh component in a blueprint viewport with the whole viewport as a reference ?

terse stone
#

Same problem as yesterday, I downloaded the symbols and updated my GPU drivers but still crashes.

plush yew
#

@grand scarab How do you breakdown the packaging 0o?

#

I'm tryna figure out why Vsync doesn't seem to be working. Where do I check if it's turned on?

#

In the viewport it looks like a mess when play testing

#

R.Vsync 1 to turn it on i think not sure how to check if its on or not

#

why do u want to turn it on anyway? It's not really a big deal right? and it depends on the user wether they want V-sync or not

#

i think it kinda kill frame rate sometime

#

Because without Vsync the screen splits in half :P

#

wut?

#

is ur monitor ok? monkaomega

#

i have a crap monitor and montior with g-sync

#

it never look that bad

#

but yea try r.Vsync 1

#

It is, it works fine for me with other games but in both Unity and UE4, when I playtest, in the viewport it splits in half sometimes between frames, and in Unity it only fixes when I turn Vsync on.

#

I think it only does that when the scene has a higher rendering load

#

have u tried max fps btw?
that will lock the frame rate too

untold swallow
#

How can Increase Performance of my game? Like it's almost ready but it's lagging alot now :(

plush yew
#

share screenshoot?

#

textures in power of 2, make sure stationary light doesnt overlap, make LoD , etc

untold swallow
#

Wait ! What did u mean by textures in power of 2 ?

#

@plush yew

terse stone
#

SO

#

Caps

#

So can anyone fix the problem?

atomic onyx
#

is there a way to save a level and then spawn multiple instances of it in the same world at the actor position specified?

smoky sonnet
#

what does restore in app purchases do?

#

does it basicly give me all the product identifiers he bought so i can restore his purchases/stats/items after he switches his device`?

weak gyro
#

anyone free to help me for a few mins have some issues with my player

plush yew
#

@untold swallow 512x512, 1024x1024, 2048x2048 and so on

#

if u dont import it in a power of 2, it wont get compressed hence big package size

#

and lag

quartz grotto
#

๐Ÿ‘๐Ÿป

weak gyro
#

does anyone know why my blend space 1D isnt showing up on my animation BP? its currently showing an animation i dont need

dim merlin
granite spire
#

@ebon linden What's your landscape res at?

#

if it was huge then I would say yeah, that's the issue

#

also are you using vertex painting?

flat gorge
#

how can I enable iDamage for my baseCharacter, int he tutorial the option was in the "class settings" Panel - "Implement Interfaces" but for me it's not there anymore

restive yarrow
#

Please urgent help everybody

I have a 10km landscape, with 13k actors ( 2 large cities HLOD'd) and im using Windows 10, 250 gb ssd with ue4 4.25 installed in it, Ryzen 5 1600x CPU, GTX 1050 ti 4gb VRAM, 16 gb RAM, i have cleaned my PC's temp files and have a good antivirus as well,

But yet the editor takes soo much time to load the project, so much time to save all assets, and basically slow in every damn thing when it comes to my project

I need you guys to tell me what could be wrong cause this is getting too much

#

When i close tabs in ue4, it takes around a minute or less for it to un freeze so i can start moving around again

#

These kind of things

granite spire
#

@restive yarrow That's far too many actors on 1 large map, you should be using level streaming, but yes, initial load is going to have to load all that crap in.

restive yarrow
#

@granite spire level streaming will help when im in PIE session or in editing mode?

#

Or both ways?

glad loom
#

Hello. I changed the gameinstance to a manually made one, and now the game is moving slow, everything is slower than usual. I tried changing back to the old one, but it's still moving slow

supple totem
#

That shouldn't slow anything down

#

Type stat unit into console

#

Figure out what is the slowest

#

If it's gpu run profilegpu in console

#

If it's gamethread, look into profiling

glad loom
#

How to open the console?

gilded needle
#

~

#

tilde

glad loom
#

stat.unit?

supple totem
#

No dot

#

'''stat unit'''

glad loom
#

Oh everything seems to be working now

#

Idk what that did, but thank you!

supple totem
#

Haha it didn't do anything

#

Maybe your computer was doing work in background

restive yarrow
#

I just applied my gamemode to the world settings and its still taking more than 2 minutes to compute

#

Just to apply the GM

glad loom
#

Yeah I think that was it xd thanks anyways

midnight flame
#

Hello, I have a muzzle fash effect and I want to stick with the end of my gun even when my camera moves, how do I make it happen???

restive yarrow
#

I want to know why things like saving assets, applying settings like game mode or anything else like selecting would take so much time ?

#

Anyone else has experienced this ?

#

Ive hit play and boom i gotta wait for 2 mins or more

#

For the PIE to begin

gilded needle
#

Out of curiosity, what is the total project size on disk Nash?

restive yarrow
#

More than 70 gb

#

When packaged its around more than 20

gilded needle
#

The reason I asked is I used to mess with the Ark and Atlas devkits (Around 100gb) and had the exact same problem because they just have so many assets to save/check everytime you open/load PIE. I am not saying that is your problem, but it sounds like your project is pretty large scale. I wish ya luck on finding a way to get around it, I never did. More RAM helped, allocating more paging file space helped, but it was always very slow for me and we have similar specs.

restive yarrow
#

Whats allocating paging file space?

