#ue4-general

1 messages Β· Page 804 of 1

slender sierra
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yea so i export as fbx

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but then it doesnt actually keep all inverse kinematic info

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is that why its broken?

soft fiber
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hmm

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I'm not sure why its not working.

slender sierra
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would you like me to send you the blend in dm?

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and you can try and import?

soft fiber
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just sec

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Have you watched this:

slender sierra
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no i haven

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my character is low poly too

soft fiber
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Its the same concept

slender sierra
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but i have anims too

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i know how to import and stuff

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its just my ik rig is not working

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everything else is fine

soft fiber
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What did you use to do your rig?

slender sierra
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blender?

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well i used CATs plugin

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to fix it up a bit

soft fiber
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I usually use the AutoRigPro FBX export which it meant to work with Unreal. Maybe that's why I haven't seem this issue.

slender sierra
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could you tell me all the info in dm?

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like about auto rig pro and link and stuff

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if you dont mind that is

soft fiber
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DM your model and I'll give it a try.

slender sierra
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alright thanks

thick herald
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Send to Unreal, Epics official addon may be of use.

dim echo
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Hello, I had a problem with UE4. Every time I click launch to try and see if everything is working, nothing launches and my cpu goes up to like 80%. Just wondering why it's not launching

plush yew
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Hello, I had a problem with UE4. Every time I click launch to try and see if everything is working, nothing launches and my cpu goes up to like 80%. Just wondering why it's not launching
@dim echo Check your resource monitor. It might be compiling shaders in the background, give it time.

ancient parrot
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Hello, are there any tutorials on multiplayer FPS using C++?

worn peak
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any ytb channel recommend to start learning ue4 ?

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any beginners tutorial or something lik

thick herald
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Ryan Laley, underscore are good places to start.

grim ore
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@worn peak look at the pinned message in this channel for learning resources

flat axle
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@grim ore didnt even know that was there. Thanks!

worn peak
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@grim ore thanks ^^

frank oar
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Does anyone know of a good, fairly recent flipbook tutorial ?
I have 5 second videos in my tutorial widgets but because it is in mobile it is tanking my fps from 72 to 15-30

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after looking into it, it seems like flipbook is the way to go ?

exotic thicket
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Have you tried downscaling the videos or reducing the video framerate?

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You usually wouldn't need them to be at a particularly high fps or resolution on smaller screens especially if it's some kind of a tutorial video clip

plush yew
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Has anybody who did initial design in unity pivoted to UE4 for production and had better than expected results? (for mobile games) Also, can you build for android supporting rtrt yet by default?

zinc basin
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Hey guys, I have a 'super' simple bug I can't get to the bottom of.
I am making a shield recharge delay for an FPS, I have a simple Delay Timer, with a Float of 3s, and it works fine - after 3s it resets a boolean. If I use it with a retriggerable tho, it never resets; is somthing retriggering my delay, or is there possibly some kind of bug regarding this someone knows about atm?

exotic thicket
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If your retriggerable delay never runs it means your BP keeps triggering it

zinc basin
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im going to make a trigger counter and add it to my HUD just to check actually, and yep that's what I'm thinking, thanks. Just wondering if it was me. It probably is.

frank oar
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@exotic thicket I would be happy to try reducing the resolution and frame rate, would I have to do that with the media file outside of unreal or do you know if it can be done within unreal ?

exotic thicket
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haven't really done that much with video in UE so don't know

frank oar
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ok, thank you for the suggestion anyway

exotic thicket
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ffmpeg is pretty easy to automate with a script or such if you have a lot of videos :)

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it can do all the rescaling and such

storm venture
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can i apply the lighting of mesh A to mesh B?

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as in, if mesh A is beside a spotlight and mesh B is in darkness, can I still project the lighting of mesh A onto mesh B to make it look like it is lit as well?

grim ore
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I dont think directly but there are lighting channels so you could have a light casting on channel 2 and that mesh accepting light only on channel 2 and that light would then only work on that mesh

hollow yarrow
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Hey everyone, what size do you think i should make my map (im going to be making multiple of them). This is for a mob killer type game, similar style to CoD zombies

grim ore
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put your player model in the game and start blocking it out. The size is your design choice

frank oar
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Is it possible to change the resolution of media played within unreal engine ?

instead of having to use a video editor to change it out of the engine/having to re import and do all the setting up again ?

hollow yarrow
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been watching your videos for a while and just realised it was you when i looked at the profile picture lmao @grim ore

sharp magnet
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I got a question, what makes you guys choose Unreal over any other engine?

plush yew
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@frank oar r.setres

frank oar
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@plush yew I don't understand what you mean.

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@sharp magnet for me, it is free, fairly user friendly, and a lot of my favorite games actually run on it.

plush yew
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after you google r.setres it says you can pres the tilde key, type that in, and type in any resolution you want as a console command.

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@sharp magnet unreal is best for 3d, unity is good for 2d.

frank oar
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looking into that now, will that work specifcally on the media I have in my scene (and not the whole scene) ?

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@plush yew

plush yew
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@frank oar try it out and get back to me? πŸ™‚

sharp magnet
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I kinda wanna try making 2d and 3d games with unreal. To me it just looks and feels better.

plush yew
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use paper2d then in unreal if you're adamant

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for sprites and platformers

wheat hare
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The node editor is really convinent and routine tasks are really easy with unreal

plush yew
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yep. blueprints and material node editing is pretty nice.

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a bulk of my code is in bp for my games

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a good reason to use unreal is UE5 which comes out late 2021, should be compatible with 4.25 / 4.26 @sharp magnet

frank oar
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@plush yew hmm looks like that is for resetting screen resolution, also, pressing the tilde key just brings up a strange color pallette with cubes and spheres.

plush yew
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what are you trying to set the resolution of?

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the screen space is usually what people do that to

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are you using file media source ?

frank oar
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Ok so I am in VR and using 3d widgets, on those widgets there are media textures I am using for my tutorial...
its causing my game to drop fps badly.
I was wondering if you can down res the media in unreal engine @plush yew

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yeah I think so

plush yew
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just re-encode the media using handbrake en masse and reimport to unreal as files?

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why would you want to downscale in unreal? unreal is not an encoder

scarlet birch
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Yeah, if you do it in handbrake and keep the same file location / name you can just right click them and reimport

frank oar
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because It took me a while to get the media working and it has been a while so I am scared of messing it up if I try to do it over with lower res videos.

