#ue4-general
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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?
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
but as soon as i stop move, he just freezes into idle
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
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Music : https://youtu.be/xggWJLgN-Es
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@frank isle and if you jumped again what happens?
nothing
@fierce forge Color Scale over life?
@grim ore it is color scale
also the color of the particle is what primarily affects the color of the light
So I'm using ALS4 and I'm trying to add a paragon character but when I add them the body gets stretched out
my particle color is yellow and the light is white
anyone ever fix it so it doesn't stretch?
@frank isle so where is the code for your jumping
its the basic one from the 3d sidescroller
@frank isle but they never jump again? even if the animation is stopped they never go up and down?
no no, everything works fine, jumping works and running works with the animations but my character stopped idling
ok just wanted to make sure its just the flipbook
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
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
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
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
also it looks like you are trying to play the run and idle at the same time
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
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
that might be the issue not the velocity. I have never tried to set 2 flipbooks between frames lol
the branch in the jump animation section was the last thing i added fot the "Is Falling" function
i thought that would fix my previous problem, which was that he wouldnt play the jump animation
my thought was, that it could should work, since the branch is deviding the command for falling or not falling
the branch after your add movement input is always being called every frame
the branch in your event tick is always being called every frame if your person is not moving
i have no idea what to do with that information xD
im sorry for beeing so scrubby thats the first time i have ever done something like that
after the add movement input there is a branch, uncheck the checkbox on the condition and see what happens
the run animation should no longer work but does it still freeze up after jumping
did you look at the 2d side scroller template to see how they handle this?
How do I clear all the values inside a map but keeping the keys
Or I just iterate through the keys addd set them to false with add node?
@grim ore i'll just check rl quick
@grim ore the 2d sidescroller bp does not have any jumping animations
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.
Wait, I think I'm idiot.
brb
k now I'm even more confused
Now I'm back to less confused and thinking I'm an idiot.
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.
Not finding any documentation on doing so.
@open wadi Eww, getting up from your chair and not being on the computer for literally every waking hour? Smh my head.
Fair enough
Perhaps one of these default GameMode classes is forcing the creation of a pawn I don't need and thus a new camera?
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.
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
They did indeed send me this also links for channels posted next video if you find the codes
lol, kid, you're advertising your YouTube channel on a UE4 Discord support server.
But congrats on the physical mail from YouTube.
The day I find out my daughters have an unsupervised YouTube channel of their own is the day my head explodes.
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?
maybe you guys can help me with my animation problem? ^^
with this mess xd
after i added the jumping animation with the lower branch, my character wont do his idle animation
Is there a chance this magical appearing CameraActor could be tied to the SpectatorPawn?
Is it possible to disable the SpectatorPawn?
i rly would like to help u if i wasnt a bloody scrub xd
Hah, no worries.
TheTopMindsOfDiscord have been helping me with this issue for 2 days to no avail.
And there are a few people with relevant questions on the UE forums, several posts with zero answers.
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.
I want this secondary CameraActor to stop appearing.
bruh, im happy that i made my character move xD
Can i ask just a little question here?
hey can someone please say to me why my app crashes after some time this might be the log
How long it takes to download the unreal engine? The download still in 84%, and it already downloaded the 11.5Gb content
10-40 minutes
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?
Thanks ^^
@rapid cloak i started yesterday and i never had anything to do with that stuff, rn im learing from EvilDoUsHarm and
d123s404
@rapid cloak https://www.youtube.com/c/MathewWadsteinTutorials he helpedme really out
@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.
*/
Are you compiling this on Android by chance?
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
@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
it crashes everytime after some time
yea its for android if you mean that
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!
I then googled TRIM_MEMORY_RUNNING_CRITICAL and the 2nd link down in the Google search results was this:
its an blueprint project
only blueprints
and i am doing nothing staying in the main menu widget
and just waiting
after some time it crashes
dont know why
Right, but something about the way it's configured is exhausting RAM.
Depending on how widgets are configured, they can not be unloaded in time, garbage collection in UE4 runs, I forget, every 60 seconds?
For example, with my main menu NAV widgets, I received assistance on configuring Widgets by hiding and showing them, versus unloading and loading them.
now the log is smaller
yea but i am not even loading another widget just staying at the main widget
This second log you just posted, this is of another crash?
yea
The first log indicates you exhausted RAM on an Android-based device.
Looking at the second.