#

@gilded needle ?

gilded needle
#

I sent you a DM, Disclaimer: I take no responsibility for changes to your operating system, make sure you read up on what you are working with before you make any changes. ๐Ÿ˜„

midnight flame
#

Hello, I have a muzzle fash effect and I want to stick with the end of my gun even when my camera moves, how do I make it happen???

plush yew
#

Hello, why evertime that i try put the quality in medium to my low end computer run the things it's always freeze?

supple totem
#

It probably has to build a bunch of new shaders, have you tried waiting a while?

plush yew
#

I keep getting this re-occurring issue. If I minimise UE for too long, I cant re-open it.
I have to kill it through task manager and then re-open....

midnight flame
#

Hello, I have a muzzle fash effect and I want to stick with the end of my gun even when my camera moves, how do I make it happen???

restive mist
#

Hi everyone, anyone knows if its possible to find an Item within the array of structs If I only want to know one variable out of struct?

frank isle
#

could someone help me with that, im bloody new to all of this, after i added the jump animation my character stopped idling and idk why

midnight flame
#

Hi, for my game when I reload I want the weapon to turn 360 degress. how do I make it happen

plush yew
#

someone know how to fix a character cloth clipping when there is an animation

gilded needle
#

@restive mist If it is a single struct, you can break the struct and pull the variable you want, if it's an array of that struct type you could do the same inside a for loop of the array. That is how I have been doing it, someone may know a better way.

dawn gull
#

How do I set mobility for a box brush?

azure reef
#

Hi! I'm getting this error when opening a new map on a mobile device. What does this mean?

#

2020-07-22 14:49:35.177 21081-21190/com.thelostroad D/UE4: [2020.07.22-13.49.35:177][673]LogAndroid: Error: Assertion failed: Package [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private\Serialization/AsyncLoading.h] [Line: 52]

clear estuary
#

just out of curiosity, when will maya 2020 be supported with livelink? It's been a while now and still nothing?

dim merlin
#

Hi, every time i fire up the editor Force Rebuild on Load is set to true, i need to uncheck it all the time...

plush yew
#

@dim merlin Save settings?

dim merlin
#

@plush yew what u mean?

plush yew
#

@dim merlin When you set Force Rebuild on load to false, are you closing the settings panel like normal (how to save them)

dim merlin
#

yeah its just in project settings, these should be saved anytime

#

anyone knows its a bug? im on 4.25.1

smoky sonnet
#

hey i am starting a sequence player and a audio component any tips how to synchrone this?

ember star
#

I have a Map (enum, struct), the struct has an array variable, and i'm struggling to add anything to the array. are maps not supposed to be updated?

brisk urchin
#

If I want to make a short scene of my multiplayer map to showcase it, can that be done in the engine?? Kinda like a short preview trailer of it

ember star
#

'Currently, Map values are immutable, which means that they cannot be modified after they have been created.'

#

well that answers that one

real bane
#

Anyone else have fps issues with Radeon 5700XT and UE4 games with intermittent fps drops down to like 5fps, then back to normal, then a few seconds later back down again, then normal...

compact ether
#

i compiled the 4.26 dev thingy with dxr. but when i open a project with ray tracing enabled the screen turns black with "compiling shaders" and if i try to move it or resize it it crashes giving me "fatal error" can anyone help me ? I'm using an rtx 2060...

restive mist
#

@gilded needle Thanks, I ended up having the second array on the side with same indexes and containing only names, since I can just use 'find item' and pass the index

gilded needle
#

@restive mist Nice, glad to hear you found a solution!

restive mist
soft fiber
#

@dim merlin have you noticed any flickering with 4.25.1?

stable needle
#

Error message says "LineTraceByChannel was pruned because its Exec pin is not connected", but it clearly is. Recreating the nodes did not help either

midnight flame
#

In my game, I want my gun in the game to rotate when I need to reload. The problem is that I have no idea what to do. Can I please get some help?

gilded needle
#

@midnight flame I would assume (and I reserve the right to be wrong as I am learning as well) that you would need an animation for both this and the muzzle flash that would be called by PlayMontage when the action takes place. Others may have a better way of doing it, but I personally would not think to do that in a procedural manner via code, but instead would just get an animation that plays. I am not sure if that helps or not.

midnight flame
#

Ok then

#

Does that I will have to rig my mesh

gilded needle
#

See I considered that as well, where you could get the location of the weapon when it fires and use say a particle effect for the muzzle flash. I was not sure if that would work or not (I am at work and don't have access to the engine to try it)

grim ore
#

@hearty rose have you tried packaging the project to test if that works? arrow components are not packaged in shipping builds

#

yep scene components are best

gilded needle
#

That makes sense. That is why I like this place so much as someone learning the engine, it's almost like having a team to roundtable with to get other ways of doing things.

