#ue4-general

1 messages Β· Page 802 of 1

plush yew
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@primal furnace was the mesh using a 'right-handed' coordinate system?

primal furnace
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I'm not sure what would that be to be honest.

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Somehow I think it has to do with how I extruded the polygons from the spline I started with. Weird but for it to work, my normals have to look flipped in max for them to be fine un UE4 and vice-versa

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Other exported objects are fine

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It's a first that's for sure... but meh, if it works, I guess I'll pinch my nose and move on!

soft fiber
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I upgraded to 4.25.2 to see if it is any better than 4.25.1... and there are tons of white artifacts in stand alone mode.

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On the bright side, I fixed all my issues in 4.24.3... so I'm pretty sure I'll just stay there.

north ivy
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Hey guys, me again for a new question : Do any of u now any "application" about sounds ? One that could, you know, change voice, make it "older" or younger, extract a specific sounds from a lot of sounds happening, all these things ?

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Can't fight anything by myself

primal furnace
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@north ivy Audacity is free and you can do pretty much everything you mentioned here.
For your fighting skills, I could teach you tae kwon do and jiu-jitsu, but it's difficult via discord.

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@north ivy Of course the last part was a joke! πŸ™‚

digital badger
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@restive yarrow Minimum number of actors?

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You mean the maximum surely?

north ivy
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@primal furnace thx Expod I know, that actually made me laugh thank you, nice one πŸ˜†

plush yew
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where i find the remote manifest file ?
how i create the manifest file

vale silo
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4.25.2 is out !

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@gleaming narwhal do you know by chance if there is 4.25.3 planned ?

fast hinge
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4.25.2 is out !
@vale silo Do you know where to find release notes for the sub-sub-versions?

gleaming narwhal
fast hinge
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perfect! Thanks mate

plush yew
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hello guys is there a way to check the number of polygons in one mesh in ue 4?

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if yes how to check? Thank you in advance

digital badger
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Go to the static mesh viewer

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then at the top left of the window

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or you can mouse-over the static mesh in the content browser

hard flicker
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hey guys, i've been doing some of the Learning modules, and i noticed there are some great images for the game framework (class relationships, schematic stuff)... but i cant seem to find copies of them anywhere... anyone know where i could get that stuff?

plush yew
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Hello

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I Have A Question

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How To Make A loading Screen with A Video or A Scene like Far Cry Games And Such

grim ore
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you make a map, you put a camera in the scene, you make the camera the main actor so it's showing the viewport thru it, and you use that map when loading. Level streaming would let you load in a loading map then load in the game map in the background. Far cry alot of the time uses videos so that is an option as well

plush yew
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@grim ore Thank U dude

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then at the top left of the window
@digital badger I found it, thank you

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lightmap is already set to 1

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😁

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okay one more question about the amount of the triangles and polygons, when I saw this little sign with this big amount of polygons and triangles is there a way to reduce the amount or not? the mesh is not mine and the level designer put it in the project

fast hinge
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Hey peeps, wanting to paint an rgb texture to be used for material blending all within UE. Is there a way I can create an empty texture to be used? Or is it just something I need to make and import into unreal?

plush yew
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one more question: is there a way to check one mesh in content folder to see do I use it on the level?

glad loom
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Hello, how can I remove an ui element after adding it to viewport?

plush yew
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"remove from parent" node

limber mesa
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Yea right after add to viewport

glad loom
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Thanks, that worked!

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But if I do that, I can't open it again

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Is there something else I need to use instead of Add to viewport to use it more than one time?

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Oh wait, nvm

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I had a bad branch

plush yew
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xD

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okay 2 more questions:
1st: about the amount of the triangles and polygons, when I saw this little sign with this big amount of polygons and triangles is there a way to reduce the amount or not? the mesh is not mine and the level designer put it in the project
2nd: is there a way to check one mesh in content folder to see do I use it on the level?

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?

open wadi
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Did you fix the crashing issue @smoky sonnet?

smoky sonnet
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yea

open wadi
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Nice.

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What was it?

smoky sonnet
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vulkan support

open wadi
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Oh that's right, that one plugin broke the whole framework.

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Impressive.

smoky sonnet
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yea

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now i am facing another issue

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i am starting an counterwidget ( counts from 3 to 1 so my player know when the map/audio starts) but when i start it my camera fov is weird after the widgets vanishes its normal again

rocky radish
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unreal engine 4.25.2 is out

smoky sonnet
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@open wadi do you know what this might be?

plush yew
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is it normal that 80.000 tiny stones need 20 minutes to bake with lightmap size of 4?

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on prevewi setting

rugged tendon
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I need a Help How to setup multiplayer is it is paid pls help me withany tutorial pls tag me while answering

open wadi
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@smoky sonnet I do not, no, would be happy to help but I'm relatively new to the UE framework myself. Better people can answer your question in here.

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@rugged tendon That's quite a broad question.

rugged tendon
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Pls explain pls it is paid if yes then cost etc... Ways to setup pls@open wadi

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Tag me too after done

magic fern
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What is the name of that kind of animation that goes away from the starting point?

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The one that moves is root motion? I am also confused xD

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Okok thank you. Tryint to see if it is possible to transform stationary animation o root motion. Because of foot sliding

untold cipher
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So I upgraded to ue4.25.2 and it won't launch, and my project from 4.25 won't launch, how do I set the editor back to 4.25

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Are my projects saved if I uninstalled the editor?

river nimbus
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@untold cipher yes

untold cipher
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Good, thx

grim ore
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assuming you did not put them in your engine folder of course lol

river nimbus
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That'd take a special effort, tho...so, unlikely. But... Β―_(ツ)_/Β―

smoky sonnet
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@grim ore do you know how i can fix my problem

plush yew
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okay 2 more questions:
1st: about the amount of the triangles and polygons, when I saw this little sign with this big amount of polygons and triangles is there a way to reduce the amount or not? the mesh is not mine and the level designer put it in the project
2nd: is there a way to check one mesh in content folder to see do I use it on the level?

grim ore
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@smoky sonnet i dont think I can, that sounds weird. do you have any screenshots of what is happening or video. Are you sure the FOV is changing?

smoky sonnet
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mom

grim ore
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@plush yew right click the mesh and go to reference viewer, it will tell you what references it. Or you can try and delete it and it will tell you. you can open the mesh and go to the LOD section and use the auto LOD tools to lower the poly count on a mesh in the editor

smoky sonnet
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that is happening because of that

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but i need the set game paused with that i fixed my asynchronous thing with my sequence player and my audio

grim ore
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so it does that on device?

smoky sonnet
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but with that set game paused my camera isnt adjusting right, i am not controlling my camera it has a fixed view but with the pause its at start around fov 120 i think

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so it does that on device? -> on everyone

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pc

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android

grim ore
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thats weird but check the fov itself, you can also set it after pause if its changing

smoky sonnet
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is there a node where i can check ifcameraiscorrectlyadjusted or smth dont even know why the fov is so weird at start

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ok the fov is correct

grim ore
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I doubt it but again you can check the FOV value and any time to see if its actually changing

smoky sonnet
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it doesnt change

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but smth isnt loading right after the pause its correct

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because even the colors at screenshot 1 and 2 are different

vernal thicket
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Anyone know how to duplicate a text on a uniform grid panel? it currently sets the new row but just replaces the text panel, currently using a widget with a text box as the Content to be created

grim ore
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well you might have post process, you might have materials that work off of time, and none of those would work if time is stopped

smoky sonnet
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mhhh

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mhh cant find the problem do you know how i can run the 2 nodes after set game paused synchrone

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but sometimes the audio is delayed with the sequence player(spawned objects) or otherwise with the set game paused dont know why it started synchroned

grim ore
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any reason why you dont put the sound in the sequencer?

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another thought, for the not being in sync, is there is a "on play" event dispatcher that you could bind to that perhaps will trigger when the play actually starts and you could then start up the audio at that point? I have no idea if it would help but without putting the audio on the sequence this is my next idea lol

midnight bolt
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does anyone else gets flipped normals? i can import model to UE just fine, export to fbx, reimport, and some normals end up flipped.

restive yarrow
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What does redirecting folders do guys?

untold cipher
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So if I add a map to my project that is let's say 8 GB, would my game be 8gb to download

restive yarrow
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@untold cipher nope, packaged games are smaller in size

untold cipher
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Thx

ornate forge
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I've got my AWS Perforce server going, yay

smoky sonnet
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@grim ore sorry helped my dad i seperated the audio from the sequence because we already discussed this problem months ago.

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i cant change the audio speed or wasnt able to slow down the sequence player

grim ore
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gotcha

smoky sonnet
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mhh this on play

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i will try that

magic fern
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What is the best way to do character movement on sequencer and not get foot slide?

plush yew
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thank you a lot @grim ore ❀️

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yeah it is lod auto but my level is so unoptimized I think cus I got only 15 fps

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what to do? 😦

grim ore
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change the type and it will LOD it differently, or go to manual LOD and set it to a lower count

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you wont be seeing the level like that tho will you?

plush yew
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okay so for example for this little sign?