I assume you're Googling these warnings yourself before asking here, so I'll dispense with the obvious possibilities.
okay i will try pls google help me
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.
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.
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.
Quick question: How might one reference an actor from another Blueprint?
I believe it's a "cast to" node, just don't recall the name.
Would get all actors of class work? And get a copy from that, and cast to the reference of the BP
Ahh, I believe that's it.
Let me confirm.
Oh, hmm.
Well, right now it's a simple CameraActor from another level.
Get All Actors of Class will only let me reference Blueprints, not levels, it appears.
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
Hmm.
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.
Cast to game mode, and set the new variable in the current BP as the saved variable
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.
So in essence, there's no way to simply reference an actor from one level in another level.
The level technically doesnt exist, so idts
Interesting, what do you mean?
If your on level 1, then that's the only level that truly exists
Until you change levels, then level 2, for example, would be the only existing level
So your referencing actors that don't exist, until you open that specific level.
But if you save values, you can access them, and set them accordingly within other Blueprints.
i am getting everytime new error logs now something with the vulkan but everytime i do literally nothing just staying in my main widget
anyone who know what happens?
google says > nothing
I mean, yes, this is an entirely different set of errors @smoky sonnet
What version of the engine are you on?
4.24
Perhaps it's time to test a new version.
4.25 is shit
for mobile
so many plugins arent working no thanks 4.24 should be good enough or not :/
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 :
I mean could you have bad RAM on that device that's corrupting instructions?
mhh idk huawei is really shit but loading an widget idk
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.
also google says they seem to get really big problems while just starting the app
but dont know why
Since the bad bytes were getting allocated by the OS to various processes at various times, so the erroneous behavior would vary.
You've presented 3 logs with 3 different sets of errors.
On the device, have you noticed any other erroneous behavior? Other apps crashing, etc?
nop
Try a different engine version and see if the behavior persists, that would be my next step.
Just as a troubleshooting step, I'm aware it's a pain.
But it's a process of elimination type situation.
just deactivating fckn vulkan dont even know what this is something "for better quality" i think
it runs smooth omg cum
thanks โค๏ธ happy
ingame purchases works ads are working and its smooth ahhhhh thx god
took me 3 days for that
I suppose, that is how you troubleshoot WordPress, why not UE4, lol
"disable the plugins one by one and try again"
that's how you troubleshoot coding stuff in general sometimes
you comment out code until it starts working lol
+1 deactivatet so much until it works
now i can reactivate anything but not vulkan support
just one option caused so much trouble its kinda sad
I suppose that's how it goes, with an IDE like this, anything that injects code into the framework can break things.
But not a good sign for Vulkan, to be sure.
lol "DaddyMadeGames"
Sounds dirty.
yea ue4 and mobile programming never again ๐ this is my first and last project for android development with ue4 after this project is on playstore im switching right to unity
I hear you. I'll say, one thing that highly attracted me to UE was their licensing terms, it's unbelievably fair.
hope i am not getting banned for that idk
And now you pay nothing until the first 1 mil generated.
I guess you can get away with that when you have a product like Fortnite generating the GDP of Africa annually.
Dream bigger my friend, 1 mil is nothing.
I'd be happy if I actually get a game finished some day lol
@open wadi I hope this helps, but this is how I talk to my Ai blueprint that doesn't technically "exist" in the scene.
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
Thank you @hardy zealot, will have a look.
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
Now could you clarify, what do you mean when you say "technically levels do not exist"?
@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
iirc it's around 100 bucks yeah
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
I spend that much at the gas station every 3 days, why are they so cheap?
I suppose it's because they are taking 1/3rd of overall profits, no?
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
but yeah they do take a decent slice of the pie
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.
Sure, I mean $100 is beyond "not high", that's like some shit you'd find on the street.
I'm sure it's because they're taking a set percentage of overall revenue from the app.
Exactly.
Akin to how Apple takes 30% or what have you.
So they don't care about up-front costs.
an hour? maybe not in california lol
an hour? maybe not in my live because i am a student affording 20$ for google play was a pain for me xD
Hell California, isn't minimum wage $100 there? I read the bums in San Fran make $40K a year.
@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
"The streets are paved with hypodermic needles" - San Fran.
Agreed @hearty rose
I grew up coding in C/C++, it's nice to have a framework using such a classic, standardized language.