#

And MathewW, just wanted to say thanks for the youtube videos man, you have helped me out of more binds than I can count at this point.

grim ore
#

I refute the legendary part but probably ๐Ÿ™‚

#

someone else just did the same thing yesterday so figured it might help as well. I have no idea why epic doesnt have that in the tooltip

gilded needle
#

Wait, people read the tooltips? ๐Ÿ˜ฎ j/k

plush yew
#

How to remove something from viewport. I only see an add to viewport node.

gilded needle
#

Remove from parent.

plush yew
#

Thanks, you are a true hero. I just spent 3 hours to figure out.

grim ore
#

@hearty rose yeah the official recommendation is to use a scene component then add a mesh like a cone that shows the direction then set the mesh to editor only so its stripped on build

gilded needle
#

Or you could set visibility to hidden, but I think, and someone correct me if I am wrong, but it still loads the item and degrades proformance a bit.

grim ore
#

yep if you just check editor only it strips it completely on build

#

programmer by trade, contract work mainly. doing online learning stuff right now for epic

#

anything lol

#

if I have to but... why

#

lol

plush yew
#

I dont understand

grim ore
#

create widget creates a widget

#

in that code you are creating 2 different widgets

#

the return value form the first one, when you create it the first time and add it to the viewport, should be saved for later use

#

then when you want to remove it, you dont create a new one you say "hey remove that one i created before"

plush yew
#

whats a widget

grim ore
#

the code that literally is called Create Widget

plush yew
#

oh

grim ore
#

your User Widget, your UMG blueprint

#

check out the "Your first hour with UMG" course on the official website it uh... covers toggling ui

plush yew
#

Do i need to delete widget?

grim ore
#

you need to handle it based on how you use it. Is it something that is toggled over and over? then create it, store it, then hide/show it as needed

#

is it a one off? create it, store it, then remove it and null the reference

plush yew
#

I cant do it

#

its impossible

mossy nymph
#

thinks he smells a troll now

grim ore
#

take an hour, watch the course on the online learning site, then come back and do it ๐Ÿ™‚

ember star
#

I cannot wrap my head around how I'm supposed to be doing this. I have an Item base class that holds an FItemData. I want to create a 'container' item, that stores an additional array of FItemData (it's contents). Inside FItemData I can't self reference, so how am I supposed to do this?

#

If I use a container class and add FItemData contents to the class, i can't save/load it with the rest of the FItemData, because I can't save actor refs?

plush yew
ember star
#

isValid needs an input, youre not testing anything

plush yew
#

But i have just 1 hour to complete it

grim ore
#

maybe plug the get hud directly into the add to viewport at the end but yep thats the theory there

plush yew
#

Ok i am trying to get it in my computer

grim ore
#

is valid checks are good if you want to remove it instead of just toggling or if you maybe hide it for example. Lots of ways to do the same thing just uh... got to learn how stuff works first ๐Ÿ˜‰

quartz grotto
#

Hi everyone!

grim ore
#

/wave

plush yew
#

What kind of variable is HUD? @hearty rose

grim ore
#

I just meant if you do the true line on the is valid is pulling from the setter which is on another track and I personally think that leads to people doing weird shit lol

#

even epic does that so its just a personal thing

#

since you have a return value going out of the create into a set for the HUD variable.... drag off the right of the return value and choose "promote to variable" and win

karmic nymph
#

so I'm trying to create a bp that allows my character to sprint, but so far my code allows the character to sprint in every direction

#

How can I bind a boolean, BCanSprint, to the Get Forward Vector node and make it so that the variable is set to true when the character is moving forward (when the forward vector == 1)?

plush yew
#

I cant connect create hud widget to set hud @hearty rose

karmic nymph
#

ill solve that later but for right now im just trying to figure this out

#

actually no

#

i can make it so that if the forward vector != 1 and the character is moving to stop sprinting

mossy nymph
#

that won't work

plush yew
#

ok

mossy nymph
#

GetForwardVector DOT Velocity is 1 if they are parallel

karmic nymph
#

?

mossy nymph
#

(if the character is aligned with its velocity)

#

vector dot product

karmic nymph
#

i dont get what ur saying

#

sry im kinda new to ue4

mossy nymph
#

this is linear algebra

#

Dot product of 2 normalized vectors is the cosine of the angle between those 2 vectors

karmic nymph
#

im an incoming hs sophmore

#

dont think ive taken that

mossy nymph
#

so if your GetActorForwardVector() DotProduct GetVelocity().Normalize() >= 0.9

#

your character is not trying to spint sideways

karmic nymph
#

my brain too smol

#

could u send a screenshot?

grand scarab
#

@grand scarab How do you breakdown the packaging 0o?
@plush yew It's in the output log when you package, you get to see the texture sizes, audio sizes, etc.

#

Under the cook stats

shrewd thunder
#

Iโ€™m working on a multiplayer game but I canโ€™t get the characters turned correctly on the clients.

modest agate
#

Hello, excuse me, I have noticed that when I shoot my projectile, sometimes moves, sometimes not or when Im facing a direction, it moves to the opposite direction

#

How can I fix it?

grim ore
#

well that says it will always go in that direction basically based on the rotation

#

you might need to change the velocity so it will go in that direction, or else check the rotation of the item correctly?

modest agate
#

thanks, Im on it

dapper bridge
#

You can also add the velocity event inside the bullet BP. That should allow the bullet to travel straight no matter what when spawned

grim ore
#

^^

pseudo pulsar
#

I have a question about mesh distance fields. It seems that my meshes when importing into Unreal don't generate fields big enough for Unreal to properly map them. Is that a common issue? Their sizes don't seem that small.