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from here the game start

grim ore
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you would go into lod 0, change the percent to a lower percent and it would decimate the mesh to a lower setting

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you cant just assume its the number of triangles tho

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you need to use stat profiles and view modes. It could be lighting, it could be material complexity

smoky sonnet
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even if i start the sequence player after the audio started, the sequence player is faster tf

grim ore
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you need to get into the level at the location that the player will be and actually test

smoky sonnet
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is there a node so that i can check if there is really sound playing

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because some songs seem to be siltent for 1 second or so

hollow ridge
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oh god how long does an average full rebuild take?

vernal thicket
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How big is the package?

hollow ridge
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idk

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I think like 180mb

vernal thicket
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not long

hollow ridge
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u sure?

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its already been going for 20 minutes

vernal thicket
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for 180mb?

hollow ridge
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eh ill just see how long it goes for

plush yew
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Does someone have a game idea? πŸ˜…

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mobile..

smoky sonnet
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does someone know how i can check when my audio component really started playing sounds

magic fern
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What is the best way to do character movement on sequencer and not get foot slide?

plush yew
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hmm, good one

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πŸ˜‚

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ok, so I need to change the percentage from 100 to what you would recommend me?

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i was working on a mobile game, when you need to parkour and kill Ai's.. but i cam't make the AI work πŸ˜‚

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i'm not so good in game development, just started a week ago..

hollow ridge
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Ooo I have a good idea

plush yew
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But will you use the 2d option, with a nothing.. or a starter package? @hearty rose

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I'm not home ad the moment, and my phone is 16%... shiet πŸ˜…

hollow ridge
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And open world game where you make stuff and there are 3 dimensions and at the end you can kill a boss called the ender dragon or a boss called the wither

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A completely original idea

plush yew
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I would do it in 3D and use the physics thats already there, you could in theory only rotate the ground and the ball would have default physics
@hearty rose

Cuse it will slide down, or?

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Aah, maybe use some unfreeze objects, wich you can shoot away.. and some of them not

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but keep them te same collour πŸ˜‚

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Ooh, easy! i can get this.. just shoot... shoot.. aah that one does not go away, dead

vernal thicket
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how do you duplicate something when creating new uni grid panel?

smoky sonnet
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fixed my problem πŸ™‚ @gilded eagle

frank oar
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Hi all!

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Do world settings apply to all levels or do they each have their own ?

hollow ridge
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welp I had to use remote build and 40 minutes into the build the computer fell asleep

dapper bridge
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They are each separate, within the different levels @frank oar

frank oar
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thank you ! @dapper bridge

dapper bridge
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They apply only to the level you are in

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Your welcome

dawn gull
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How do I make text and images of an image fade in? I know I can do fade to black with a widget but you cant do a gradual fade for text and images in a widget

dapper bridge
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Inside the widget, on the lower left, theres a spot for animations

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You will want to select the text or images, and set up an opacity track, that goes from 1 to 0, (Fades out) or 0 to 1, (Fades in)

plush yew
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how i create a manifest file for my game

woeful wadi
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I need a bit of help

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For some reason when I play the game it doesn't automatically possess the starting character

cosmic matrix
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Hi
Anyone could make ue4 blender tool working with a mixamo character for exemple
i don t know if i m doing something bad or if tool is broken

dapper bridge
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@woeful wadi In the world settings, do you have it possessing the right player?

grim ore
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Can anyone else confirm that Snap to Grid in Blendspaces appears to be broken? disabling it doesnt seem to actually let you have free placement of the animation it still snaps

dapper bridge
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Trying to pull unreal up to see if I can confirm for you. Laptop is slow, sorry

grim ore
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yeah no biggie just... annoying it seems if its disabled it allows free movement between the first and second grid marker, and the 2nd to last and last marker, but any between still snap 😦

dapper bridge
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It is free moving for me too

hidden siren
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Anybody have any pointers or resources on setting up a calibrated, neutral lighting level for previewing game assets - in particular, assets with a lot of bare metals and reflections - Ive been watching tuts etc an dreading, but haven't been able to get something working very well with reflective metals in particular - perhaps there are some reflection settings I'm missing?

dapper bridge
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I can only open 1D for some reason, but its not snapping for me at all

grim ore
dapper bridge
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i tried looking for other settings to maybe snap in the grid, but sadly nothing

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and Mr. Google was no help lol

grim ore
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@hidden siren maybe check out in the templates in new project the film -> virtual production. it has a test map

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yeah the checkboxes on the left should be defaulted to on for snapping to grid and it should snap by default i just cant it to not snap

hidden siren
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@grim ore thank you - what version is that in?

inner cloak
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@grim ore I'm trying to bend a mesh on a spline but i dont see where i can select the mesh .. i feel so stupid right now

grim ore
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oh thats weird. It only snaps if there is a grid to snap to, if I have every grid full of animations I can add a new one and it wont snap it can float between animations... this is odd

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@hidden siren should be in the recent ones, its in .25 for sure

dapper bridge
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Interesting. So its snapping now?

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Or do you have too many animations?

grim ore
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so say I have 3 grid divisions, so left middle and right, and I have an animation on all 3. IF I add a 4th animation and set it to not snap it will freely move between each division

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if I have the same setup but with nothing in the right, I can freely move a new animation between the left area (no grid to snap to since an animation is already there) but the second it gets near the right side with an open grid it snaps to it...

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its... odd

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definitely not intended I think

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its basically performing the snap to grid code if it can snap, else it performs the free movement code

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I can work around it atleast but man... thats odd

dapper bridge
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Hmmmmm That does sound weird.

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Maybe could be useful, but not much

grim ore
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@inner cloak is this on a spline mesh actor in the world? If so you cant really adjust the mesh direclty it will conform to the spline as you adjust it

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nah I think its broke I will harass someone about it

inner cloak
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My issue is that the mesh does not show at all .. so im trying to find how to set it

magic fern
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Is it possible to convert a in place animation into a root motion one?

inner cloak
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Oh, this is a mesh in a BP

grim ore
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so its a spline component in an actor?

inner cloak
plush yew
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Anybody knows what this variable is please (When I change the variable I don't see any difference in game) ?

glad pelican
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hello i need some help.. ive been struggling with this for over a week now... (let me know if im in the wrong channel)

when i export my model from blender either as fbx or as gltf, and i import it to UE4, my material doesnt show properly.

i downloaded for example a substance (sbsar, clearest example of what's happening), and applied it to a default shape (carbonized flesh in this example) and it does show properly (link attached)
but on my object it just shows some polygon with some base color.
i have tried all the normal / transforms etc and i am lost in a rabbit hole... pls help.

grim ore
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@inner cloak ah yeah then in that case there is none you assign to it, you add it at runtime or in the construction script. The spline component is just a representation of a spline

icy mulch
grim ore
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@plush yew it will let the actor take input from the specified controller, for example a blueprint could be in the scene and take direct input from your arrow keys instead of it having to go thru a pawn you might be controlling instead

bold compass
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everytime i try retarget animation my ue4 crashes any way to stop it from crashing also how do i download ue4 4.18

grim ore
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@glad pelican does your model have a proper UV map for the material to apply itself to?

inner cloak
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thanks @grim ore

grim ore
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@bold compass go to your launcher and click the + button in the library for Unreal Engine and choose 4.18 to install it. As for crashing we can't help without a full crash log or you could read the log and see what the issue is

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@icy mulch download the debugging symbols from the launcher and crash it again for a full log, without knowing where it crashed people can only guess. that error is normally a driver/card issue tho

glad pelican
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@grim ore how do i check this... ? i exported the model from blender but i guess somewhere in the pipeline im missing something..
i had some vertex painting in blender which didnt export either so i tried to use a substance (picture)
i guess im doing the export just all wrong since when i export the model from blender it comes up white in ue4

bold compass
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ill try do it in 4.18 and then bring it back into 4.25

grim ore
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well for the most part the material will not come over from blender so that is fine, in the mesh editor you can check for UV channels and maps

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double click the mesh to open the editor in UE4

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in this case it has 2 uv channels, the first (0) is for the texture mapping and in the bottom left you can see the UV map and it being set up properly

plush yew
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@plush yew it will let the actor take input from the specified controller, for example a blueprint could be in the scene and take direct input from your arrow keys instead of it having to go thru a pawn you might be controlling instead
@grim ore Thanks ! Is it a pre-created variable ? It's in the Advanced Locomotion System but I can't find the reference of this variable... πŸ€”

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( I'm talking about the "Auto Receive Input" )

grim ore
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that variable is part of the pawn it should be in anything that inherits from it

plush yew
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thxs for the youtube vids Mathew just wanted to say

dawn gull
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How do I fade out all sound in my project?

storm vapor
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How can i make file media source to sound wave ?

grim ore
glad pelican
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@grim ore ok i have understood i apparently need to do UV unwrapping...
i went to blender and tried to unwrap with these algorithms but the UV map still shows empty... (i didnt know i needed to get a UV before exporting...sorry!)

grim ore
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I don't art so #graphics might have more help or a tutorial online.