"If it ain't broke"
Good enough for Ken Thompson and Dennis Ritchie, good enough for me.
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
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.
So yes, going backwards should be quite fluid.
Just learn C and ASM like a man, then move forward.
Universal advice.
haha
Well-put my friend.
I am not, I'm using it for the first time for a side project I'm working on for my company.
Thus my ignorance relating to things like "how on earth do I reference a camera actor I created in one level on another level"
That's nice, you'll be quite welcomed around here.
My dayjob is pretty much nodejs / clientside js stuff nowadays
just doing some random fuckery in UE really lol
Between you, MathewW, juicybear, and a few others, it's nice to have some quality developers around here to help lessen the learning curve.
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.
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.
Right, makes sense.
Oh really.
You're focused on VR then?
Nice.
interesting
I know a guy who's making some kind of VR crime scene investigation software I think for teaching purposes
Having some white flickering through modular walls from time to time... is there a fix, I've looked everywhere?
I don't think its that because they way it just appears at random.
Yes, there all 400cm.
Is anyone familiar with a methodology to disable PlayerCameraManager?
I suspect to disable it you might need to go into the engine code
Why are you trying to disable it?
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.
There is an option in the player camera manager to manually choose the view target
that should stop it from hijacking your camera
Thank you @exotic thicket. Where might that option be?
you'll need to create a custom camera manager
Is there a way to check the mesh size once imported to Unreal?
it's one of the settings on it, I forget what it's specifically called, but it's something about view target
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.
@exotic thicket - So you're saying, create a custom camera manager, then alter that setting?
correct
iirc you can set what camera manager class to use if you override the playercontroller
Thank you @exotic thicket. I have a custom PC I'm using for each of my two levels.
^a friend was just looking to buy like a quad 2080 setup :X
@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 Thank you, perhaps I overlooked it.
Apologies, string starts with Player.
Yes, got it, thank you.
This PlayerCameraManager setting I'm looking for, you mentioned an option to "manually choose the view target"
Are you referring to "Default FOV"?
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.
These are the class specifications for the GM itself.
Ah, thank you.
Oh, actually the option might be right there in what HenrikB just pasted
I tried unchecking the "auto manage active camera target", compiled and played, and the same behavior occured.
auto manage active camera target might be the one I was thinking of
the camera view target should follow the possessed pawn in any case so I'm not quite sure why it would steal the focus
The summary of my longstanding issue is:
I have a very simplistic project. I have two levels:
- 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)
- 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.
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.
@exotic thicket Checking, the type is "CameraActor"
It's an actual CameraActor, not a pawn.
Can you use a render target/2d scene capture? @open wadi
The camera I want to use is a CameraActor.
Just like the magical one that is spawned from places unknown.
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
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.
did you set auto possess player?
@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.
@hearty rose The main wall is 400 by 400 by 30. The corners are a bit longer because the trim is at 45 degrees.
@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.
Why are you trying to d othis within two diffrerent levels though?
@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.
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
@dapper bridge Will give it a shot. Could you elaborate or provide a screenshot?
2 seconds
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.
@hearty rose Do you still think its a gap?
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.
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.
The level isnt rendered unless you have the level opened
Ahh, so that makes sense.
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
How would I leverage Render Target?
ue4 blueprints is the closest I've come to understanding code
Doing so now.
ue5
idk
or better, turn the launcher into a emote wheel
wait, you guys need a vault?
@hearty rose Does the artifact at 10 sec look like a gap? https://youtu.be/QPIq7gQDrqM
If you ain't making the assets from scratch from basic geometry, are ya truly doing it right?
No, I haven't
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
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?
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
they said i nees it because i might have an income over 11k so i would need to pay taxes
oh damn, my bad @hearty rose
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
oh wait.... How about a CPA who has knowledge on the Video Game industry. ๐
Corrupting the kids, man
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
those aren't the worst odds i've seen today
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
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
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
moving
its not really UE4 related. lol
does anybody know anyone who is good with ai
cause i have a question andbody who is good with ai
Building Lighting - 99%
@hearty rose Seems to be a look of flickering with the floor. https://youtu.be/b_N8WC7Yl-A Have a look at the 35 second mark.
The lightmaps are set kinda high.
I'll try updating video drivers.
The lightmaps are at 512.
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 ?
I think you can look at something reflective and adjust the value while seeing the results
Anyone here script in Unreal Engine 4, or develop, maybe sprite artists? We're taking members aboard our team.