#

(I think it's the size since doubling it in the FBX viewer fixes the issue.)

late oyster
#

Hi there, has anyone played Harry Potter Chamber of Secrets on PC it is made with UnrealEngine1. I am currently trying to remove/modify the spiders in the game because i am extremely scared of them. I have found out all the textures and models are stored in a file called "HPModels.u" so I was wondering if anyone had an idea how I could do this please

#

I found this game editor that lets you change the maps but It doesn't seem to have a feature that lets you alter the raw models and stuff directly

brazen harness
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i'm not 100% sure how or where to start but is there a way to make a mod to make a replay editor with keyframes and different choices of camera angles (including a free cam)?

modest agate
old zealot
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Are there any producers in this chat with industry experience by any chance?๐Ÿ˜€

prisma plank
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There is in UE audio equlizier?

pseudo pulsar
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@old zealot My husband works as a game developer. Inhouse engine though.

plush yew
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hello everyone ^.^
i just want to know if its possible to read a text on a website via blueprint

silk lintel
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Can I use a function from a function library in a macro library? If yes, how? If no, why?

grim ore
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@plush yew it is not without using plugins or C++ code

plush yew
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@grim ore any idea of a plugin ?
@hearty rose i search for it and try it

grim ore
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varest is probably a good start and its free

late oyster
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help pls

trim trail
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any ideas, why I can't move or rotate control points of Landscape spline? All I can do is dragging point vector along their direction

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it's like their rotation and location got locked

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I mean, I can adjust these in Details panel, but can't adjust in viewport

mystic holly
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Does anyone want to make a game together?

narrow meteor
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does anyone know a good tutorial on a mechanic where if the player gets close to a ledge they will climb up it

mystic holly
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@narrow meteor No sorry

dawn gull
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Why can I only do a Timeline in the event graph and not inside a function?

mystic holly
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Why are you doing a timeline in a function?

dawn gull
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cast to blueprint and run a function

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it needs to move the thing

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for a moving platform

mystic holly
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try running the timeline in the event graph

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and make it linked up to a custom event

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then call that custom event in the function

late oyster
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has anyone played harry potter chamber of secrets on pc

mystic holly
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and then if you have to, make input or output nodes in the custom event

plush yew
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@grim ore i have a windows root server and i think im to dump right now to understand how to create a json ...

fiery mortar
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what exactly should I use to trigger sequencer at the start of a level? event begin play doesn't work but I am not sure if that's a problem related to my project or something.

plush yew
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How can i use different materials to make the floor etc? I just have the basic one

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@plush yew Substance Designer.

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Its a software

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With it can i use different textures?

grim ore
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@fiery mortar if you wnt it to play automatically you can set it to auto play on the sequence asset in the level

plush yew
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You can import them, and they have their own marketplace filled with textures, called Substance Source.

grim ore
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otherwise you load the sequence into a player and tell it to play

midnight flame
karmic nymph
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oh my

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might want to clean that up before you try to fix the bp

plush yew
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Does the ue4 has defaul textures? If yes where can i find it?

grim ore
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default texture for what?

prisma plank
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why my audio not recording in sequencer? both on backrgound audio and even in sequencer pasted wav...

plush yew
grim ore
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you can add the starter content, it has some sample textures

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go to the content browser, click the green add button, go to the top and add features or content pack, and add the starter content pack

midnight flame
plush yew
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Thanks

ornate ice
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Hey anybody knows how to apply distance matching to properly handle animation transition from idle to walk and walk to stop

formal pebble
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Hey guys, when I use the spawn actor it's creating an new obj with the same display name of another existing one, why?

plush yew
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@formal pebble Is this your own built spawn actor?

formal pebble
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no

plush yew
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Odd.

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What version are you running?
I will have a look into it.

formal pebble
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yeah, it starts working on the third spawn, so then I have the numbers progression

midnight flame
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when I reload, The gun rotates. When I move my mouse when it rotates it it makes the rotation different.

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What can I do to fix this

grim ore
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@midnight flame your code looks like it will keep rotating the gun when you are reloading is it supposed to do that?

midnight flame
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Yes

grim ore
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we also dont see any of your mouse move code so that doesnt help anyone guess on why your mouse move makes it different

midnight flame
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Ok let me update you then

grim ore
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and your code is not framerate independent so it will rotate different depending on your fps

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so you might be seeing that issue

midnight flame
grim ore
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maybe show some video of the issue, but your rotating your gun in world space and your gun is moving in world space when you move the mouse so that could be it as well

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there are a few issues in there that might be causing it, normally you would play a reload animation when you reload and not rotate the weapon directly

midnight flame
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I dont know how to rig staitc meshes

grim ore
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maybe show a video of the issue so people can guess, but saying its rotating different isnt really helping

midnight flame
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ok working on that