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but you are on the right track atleast

glad pelican
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oop sorry i have to explictly select all the vertices i want to unwrap

ember star
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Engine is crashing every time I try to open a blueprint: 'Assertion failed: Tag.Size == Loaded'

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i cant even right click the BP, crash

plush yew
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@grim ore Ok.. So it means it's normal if I don't find when I'm searching for it in my character BP, here ? πŸ€”

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( I'm just trying to understand why I can find some variables and some others not... πŸ€” )

grim ore
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its not a variable in there, its in the details panel

plush yew
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aah

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ok, that's why

grim ore
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yep its part of the pawn class itself and will show in the details panel, its a property of the pawn

plush yew
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ok so all is clear now, thanks again

glad pelican
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@grim ore i managed to unwrap a UV for my model and now the materials show properly on Unreal...

i have some vertex painting on blender tho and it is not showing up when i import in unreal

how do i export with the vertex painting ?

edit: i actually used a voronoi map because it was more reliable at randomization than the vertex painting... i dont know how to export this into unreal (the material exports somehow incomplete? do i need to bake?)

edit2: apparently i can bake what i see on the model with Diffuse mode (created an non-connected image texture node)

bold compass
frank oar
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Is there a built in way to give a widget a border ?
not a block color, even a thin white outline would do...

dapper bridge
winter gale
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Just updated to 4.25.2 and getting this error. Anyone experiencing this issue
UnrealBuildTool : error : Expecting to find a type to be declared in a module rules named 'AutoSizeComments' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

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For now I uninstalled AutoSizeComments

frank oar
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thank you @dapper bridge !

storm venture
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anyone know of any cool ue4 youtubers that just make small neat stuff? ive seen quite a few unity developers who make short videos of their journey through making stuff like clouds or procedural worlds or portals and whatnot. everything i find on ue4 is always strictly tutorials, i just want to watch someone make stuff when im eating meals and whatnot

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Sam Hogan and Sebastian Lague are good examples, their videos are really neat but they use unity unfortunately

marsh sparrow
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hi

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is there a channel for data table questions

plush yew
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i can't delete my older maps xD

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is there a channel for data table questions
@marsh sparrow

You can ask everything in here for Unreal-Engine.

vernal thicket
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Mobile games are the way to go, you access such a massive audience.. everyone has a phone nowadays.

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& here I am making pc games lol

marsh sparrow
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cool. Imma watch some videos and come back

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@vernal thicket the device testing.. ug

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πŸ™‚

odd steeple
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I'm setting the scale of my Maya to fit Unreal but once I do the camera tumble no longer seems to center around the objects I am working on, even with the correct tumble settings. Am I just making the grid too big? CM measurements with 100 GRID size, 10 sections, 1 subdiv

storm venture
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@odd steeple camera tumble in maya? if i remember correctly, F will recenter your tumble point on the selected object and A will center it on all objects

plush yew
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just a fast question, what is raytracing?

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should you turn it on, or off in a 3d game?

storm venture
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@plush yew in a nutshell, its a technique used for realtime physically-based lighting/reflections. its expensive, but pretty

odd steeple
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@storm venture Even pressing F to focus keeps the same behavior and seems to tumble around a large portion of the grid. I've changed every setting I could in the tumble menu and it doesn't seem to effect anything.

plush yew
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@plush yew in a nutshell, its a technique used for realtime physically-based lighting/reflections. its expensive, but pretty
@storm venture

Thank you!

storm venture
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@odd steeple have you selected an object first? im not sure what the behaviour would be if you dont have one selected before pressing F

odd steeple
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Yeah, I select it and press F yet the camera doesn't seem to care.

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The tumble works correctly up until I change the up world axis to X and change the grid size to 100.

storm venture
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very weird, do you tumble using the "tumble tool" or with alt+leftclick?

odd steeple
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alt leftclick

plush yew
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For some reason, i can't see the arrows to move my object.. Does someone had this problem before? Compling Shaders is also still loading.. it takes a while

storm venture
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damn, not sure what to suggest then, sorry, i would assume you may have touched a wrong setting somewhere though, ive set mine up to match ue4 and havent experienced what you have

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@plush yew press G maybe?

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if you have G enabled, it hides stuff like the transform gizmos and actor sprites @plush yew

odd steeple
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@storm venture Actually, the one setting that changes how it acts is right when I change the grid size too 100.

plush yew
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@plush yew press G maybe?
@storm venture

Does not work, but i'll wait till the shader is loaded in

glossy mirage
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Hello, i want to work with my friend on same project. We use hamachi+multi-user editing. We followed the instructions exactly, but my friend can't see my session. We have same project name and same project settings 😦.
do you know what the problem is?

storm venture
proper stump
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I've got a MouseGameMode & MousePlayerController that show the mouse cursor, but on Click event are not working (it's set to allow onClick and onHover) ... When I setup the projects i selected to use the "For Mobile" settings... could this be the reason the mouse is not working well ?

plush yew
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Does someone have the problem too... ( Compilling shaders.. ) it takes so long, and almost nothing is working

odd steeple
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@storm venture That's right! And subdiv to 1.

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Right when I make those changes the cameras tumble no longer tumbles around the object but makes it feel like I'm using a first person camera.

abstract sigil
#

For an unreal build on windows can I pass a parameter to select which gpu the application should run on? I am trying to launch applications remotely on a server with multiple gpus.

storm venture
#

i cant seem to replicate what youre experiencing, thats very weird

magic fern
#

Is it possible to convert a in place animation into a root motion one?

inner cloak
#

@grim ore I ended up finding the missing parameter .. guess my brain was refusing to see it for a while lol

glossy mirage
#

HELP! Hello, i want to work with my friend on same project. We use hamachi+multi-user editing. We followed the instructions exactly, but my friend can't see my session. We have same project name and same project settings .
do you know what the problem is? Our ue versions are 4.25.1

inner cloak
#

I believe you dont need hamachi now for this scenario ...

#

if im not crazy, ue4 has support for multi user editing now

glossy mirage
#

where

inner cloak
plush yew
#

Does someone now how to remove the automatic kill system, when you fall of the map?

winter gale
#

@glossy mirage IIRC Multi User Editing does not work via Internet. Its LAN only

inner cloak
#

oh, my bad then. sorry

glossy mirage
#

but it should also work using a VPN

plush yew
#

@hearty rose i am currently trying you're idea, but the void will kill you.. can u turn that off in some way?

#

or do you need to build up freaking high

winter gale
#

@plush yew In world properties try disabling World Bound checks

inner cloak
#

i believe there is a parameter for kill Z in settings

grim ore
#

@bold compass I think someone had a similar issue due to no material being on a mesh or something similar, check for that

glossy mirage
gritty marsh
#

Hi Slackers

inner cloak
#

Go to Settings > World Settings and disable Enable World Bound Checks.

plush yew
#

the settings before loading up you're game, or is there a setting option in game?

gritty marsh
glossy mirage
#

is there any way to work on one project with my distant friend?

glacial pecan
plush yew
#

Go to Settings > World Settings and disable Enable World Bound Checks.
@inner cloak

Thank you! @winter gale

winter gale
#

@glossy mirage Can you make sure you:

- set on server the unicast endpoint to be its proper IP address, make sure there is not several network interface
- set on client the static endpoints as IP of the server
- set on server "Engine/Programs/UnrealMultiUserServer/Saved/Config/<platform> Engine.ini" the unicast endpoint of the server
- Again on server "Engine/Programs/UnrealMultiUserServer/Saved/Config/<platform> Engine.ini" set the staticendpoints using IP of your clients
uneven fractal
#

anyway to stop "show fps" from disabling itself everytime you restart the editor?

winter gale
#

I got that info from the forums

slate basalt
#

is there a nice and easy way from commandline to "build & package" a custom unreal editor build to deploy on some other machine?

winter gale
slate basalt
#

it doesn't look commandline

#

how production ready is this?

plush yew
#

Sorry if i am asking too many questions.. xD

i'm making a game where you slide down, and need to watch out for the incomming objects.. Is there a way to make the character go faster left and right?

#

Depends on?

vernal thicket
#

Can someone help me with arrays?

#

I'm trying to compare all of the possible text arrays against a text output, i've used a for each loop but it'll only accept the first item in the array

terse surge
#

Hope this is the right channel- I am moving around some of my existing projects and engine files to make space on other SSDs- As part of that I installed the launcher and UE_4.25 on a new SSD and moved over my project. When I look at that projects source in Rider IDE all of the standard engine imports cannot be found. Does anyone have a fix for that to set the "correct" engine?

plush yew
#

It is hard to move arround, cuse.. physics

#

but i hope i can change that a bit, so you can move arround better.

topaz moth
#

So I'm trying to create a dash to Location function but it's creating an infinite loop because it's not happening over ticks : What are ways to fix this ? I'm thinking of just sticking it in a component to be called every tick and just execute it based on a variable within the main char- Would this be a feasible solution ?

plush yew
#

@plush yew How the game looks, can't wait to test it when it works πŸ˜„
@hearty rose

I'm going to make it in levels i think.. first lvl intoduction.. and make it harder each lvl

vernal thicket
#

So my a for each loop equals gives you the last index as the only result?

storm venture
#

@vernal thicket a for-each loop will iterate once for every element in the array you feed it

vernal thicket
#

^ I think I found it

#

I think it's the FIND index i'm looking for, coz i want to compare what the user input with a list of possibly integers

storm venture
#

you may be looking for "contains"

inner cloak
#

is it possible to rotate the view by 90 degrees while looking from top view orthogonal ?

storm venture
#

@inner cloak grab a reference to your camera and add 90 to the x, y, or z, probably using SetRelativeRotation?

inner cloak
#

ah good point

#

oh . i guess i meant in editor .. i'm doing a pinball tutorial and currently the camera is locked to this:

fluid lance
#

Did anyone else notice remaining rogue vars in UMG after using "replace with child" in the designer tab?

plush yew
#

I am looking for someone who can help me 24/7 in ue4 about general game development! like a senpai

distant widget
#

super basic question here, can I move things in the editor with hotkeys? by single units etc

#

like with arrow keys

#

instead of dragging with mouse

glad pelican
#

i have a noob question ... when i am baking my texture isnt mapping to the correct place in the UV map...