We're basically outa luck
@supple totem not really sure what you mean :/
Been trying to do spritework myself too, but no luck in managing flipbooks so far
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?
How can Increase Performance of my game? Like it's almost ready but it's lagging alot now :(
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?
You should probably profile it and address bottlenecks.
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
Sorry if this is a dumb question. lol I'm trying to change my skybox to a custom one. Am I doing something wrong?
Wait, why do splines scale by percentage, but everything else doesn't? This is so odd
Oh wait I got it! You can't change it through that. You gotta go into the sky sphere blueprints. ๐ฎ
sometime it just happend
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?
yes, it stops action events from firing
maybe you have something else setting it back?
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
How can i scale a static mesh component in a blueprint viewport with the whole viewport as a reference ?
Same problem as yesterday, I downloaded the symbols and updated my GPU drivers but still crashes.
@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? 
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
How can Increase Performance of my game? Like it's almost ready but it's lagging alot now :(
share screenshoot?
textures in power of 2, make sure stationary light doesnt overlap, make LoD , etc
is there a way to save a level and then spawn multiple instances of it in the same world at the actor position specified?
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`?
anyone free to help me for a few mins have some issues with my player
@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
๐๐ป
does anyone know why my blend space 1D isnt showing up on my animation BP? its currently showing an animation i dont need
Obvious texture tiling on landscapes is a very common problem. One of the techniques you should use to fix it is Macro/Micro Texture Variation, here is how.
@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?
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
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
@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.
@granite spire level streaming will help when im in PIE session or in editing mode?
Or both ways?
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
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
How to open the console?
stat.unit?
I just applied my gamemode to the world settings and its still taking more than 2 minutes to compute
Just to apply the GM
Yeah I think that was it xd thanks anyways
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???
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
Out of curiosity, what is the total project size on disk Nash?
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.
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. ๐
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???
Hello, why evertime that i try put the quality in medium to my low end computer run the things it's always freeze?
It probably has to build a bunch of new shaders, have you tried waiting a while?
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....
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???
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?
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
Hi, for my game when I reload I want the weapon to turn 360 degress. how do I make it happen
someone know how to fix a character cloth clipping when there is an animation
@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.
How do I set mobility for a box brush?
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]
just out of curiosity, when will maya 2020 be supported with livelink? It's been a while now and still nothing?
Hi, every time i fire up the editor Force Rebuild on Load is set to true, i need to uncheck it all the time...
@dim merlin Save settings?
@plush yew what u mean?
@dim merlin When you set Force Rebuild on load to false, are you closing the settings panel like normal (how to save them)
yeah its just in project settings, these should be saved anytime
anyone knows its a bug? im on 4.25.1
hey i am starting a sequence player and a audio component any tips how to synchrone this?
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?
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
'Currently, Map values are immutable, which means that they cannot be modified after they have been created.'
well that answers that one
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...
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...
@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
@restive mist Nice, glad to hear you found a solution!
Yep works decently
@dim merlin have you noticed any flickering with 4.25.1?
Hey, can anyone tell me what's going wrong here?
Error message says "LineTraceByChannel was pruned because its Exec pin is not connected", but it clearly is. Recreating the nodes did not help either
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?
@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.
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)
@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
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.
I refute the legendary part but probably ๐
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
Wait, people read the tooltips? ๐ฎ j/k
How to remove something from viewport. I only see an add to viewport node.
Remove from parent.
Thanks, you are a true hero. I just spent 3 hours to figure out.
@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
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.
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
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"
whats a widget
the code that literally is called Create Widget
oh
your User Widget, your UMG blueprint
check out the "Your first hour with UMG" course on the official website it uh... covers toggling ui
Do i need to delete widget?
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
thinks he smells a troll now
take an hour, watch the course on the online learning site, then come back and do it ๐
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?
It still doesn't work
isValid needs an input, youre not testing anything
But i have just 1 hour to complete it
maybe plug the get hud directly into the add to viewport at the end but yep thats the theory there
Ok i am trying to get it in my computer
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 ๐
Hi everyone!
/wave
What kind of variable is HUD? @hearty rose
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
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)?