Also I am not educated/inteligent enough to just assume that unreal can not down scale these textures...

plush yew
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then backup your files using git / perforce / file backups first

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and run the encoding in handbrake using in place encoding over the same filename

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and re-load the files in unreal after you're done

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i do monthly backups.. tends to work pretty well

frank oar
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the only handbrake I am familiar with is in my car XD
is this a program I would need to download ? πŸ˜„

plush yew
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google handbrake

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and my car doesn't have a handbrake.. how old is your vehicle? :X

frank oar
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2017

plush yew
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get a tesla

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model y

frank oar
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lol as if I could afford one XD

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I do like tesla though!

honest pivot
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any idea when 4.26 will come out ??

frank oar
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@scarlet birch sorry to @ you,
If I follow your instructions, how do I reimport ?

scarlet birch
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Right click? or you might be able to use the bulk editor

plush yew
scarlet birch
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Don't recall if you can multi select, right click, reimport

fossil crane
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We are doing a game me and a friend and someone told me we should focus the textures on the game engine is that true ?

honest pivot
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damn i wanted to use chaos in my project

frank oar
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none of those files give me an actual reimport option when right clicking

scarlet birch
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4.26 looks to be getting close but you never know when until it's out. You can use chaos now.

honest pivot
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how? thought it wasn't working for 4.25

scarlet birch
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Why?

plush yew
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epic said the approximate date in the UE5 description nick penwarden did . usually they don't announace ETAs though Mike Unreal Engine for Next-Gen Games | Unreal Fest Online 2020

untold swallow
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hello, currently my project has no virtual joystick or any buttons for android.... i wna add a joystick which will only do work of A/D keys ... i.e move left right and a button to jump!!!! please helpp

honest pivot
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might want to look at controller tutorial on YT

untold swallow
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yes for sure

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pls send if u find one

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i didnt find a good one

sharp magnet
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I really enjoy using unreal more than unity, my college mostly has people working in unity but I've focused more on unreal

scarlet birch
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In the past, commits on Github and activity on Trello has been a somewhat reliable indicator of when a release was getting close. Based on that I think there might be a 4.26 in the near future. But I've not had a lot of time to keep up with all the news and stuff.

plush yew
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you haven't seen the ue5 launch stuff?

scarlet birch
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I've seen it.

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and I've seen the dates discussed about UE5.

fluid lance
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Does anybody know why HISM is ignoring the collision of the set mesh although the HISMs collision is set to default (which should fallback on mesh collision settings)?

scarlet birch
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are you changing the mesh?

untold swallow
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hello, currently my project has no virtual joystick or any buttons for android.... i wna add a joystick which will only do work of A/D keys ... i.e move left right and a button to jump!!!! please helpp

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anyone plz help

scarlet birch
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Don't spam.

untold swallow
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uh okay sorry its just somewhat important, could u help?

scarlet birch
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Everything's important to someone.

untold swallow
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i said sorry ! have a nice day

sharp magnet
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oof

scarlet birch
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@plush yew Good video, hadn't seen it. Thanks.

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A little more detail than I'd seen before on quite a few things.

fluid lance
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are you changing the mesh?
@scarlet birch I made a spline tool for quicker level design and I don't want certain meshes to respond to visibility. They don't show up in visibility collision visualizer but they do block visibility channel...

scarlet birch
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So they're blocking something you don't want them to?

fluid lance
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yep

scarlet birch
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Player?

fluid lance
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visibility

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it's top down and these are between the camera and the player. I'm using a ditther mask to fade them but somehow they still block vis channel

scarlet birch
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By blocking you mean they are not transparent? or they are returning a hit on a visibility trace or interfering with camera movement or something? a screen or short vid might help.

fluid lance
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the debug runs on vis channel

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it's what I use for the nav*

scarlet birch
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I follow.

fluid lance
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so if that pillar blocks, then i can't trace down to the floor and navigate properly

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now...the HISM component is set on default collision

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which should fallback on SMs' settings - right?

scarlet birch
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ideally.

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Are the pillars in a BP?

fluid lance
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yep

scarlet birch
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It's returning a hit from a trace?

fluid lance
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this is the meshe's collision

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yep, returning hit

scarlet birch
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Can I see the trace node?

fluid lance
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sure - standard top-down get under mouse cursor

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sec

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aw lol...

scarlet birch
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I'd try manually setting the collision in the BP with the pillar before doing anything else. What happens if no hit is returned? it doesn't look like that is accounted for.

fluid lance
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I'm not use I know what you mean - sry πŸ˜…

proper stump
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Hello, I've got wind in my level, not sure how, is there a global wind setting?

scarlet birch
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Select the component for the pillar in the BP and set its collision properties there.

fluid lance
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@scarlet birch yep...that's it, found the problem...This bit of code adds the HISMs, there may be several in the tool, and it's collision was set in the node

scarlet birch
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Yeah, I've had issues in the past with collision when changing meshes in a BP.

fluid lance
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I can't set default!

scarlet birch
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You could go into project settings and add another preset or just set it to custom and set the responses.

fluid lance
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ahhhh, i wanted to avoid that! πŸ˜‚

scarlet birch
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You might have varying collision settings?

fluid lance
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yea...but if i set it to ignore/not ignore "navigation collision" - say i just name the new channel that - on the HISM component and NOT on particular meshes, then I can't use the same tool for the floor & walls, since none of the walls should be navigable 😦

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or maybe add to the struct collision info on that channel and adjust for each HISM component accordingly...

scarlet birch
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I don't know if you can do this, but you might be able to get the default collision for the mesh when you set it and then use that to set the collision for the HISM

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I'd have to open an editor to see if that is doable

fluid lance
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hm...i'll check that out. So basically after I set the mesh, get it's "native" collision and apply to the whole set (HISM comp)

scarlet birch
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I'm not sure if you need to reregister it or if the collision would update without it. In the past there was issues with it not updating collision

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yeah

fluid lance
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😐 I can't "get" the static mesh's collision

scarlet birch
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I'm looking. You could always just set a bool or something though for what to set the collision to.

fluid lance
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trying that now πŸ˜†

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"blsIgnoreCollision" in the struct for each procedural element

proper stump
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I've got something weird, I have a skeletal mesh with bones that react to wind.... I have not wind source in my map... where does the wind come from?

brazen harness
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does anyone know anything about making a replay editor with keyframes and different camera angle options?

scarlet birch
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I don't understand, there's functions that should return that but they don't show up for me in the editor.

fluid lance
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@scarlet birch done with the bool πŸ™‚

scarlet birch
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cool, works?

fluid lance
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thanks for the ideas, went great in the end πŸ™‚

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yep, made a bool which selects to ignore or not so yea πŸ™‚

scarlet birch
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There's functions for getting the info, it looks like they may only work in the editor though or for editor tools. I haven't spent a lot of time looking at it though.

fluid lance
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it's weird that the SM var type doesn't hold collision information...

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And that the add HISM node doesn't support "default" collision preset.