#

how do i select this properly on blender (trying to get it into unreal..)

#

@plush yew i am obliged to use 2.23 :/

#

i think i should use Diffuse mode?

#

not combined?

#

i assume its general knowledge but this isnt my field and i dont know how to finalize this step of baking the textures properly...

#

o wait, 2.23 is my unreal version.
my brain is a baked, from trying to figure out this baking process the whole day

#

im using 2.83 ^^"

#

sorry ._.

#

i think i have found my "bug" (mistake). i am supposed to select all the faces in the UV editor before baking

#

(apparently)

inner cloak
#

is there a setting or option that show or hide splines in a blueprint ?

#

i seem to be unable to see my spline to edit my bp content

#

anyone know how to see it ?

glad pelican
#

omg i got it. thank heaven's!
just in case someone needs the (freaking) detailed workflow for baking:

Listed in steps, this is how I do it - using Blender 2.48:

  1. Load 3D model

  2. For all objects of the 3D model do:
    a. Select the object of the 3D model
    b. Go to Edit Mode and select all its faces (press A)
    c. Place seams if you want better unwrapping
    d. Press U and UV-unwrap the object (I choose Unwrap (smart projections))
    e. In the UV/Image Editor create a new image with Image -> New...
    e. In the UV/Image Editor select all unwrapped faces (press A)
    f. You might want a better unwrapped image using UVs -> Average Island Scale and UVs -> Pack Islands
    g. In the 3D-view press Ctrl+Alt+B to pop-up the Bake window. Select Texture Only
    h. In the UV/Image Editor you will now see that the unwrapped image has taken over the colors of the object's texture.
    i. Save the unwrapped image. Image -> Save As...

#

step e) was either assumed everywhere but that's why my texture wasnt baking into the UV map properly T_T

#

thanks everyone for your patience!

plush yew
#

ill need to copy and paste that haha]

glad pelican
#

it's a bit old (2.48) but i spent over 3h because i didnt know i had to explictly select the UV map

#

every tutorial either skipped that or smth but they just run so fast on the shortcuts i completely ran over it.
just remember yeah like ponkiis said its a bit old but the guideline is there πŸ™‚ worked for me

hallow bough
#

hi there im new, i try to load an asset pack but when i draw it to the view port it lost the textures on the materials , someone could help me on a way to revocer the links from the materials to the textures?

stable orbit
#

Wasn't sure where to post this so I will just pop it in here. I create a landscape material that I placed on quite small landscape. Everytime I save the materials I have to recompile the shaders which is fine, the problem is that the number keeps going up whenever I add more nodes in the material. I would assume its because its doing more calculations but when I first noticed it I was compiling 1400, now 3600 and its annoying as it takes a long time to compile. Anyone got any suggestions on what to try to avoid doing or what might cause this?

zenith flower
#

@restive yarrow Fixing up redirectors is just a pet peeve of mine, I've had countless issues of corrupted blueprints due to no fixing up redirectors before making sweeping changes to the folder structures/asset locations, but not so much in the latest engines, so maybe they fixed it

hallow bough
#

its weird that the little thubnail got the texture right but inmidiatly i place it in viewport they lost the links... even the conectors didnt have the textures there... neather a name so i could try to re link them

dire coral
#

Can i add bones in ue4

#

If i have a character and have a skeleton and add bones

plush yew
#

Like a bone rig? I’m pretty sure you can import a bone rig, correct me if I’m wrong though

weary grove
#

Has anyone had the pleasure of 4.25.2 breaking all of their plugins?

fervent apex
#

Is it possible to make the transform relative to the object in the details panel? I can't seem to make it work

viral veldt
#

Is it possible to having blocking volumes draw with thicker lines? They are hard to see sometimes

#

actually I can just go into Player Collision view mode, a lot easier to see then

weary grove
magic fern
#

What is the best way to bot having foot sliding in a sequencer with on place animations?

grim ore
#

is the thing moving that has the animation? normally it just looks like sliding if the move speed and playback rate are out of sync.

#

adjust the playback rate, or the move speed of the object till they look right

dapper bridge
#

Anyone know how to implement a color wheel and set it to a material? Im trying to make a color wheel selection for a primary and secondary color. I tried following the only tut i could find, and its working, to a degree, but only giving me yellow to orange, and idk how to change color accordingly.

plush yew
#

I'm creating a little platformer. I'd like when the player has finished the game, he wins a bonus (an item, a new competence, etc.). I can make something with a simple trigger when he finish the game but I don't know how to make it persistant. Maybe it's like a simple save & load but not sure though... A little help ?

grim ore
#

@plush yew persistant between shutting down the game and starting it back up? then yes look at the save game object

exotic thicket
#

@plush yew have you verified the variable actually contains the correct actor?

grim ore
#

@plush yew do you have something in that variable to destroy? what are you trying to destroy

plush yew
real patrol
#

what are the options for facial expressions in ue4?
i have a model with a morpher for the face, but exporting it as an fbx, im not sure how that translates to ue4?

hollow ridge
#

anyone know what could be causing this?
rsync error: error in rsync protocol data stream (code 12) at /home/lapo/packaging/rsync-3.0.4-1/src/rsync-3.0.4/io.c(632) [sender=3.0.4]

balmy tide
#

Does anyone know how to make projectiles shoot towards the center of the screen, i.e. towards the crosshair? My projectiles go towards center for distant target, but they hit left of the crosshair when target is close

hollow ridge
#

ehm

grim ore
#

thats just the way its going to work since you are aiming for a far point center of the screen no?

hollow ridge
#

it could be spawning inside the gun?

#

and the gun could push the bullet

balmy tide
#

I am getting the look direction, yet they go left

restive zinc
#

@grim ore is the crowd manager setting in the project settings for the detour ai controller?

balmy tide
#

I don't get, what do you mean by it's physics will continue?

#

my weapon is to left of camera

#

please see the video

#

for close targets, it goes way to the left of crosshair

restive zinc
#

@hearty rose is the crowd manager setting in the project settings for the detour ai controller?

opaque crystal
#

im not sure if this is the right channel but i seriously cannot get unreal engine to work. I just want to be able to make and compile a blank ue4 project

restive zinc
#

Ok

balmy tide
#

@hearty rose yes, check my BP

grim ore
#

you should be firing forward from the camera center point which is where you want the cursor to be.... like... thats what you should do.

#

if you want a physical bullet to go from the gun to the target you would fire from the camera to the center crosshair point, see what it hits (this is your impact point or your trace end) then you can trace from the gun end to the impact point and.... win

#

you are expecting if a wall is in front of the players crosshair that the bullet will hit that impact point, so you need to find that impact point and then make your gun fire to there

balmy tide
#

This is the blueprint
@balmy tide Doesn't this do that?

grim ore
#

your issue is you are expecting if that wall is 10 units away or 100 it should always be hitting that same point even tho your are not actually aiming your gun properly to hit that point (angle from gun tip to impact point)

hollow ridge
#

anyone know what could be causing this?
rsync error: error in rsync protocol data stream (code 12) at /home/lapo/packaging/rsync-3.0.4-1/src/rsync-3.0.4/io.c(632) [sender=3.0.4]

opaque crystal
#

is there a help channel, so i can get unreal setup

#

i can't load unreal projects in vs 2019, including blank ones

balmy tide
#

doesn't the "Line Trace by channel" find the hit point

opaque crystal
#

I've had a TON of issues before this. ue4 being unable to compile at all on a blank project... then i updated vs 2017, and then vs2017 and vs2019 would crash after loading the solution

grim ore
#

the line trace goes from start to end, it cant guess at where the end is

opaque crystal
#

no, but i can try that i guess. i cant load the actual vcxproj types in vs

#

I've fresh installed everything like 10 times now

grim ore
#

so... uh... any actual errors on why they wont load?

marble cosmos
#

hello, i'm having a little problem with my behavior tree, my Move to node isn't working, data is set, i see the yellow line but ai doesn't move

opaque crystal
balmy tide
#

which function is used to get the hit point then?

opaque crystal
#

in vs i would get a popup for Visual C++ Project System Package being unable to laod

grim ore
#

YOU set the hit point...