I cant connect create hud widget to set hud @hearty rose
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
that won't work
ok
GetForwardVector DOT Velocity is 1 if they are parallel
?
this is linear algebra
Dot product of 2 normalized vectors is the cosine of the angle between those 2 vectors
so if your GetActorForwardVector() DotProduct GetVelocity().Normalize() >= 0.9
your character is not trying to spint sideways
@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
Iโm working on a multiplayer game but I canโt get the characters turned correctly on the clients.
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?
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?
thanks, Im on it
You can also add the velocity event inside the bullet BP. That should allow the bullet to travel straight no matter what when spawned
^^
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.)
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
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)?
Are there any producers in this chat with industry experience by any chance?๐
There is in UE audio equlizier?
@old zealot My husband works as a game developer. Inhouse engine though.
hello everyone ^.^
i just want to know if its possible to read a text on a website via blueprint
Can I use a function from a function library in a macro library? If yes, how? If no, why?
@plush yew it is not without using plugins or C++ code
varest is probably a good start and its free
help pls
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
it's like their rotation and location got locked
I mean, I can adjust these in Details panel, but can't adjust in viewport
Does anyone want to make a game together?
does anyone know a good tutorial on a mechanic where if the player gets close to a ledge they will climb up it
@narrow meteor No sorry
Why can I only do a Timeline in the event graph and not inside a function?
Why are you doing a timeline in a function?
cast to blueprint and run a function
it needs to move the thing
for a moving platform
try running the timeline in the event graph
and make it linked up to a custom event
then call that custom event in the function
has anyone played harry potter chamber of secrets on pc
and then if you have to, make input or output nodes in the custom event
@grim ore i have a windows root server and i think im to dump right now to understand how to create a json ...
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.
How can i use different materials to make the floor etc? I just have the basic one
@plush yew Substance Designer.
Its a software
With it can i use different textures?
@fiery mortar if you wnt it to play automatically you can set it to auto play on the sequence asset in the level
You can import them, and they have their own marketplace filled with textures, called Substance Source.
otherwise you load the sequence into a player and tell it to play
when I reload, The gun rotates. When I move my mouse when it rotates it it makes the rotation different.
Does the ue4 has defaul textures? If yes where can i find it?
default texture for what?
why my audio not recording in sequencer? both on backrgound audio and even in sequencer pasted wav...
To make a floor, i want to try a thing that i learned about events, but i need to make a little house box for it
you can add the starter content, it has some sample textures
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
when I reload, The gun rotates. When I move my mouse when it rotates it it makes the rotation different. Here is a more cleaner version
Thanks
Hey anybody knows how to apply distance matching to properly handle animation transition from idle to walk and walk to stop
Hey guys, when I use the spawn actor it's creating an new obj with the same display name of another existing one, why?
@formal pebble Is this your own built spawn actor?
no
yeah, it starts working on the third spawn, so then I have the numbers progression
when I reload, The gun rotates. When I move my mouse when it rotates it it makes the rotation different.
What can I do to fix this
@midnight flame your code looks like it will keep rotating the gun when you are reloading is it supposed to do that?
Yes
we also dont see any of your mouse move code so that doesnt help anyone guess on why your mouse move makes it different
Ok let me update you then
and your code is not framerate independent so it will rotate different depending on your fps
so you might be seeing that issue
Does this help
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
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
I dont know how to rig staitc meshes
maybe show a video of the issue so people can guess, but saying its rotating different isnt really helping
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
Display Names can be duplicated
go rename stuff in the world outliner and you will see it can be the same
you might need to rename them then but you can never count on display names as being unique
ok..so I have a bigger problem tough
Does this help
@midnight flame not really. my guess is its due to you using world rotation and not the local rotation to rotate the weapon
ok
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?
@formal pebble you will have to keep some sort of internal ID for the object
@midnight flame you should or you can see if you can rotate it locally instead of in the world and see if that helps
ok I will try
@grim ore ok, I'll do that
there is also the object name which might be more unique but I couldn't guarantee that either
Thank you
Ok thanks that works
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).
It works just Not when moving
@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
Thank you @grim ore and yes it is a component on an actor
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
Thank you, I will make some changes as I think I have a couple of things movable when they shouldn't be
Dear Fellas,
how can i make it possible to see the light cone from distance ?
Need fast help please ! Next week is my project deadline !
how ae you making the light cone?
I used a spotlight and volumetric scattering intensity higher
combined with an exponential hight fog
Try change engine scalability settings to cinematic
or if you have spotlight- make inverse squared falloff or something like thisoption at lights..