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Aaanyway, as long as there are workarounds it's great! Thanks! πŸ™‚

coarse turtle
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Is there anyway to copy/paste or drag/drop static meshes from one BP to another BP?

dense hatch
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@coarse turtle yes, you can right click on the static mesh component and copy (or use ctrl-c ctrl-v)

plain terrace
hearty igloo
gusty dune
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Could anyone recommend a tutorial for a cover based system please? I'm hoping to get started on a Division-style project for my course

mossy nymph
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blueprint or c++?

gusty dune
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Blueprint for now πŸ˜… I'm still starting out learning c++

mossy nymph
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no idea then 😦

gusty dune
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Although I'd be willing to try some basic level c++ if you think that's not too crazy

fluid lance
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@gusty dune maybe start by looking at TurnBasedTileTookit on Marketplace, it's dev (Knut Overbye) has some tuts explaining how the Kit works and it also has a cover system (if I remember correctly). Maybe go through his vids on youtube.

brisk echo
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Hi guys, I'm trying to loop through animation montage on RMB press

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however it only plays the animation once

scarlet birch
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Montages are usually for playing something once.

brisk echo
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idk man, i'm just following this tutorial series

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i'm actually using montage cus of slot nodes

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so i can use the animation on upper body only

scarlet birch
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You can blend States the same way in the animation BP. If the animation needs to loop then a montage is likely not the best solution.

brisk echo
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oh... i thought it works on animation montages only

scarlet birch
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Slots are for montages, but you have nodes to blend.

brazen harness
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-.- i keep getting ignored

brisk echo
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do you have a better tutorial for that kind of thing?

scarlet birch
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No idea. sorry.

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Tear apart the Paragon assets.

brisk echo
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aight, i'll keep searching

storm terrace
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Do any of you have a script that will re-name a UE4 project?

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I don't mean just re-naming .uproject file, I mean all the nested folders, creating re-directs form old to new objects an everything in-between

mossy nymph
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there is a 28 step guide on how to do this

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few can be skipped for projects without c++

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sp google is your friend

narrow mauve
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Anyone know why when I export FBX from blender some of my UV's arent exporting with it? I never had this problem before I am so baffled

haughty moth
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Hi i am new in unreal engine

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how can i learn

plush yew
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Curious, does SunSky intend to replace HDRI Backdrop, or will they work together in tandem?

frigid temple
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Hello plssss, I have this issue, it might not be big for you guys but I am trying to stop widget from replicating in an actors blueprint when "on component overlap"

autumn elbow
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@haughty moth YouTub Game Theory, Unreal UI+Navigation, Blueprints.

plush yew
hollow yarrow
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anyone one know why my stuctures arnt rendering in game?

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they look all pixely

autumn elbow
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was it working before?

hollow yarrow
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ive only just started building my map so this is the first time checking

autumn elbow
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Got a pic?

hollow yarrow
autumn elbow
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Throw a checkerboard texture on ur wall.. does it look better?

hollow yarrow
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how do i do that?

autumn elbow
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Clear the material slot

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and unreal should automatically put the grey checkerboard texture on it

hollow yarrow
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still the same

plush yew
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hi

autumn elbow
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Pic

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Check your LOD stuff in ur mesh

plush yew
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i need help on something

hollow yarrow
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its rendered in now but taken like 5mins

plush yew
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i need to publish my app yes or yes to the play store to use admob?

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or

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how do i use admob

hollow yarrow
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it now says 800MiB over budget...

plush yew
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i have 7 day searching videos

autumn elbow
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does ur PC suck, zee?

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πŸ˜‚

hollow yarrow
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no... 16GB RAM, ryzen 7 3700x, rx590

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pretty good pc, it shouldnt be like this for 2 wall pieces lmao @autumn elbow

plush yew
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but look man

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i have all

autumn elbow
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Ya.. lol

hollow yarrow
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i fixed it, had texture streaming turned off lmao

plush yew
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thanks for the help

hollow yarrow
autumn elbow
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Looks grand!

hollow yarrow
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thanks man xD

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ill do a quick showcase once finished!

haughty moth
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Do you know a server like this but in spanish ?

glacial pecan
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anyone know why this function doesn't appear under the interface? (it's the same category as the others)

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holy shit, wait... that's the wrong interface even... wtf

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ooh... ok, get it now... that interface doesn't have categories, so it's listed under its interface name... but if you add a category, only that gets listed

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ouch... so now I can't get back to the "engine default" category anymore that lists it as an interface

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😭

fluid lance
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@glacial pecan tried playing with context sensitivity? it should show everything regardless of messed-up categories

glacial pecan
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it shows everything, just under "Default" instead of "My Cute Interface"

fluid lance
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oh lol πŸ˜›

gentle crypt
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when exporting an fbx from blender to UE4. Which smoothing method do i choose? face or edges?

plush yew
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Hello ! There is something that confuses me with the retargeting of animations and skeleton in UE4. For me, the retargeting is essentially this thing (but I know this is not the only thing) :

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But if I import a character and assign it the skeleton of another character, here in the FBX Import Options :

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... Isn't it a retargeting method in itself, also ???

storm terrace
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from the UE4 Marketplace, "Pro Main Menu v2" looks just like "SWBF2"

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In fact it is so good and close, I would be called a copy-cat if I used the menu system unfortunatly.

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They did a really good job making it look professional, especially for $40

vale notch
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does anyone know how to add animation notifications in 4.25

supple totem
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I think its nothing special

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right click on the notification track

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@vale notch

vale notch
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The layout is different now tho

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I don’t see the notification track

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Oh

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Thanks appreciate it

plush yew
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Fellas is there a proper way to import a model to ue4 that's a parent and has children objects as well

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I exported the file as fbx

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From blender

frigid temple
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Yh

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Just import them from blender (in blender)

patent cave
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hey guys

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I just joined because I need help with something

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I'm trying to script timestop for jojo's bizarre adventure

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I already finished everything except the effect

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because it's such a trippy weird effect I can't replicate I thought I'd use professional help since I just started unreal engine a few days ago

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^talking about this thing

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any advice on how I should do it?

plush yew
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@frigid temple not quite that simple if im understanding you correctly

I exported from blender
Then my friend dragged and dropped the model into ue4 but he had to set up sockets for all the seperate meshes manually

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Despite already parenting the meshes in blender

silk sleet
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hey, i'm trying to generate a water mesh, but the texture is getting stretched oddly.
all the vertexes in the mesh are on the edge of the water, making some of the triangles skinny
the uv just calculates each vertex's position within the level (0 -> ~100k units) as a percentage (0. -> 1.) and uses that for the uv coordinates
shouldn't this be working?

frigid temple
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@plush yew did you export it directly from blender? I.e the export to unreal tab in blender

neat forge
#

Is there a way I can make a volume make a material inside of the volume disappear for only the overlapping part?

idle garden
#

same here, ive been experiencing crashes too
@restive yarrow I changed from DirectX to Vulkan and reinstalled the engine, and now it is really better than before

plush yew
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@frigid temple ...that exists?