#

you go hey trace from A to B and tell me what you hit in between

balmy tide
#

I have set the end point as 3500 from camera

opaque crystal
#

and then i would get a popup from something to do with the projects being unable to load because vs doesnt know wtf it is, apparently

grim ore
#

are you sure you have? the code doesnt look like that is what you did

opaque crystal
#

ive definitely double checked the visual studio installer for the reqs.

balmy tide
#

wait, that is inside the macro, I will post it's image

grim ore
#

but what you keep missing is your start point is off to the left so it will only hit the center of the screen 3500 units away

#

so if your target is closer than that, your hit point will be to the left since your trace starts on the left

#

if you are saying "end point is 3500 units away in the center of the screen" and your actual wall is 200 units away....

balmy tide
#

so, should I use Line trace by channel with camera location as start point?

grim ore
#

if you want to get the closest point in the center of the screen forward yes

balmy tide
#

this is the Trace Distance macro

#

ok, let me try that

grim ore
#

@opaque crystal so whats the actual problem. You click on the .sln file and nothing loads? you open the .uproject and nothing loads? you hit compile in UE4 and nothing compiles?

opaque crystal
#

the uproject and unreal editor side is "fine"

#

but the solution won't load in vs]

#

i have an actual log file that doesn't seem to help (from vs)

grim ore
#

so nothing loads on the screen or you get an error?

opaque crystal
#

is there a way to install visual studio through epic or ue4? that might be safer if i delete everything, yet again

grim ore
#

no, you want to use the VS installer

#

so this is on a new blank C++ project?

#

well actually a template would be better, the blank doesnt have any c++ files

balmy tide
#

thanks a lot, it works great now

marble cosmos
#

sorry to write again, i'm having some issues with behavior tree, can some body help me?

grim ore
marble cosmos
#

ups, sorry

#

thanks

plush yew
#

@opaque crystal check Unreal Engine 4 Documentation > Programming Guide > Development Setup > Setting Up Visual Studio for Unreal Engine

#

hey matt good to see you again Unreal

opaque crystal
#

@grim ore yes ive tried both

grim ore
#

what tools have you installed with your VS install?

plush yew
brazen crow
#

hello its me

#

does anyone know of a way to refresh the moveTo in ai

#

i need it to be moving to a location

#

which is constantly changing

#

but right now it just moves to the last seen location and then looks again and goes to the last seen location and so on, despite the player being right next to it

#

this is in behavior tree ^

#

i tried using abort self to refresh it but it ends up just not moving lol bcs it detects at the same rate it aborts

#

should i use blueprints instead

#

idk what to do

plush yew
#

@brazen crow i used MoveTo a fair number of times in BTs. each time the behavior tree executes to the MoveTo node, it should trigger the move to the object you specified.

you might need to ensure the tree branch is being triggered. so try calling the behavior tree from the root repeatedly based on your use case. beyond that i guess #gameplay-ai

brazen crow
#

targetLocation is changing, and i know its getting called again and again but it looks like its just using the first one and since it hasnt reached the point yet, it just keeps going until it reaches

plush yew
#

are you inspecting the behavior tree in UE to check the execution line and seeing it being executed to the node?

brazen crow
#

yep

#

i see it executing

plush yew
#

check the moveto target?

brazen crow
#

yep the variable is changing according to the player

grim ore
#

@brazen crow you can set it to move to an actor instead of the location if you need it to follow

brazen crow
#

mhm

#

tis what i did

dire moth
#

Anyone know happened to the "Run Dedicated Server" Play In Editor option in 4.25? Coming from 4.21 Pavlov VR modding and I always had a "Run Dedicated Server" option; it's just missing in a new 4.25 project

grim ore
#

its the net mode drop down

#

set # of players, change the net mode, and there ya go

dire moth
#

Ah so it was just changed to that dropdown, rodger. Figured it was something like that but wanted to confirm since I couldn't find the changelog with it πŸ˜‚ Appreciate the help; awesome videos btw they've help me throughout my UE journey 😁

grim ore
#

that is funny they did miss that change in the release notes. I only knew of it from the github stuff lol

smoky sonnet
#

can someone please say if i am retarded because dont know why this one is setting the text to 0 but the print string says its actually 372

#

i dont know if i am just making some dumb issue on easy nodes or smth like this because its late idk

#

frustrated xD

#

is there a thing that someone know why this wouldnt work in specific cases?

#

nvm i am just an idiot i want to kms

#

holy

#

30 minutes wasted

#

after the setText i am setting my crystals and not my coins but i used the text variable coins

brazen crow
#

anyone know how to make an object affect nav mesh better

#

the ai obviously cant go under this table

#

but it thinks it can

#

and ends up just walking into the table but it cant so it never ends

polar hawk
#

nav mesh modifier volume

#

set nav area to obstacle, or null

brazen crow
#

awesome thanks

nova pollen
#

Is there a thing in bp's that when trigger changes an object's material?

nova pollen
frank fjord
#

]''/y8rtv67*-*+-*Zxcvnjm32 w[

kindred orbit
#

Is there anyone willing to help out an unreal engine noob and join my team?

hollow ridge
#

@kindred orbit ?

gritty marsh
#

Hi everyone, I need to flipflop node to c ++. Search the forums and google and the answers have not worked for me. Can anybody help me?

kindred orbit
#

@hollow ridge I have a large project that I really would like to do but don't have the knowledge or experience, therefore I'm looking for someone with that experience so that we could teach one another about opposing subjects.

hazy lake
#

@gritty marsh all you need is a bool defined in your headers and a

if (theBoolValue)
{
  // Flip
}
else
{
  // Flop
}
theBoolValue = !theBoolValue;
ornate ice
#

Hey one question? Why most locomotion tutorials out there are made using root motion animations?

sly fox
#

Anyone know why this math expression is giving me an error? It's something about the negative 2 but it's not really saying anything other than "error"

hazy lake
#

I'm not familliar with that node, but maybe the -2 should be -2.0 or -2.0f @sly fox ?

sly fox
#

Nope :C

#

Ya, if I change it from a -2 to a 2 it works fine. 2 * -1 also throws an error

hazy lake
#

It's super cheeky, but it looks like doing (0-2) works

sly fox
#

Lol you're kidding

#

This might just be a straight up bug then

#

A little annoying but at least it works. Thanks @hazy lake

hazy lake
#

πŸ‘

dapper bridge
#

Anyone up thats good with creating or changing dynamic materials?

alpine laurel
#

epic games needs to get their shit together

#

im sick of the editor crashing

hazy lake
#

Looks like it's less of a bug and more that the Math Expression node just doesn't support defining literal negative numbers for some insane reason πŸ€”

sly fox
#

That.... seems like a bug

#

That the MATH EXPRESSION node doesn't support literal negatives. The node that is supposed to solve math expressions

#

Also, weirdly obnoxious with the amount of parentheses it throws around everything

hazy lake
sly fox
#

Oh f***

hazy lake
#

Yeah the parentheses are gross and make it super unreadable

sly fox
#

I remember reading that on the documentation, I just forgot that a negative sign is a "unary" operator

hazy lake
#

The thing that I don't understand is that interpreter understands that you've added a unary operator, but they didn't bother with implementing the simplest and most used one

sly fox
#

πŸ€·β€β™€οΈ

neat forge
#

Is there any way to send projects back to an earlier engine version without doing it all manually? (assuming not but hoping yes lol)

manic pawn
#

no

brazen harness
#

what should i look up to make a replay editor in an unreal game?

kindred orbit
#

How to make a replay editor in Unreal Engine 4.

brazen harness
#

obviously that didn't work which is why i'm here

kindred orbit
#

😯

pallid talon
#

I have a project in 4.25, but I need it to work in 4.24 as well, is it possible to save the project for an older version?

pallid talon
#

@kindred orbit Unforunately that doesn't answer my question... Thanks though.

kindred orbit
#

I think I know what you're asking but idk the answer sry

worldly bough
harsh oak
shy totem
#

how come I can't login? I already tried the Run As Admin trick

#

well, I'll try tomorrow I guess

dense hatch
#

Is BootstrapPackagedGame necessary to distribute? or can I just use my game exe in the binary folder?

modest agate
#

excuse, Im having problems with my projectile

#

however

#

how can I fix that?

#

It spawns but wont move when facing that direction

rocky field
#

Can anyone help explain what this is about?
UnrealBuildTool : error : Expecting to find a type to be declared in a module rules named 'BlueprintAssist' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

silver crown
#

@rocky field 4.25.2?

rocky field
#

Yeap

#

I found the workaround post

#

Kinda annoying

#

Thanks for the reply

silver crown
#

The workaround post?

#

I'd be interested to see that :)

pliant rose
#

need to destroy one of them, which one? please hurry paint is drying
@pliant rose

#

i am Ue4 user but need advise asap, dont ban me

plush yew
#

@pliant rose ?

#

why would you

pliant rose
#

should i keep them?

#

but they are like my children

#

have paint ready

#

got to choose

radiant jasper
#

Does anyone know what the β€œfake platform XXX” is?

#

I’ve always wondered what it means

#

(For packaging)

#

?

harsh oak
#

here you can see how much a path to the individual points cost.. and how it ramps up when going over a tile.. I dont know what to do? There is no way of me telling how much a path really costs? :I

ancient parrot
#

Hey, what channel should i ask in for some help with CPP & Rider for unreal?

pliant rose
#

@plush yew thanks for showing the way, i used 50x50 new canvas, and it happened that the paint i prepared was not enough due to experimented thickness.. good Sheppard must protect his flock, no matter how dumb.. your reply was valuable to my leveling.. good day..

#

sry for not related content

plush yew
#

it looks sick

pliant rose
#

puke x throw up sick or good sick?πŸ’© πŸ‘

#

admins must create room for not ue4 related discussions, unless its the right room, last 2 years spent so much time in ue4 learning, this the lastplace left to make bonds

exotic thicket
#

#lounge is the channel you're looking for

pliant rose
#

k

proud narwhal
#

Hi, is there a way to have unreal automatically look at the lightmaps for all models and optomise the size?