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Sorry but the file is too big

grim ore
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maybe show a screenshot or 2 of what it should ook like and what it looks like when wrong? no real way of knowing what is wrong there but you are rotating the gun in world space so that could be an issue

formal pebble
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You see, I spawn it and they have the same name

grim ore
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Display Names can be duplicated

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go rename stuff in the world outliner and you will see it can be the same

formal pebble
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but I want them to be unique

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how can i do it

grim ore
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you might need to rename them then but you can never count on display names as being unique

formal pebble
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ok..so I have a bigger problem tough

midnight flame
grim ore
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@midnight flame not really. my guess is its due to you using world rotation and not the local rotation to rotate the weapon

midnight flame
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ok

formal pebble
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cause when I do the saving, and I do the load game, its basically open the level with the item I placed on the editor, and I'm using the display name to check if I need to delete or spawn some items acording to my saving list of obj... How can i change this?

midnight flame
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Instead of doing that should I just make an animation

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in blender

grim ore
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@formal pebble you will have to keep some sort of internal ID for the object

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@midnight flame you should or you can see if you can rotate it locally instead of in the world and see if that helps

midnight flame
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ok I will try

formal pebble
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@grim ore ok, I'll do that

grim ore
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there is also the object name which might be more unique but I couldn't guarantee that either

formal pebble
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Thank youanageeLove

midnight flame
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Ok thanks that works

frank oar
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Does anyone know if performance is effected at all by a widgets mobillity ?
say... if it is set to movable as apose to static ?
On a mobile device btw (oculus quest).

midnight flame
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It works just Not when moving

grim ore
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@frank oar well I assume this is an actor blueprint with a widget component? mobility can yes it should be static if you don't plan on moving it basically. that also effects the lighting if you are using lighting on it

frank oar
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Thank you @grim ore and yes it is a component on an actor

grim ore
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then yeah its the same rules as any other actor. static if it doesnt move or you dont care about dynamic lighting, the others depending on if it needs to move or the lighting requirements

frank oar
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Thank you, I will make some changes as I think I have a couple of things movable when they shouldn't be

valid adder
grim ore
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how ae you making the light cone?

valid adder
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I used a spotlight and volumetric scattering intensity higher

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combined with an exponential hight fog

prisma plank
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Try change engine scalability settings to cinematic

valid adder
prisma plank
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or if you have spotlight- make inverse squared falloff or something like thisoption at lights..

terse stone
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So does anyone know the solution to my problem, I may need to find the image again.

valid adder
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doesn't change at all

brisk urchin
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Is it normal for a project to take over 15min to open?? Last time I opened it was about 2 months ago.

brittle zephyr
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hey, does updating an asset in my vault also update it in my existing projects?

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or will I have to create a new project from the asset and reimport the changes?

brisk urchin
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@brittle zephyr I don't think it does because the files stored from the vault are separate from the copy of the asset pack that is made for the project itself.

brittle zephyr
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rip

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then does reimporting files overwrite what I currently have or just add?

brisk urchin
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It should overwrite it, but tbh I would check the update patch notes to see if it's a change your project needs from that pack update.

brittle zephyr
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fair enough

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thanks for the help!

brisk urchin
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Some asset packs get tiny updates and bug fixes while others get content added to them.

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No problem.

fiery mortar
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I don't see anything wrong

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but still doesn't work

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I just need the cutscene to play at start of the level

grim ore
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are you sure its not playing and just doesnt have a camera?

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if you unconnect that, drop the sequence into the level and turn on auto play does it work ?

cosmic matrix
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hello,
anyone know how to use a custom armature with ue blender tool,
i m using the base armature of the mannequin plus two bones but when i click convert they desappear and a lot of other bones are created.

fiery mortar
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or perhaps I forget to enable the camera or something but I don't think so

soft fiber
restive zinc
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@grim ore i need help with my climb its looks weird im using the impact point of the line trace it does the animation and then i set actor location to the line trace is there a better way to do this??

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@soft fiber that's probably texture streaming im not that experienced with it but thats my guess sorry i wish i could help

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@soft fiber when you move far away the inbuilt mip maps of your texture lowers to a lower resolution in order to free up resources

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@soft fiber thats why it looks blurry

soft fiber
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Is there a way to increase the distance before it does this, cause it looks kinda bad.

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Watching a video on texture streaming right now.

autumn elbow
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help! I get really frustrated when I get this. How would I go about fixing this, and what is causing it ??

restive zinc
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@soft fiber its should be in your textures lod settings lemme show you hold

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@soft fiber the settings are in your texture and its called lod set the lod to 0 and see if that fixed it im not an expert but you can try that

soft fiber
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@restive zinc Ok, thanks. I'll give it a try.

restive zinc
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@soft fiber just change it back if it doesnt work

north stream
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what does procedural means ?

autumn elbow
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means generated by code

north stream
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aaawww cool, everything makes sense now, thank you

autumn elbow
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all my .generate file are erroring

grim ore
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did you try starting with deleting all the intermediate,binaries, and build folder in the project. then generating your solution again?

autumn elbow
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yup

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just did that... same errors