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I feel stupid but where is that option

frigid temple
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Just go to blender and look for import

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Sorry export

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And you ll see one for Unreal

plush yew
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By the way this is supposed to be 4K (from an earlier message) I am not sure why it was 1280x720... Which is what I mean when I said that I was having issues with fullscreening the game.

limber oar
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hey is there a channel that covers game crash errors ive tried everything trying to fix my asgards wrath and UE4 keeps cucking me

unique lodge
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hello fellow youngsters, How tf do i fix Unable to patch action graph - unexpected executable in compile action (C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64\rc.exe)

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its an unreal error when i try to compile my project

frigid temple
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Haven't encountered this before, sorry

limber oar
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k thank you

plush yew
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Ah thank you very much that fixed it.

balmy tide
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does anyone know any free animation pack for pistol wielding animations? the Mixamo ones are not good. I want a idle pistol animation, but the mixamo ones are constantly aimed

brazen crow
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make ur own? idk

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idle animations should be easy to create i would think

ocean hemlock
brazen crow
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probably not

weary basalt
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@ocean hemlock You cannot resell Assets.

ocean hemlock
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How can i sell a fps pack on the marketplace, do i have to learn how to make a 3d model?

brazen crow
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gotta make ur own

ocean hemlock
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I have the animation skills just not the 3d modelling skill

brazen crow
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has to be 100% urs

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im pretty sure

ocean hemlock
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Ok

brazen crow
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u cant just take other ppls free stuff and sell it xD

ocean hemlock
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it was sponsered by epic so i thought you could

plush yew
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@frigid temple

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export to unreal is an addon

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you probably should have mentioned that

plush yew
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well the asset is in game

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but for some reason the cloak isn't parented to the body

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hey guys plz @ me for a response, is it possible to export animations and particle effects from unity to unreal4?

scarlet birch
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Animations yes, particle systems no.

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You can copy the parts of the particle (meshes, sprites, etc )and rebuild it in UE.

plush yew
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ok kool

narrow mauve
#

Is there a way to interpolate between multiple splines with niagara particles

plush yew
#

so ive been animating this in blender for all this time when i could literally just do it in unity and see what it would actually look like

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i love my life

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:/

midnight root
#

did you mean unreal ? ;))

ashen nymph
#

I have a question regarding importing meshes if anyone can help

uneven fractal
#

is there a way to downgrade to 4.25.1?

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@exotic plover were you able to fix your plugin issue?

opaque crystal
#

What's your plugin issue?

flat axle
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click the drop down

#

do you mean to or from?

opaque crystal
#

@uneven fractal there's also a hotfix you can do instead of downgrading

uneven fractal
#

like 20 different plugins appear to have been broken by the 4.25.2 update

opaque crystal
#

Some people have been talking about it in #plugin-dev . I literally just fixed this issue

#

It's a simple hotfix, there's a post there by an unreal dev. If you download and open the zip folder it'll tell you where to put those files

uneven fractal
#

oh I didn't even know there was a plugins channel

opaque crystal
#

it should work after that

#

if it doesn't, i can't help you. i downloaded unreal today :^)

flat axle
#

Does anyone know how to get a BP's rotation to follow a player? (all directions)

opaque crystal
#

I have a question as well. Does anyone know why a plugin I'm using has intellisense errors for include files? I'd like to fix it; it builds fine but it's a bit annoying

flat axle
tribal citrus
#

hi there, does anyone here know how to add anamorphic lens blur in unreal?
is it possible?

flat axle
#

@tribal citrus post process bloom?

tribal citrus
#

that won't effect the depth of field right?

flat axle
#

@tribal citrus to be honest, I have no clue haha

ashen nymph
#

any reason why i all of a sudden wouldnt be able to move or anything when hitting play (and my inputs are still there)

marsh chasm
#

how do i make fortnite terrain like in unreal fest

grim ore
#

@marsh chasm The water video or a different one? if water it's not out yet

marsh chasm
#

the terrain

grim ore
#

if its just terrain then its just the terrain system, have you read any docs or watched any videos?

marsh chasm
#

how to i get the hill stone with it

grim ore
#

you might need to be more specific

marsh chasm
grim ore
#

that just looks like a normal terrain

#

multiple layers, either painted or set up based on height

marsh chasm
#

how do you make it based off of height

grim ore
#

read the docs and check out the tutorials on it

#

you have access to the world position of an item in the material editor so you can blend based on that

marsh chasm
#

ok

#

how do i replace the third person character with a fortnite skin

grim ore
#

you don't

#

none of the fortnite assets are public or available for use outside of Epic and their game

marsh chasm
#

what about from inside the files

barren flume
#

Having problems getting the steam api to work with my project

#

I did what it said on the steam subsystem on ue4 docs

#

but doesn't seem to start up

#

when I run standalone or packaged

#

I also tried using the same settings I used on a different project that worked before but still doesn't work on the new project

open gorge
barren flume
#

yes

open gorge
#

and you've setup your .ini correctly?

barren flume
#

yes

open gorge
#

you have steam open?

barren flume
#

yes

open gorge
#

you're playing in standalone?

barren flume
#

yes

open gorge
#

paste the bits from your DefaultEngine.ini regarding steam

#

should match this:

[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"```
barren flume
#

how do you do the box thing? (nvm)

#
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"```
open gorge
#

three `

#

text then three more `

barren flume
#

i already did it

#

it looks like that

open gorge
#

i'm not sure then

barren flume
#

idk if it's a project setting or something

open gorge
#

it shouldn't be

#

that should really be all you need to do

#

you've used steam before with this UE4 version?

barren flume
#

yes

open gorge
#

no idea then

#

that's very strange

#

and you're actively signed into steam

barren flume
#

yes

open gorge
#

try restarting your PC

barren flume
#

tried that

open gorge
#

restarting?

barren flume
#

about an hour ago

open gorge
#

whelp

#

I got nothin then

#

sorry

#

what does the log say?

barren flume
#

i don't know how to open it up

open gorge
#

alternatively

#

Saved\Logs

barren flume
#

weird it doesn't work anymore on my packaged build of the other one that worked

#

just doesn't work at all anymore

open gorge
#

that's very strange

#

you're using a binary version of UE4?

barren flume
#

i tried both

#

but still nothing

open gorge
#

that's super weird

barren flume
#

yeah it worked fine before on that one project

#

let me try another version of that same project

#

having more issues

#

i already have 4.8 installed

#

oh nvm i got regular

supple bridge
#

Im learning the basics of Unreal Engine 4 nut keep running into the same problem, Im trying to put grass onto my map and have already made a landscape which is colored screen but I cant get use a imported file or know how to to use actual grass textures, I tried Unreal's Offical site but they tell me to download and use the Open World Demo Collection which I did but it just says use it, how do I use the imported textures from "Open World Demo Collection."

glacial pecan
crisp fable
#

anyone know how to attached foliage to a new landscape? right now if i delete this landscape, the foliage goes with it

hexed siren
#

same here

crisp fable
#

they should prompt you if you delete a landscape if you want to try to drop it on something else