#

this import is not great and would take me a long time to go though each object and set an overide up or down

magic fern
#

I have a character with a movement with several keys in sequencer, is there any possibility do copy the transform to another character and do like -30 in all x values and -40 in all y values?

azure reef
#

Hello guys! With the new hotfix for 4.25 I get this error when trying to build for mobiles. Does anyone know how to solve thsi?

#

LogLauncherProfile: Found promoted target with matching version at ../../../Engine/Binaries/Android/UE4Game-Android-Shipping.target

digital badger
#

@modest agate Did you solve your problem? You basically need to edit some trace settings so that the trace ignores the player character

frank oar
#

Hi,
Does anyone know what costs more performance in a mobile device.
I am making a sign rotate, should I be doing that on tick or with a timeline ?

rigid belfry
#

@pliant rose nobody cares about your pictures

proud narwhal
#

rude

rigid belfry
#

i find spamming unrelated stuff way more rude

proud narwhal
#

I guess so

glad loom
#

What's the best way to do a melee attack? Have a collision component and when you attack it damages the enemies in it? This way you can attack through small walls I think. What other ways are there?

digital badger
#

@frank oar You should do it on a timeline, you can get away with the sign not rotating on tick, but rather 0.1s

#

Make a timeline which has a looping interval of 0.0333333333s or more, then it'll be better than tick

frank oar
#

thank you, I do think it is effecting my fps (as it is on mobile)

#

as long as it looks like it is rotating smoothly I don't mind if it is not syncd to every frame.

#

would .1 achieve that ?

digital badger
#

I think so, though you'll have to practice

#

Use the Profiler tool to identify performance issues more specifically

frank oar
digital badger
#

That's essentially a timeline without a timeline node.

#

I wouldn't recommended anyone to do this, as it's not good practice but rather a workaround

#

The best way to minimise the use of event tick is to re-think your logic.

#

Can the rotating sign be an animation instead?

#

Should this logic be done every frame? Or can it be put on a callback?

frank oar
#

ok no problem, to a laymen like myself that video looked good (it had 4 methods btw not just that one...
Though I could just make the sign a slow turning animation, Is that actually more performant then using a tick event (or any of the work arounds ?

#

im looking at tick stats but not sure if thats the one I should be looking at XD

digital badger
#

Animation would be best imo, since the animation would be managed by the animation system

#

Which does some things in the background to reduce performance loss

frank oar
#

ok I will try it, thank you for your knowledge!

digital badger
#

It's a summary of this talk at GDC

harsh oak
#

navigation testing actor showing the same strange behaviour if pathcost 😦

azure reef
left mist
#

Hi all, I want to move Uassets from my home pc to my work pc, but it doesn't load in 4.24 and it crashes 4.25.... Is there something I can do? ( beside doing the work twice...)

harsh oak
#

migrating them?

#

rightclick->assetactions->migrate

left mist
#

There is no connection between both and the scenes are huge....

#

Thought of it, but migrate is not possible, I think

harsh oak
#

maybe migrate it to a folder and then export it? πŸ˜„

misty stone
#

I need urgent help from anyone with Git LFS experience
So we have a data pack for our repo and it says we've reached our storage data quota which is capped at 70gb but the files are only 28gb. So how can I bring this down to the actual value and have storage again??

harsh oak
#

isnt that the bandwidth usage? so you can only download like 3 times and are done for the month?

fervent apex
#

How do you make the transform relative to the object in the details panel? I can't seem to make it work

frank oar
#

thank you for the links @digital badger !

misty stone
willow marlin
#

Does anyone use the Advanced Sessions plugin with blueprint nativization? When I package with nativization I get this error:

ornate forge
#

How's 4.25.2? Are there no widespread issues? I've heard something about the plugins being broken

frigid kindle
#

Can someone help me with my PPVolume? For some reason, in one of my projects the sliders for AO have no effect. I have the same level in another project and there, the sliders work. Both PPVolumes are enabled and unbound, Engine Scalability is set to cinematic.

If I enable Ray Tracing on project #1 and then Ray Traced AO in the PPVolume, then the sliders will affect my AO, but in project #2 with the same level, Ray Tracing is disabled in the project and I can still adjust the AO?

fervent apex
#

I've rotated my actor and I want it to go forwards in the sequencer. But whenever I mess with the location values - the actor is still relative to the world so it goes the wrong way. How do I fix this?

ashen orbit
#

I'm having a logics problem, I have a quest for my character which is for the character to go somewhere. I think I'd be best to have a collision box on the map and when overlapped with the right actor it casts to the game mode to tell the game that player succeeded.

#

Now, I noticed I can't cast from the level blueprint where my box collision is

#

How do I even solve this?

#

Oh wait maybe I could make the character check if he overlaps with that box?

#

well tell us the mechanics and we will help

#

figured out my problem

plush yew
#

is it possible to ckeck via blueprint how much free disk space the user have ?

plush yew
#

thank you

hot thistle
#

Hey guys! Let's talk a little about this;
Pros and cons for showing enemy health?
(By that I mean like in WoW where you always see the health and how much damage you deal to the enemy, but like in games like Ratchet and Clank it shows neither)

pseudo pulsar
#

Do any of you guys have issues with the blender to unreal addon exporting reallyyyy tiny meshes?

plush yew
#

@plush yew thank you very much

gilded needle
#

I have made all of my UI elements toggleable, that is personally the way I like games to do it.

brave lark
#

Do I want to install unreal engine and houdini on the same drive or would it be better to keep them separate. UE4 is currently on a pcie 4 m.2 and the other drive is a pcie 3 m.2

jade wadi
#

Hey guys i got an Bad Problem - Every time i try to render a Video unreal says Out of Video Memory... i Can easy move in the scene without any Lags.... please help !

marsh sparrow
#

did you watch your memory usage before video load and after you tried

plush yew
#

why is nobody using udim for 3d meshes in games?

ornate ice
#

Hey why most locomotion tutorials are made using root motion animations?

hollow yarrow
#

Anybody know how i can make my character turn with the camera? Ive adding turning animations but they dont play he kinda glides side to side when idle and turning.

#

Hope that made sense xD

summer verge
#

EditorErrors: Warning: Can't save "myfile.uasset" Graph is linked to external private object Unknown
What the heck why can't I save this asset?

restive yarrow
#

Here is an update - reduced the actors in my level from 30 k to 3.3 k , cleared project space from 93 gb to 57 gb , deleted many trash folders that were not required, fixed redirectory of the content folder, ran Ccleaner on my PC removing all temp files from the computer, restarted it, did all that and yet no changes in the project, it still takes a whole 15-20 mins to load into my main level, the editor is always laggy and slow

#

everything is almost still the same

marsh sparrow
#

do you have a ton of lighting on objects in your maps

#

i've had this problem with blades of grass

#

πŸ™‚

restive yarrow
#

No i dont, I just have directional light, sky light, and post process

#

right now im transfering my project to see if it will run better or worse on my second pc

marsh sparrow
#

dynamic shadows on blades of grass LOL, that killed me too

hollow yarrow
#

They do need to fix it. I have multiple monitors and when running ue4 on whichever monitor, the others glitch out and have vertical lines going through them. This is not the graphics card as its very powerful lol and works fine on needy games

restive yarrow
#

i have done HLOD as well

opaque vector
#

Anyone else experiencing massive hitches in PIE mode only? Started happening after upgrading to the latest NVIDIA driver.

#

Looking at stat SceneRendering, RenderQuery results is hogging the frame

#

meanwhile Standalone is fine

marsh sparrow
#

@restive yarrow thats all i have. sorry

hollow yarrow
#

This is similar to my problem but when i updated the Radeon driver

restive yarrow
#

@hollow yarrow similar to mine?

hollow yarrow
#

@restive yarrow similar to both yours and @opaque vector problems

#

@restive yarrow similar to yours in the way it takes forever to load up, and similar to @opaque vector in the way it glitches my other monitors when ue4 is open

mint raptor
#

Any tips or tricks to get a spline to mold itself "through" a static mesh?

#

or trace rather

restive yarrow
#

Also whenever i try to merge actors, after merging like 2-3 times the editor crashes

#

then i gotta wait for another round of 20 mins for the loadup

marsh sparrow
#

now thats awkward

hollow yarrow
#

@restive yarrow it is problems to do with the actual ue4 launcher i think if its happening to numerous people... How are your pc specs?

restive yarrow
#

@hollow yarrow Launcher? you mean engine?

marsh sparrow
#

@restive yarrow do you have your taskmanager up? notice any awkward spikes in anything, disk even.