So does anyone know the solution to my problem, I may need to find the image again.
Is it normal for a project to take over 15min to open?? Last time I opened it was about 2 months ago.
hey, does updating an asset in my vault also update it in my existing projects?
or will I have to create a new project from the asset and reimport the changes?
@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.
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.
Some asset packs get tiny updates and bug fixes while others get content added to them.
No problem.
I don't see anything wrong
but still doesn't work
I just need the cutscene to play at start of the level
are you sure its not playing and just doesnt have a camera?
if you unconnect that, drop the sequence into the level and turn on auto play does it work ?
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.
@grim ore is cinecameractor not camera?
or perhaps I forget to enable the camera or something but I don't think so
The tiles look pretty distorted in the distance, is there an easy way to fix this?
@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??
@soft fiber that's probably texture streaming im not that experienced with it but thats my guess sorry i wish i could help
@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
@soft fiber thats why it looks blurry
Is there a way to increase the distance before it does this, cause it looks kinda bad.
Watching a video on texture streaming right now.
help! I get really frustrated when I get this. How would I go about fixing this, and what is causing it ??
@soft fiber its should be in your textures lod settings lemme show you hold
@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
@restive zinc Ok, thanks. I'll give it a try.
@soft fiber just change it back if it doesnt work
what does procedural means ?
means generated by code
aaawww cool, everything makes sense now, thank you
did you try starting with deleting all the intermediate,binaries, and build folder in the project. then generating your solution again?
yup
just did that... same errors
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?)```
it's complaining that my game mode base has missing ; and { ... but it was generated my unreal, not me.
Bruh Apple rejected my app
Mega cringe
Anyone know how to obtain the rights to ben Shapiro
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
What method should I call if I want to close the current widget with a button inside of it?
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
Remove it completly
remove from parent should do it then and also make sure nothing references it, it should go away from memory on the next GC
Thanks! Iยดll give it a try
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?
Hello
in the Advanced Locomotion System, I see into the Details panel of the characters that there is many useful presets. For example :
But I don't know how this is created
Maybe in the construction script but not sure since I don't see anything which looks like this
Any idea about how this is made ? Where can I find the code ?
my skeletal mesh imports deformed into ue4 but when i tried as obj it looked fine, any help?
How do I select all polygons on a Sphere Brush?
or at least set the material for all of them
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.
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
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
My Line trace by channel isn't showing properly
the debug is set to "For One Frame". Trace channel is set to visibility
is there a free dialogue plugin?
Can someone please help me?
whats your problem
Yes
the one I posted, the Line trace by channel isn't working properly
it is showing like that, the line is very thin
show the code
Mhm
going to try my best lol
Yeah its hard to read or impossible
one sec
the debug mode is "For One Frame"
whats your bullet spread?
i mean like what is it
it is to implement inaccuracy in the bullet
ok
the spread amount is 4
You can't make a line trace thicker - if you want a big fat line, use a box trace
dangit
but the line is not visible at all, look at the image
Then set it to duration instead of one frame
Cause one frame is super quick
And duration will leave the line on screen for however long you set the time
ok, thanks
whats your problems
sockets?
this
when i get close to another char
Another character will be knocked away by the weapon
how can i fix it ?
does anyone know how to make a calculator in unreal
im tryna get my app approved but i need some shitty little feature so they dont block it
so is there a way to create an extremely basic calculator
@stuck pilot is the weapon inside of the capsule component
havent learned sockets yet lol but im going to do my best
or does the weapon have collision
oof
It looks like youre pocking the other char ass,and he is flying away like a cartoon
is fine ๐
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?
oh i fixed it
what was it?
Or you can just go into the weapon itself and look under collision
In the details panel
nice
nice
๐
But add a sphere component to the sword @stuck pilot
For overlap
Idk if itโs the best way but it should work for now
@plush yew movement for what
You have no time in there
Get world delta time
Show inside the timeline
Nvm
I think you need to make a rotator
Then set it
How can I make my projectile to be seen when moving in the air?
I mean, I can see the impact on the target, but not when its in movement
Forget what I said about delta time, just drag off of the new track, make rotator, then add it to a transform
I think thatโs how you do it
Wdym @modest agate
when I shoot, I can only see the explosion my bullet makes
not the track it leaves when going to the target
I want to make it seeable
You can see the bullet but not the track?