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1>D:\_PROJECTS\GameDev\WednesdayNightRising\002_Game\Source\WednesdayNightRising\WednesdayNightRisingGameModeBase.h(13): error C2059: syntax error: 'public'
1>D:\_PROJECTS\GameDev\WednesdayNightRising\002_Game\Source\WednesdayNightRising\WednesdayNightRisingGameModeBase.h(14): error C2143: syntax error: missing ';' before '{'
1>D:\_PROJECTS\GameDev\WednesdayNightRising\002_Game\Source\WednesdayNightRising\WednesdayNightRisingGameModeBase.h(14): error C2447: '{': missing function header (old-style formal list?)```
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it's complaining that my game mode base has missing ; and { ... but it was generated my unreal, not me.

radiant jasper
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Bruh Apple rejected my app

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Mega cringe

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Anyone know how to obtain the rights to ben Shapiro

rapid cloak
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For some reason my epic launcher is bugged where it's just infinitely adding something to one of my projects and it won't let me cancel it so now I can't add anything else to any of my projects

hidden aurora
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What method should I call if I want to close the current widget with a button inside of it?

grim ore
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close it and remove it forever or hide it for later? remove from parent for the most part does both but it depends on the widget and what you want to do with it later and if you have a reference to it

hidden aurora
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Remove it completly

grim ore
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remove from parent should do it then and also make sure nothing references it, it should go away from memory on the next GC

hidden aurora
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Thanks! Iยดll give it a try

smoky sonnet
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hey does someone know how i can fix my camera to capture a specific spot? - I dont wnat to have black bars on my android phone but it should also not just cut out some of this spot to get fullscreen is this possible?

plush yew
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Hello

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in the Advanced Locomotion System, I see into the Details panel of the characters that there is many useful presets. For example :

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But I don't know how this is created

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Maybe in the construction script but not sure since I don't see anything which looks like this

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Any idea about how this is made ? Where can I find the code ?

hasty osprey
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my skeletal mesh imports deformed into ue4 but when i tried as obj it looked fine, any help?

dawn gull
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How do I select all polygons on a Sphere Brush?

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or at least set the material for all of them

somber quail
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in the Advanced Locomotion System, I see into the Details panel of the characters that there is many useful presets. For example :
@plush yew Looks like public ENUM variables to me. They'll be controlling parts of the animation graph.

dawn gull
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or at least set the material for all of them
@dawn gull found out how, you need to select material in content browser and then drag out the sphere

slender sierra
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yo guys, I made an ik rig in blender and some animations to go with it. whenever I try to import my character with the ik rig to ue4 it gives me an error. is there any way I can fix it? I spent quite a bit of time making anims and I don't want them to go to waste

balmy tide
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My Line trace by channel isn't showing properly

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the debug is set to "For One Frame". Trace channel is set to visibility

limber mesa
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is there a free dialogue plugin?

balmy tide
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Can someone please help me?

limber mesa
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whats your problem

subtle blaze
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Yes

balmy tide
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the one I posted, the Line trace by channel isn't working properly

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it is showing like that, the line is very thin

limber mesa
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show the code

subtle blaze
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Mhm

limber mesa
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going to try my best lol

balmy tide
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here

limber mesa
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can you zoom in

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or make it clearer

subtle blaze
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Yeah its hard to read or impossible

balmy tide
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this ok?

limber mesa
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one sec

balmy tide
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the debug mode is "For One Frame"

limber mesa
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so your trying to make the line bigger

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in width

balmy tide
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yes, the current line is almost invisible

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see the image above

limber mesa
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whats your bullet spread?

balmy tide
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this

limber mesa
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i mean like what is it

balmy tide
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it is to implement inaccuracy in the bullet

limber mesa
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ok

balmy tide
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the spread amount is 4

fallen marten
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You can't make a line trace thicker - if you want a big fat line, use a box trace

limber mesa
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dangit

balmy tide
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but the line is not visible at all, look at the image

fallen marten
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Then set it to duration instead of one frame

balmy tide
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on setting to duration it is showing, but what is problem with "For One Frame"?

fallen marten
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Cause one frame is super quick

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And duration will leave the line on screen for however long you set the time

balmy tide
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ok, thanks

stuck pilot
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hi everyone

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i am a beginner

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Encountered some problems

limber mesa
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whats your problems

stuck pilot
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i use socket to add a weapon to a char

limber mesa
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sockets?

stuck pilot
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this

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when i get close to another char

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Another character will be knocked away by the weapon

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how can i fix it ?

radiant jasper
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does anyone know how to make a calculator in unreal

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im tryna get my app approved but i need some shitty little feature so they dont block it

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so is there a way to create an extremely basic calculator

limber mesa
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@stuck pilot is the weapon inside of the capsule component

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havent learned sockets yet lol but im going to do my best

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or does the weapon have collision

stuck pilot
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i am not sure

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lets have a check ๐Ÿ˜†

limber mesa
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oof

frank grove
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It looks like youre pocking the other char ass,and he is flying away like a cartoon

stuck pilot
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๐Ÿ˜†

limber mesa
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It should be fine