#

Epic launcher

hollow yarrow
#

Yeah thats what i meant xD @restive yarrow

restive yarrow
#

Ryzen 5 1600x CPU, GTX 1050 ti 4gb VRAM, 16 GB memory

marsh sparrow
#

what engine version?

restive yarrow
#

@marsh sparrow when i run task manager UE4 shows using 90% of all MB's and power

#

4.25.1

karmic nymph
#

the bp i have prevents my character from sprinting in any direction but forward

#

but if i start sprinting and change directions, the character will retain the additional speed in that direcction

marsh sparrow
#

@restive yarrow I'm running 4.24.3 still this is what mine does, latest nvidia drivers, windows updates, etc

restive yarrow
#

windows updates matter?

marsh sparrow
#

ha no clue, but its one of the first things i see in forums

hollow yarrow
restive yarrow
#

the task manager you guys are showing is while UE4 is running?

marsh sparrow
#

yes

hollow yarrow
#

correct

marsh sparrow
#

i also enabled something in preferences yesterday that shows FPS, Mem, objs, in the top right corner of UE4 all the time

restive yarrow
#

One thing is I dont have my nvidia geforce drivers updated, so i did that now, not sure if its really important

marsh sparrow
#

well i think they test the engine version against whatever driver at that time right

ancient parrot
#

Hey, how do i find a plugin in my engin plugins? as i need to move it to my project plugins?

restive yarrow
#

@marsh sparrow you mean like latest engine version for latest nvidia driver?

hollow yarrow
#

yes

marsh sparrow
#

yes, so if 4.25.x came out yesterday, they test against whatever the latest drivers are at that time

#

so its possible they fixed a bug

hollow yarrow
#

do you have any idea on why my other monitors glitch when ue4 is open?

marsh sparrow
#

that would be present in later versions of the video drivers

#

No clue.. i have 1 34inch curved i use

#

πŸ™‚

hollow yarrow
#

ahh no worries then, i use 3 21s but i do lots of stuff so makes it easier

#

ive got a question about something i need help with ue4 also lmao

marsh sparrow
#

Well im new to all this.. so I can try to help LOL

hollow yarrow
#

how can i make my character turn with the camera? Ive adding turning animations but they dont play he kinda glides side to side when idle and turning.
Hope that made sense xD

#

same with me lol

marsh sparrow
#

i think so

#

one sec

restive yarrow
#

I also got my Engine installed in an ssd

marsh sparrow
#

i only run ssd's

#

πŸ™‚

restive yarrow
#

Do i need to restart after installing drivers?

marsh sparrow
#

its windows so i would

#

hahah

hollow yarrow
#

i use both save my files on hdd and the actual engine on my ss

#

ssd

marsh sparrow
#

oops

hollow yarrow
#

what LOL?

marsh sparrow
#

i sent an image of the chat instead of this.. Lol

hollow yarrow
#

oh right lol and i didnt at first but its just a lot better as im making a sort of fantasy tps

#

just dont know how to get it to work

#

like when im running it turns with the camera but idle it doesnt

marsh sparrow
#

one thing that caught me... was I had something not attached to the root correctly so my 'asset' center was off

#

ha no clue then

hollow yarrow
#

no clue either then lmao

vernal dock
#

hey guys can someone help me as to why my client cannot call execute on server function in blueprint? please help i looked everywhere
i am working with replication for multiplayer

sterile lichen
#

is it possible somewhere disable automatic opening of all sub-tabs in blueprint graph editor? some blueprints have over 80 functions and it is troubling to close them all whenever I open the file to edit

hollow yarrow
#

just close them and reopen when you need @sterile lichen

#

give that a try if you havnt already cos that works for me

sterile lichen
#

yea, that works until you reopen file or editor (because editor crashes quite frequently)

hollow yarrow
#

ermmm. close them and then save, see if that works

#

i dont think theres an actual option to disable it

#

did that work? @sterile lichen

sterile lichen
#

no, after I re-open file it opens all sub-tabs again

hollow yarrow
#

im not sure then sorry, it works with mine @sterile lichen

mint raptor
#

Splines are typically used to have meshes follow the spline, does anyone know if it is possible to do the reverse and have a spline follow a mesh?

honest rune
#

is there a way to rollback to a specific point release of the engine?

#

like, specifically to 4.25.1...

marble hazel
#

Is there a good way to map voice lines to dialog using a csv? I was thinking of each line of the csv starting with the name of the audio file to play but I'm not sure if that is a good idea

grim ore
#

@honest rune only using a source build, the launcher cannot be rolled back

honest rune
#

😦 thank you

grim ore
#

@marble hazel you can create data tables which are basically spreadsheets in the game and you can import them from external CSV files

modest agate
#

@digital badger I couldn't

#

how can I edit my trace?

digital badger
#

Can you show me the trace function on your player?

#

Where you actually do the line trace

modest agate
#

I dont have a line trace

digital badger
#

Okay @modest agate

#

I think the problem is that the spell actor is colliding with the player causing that effect

#

on the spell, to ignore the player when it's cast

#

So it'll go through the player

#

Now the target for this node is Prim Component so you might need to cast explicitly to the mesh of your spell actor

#

Though BP might do it automatically

modest agate
#

great, thank you!

digital badger
#

Did it work?

inland kettle
#

Hello! πŸ™‚ I want to weld one actor to 2 Components. But every time only the last component gets welded.

#

Am i missing something here? πŸ™‚

modest agate
digital badger
#

Target is the spell primitive, and actor is your player

#

I would put this on the BeginPlay of your spell

modest agate
#

yes

grim ore
#

@inland kettle you can't attach the actor to 2 different things, if you look in the hierarchy for an actor for example every item has 1 parent. you want to give an item 2 parents

digital badger
#

@modest agate You don't need to cast to Actor, for actor use "Get Player Character"

#

Then since this is on your Spell Actor, that's all you need

modest agate
digital badger
#

Then set the bool to True, and it should work

modest agate
#

it works perfectly now

#

thank you very much

hollow yarrow
#

how can i make my character turn with the camera? Ive adding turning animations but they dont play he kinda glides side to side when idle and turning.
Hope that made sense xD

#

sorry for asking this numerous times just still cant figure it out

digital badger
#

@modest agate Your welcome, ask anytime πŸ™‚

hollow yarrow
#

it works correctly when running but not idle

grim ore
#

can you show the issue @hollow yarrow It sounds like its the options for the spring arm, movementr component, and pawn set to rotate with the camera and such

inland kettle
#

@grim ore Thank you very much! πŸ™‚ How would you approach to attach vor example 9 cubes at runtime. how i understand this... with welding you can never attach the middle one with all surrounding cubes. Only one. Is there another way to attach them at will without an order?

hollow yarrow
#

does that help?

#

Like i want it to show turning animations when idle but it doesnt... i have them setup in the animbp

grim ore
#

@hollow yarrow you want to look at setting up in place animations for turning. you can do that with a 2d blendspace

hollow yarrow
#

im not sure how to do that

#

ill do a quick google

thorn hazel
#

I'm having a dynamic light setup..

  1. I don't know why there is difference between my editor view and in-game view (maybe some exposure settings?)
  2. I don't know why when I turn the sun the other way of noon, on a 45 degree angle in night, it is suppose to be dark in my scene.. there are no other lights! I don't know why my cube is lit.
grim ore
#

@thorn hazel there is auto exposure by default, you can disable it in the project settings or from the lit menu at the bottom in the viewport

thorn hazel
#

okay trying that..

#

is it the same setting in the lower left of my screenshot? @grim ore

grim ore
#

as for the lighting, unless you disable the light when it's under it can still affect other things. Its a directional light it wont be completely blocked by the ground for example

hollow yarrow
#

wait what am i talking about lol, i have already done the 2d blendspace

grim ore
#

yes the game settings checkbox or ev setting is for auto exposure

#

if you dont want it go to project settings and disable auto exposure

hollow yarrow
#

do i add it to a walk bs or a seperate idle one?

sterile stream
#

im having troubles with landscape painting and layers, anyone care to help?

grim ore
#

you can look at the shinbi paragon character from the marketplace, it should have a working animation blueprint

thorn hazel
#
  1. I just turned it off, it still gives me a blue tint in the editor
  2. editor is still brighter than my in-game as well.. I want both to be equal .. so I can change in my editor viewport my lighting without having to play the game multiple times to adjust light
#

@grim ore

grim ore
#

did you rebuild lighting after moving or turning off lights

#

you might have other light generating items like the sky sphere or sky light

thorn hazel
#

please see my image I shared a bit above. There are no other lights. and I don't need to bake lighting at all, since I'm using a full dynamic lighting set-up

#

everything is realtime

grim ore
#

well your screenshot doesnt show your hierarchy so we cant know for sure what you have. You have exactly 1 light in the scene, the directional light?

thorn hazel
#

there is skylight .. but its indirect light right.. if there is no other direct light in scene.. it shouldn't generate any indirect light right?

#

here

grim ore
#

so build lighting and see what happens

thorn hazel
#

I told you static lights are disabled, this is completely realtime, as such the 'build lighting' option is disabled, even if I tried that.

#

I can share-screen if you want btw

open wadi
#

Quick question: I'm building my own authentication system for UE4 for a small app I'm doing to be used by my team - Is a CIS-hardened Debian EC2 instance running Node.js recommended for the external authentication box? Or is leveraging Node.js not recommended?

flat axle
#

What is the best Program to create maps to use in UE4?

umbral trout
#

Milkshape 3D

flat axle
#

Thanks @umbral trout

open wadi
#

Thank you @hearty rose

#

And a happy Friday to you.

idle garden
#

Hi, it's just for me or Editor is crashing more frequently nowadays?

karmic nymph
#

theres an issue with my sprint code
The section on the left works fine; it makes it so that the character can only sprint forward. Holding shift while holding "a" "s" or "d" will not do anything
the problem is that changing directions while sprinting will allow the character to retain the additional speed in that direction
i tried to fix this bug with the code on the right
which doesnt work
does anyone know what i did wrong?