#

at the very least

restive yarrow
#

I have 2 copies of my project, one copy is 67 GB, and the other one is 59 GB, the 59 GB project seems to be very slow and choppy, and often tends to crash when I delete something like a player start from my level, and even sometimes would say out of texture memory and then shuts down, when im near my HLOD actors it says texture memory streaming pool over budget 251 MB ( keep in mind i have done everything to make the 59 GB project work well, like delete extra junk folders, redirect folders, etc )

#

Inside the 59 GB project's level, there are only 3.3 k actors and a few HLOD cities, the project crashes

#

inside the 67 GB project's level, there are over 30k actors and no HLOD cities ( everything is laggy ) but yet no crash, no texture stream warning

frank oar
#

Anyone here used Hanbrake to get videos onto a mobile device ?

exotic plover
#

@uneven fractal Can't remember what the issue was exactly haha, i'm currently stuck on gettting the ocean project plugin to work on unreal 4.25 i can only get it to work on 4.24 i am getting some "Houdini runtime" error when i compile for the 4.25 version. It's really frustrating how it won't just work on the next stage of the engine.

restive yarrow
#

Who can tell me whats going on in the 59 GB project?

plush yew
#

@frank oar still at it eh? πŸ™‚ what's the issue?

frank oar
#

Hey @plush yew I just have such a large list of things I have to do in a short time I decided to attack something else yesterday while I considered the options Hanbrake vs making a flipbook vs just using images to explain the tut...
I want to try with just 1 video this morning to see if there is an improvement in frame rate...
I wasnt sure on the settings in Handbrake though

plush yew
frank oar
#

Im also unsure if I should try 720 then lower, or just start at an even lower, test it an move up...

#

yeah thats fine thank you

limber swallow
#

Hello... I'm making a 3d game with 2d gameplay, but sometimes the character gets moved in other directions by accident (for example, when standing on top of a spinning enemy). Do you know if there's a way to guarantee that that doesnt happen?

#

I'm thinking about detecting if the character is not in the correct Y position and setting it, but I'm not sure about how expensive that would be, and I try to avoid things that happen every frame

#

I mean every tick

limber swallow
#

nevermind, I just had to set planar movement correctly on the character πŸ˜„

frank oar
#

Any idea how to fix this error ?
LogMediaAssets: Error: Failed to validate media source

#

nothing in google that I can see XD

#

Never mind πŸ˜„
Got it.

supple zodiac
#

I have folders "CustomStructs____" and "HUD_" in the c++ classes folder and they dont show up in content browser. What is causing this?

frank oar
#

Has anyone here used handbrake before ?

thin sluice
#

Yo I have a quick question

#

How do I make an hdr dome transparent but still affecting the scene?

idle garden
#

question

#

I have a NavMeshBounds

#

But when I do my Simulation

#

Someone knows why this is happening?

proud hedge
glass raft
#

hi all, need recommendation
for env design, would you prefer
1x 16:9 2K 32 inch 144hz monitor.
or
3x 16:9 FHD 24 inch 60hz monitor?

pliant rose
#

Hi all, what is the name of the website, that stores immages, artists use it for reference when sculpting or designing scenes? i remember its grey color amd you simply drag and drop pictures there, possibly accessed from phone or pc and..

idle garden
#

Someone knows why this is happening?
Remove NavMesh, Build Everything, close editor, deleted builddata and rebuild everything and adding a new navmesh worked to fix this

wraith wyvern
#

hey guys i dont know what to look up for this but how do i do something like just as a example having a "block" following a path in the map and mooving like that
like a train

glad loom
#

Hello, how to see if an actor exists anymore? ( Casting to it and using the return value node ) Is there a "Does actor exist?" or something like that?

plush yew
#

Hi super basic question.. I want floors to act as a parent to walls/roofs/objects and I figured I could drag the latter into the former in the World Outliner to create a parent/child relationship that I could navigate - but this seems to be wrong-minded

#

what is that relationship in the world outliner and how to access it in code?

grim ore
#

@glad loom you would use an is valid on a a reference to see if something is valid. If something exists is different as you would need to either have a reference to it you can check with is valid or it sounds like you want to see if something is in the world, for that if it's unique you can do a get actor of class and see if the result is valid from that.

acoustic wing
#

Anyone know why I can't to see imported marketplace animations in the default thirdperson animbp ?

grim ore
#

different skeletons

acoustic wing
#

so I need to retarget the animations using imported sk_mannequin, to the thirdperson sk_mannequin ?

frank oar
#

Hi @grim ore do you happen to know if Modulated shadows currently work without Mobile HDR ?

grim ore
#

@acoustic wing yes or you can just use the imported mannequin and animations instead of the third person template one

frank oar
#

looking for a way to get a single dynamic shadow in my mobile game (for oculus quest)

grim ore
#

@plush yew how are you trying to get the parent? read the tooltips on the nodes some of them are for getting child actors and others are for getting transform parents

#

@frank oar I have no used them so I don't. but #virtual-reality might have tips on how to do what you need

plush yew
#

Tried several approaches - from my component - GetOwner()->GetOwner()

#

or GetOwner()->GetParentActor()

grim ore
#

Look at the code for the Get Attach Parent Actor node

plush yew
#

ok great idea

#

yeah attach seems to be the terminology

grim ore
#

figure it out in blueprints then look at the code, usually a good process

plush yew
#

ComponentUtils::GetAttachedParent() looks promising

acoustic wing
#

@grim ore THANKS ! I was quite confused because the retarget mannequins were not showing since they were marked as "incompatible" .. for some reason ?

frank oar
#

thanks @grim ore

grim ore
#

@acoustic wing ah thats not really an issue just uncheck show only compatible skeletons that is very common even if its the same structure it just means it was not created from the same parent

acoustic wing
#

To be specific, does that mean same parent as in the GUID at the time it was made/exported ?

grim ore
#

pretty much even in the same project half the time

#

like I have 5 characters in my project all using the same skeleton base = compatible

#

pulling in the free animation stuff into the third person template = not compatible

#

both are the same tho lol

acoustic wing
#

😬

grim ore
#

its probably used an id like you said or something internally to ID it

acoustic wing
#

yeah

#

I was wondering actually how to clean up duplicate mannequins like that - would you want to important, retarget, and delete dupes after that ?

grim ore
#

or just only use the imported ones

acoustic wing
#

it'd make it .. difficult .. to cleanly import and update and propagate the changes if any

grim ore
#

if using multiple packs then yeah you would have to retarget to something and only use that something

#

ah I knew there was another option

acoustic wing
#

it'd be nice to have a workflow that can preserve those kinds of transformations in a project

grim ore
#

you can retarget skeletons, I was trying to find it

acoustic wing
#

OH

#

right under our right clicks

grim ore
#

yeah like in this case for the anim starter pack that is the anim starter pack skeleton and I retargetted it to the third person template skeleton and

#

now all the animations use the template skeleton

acoustic wing
#

does it disappear the anim starter pack skeleton as well ?

grim ore
#

nah but at that point you can delete it, you can see it references no more animations

#

yep in this case I deleted the map, deleted the character, then deleted the mannequin folder that came in with the anim pack and done

acoustic wing
#

makes sense

grim ore
acoustic wing
#

wouldn't the animBP potentially have custom logic for the set of animations ?

grim ore
#

well they link to the animations which are still there and good

#

all you did was say hey these animations now work on this skeleton, the anim bp just plays back animations

#

possibly if the old skeleton had custom sockets I could see an issue

#

but even then, 95% of the work is done now so lol

acoustic wing
#

what about the custom event logic + anim state machine ?