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Iโ€™m a beginner too lol sorry if Iโ€™m no help

stuck pilot
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is fine ๐Ÿ˜†

slender sierra
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hi guys i made an ik rig in blender and i want to import it into ue4 however it keeps giving me an error. i spent quite some time on animations and stuff so i dont want to waste it. can someone please help?

stuck pilot
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oh i fixed it

limber mesa
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what was it?

stuck pilot
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add this then fine

limber mesa
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Or you can just go into the weapon itself and look under collision

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In the details panel

stuck pilot
cold peak
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nice

limber mesa
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๐Ÿ‘

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But add a sphere component to the sword @stuck pilot

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For overlap

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Idk if itโ€™s the best way but it should work for now

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@plush yew movement for what

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You have no time in there

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Get world delta time

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Show inside the timeline

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Nvm

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I think you need to make a rotator

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Then set it

modest agate
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How can I make my projectile to be seen when moving in the air?

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I mean, I can see the impact on the target, but not when its in movement

limber mesa
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Forget what I said about delta time, just drag off of the new track, make rotator, then add it to a transform

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I think thatโ€™s how you do it

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Wdym @modest agate

modest agate
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when I shoot, I can only see the explosion my bullet makes

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not the track it leaves when going to the target

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I want to make it seeable

limber mesa
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You can see the bullet but not the track?

modest agate
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imagine a spell

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wait

limber mesa
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Show the code

modest agate
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here is the example, I can see only the explosion, not the track it leaves before impact

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is it a speed thing?

limber mesa
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Can you show the code?

modest agate
limber mesa
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Ok I see

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You run the code at the hit

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@plush yew show before the timeline

prisma plank
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is there some scenes from movies that provides to some game companies, or simply free download?

limber mesa
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@modest agate make an event for when the bullet is fired

modest agate
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Do you mean, a Wake event?

limber mesa
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@modest agate you have it only spawn the emitter when the bullet hits something

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@plush yew try looping it

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@modest agate idk how you would do it but when you hit a certain button and the gun is equipped then you would want to spawn the emitter

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Sorry about that

modest agate
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ok, thanks

restive zinc
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does anybody know the best way to implement a stamina system pls help

limber mesa
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@restive zinc just a basic one

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there should be great tutorials on it

plush yew
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@plush yew Looks like public ENUM variables to me. They'll be controlling parts of the animation graph.
@somber quail Yes, it is ! But I wanted to say : How this enum variables, for example this :

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can be sent to the Details pannel to be quickly modified when we want, like here :

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I was pretty sure that it is made in the construction script but in this case, apparently, nope...

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So I don't understand... ๐Ÿค”

soft fiber
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Anyone using 4.25?

outer abyss
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@soft fiber i'm

soft fiber
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@soft fiber Having any issues with flickering or shakiness'?

outer abyss
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yeah i'm going to posting this same issue XD

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I'm still figuring the problem it's so annoying

plush yew
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@somber quail Well, nevermind... I think the guy just created it directly in C++, not with the BP...

hidden knoll
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Does anyone know how to save the Player State in blueprints?

soft fiber
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@outer abyss Both, or just the flickering?

outer abyss
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@soft fiber both!

soft fiber
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@outer abyss Ya, I think I'll go back to 4.24 until its fixed.

outer abyss
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@soft fiber Yup me2, if you find any solution plz do let me know ๐Ÿ˜…

soft fiber
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@soft fiber Will do!

restive zinc
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i need to know how do i implement fall damage anyone know how just send a screenshot

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of the blueprint

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thx

random violet
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hello all, noob question here but is there a way to hide a bone but not it's children?

tiny sonnet
tiny sonnet
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also is there a way to manage all of your foilage?

hidden knoll
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Is there a way to make Sprites transparent?

storm venture
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@tiny sonnet displacement maps work directly on the vertices of whatever mesh you apply the material to

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so in other words, you need more vertices (probably not a good idea for a large landscape)

tiny sonnet
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how do i change that

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and how do i optimize to reduce number of vertices in larger distances

cedar bay
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tessellation distance fade

tiny sonnet
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is this inside a material or landscape?

cedar bay
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should be material

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i think its enabled by default though sp

storm venture
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for a quick result you could just scale the landscape down i suppose, then adjust uvs as required

tiny sonnet
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ok

plush yew
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@hidden knoll yes, you can set up a sprite material with an opacity mask for your sprite. check Paper 2D Sprites | Unreal Engine Documentation

tiny sonnet
primal scroll
#

anyone came across a tutorial on how to setup skateboard riding or skiing??

supple zealot
#

Hey all! First night here, cheers!