Show the code
here is the example, I can see only the explosion, not the track it leaves before impact
is it a speed thing?
Can you show the code?
is there some scenes from movies that provides to some game companies, or simply free download?
@modest agate make an event for when the bullet is fired
Do you mean, a Wake event?
@modest agate you have it only spawn the emitter when the bullet hits something
@plush yew try looping it
@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
Sorry about that
ok, thanks
does anybody know the best way to implement a stamina system pls help
@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 :
can be sent to the Details pannel to be quickly modified when we want, like here :
I was pretty sure that it is made in the construction script but in this case, apparently, nope...
So I don't understand... ๐ค
Anyone using 4.25?
@soft fiber i'm
@soft fiber Having any issues with flickering or shakiness'?
yeah i'm going to posting this same issue XD
I'm still figuring the problem it's so annoying
@somber quail Well, nevermind... I think the guy just created it directly in C++, not with the BP...
Does anyone know how to save the Player State in blueprints?
@outer abyss Both, or just the flickering?
@soft fiber both!
@outer abyss Ya, I think I'll go back to 4.24 until its fixed.
@soft fiber Yup me2, if you find any solution plz do let me know ๐
@soft fiber Will do!
i need to know how do i implement fall damage anyone know how just send a screenshot
of the blueprint
thx
hello all, noob question here but is there a way to hide a bone but not it's children?
why is the terrain not displaced?
also is there a way to manage all of your foilage?
Is there a way to make Sprites transparent?
@tiny sonnet displacement maps work directly on the vertices of whatever mesh you apply the material to
so in other words, you need more vertices (probably not a good idea for a large landscape)
how do i change that
and how do i optimize to reduce number of vertices in larger distances
tessellation distance fade
is this inside a material or landscape?
for a quick result you could just scale the landscape down i suppose, then adjust uvs as required
ok
@hidden knoll yes, you can set up a sprite material with an opacity mask for your sprite. check Paper 2D Sprites | Unreal Engine Documentation
once again i have trouble, my grass isnt generating. Am I missing something
anyone came across a tutorial on how to setup skateboard riding or skiing??
Hey all! First night here, cheers!
Anybody know if there's a specific channel I should be in to ask about procedural landscape generation?
is it possible to randomly play a animation montage like randomizer node then play a animation montage in the character bp
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?
@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
These are just examples
Or a mix of things
Set input mode ui only may work
Maybe not for all
Thank you. I already am leveraging "Set Input Mode UI Only"
If a 3d widget is set as static, can it still be destroyed/spawned into a scene ?
Hi all! ๐
can I hide the viewport UI on the edges of viewport?
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?
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)
something with permon
it's a czech folk demon that guards mines
I need more of an english name ๐
Metric-Roblox-craft
at least it would be unique ยฏ_(ใ)_/ยฏ
@fallen marten I said Non Taken, simple to pronounce and short( Roblox is taken, your name isn't short and hard to pronounce)
hey their. ive got a problem the an overlapbox
the eventEndOverlap is triggered while im still standing in it ๐ค
some ideas to what might cause that?
@eternal urchin wrong channel
then send me in the right direction
Is it possible to debug a fatal error?
@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.
Just as advertised, there is no C++ in ALS
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?
Someone let me know what is the minimum amount of actors that should be in a level? 1k? 2k? 8k? 500? 200?
They don't fix redirectors before release xD
@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
@zenith flower how does redirecting folders help?
How viable are GitHub and GitLab for hosting a decent-sized Unreal project with Git LFS? Am I going to run into size limits?
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 ?
Perforce's own hosting only gives 5 GB per seat even on the premium tier, lame
AWS seems to have a decent free tier, maybe I should host my Perforce repo there
LFS was kind of a pain when I worked with it a while ago in someone else's repo
The repo's owner even wrote several tools to make things easier https://www.projectborealis.com/git-distributed-collaboration-at-scale
why does thsi happen
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
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?
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???
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
anyone up? I need a small help
Sure what is your problem
how do you loop an animation montage in the new persona? I can find anything
earlier it was easy
I have no idea
K no prob ๐
Hello
Does Anyone Knows How to make a loading Scene ?ยฟ
Like the one's in far cry games and such
What does redirecting folders do? Is it useful?
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
Can anyone help?
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...
Anyone had this issue before?
@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.
and you can export this as an fbx too, if you so choose
from the content browser
and use it to model your real crate from a scale perspective.