#

I thought that might be specific to the character actor / control logic

grim ore
#

well yeah if you deleted the character you might have an issue

#

but if you planned on using the anim bp might as well keep the character at that point as well

acoustic wing
#

interesting

grim ore
#

the hard work of remapping is done tho which was the big one

acoustic wing
#

yeah

frank oar
#

I found that modulated shadows work in the editor at least but because they require a directional light they totally light up my (supposed to be dark) scene XD

#

I wonder if I could make an invisible box to stop the light escaping into the rest of the room....

#

saying that I think directional lights are boundless ?

#

because I only need it to cast a shadow on 1 actor (an animated mannequin) and do not need it to lighten up the room...
hmm maybe if I can set a channel on it to only effect that actor...

digital rover
#

can we make a new patch to same game by upgrading engine to latest version

glacial pecan
#

Does anyone know why an interface function can "suddenly" become "read only"?

#

I mean, setting a variable in my blueprint class works in my interface function, but calling a slightly more advanced function from within that same interface function fails

plush yew
#

When I'm looking for the path of the FBX animations of my project (from the Advanced Locomotion System), I have something like this : ../../../../../../SourceFiles/Mannequin/Animations/Actions/ALS_LandRoll_F2.fbx

#

I have launched a research of the file in the window explorer but I didn't find it

grim ore
#

usually the source animations are not included with marketplace assets, if they are they would be called out in the docs and usually in a separate .zip file somewhere else near the Content folder in the project once imported

#

Unreal Engine converts source assets to it's own format when it imports, it does not use the source after that except for reference if it needs to reimport it

plush yew
#

oh

#

thanks

#

So this source file path is not very use to me πŸ˜„

#

Hi Guys
I watched the show bernd the bread last night. it is a german show where the bread is stuck in an endless room or dimenson and every time he walks through the room he ends up in the same starting position. can someone explain to me how I can make something like this ?

#

( In fact I would see if I can find the fbx to import it in blender )

#

Keep getting this error whenever i try to move files within editor itself or submit files so source control, i have 8GB of VRAM and 16GB of RAM so i don't think thats the problem

#

UE 4.25.1

grim ore
#

@plush yew any more info on that? if its just what you said you can easily teleport someone to the starting location if you want

plush yew
#

a Teleport is something with a cut.
i need something seamless

#

the user doesn't see what's happening

#

one tiny room but endless

#

imagine you walk in a house.. you go trough the house and out of the backdoor . you going over the street and there is the same house. you turn around and there is nothing. just the street and the house

#

to much ?

#

a room within a room within a room... endless

grim ore
#

you can use portals and render targets to make it seamless or just keep duplicating the same room around you. there are a few ways to hide the cuts

primal scroll
chrome moss
#

If I were to use Amazon GameLift servers, would there be latency on the server and the clients or just on the client's side? I'm trying to debug, but I'm not sure what settings I should use.

grim ore
#

well technically both? the connection between the client and server would be where there is latency

#

usually its a round trip number that matters so test with both

proper stump
#

I've got a BaseCharacter BP can I create an interface that's added to the base class but only implemented in the child classes?

#

pure functions style

#

Also, classic inheritence does seem to work with BP... got a Base class implementing an interface, got a Child class overriding that interface function....

#

on a child instance, code written in the parent class does not call the overriden functions but the base class functions...

ornate forge
#

Epic's 2FA keeps failing to send a code to my email, this is really annoying

#

Can't login into Quixel Mixer for half an hour because of this crap

dawn gull
#

Hey, so I have a Gravity Control system that allows you to switch the way gravity goes so like on the walls or ceiling if you are in the box of influence, and I am making it so the Z rotation of the box is always the same as the character so when you want to go left you go to the player's left and not a set left. And it works, but when I go on the walls it goes berserk, and whenever i look around it changes the gravity. How can I make it so when I go to wall it does the same thing but the box is rotated towards the wall so it does the same but on the wall? Sorry for wordy question

plush yew
#

How do you guys get intellisense working in VSCode? Its not autocompleting for me

proper stump
grim ore
#

did you hit aply to compile it?

#

but it should work as you expect, it should be red

proper stump
#

i think it's a bug in the latest ue version 4.25.3

grim ore
#

oh

#

uh

#

You have 2 parameters with the same name

#

so yeah fix that lol

#

poor engine getting blamed for something it didn't do 😦

proper stump
#

worked fine before the update πŸ™‚

#

but yeah, that was the issue.. thanks

radiant shoal
#

Hi everyone.
I have a bit of a question. I'm interested in using Zbrush to model terrain to use in unreal, along with substance painter to texture it, but I'm a little fuzzy on the details on dividing the model in sections so that parts of it can be lower poly whilst keeping UV coords intact.
My main concern is making sure that the edges still align though.
which might not be possible considering the disparate number of polygons

Say I make a terrain in Zbrush for a couple M polygons.

I paint the mesh in subtance painter.

I export that and some fewer polygon versions to blender and there I partition it up.

Now finally in unreal the goal as I see it is to use the appropriate amount of detail per section depending on camera position
However this creates problems at the edges between sections because they have different levels of detail they don't align...
Ideally there would be polygons bridging the gap
I'm unsure as to the best approach to solve this problem

Is there anyway to perform mesh to unreal terrain conversion and thus not have to deal with this issue?

radiant shoal
#

heightmaps are a less than ideal way to convey detail from a 3d sculpted mesh... They lose a lot of detail on the sides :(

I suppose B is a good-ish option. It would still break any sort of shader smoothing and I think it would eventually be noticeable.

C is problematic but I see how it would be used.

#

oh there are plugins for this?

#

nice

#

that price tho.

#

I mean this is fairly common issue developers have to run into, how is this typically handled?

obsidian nimbus
#

expensive is relative πŸ˜›

radiant shoal
#

So you think it would make more sense to try to use UE's terrain tools for this?