#

ooo that sounds good

plush yew
#

Hey I've got a question.

I'm interested in starting a new hobby project that's basically going to be a civ game, but I want to be able to do two things. First is being able to wrap the grid of the map into a sphere to see the world as a world. Second, while the grid is flat like a map, to have the grid repeat itself right-left like you would have on any map projection, so that when you move the camera left or right, the map seems infinite.

My intuition is that I should learn to do this in python or something as a script rather than a blueprint, But I wanted to ask you guys if you have any thoughts on how best to go about this?

sweet relic
#

@plush yew python is really only for in editor scripting and automation. So while you could make a python script to generate maps at edit time. Any actual gameplay stuff would need to be implemented in BP/C++

#

I think there may be some plugins that add python based game scripting, but I have not used any myself

digital badger
#

The experimental python plugin included does have some actor functionality, but yeah C++ should be used

#

Really if you know python, UE4 C++ shouldn't be too different

#

Oh, and with every language implementation plugin in the engine assume computational overhead

#

Core logic should be C++

storm venture
#

how i prevent a mesh from casting shadows only on a specific other mesh?

#

@hearty rose i still need shadows cast on it, just not from a specific mesh

#

i have two characters, one with a full body, one with missing limbs, they follow the same animation but the limbless one has an arched back, and in certain positions, the shadows of the full body can be seen on the partial body

plush yew
#

Hello I need help

weak cypress
#

hmm for some reason a class doesnt appear on c++ classes

#

i am on 4.25

plush yew
#

Does someone now how to make this:

I need a object, and if you hit that object you will respawn ad you're starter location. I'm new to unreal engine, and i can't find a video of it

weak cypress
#

anyone?

plain terrace
#

eveyrtime i try building my lighting it says that the lightmass crashed because therre wasnt enough memory

viral fractal
#

Get more memory

plain terrace
#

bre

#

shouldnt there be a way to optimize it so that it doesnt try using more memory than u have?

#

anyways, ive heard about lowering the lightmass resolution, and i have some questions about that but now I need to eat

viral fractal
#

Just use realtime light

plain terrace
#

how would i do that

glad orchid
#

Anyone know if we will ever get tools to simulate lower hardware?

#

Currently I find myself constantly swapping hardware to target my base

#

No matter what I just can’t seem to profile properly without having the actual base hardware I’m targeting

#

And swapping from 1050ti up to around a 1070 constantly gets old

glad loom
#

Hello, quick question. In my game ( 2d ) you can use a sword and a shield ( sword on left click and shield or right click ). I want to add a parry, so if you time it well the enemy's attack does nothing and he gets stunned. I'm thinking of putting it on right click, where the shield is, so you parry with the shield ( like in Dead Cells ). However my friend is arguing that it should be done with the sword, not the shield, and you press a different button to parry, not right click ( like in For Honor ). Which do you think is the most "normal" way of doing it?

glad orchid
#

Input should be consistent @glad loom

#

No matter if it’s a trace to the sword or shield

#

Give them a parry input or a consistent method

#

But technically a parry can be a result of a hit trace from either

glad loom
#

Yeah but I'm asking if it should be done with the shield button, and the animation being with the shield, or the animation being with the sword, on a different button

glad orchid
#

Maybe enumeration on your trace result to a anim blend

#

Well

#

If you attack and sword clash that’s different

#

That’s not technically a parry

#

Neither is a full fledged block

#

So technically I guess you could give a cue and result in two actions

#

A shield parry would result in a much quicker attack

#

Vs a sword parry

#

So I would say separate your block, attack and parry input

#

And parry would result in the trace result enumerated

#

For either sword or shield

#

Then your follow up attack would counter on it

#

This way your not just attack spamming with inconsistent behavior

#

@glad loom

#

Do you have shield bash in?

glad loom
#

Nope, but I'm open to adding it

glad orchid
#

A great follow up to a sword parry is a shield bash

glad loom
#

And also yeah, your idea sound great! I think I'll add that

glad orchid
#

That way you can bool branch the block input off a successful sword parry and block input results in a bash

glad loom
#

Thank you for your help! That makes sense and makes the combat deeper and more interesting

glad orchid
#

No worries πŸ˜‰

brisk urchin
#

Lighting question: been using static meshes to create an indoor lab map and I deleted all of my indoor lights but after rebuilding my scene there's a lot of Skylight/directional light bleeding into my rooms. Any suggestions??

glad orchid
#

@storm venture

#

Are you using copy pose from parent

#

As a child skeletal mesh component

#

It’s a simple tick box

#

For the child mesh

#

Secondly disable shadows on the parent on your dismembered event

#

Then cast from the child

storm venture
#

@glad orchid yeah, the partial body has a animBP that copies pose from the full body

glad orchid
#

Untick cast hidden shadows on the parent

radiant jasper
#

does anyone know if Unreal Engine supports Xcode 12 for remote compiling?

glad orchid
#

@brisk urchin check your csm settings

radiant jasper
#

I seem to be getting quite a few errors while attempting to use

glad orchid
#

Is it baked or dynamic bleed?

storm venture
#

Secondly disable shadows on the parent on your dismembered event
@glad orchid i need the parent to cast shadows, their purpose is to show the arm+head shadows while the player (who will be in first person) only sees the torso+legs

radiant jasper
#

I need to use Xcode 12 because the device I am using to test with is running iOS 14, and only Xcode 12 supports the SDK for iOS 14

glad orchid
#

Also Tyler make sure your not transforming any bones by accident or that something didn’t go wrong on retargeting

#

@storm venture yes but

brisk urchin
#

@glad orchid my directional and sky lights are set to movable.

storm venture
#

spine bones need to receive a small rotation backward do that first person camera can look down and not see a neckhole πŸ˜›

glad orchid
#

When you kick off the dismemberment event

storm venture
#

no no theres no dismemberment

glad orchid
#

Huh?

#

Oh 😯

#

Your a VR project

storm venture
#

and i will later mount some separate arms on the camera

#

goal is to have a typical "arms glued to the screen" first person game, but with legs that work with the shadows

glad orchid
#

There isn’t a need to split the mesh in FPS

#

Not really

#

You can have a full body skeletal mesh

#

Make sure your camera is position correctly

#

And blend your animations for the arms correctly

#

Your workflow will thank you for it

brisk urchin
#

@glad orchid where do I find those csm settings? World settings or within each mesh?

glad orchid
#

On the directional light

#

The skylight shouldn’t result in bleeding

#

But the directional light can

#

Especially with thin modular assets

#

@storm venture but yeah if you want to continue with the two mesh method

#

You do need to rely on parent shadows

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But there are ways to do a full FPS with the entire body

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You just pull the camera a tad bit forward and offset the look to head rotation of the camera offset position

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That way you look down and see yourself

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And your head should never clip into view

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Also saves a bit on animation tick and draws

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Since skeletal meshes aren’t instanced

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But if your flat the cost isn’t that big of a deal .... VR is a little different

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@brisk urchin you have a csm count

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On your sun

brisk urchin
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@glad orchid

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these

glad orchid
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Show advanced

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Should say count

brisk urchin
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@glad orchid these?

glad orchid
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also @brisk urchin screenshot your bleeding for me

brisk urchin
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My whole science lab level map will take place indoors at all times and there are no windows which is why these light issues are driving me crazy

glad orchid
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and the asset "static mesh" part in the mesh editor

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I need to see if its the bias or your exponent

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you might have to bump the cascade to 4

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just depends on what I see happening

brisk urchin
glad orchid
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ahj

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its the roof

brisk urchin
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Currently there are Zero lights in the whole map and all of this is coming from the outside

glad orchid
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do you have normals on the back side of the roof?

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also

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does your sun move?

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if it doesn't move then you should be able to swap to stationary if you wanted.

brisk urchin
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here's my ceiling

glad orchid
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so a plane

brisk urchin
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How do i check for normals?

glad orchid
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very thin

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is there no thickness at all on it?

plush yew
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Does someone now how to make this:

I need a object, and if you hit that object you will respawn ad you're starter location. I'm a bit new to unreal engine, and i can't find a video of it

?

brisk urchin
glad orchid
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@brisk urchin so you have a few options

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first i would try ticking contact shadows

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since your 100% dynamic

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its "contact shadow length"

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which is set to 0 by default

brisk urchin
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yea, its set to zero. would should I try setting it to?

glad orchid
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are you using ray trace shadows?

brisk urchin
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is it bad to use static mesh walls/celings that are rendered from only one side? πŸ€”

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let me check on the trace shadows

glad orchid
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@brisk urchin its not bad

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just hard to deal with dynamic lighting

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and even baked lighting for that matter

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there isn't a normal blocking light at that point

brisk urchin
glad orchid
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but you can simply put a plane above the roof to block it

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at this point its about how you want to spend the performance cost

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do you want to eat a little on contact shadows, adjusting the bias, increasing the csm count or a draw call for an extra plane mesh above the roof

karmic nymph
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does anyone know what is wrong with my code tho?

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the highlighted bit is suppose to stop the sprint upon pressing another movement input

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but it just flat out disables it and idk what to do to fix it