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Anybody know if there's a specific channel I should be in to ask about procedural landscape generation?

restive zinc
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is it possible to randomly play a animation montage like randomizer node then play a animation montage in the character bp

open wadi
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Hi everyone - I have a main menu and I want the first person character to go away so the user can't run around while in the main menu, how do I do that?

light coyote
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@open wadi you can unposess character, or create an event or function that will disable the caracter things by adding some branches to its inputs with a bool that when is set to false for example will not allow inputs to pass

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These are just examples

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Or a mix of things

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Set input mode ui only may work

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Maybe not for all

open wadi
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Thank you. I already am leveraging "Set Input Mode UI Only"

frank oar
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If a 3d widget is set as static, can it still be destroyed/spawned into a scene ?

hexed tundra
#

Hi all! ๐Ÿ‘‹

iron wadi
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can I hide the viewport UI on the edges of viewport?

open wadi
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Here's a question - In my MainMenu, I want people to be able to scroll down and view things beneath the normal screen, akin to a web page where you can scroll down the page. How might that be accomplished?

iron wadi
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a scrollview?

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or sorry might be scrollbox in UE

small pewter
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Hi guys, I need your help : I need to find a good name for my game . The game will be kind of Minecraft but not cubic. There will be crafts to do, gather resources, exploration, farming, ... This will be a multiplayer game of course. So if you have any ideas let me know by pinging me or sending me a pm please :)

Of course I need an original name (not taken), it has to be short, easy to pronounce by any language, represent a bit the game (Like Minecraft you have to mine and craft, 2 of the main things you have to do in the game)

iron wadi
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something with permon
it's a czech folk demon that guards mines

small pewter
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I need more of an english name ๐Ÿ™‚

fallen marten
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Metric-Roblox-craft

iron wadi
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at least it would be unique ยฏ_(ใƒ„)_/ยฏ

small pewter
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@fallen marten I said Non Taken, simple to pronounce and short( Roblox is taken, your name isn't short and hard to pronounce)

eternal urchin
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hey their. ive got a problem the an overlapbox
the eventEndOverlap is triggered while im still standing in it ๐Ÿค”

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some ideas to what might cause that?

small pewter
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@eternal urchin wrong channel

eternal urchin
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then send me in the right direction

small pewter
restive zinc
#

how do i check cpu usage in ue4

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whats the console command

lost niche
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Is it possible to debug a fatal error?

somber quail
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@somber quail Well, nevermind... I think the guy just created it directly in C++, not with the BP...
@plush yew I think you're looking at the wrong blueprint. Read the big red comment you're likely looking at and open the parent blueprint. That's where the ENUM variables are.

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Just as advertised, there is no C++ in ALS

slender sierra
#

hi guys i made an ik rig in blender and i want to import it into ue4 however it keeps giving me an error. i spent quite some time on animations and stuff so i dont want to waste it. can someone please help?

restive yarrow
#

Someone let me know what is the minimum amount of actors that should be in a level? 1k? 2k? 8k? 500? 200?

zenith flower
fallen marten
#

@small pewter I was kidding - your game is gonna have a hard time finding a unique name if it has no story, or something to set it apart from Minecraft or survival craft most other games of that type which your game sounds to emulate

restive yarrow
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@zenith flower how does redirecting folders help?

ornate forge
#

How viable are GitHub and GitLab for hosting a decent-sized Unreal project with Git LFS? Am I going to run into size limits?

plush yew
#

i need some Help...

i want to use mobile Patching to Patch my Project
but i need a Manifest file of the Project.
How i create one ?

ornate forge
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Perforce's own hosting only gives 5 GB per seat even on the premium tier, lame

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AWS seems to have a decent free tier, maybe I should host my Perforce repo there

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LFS was kind of a pain when I worked with it a while ago in someone else's repo

plush yew
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i need some Help...

i want to use mobile Patching to Patch my Project
but i need a Manifest file of the Project.
How i create one ?
@plush yew

north monolith
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Im creating some blendmaterials, and the new interface tripped me up at first. I managed to use the paint on texture, but how do I erase this from the texture again?

midnight flame
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Hello everyone, When shooting my gun it is suppose to play a noise but that noise olny stays on for 3 seconds, how can I Make it loop???

hollow yarrow
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i have a similar problem... my gun fires only once and wont do it again. Ive linked it back to the start but still isnt working

balmy tide
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anyone up? I need a small help

midnight flame
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Sure what is your problem

balmy tide
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how do you loop an animation montage in the new persona? I can find anything

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earlier it was easy

midnight flame
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I have no idea

balmy tide
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K no prob ๐Ÿ‘

plush yew
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Hello

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Does Anyone Knows How to make a loading Scene ?ยฟ

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Like the one's in far cry games and such

restive yarrow
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What does redirecting folders do? Is it useful?

balmy tide
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how do you loop an animation montage in the new persona? I can find anything
@balmy tide solved, there is a separate Montage Section Editor tab now

hollow yarrow
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Can anyone help?

primal furnace
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Hey guys and gals, having an issue I've never had before: An exported mesh from 3ds max, perfectly fine in max, but when imported in UE4, the normals are flipped...

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Anyone had this issue before?

tender pecan
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@plush yew you can create a simple box brush in the editor, go to the brush settings, and choose "Create Static Mesh", this will then create a static mesh asset, and place it in the world as an actor for you, you may then place this actor everywhere you like, once your crate mdoel is ready, right click these actors in the editor, and choose 'Select Matching (Selected Classes)' and replace with your new imported nice crate.

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and you can export this as an fbx too, if you so choose

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from the content browser

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and use it to model your real crate from a scale perspective.