#

I'm concerned it wouldn't match the level of detail the sculpting tools in Zbrush allow

#

And it would also throw substance painter out the windows

#

I think I'll start there

#

thanks

smoky sonnet
#

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 (fullscreen, with no black bars but with the entire picture/image/view without cutting) is this possible?

grim juniper
#

That's in engine right now. 4.26 is the water feature

radiant shoal
#

4.26 is not out yet tho

grim juniper
#

It's the Landmass plugin

radiant shoal
#

danke this is perfect

#

I'll have to see how it shapes up

#

it's quite sad as Zbrush has all sorts of neat tricks to make sure you have the exact amount of detail where you need it and not more

#

It would be nice to see integration at the terrain level

#

Considering it's such an essential part of most scenes I would say

#

exactly, but you could easily have some sort of exporter or that 80€ plugin that does that work

#

anyway I'm talking out of my ass atm as I'm not familiar enough with the terrain tools

#

in UE

#

first order of business is to do that.

#

thanks for the assist

#

yeah true

#

and it can easily enough

#

but the reason to use Zbrush is anything but that.

#

it would be to preserve extremely fine detail

#

something you could never export on a height map

#

well I support it comes down to texture in relation to mesh size in scene

#

pretty

#

UE5 is still a year away no?

#

anyway my point was just that a heightmap could either convey information for a canyon or for a rocks but not both as you don't want to try to load an impossibly large height map.

#

like a 1:1 one x)

#

exactly

#

hence my

#

original problem

#

how to model terrain properly.

#

model and paint*

#

it seems there's an entirely different workflow for terrains and it sorta sucks

#

in comparison to all the stuff that exists

#

for meshes

smoky sonnet
#

can a ad banner be resized for example to lock it at the bottom and use the full width

#

or just ad it in the widget

radiant shoal
#

I'll first have to see how powerful the terrain tools are. It's possible that I can do everything I want there.

#

I'm more concerned with very fine detail

#

the sort you possibly try to bake.

#

but I suppose all these terrain tools are scalable

#

I'd have to look at the

#

project itself

#

you can easily just use meshes for those shots

#

yeah

#

no

#

nor did I want to

#

but I did want to sculpt it with the detail I wanted

#

and then trim it down based on camera position

#

yea

#

mesh procedural detail is a tricky subject

#

that's why terrain usually has a lot of constrains at the polygon level

ember star
#

My onOverlap isn't firing when I spawn an actor inside of it. They have to leave and then go back in to get first onOverlap. Is there a fix?

sinful sage
#

I really need some help with my cover system. I only want my character to be able to move left and right without the camera affecting the rotation also have to use β€œAdd Movement Input”

#

Thanks I will look into it

smoky sonnet
#

is it possible to change size of banner ad

#

for example to use entire width

atomic meadow
#

this happens when I open a project

smoky sonnet
#

maybe smth fucked up in your project

snow saffron
#

@atomic meadow do you have enough space on your hard drive you're running Unreal off of?

atomic meadow
mighty copper
#

I'm not sure where to ask this question... I'm working in a blueprint on a project I'm working on... I was creating a Local Variable named Return and by mistake created as a Variable... Noticed my mistake and then deleted the Return Variable and proceeded to create the Return Local Variable... and it won't let me... I've closed out and gone back in... No luck just tells me "Conflicts with another object in the same scope!"... I can't find a Ref for this in my project anywhere... Can anyone help or explain why this is?

#

Anyone?

ancient lotus
#

im having a big brain moment so heres dumb math question. i have some full auto firearms in my game and im trying to control their fire rates in terms of RPM. im trying to figure out what value to input into the timer to achieve the RPM value. for example i have a gun that shoots 550 RPM, but i cant quite figure out a formula to convert 550 to a value that the timer would match. ive tried a few things but keep getting stumped, any suggestions

storm venture
#

@ancient lotus if you want an RPM of 550, then that's 550 shots per minute, so 60 seconds for 550 shots means 0.1090909 seconds for one shot (60/550)

#

so i think all you want is (60/RPM) = delay

ancient lotus
#

derp thank you, i was going the other way around

next badger
#

hope you aware that i'ts super hard to maintain rpm with inconsistent fps?

#

Borderlands 3 devs iirc even made video on that topic

unreal comet
#

Hey guys. Somebody asked me an interesting question and I didn't know the answer. So If you are using the default Steam AppID 480. Why is it that when you you find sessions it doesn't show lots of found sessions for everyone in the world using the default AppID? Instead it only finds sessions using the same project as you. Is their some sort of built in filter where it can detect the version of your game? Just curious. Thanks πŸ™‚

next badger
#

@unreal comet it filters all the sessions by BuildId

#

you can set it to custom value as well

unreal comet
#

@next badger Ahh Ok that makes sense. Thank you very much. πŸ™‚

supple totem
#

@next badger do you happen to have a link about the borderlands devs talking about rate of fire? Sounds very interesting but my googling failed me.

next badger
#

nope sorry...cant recall what this video was about in general

#

maybe it was sound design

ancient lotus
#

@next badger are timers not framerate independent? if not cant you just use deltatime?

next badger
#

timers are, but you can only read the timer value during game loop tick

#

i.e. every 1/60th of the second, every 1/34 etc

#

^ timestamped

#

@supple totem

supple totem
#

Thanks!!

smoky sonnet
#

why isnt my c++ blueprint node not showing up any tips?

north stream
#

i need to learn about how to use textures and maps and PBR

#

but i need guidance and direction

#

anybody can help ?

grim ore
#

watch the unreal online learning courses on....... textures maps and pbr

smoky sonnet
#

hot reload ufunction macro?

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@plush yew

north stream
#

@grim ore the official courses ?

smoky sonnet
#

is someone seeing any mistakes in those 2 pictures?

grim ore
#

@north stream yes. tons of free official resources out there if you are trying to learn how texturing works in UE4

north stream
#

i watched them but i'm still lost

smoky sonnet
#

@grim ore can you check my 2 pictures pls cant find why it isnt showing up in the editor

north stream
#

i need to learn what are these, and when to use them:

#

albedo, AO, specular, roughness, metallic, normal, diffuse

#

i watch different tutorials, but i cant understand their thought process

grim ore
#

like... 2 of the 3 courss that came up when i typed in PBR

north stream
#

where did yu find them

grim ore
#

I typed in PBR or Material in the search bar on the learning portal...

#

and one thing is PBR and what it is is not unique to UE4, its an art thing and there are plenty of resources out there to learn what they are

north stream
#

i figured that out, but thank you so much for telling me

#

that''s why i need to learn about it to make my environments

grim ore
#

you should learn what it is in concept outside of UE4 then

#

thats why you dont understand the thought process, all they are doing is applying knowledge to the UE4 materials

north stream
#

but i'm watching tuts in UE4

opaque crystal
#

in c++ how would i set my groundfriction for my character programmatically?

#

is there a GetMovementComponent() thing?

north stream
#

im lost when they work on the editor

opaque crystal
#

Thankss

north stream
#

@grim ore i'll check those courses tonight, that's already a big push forward

#

thanks a lot

restive zinc
#

what line trace is the best for a gun?

alpine laurel
smoky sonnet
#

anyone know how i can scale an object between 2 objects to fit?

grim ore
#

@alpine laurel do you mean spawning somewhere other than the start? what happens when you try it in single play and not multi

alpine laurel
#

still does it

#

you can see where the player start is but the camera just spawns way away from it for no reason

grim ore
#

an under the play drop down is it set to spawn at player start or camera?

#

well if you have 1 player start you might have issues when spawning in multiplayer is why I asked

alpine laurel
#

actuall i just fixed it a bit. not the camera spawns with the player, but it still spawns way away from start

grim ore
#

you might have collision enabled somewhere and its pushing the player out of the area

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sky sphere, collision volume, mesh, etc.

alpine laurel
#

i didnt change anything from earlier though.

#

it just started doing it for no reason. i didnt change anything

grim ore
#

close the project and open it back up

#

but you might need to just watch what happens and see if you can figure it out. see if there is a reason why its moving the player if its spawning it.

#

shift-F1 lets you unlock the mouse you could click on stuff then and check or eject out and see what is going on. maybe drop a plane in the area somewhere outside where you are , move the player start there and see what happens

alpine laurel
#

i might make a new map and see if it does it. if it doesnt then its something on the current map

rough knoll
#

how do i set the amount of time before you can fire your weapon again? (semi auto rate of fire)

ember star
#

create a float, 'time since last fire'

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each tick, increment by delta

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if time since last fire > reload time, allow shot

rough knoll
#

ty

ember star
#

i seem to have broke one of my levels. I added it to a persistant world comp, then removed it. now i'm stuck with this:

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'go to' anything in the scene just puts me here

#

i cant seem to ever scroll to my level?

smoky sonnet
rough knoll
#

okay, another one

#

how do i go about finding out which weapon is equipped and showing a different item on the hud based on the equipped weapon

#

i assume its a boolean but i dont know how to put the equipped weapon into a boolean

#

like if the equipped weapon is the pistol show the pistol hud

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if the equipped weapon is a rifle show the rifle hud

smoky sonnet
#

okay

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thx

mighty copper
#

I'm not sure where to ask this question... I'm working in a blueprint on a project I'm working on... I was creating a Local Variable named Return and by mistake created it as a Variable... Noticed my mistake and then deleted the Variable and proceeded to create the Local Variable with the same name after I recompiled and saved so I could use the same name... and it won't let me... I've closed out and gone back in... No luck just tells me "Conflicts with another object in the same scope!"... I can't find a Ref for this in my project anywhere... Can anyone help or explain why this is or ran into it?

viral herald
#

got a quick question, what is the ebst LOD range difference do you guys use for small bushes?

#

its a 0-4 lod

plush yew
#

Has anyone managed to get a switch pro controller to work with unreal?

#

Not for a switch game, just so I can use my switch controller instead of my crappy xbox controller

#

(No clue where this question would go so Im asking here)

alpine laurel
#

so aside from constant crashing, what exactly are the differences between 4.24 and 4.25

plush yew
#

Hello

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ot when i hit play

alpine laurel
#

also why is unreal engine so damn slow and making my entire computer slow as fuck

#

like seriously, i have seen molasses on a slope move faster

plush yew
#

Hello?

alpine laurel
#

dont expect responses right away

brazen crow
#

@alpine laurel are u running from ur samsung smart fridge

#

or integrated graphics

#

same thing

#

or u have 8 gb of ram

alpine laurel
#

i have 32 gb of ram, rtx 2060 and a 4.7 mhz quad core cpu @brazen crow

marble hazel
#

I have been having this issue that I can see the cpp files in the source folder in the file browser, but they don't show up as classes in the ue4 editor

#

Does anyone know why?

#

They were sent over through source control

brazen crow
#

maybe

#

uh

#

its using integrated graphics

#

lol

#

idk

alpine laurel
#

me?

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yeah. cause a lot of the other stuff i do requires a strong pc

static sparrow
#

Because I was having problems with the state of my project (see #macos for the entire horror story), just for the hell of it, I decided to run the editor from the command line. I was intrigued when I discovered that doing this produces (in my case at least) much more informative output than running from an IDE or just launching it from the prebuilt binary's desktop icon...

I noticed a lot of lines like this:

2020-07-26 20:03:29.027 UE4Editor[39858:8299847] [UE4] [2020.07.27-03.03.29:027][ 0]LogLinker: Warning: While loading '../../../../../../${USERNAME}/Documents/UnrealProjects/KittyCatastrophe/Content/KittyCatastrophe/Characters/Kitty/AI/AIC_Kitty.uasset' failed to load '/Game/KittyCatastrophe/AI/Kitty/Tasks/BTTask_PlayWithLure': Can't find file.

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where ${USERNAME} is just my username on my computer

#

All these lines were exactly the same in that they all referred to something in the AI directory

#

Now, does that mean that my uproject file:

{
    "FileVersion": 3,
    "EngineAssociation": "{1811139E-5B40-8814-B46E-A5BC83FCE296}",
    "Category": "",
    "Description": "",
    "Modules": [
        {
            "Name": "KittyCatastrophe",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "AdditionalDependencies": [
                "Engine"
            ]
        }
    ],
    "TargetPlatforms": [
        "Android",
        "IOS",
        "MacNoEditor"
    ]
}
#

Needs "AIModule" added to its AdditionalDependencies section?

#

(Also, I just noticed, what the hell is MacNoEditor? Is that normal?)

#

OR... is it that the two paths don't match? i.e. It's trying to find file '/Game/KittyCatastrophe/AI/Kitty/Tasks/BTTask_PlayWithLure' but that actual uasset file is in .../Characters/Kitty/AI/Tasks/, not .../AI/Kitty/Tasks/

Why would it have that mixed up?

#

I would have posted this in #build_issues if that were a channel, but it's not, so I posted here...

static sparrow
#

Okay, so...

I had originally placed AIC_Kitty in Content/AI/Kitty/Tasks/, but later reorganized my project and changed its entire directory structure. But I did so using the editor's content manager by dragging the asset, clicking MoveTo...

Why is it still referencing the old location? I opened up the AIC_Kitty.uasset file in vim and it's a compiled file so can't just fix it like that, I'd have to have UE do it for me. Is that possible or should I just create a new project and recreate all my broken AI assets? I hope not, but whatever, that's part of learning to use something like this

tiny sonnet
#

How do i make it so my grass ouput only places where the grass material is on my auto material. I used the explicit normal until now, but i have additional weight layers now.

static sparrow
#

sounds like you may wanna ask that in #graphics

#

shit, I just realized that I probably should have asked my gigantic question in #engine-source

radiant jasper
#

the B output doesnt stop the sound

#

does anyone know why?

regal hawk
#

does anyone know why?
@radiant jasper Just use a branch node to connect IsA

radiant jasper
#

i have it so when the player presses a button, the sound is toggled, and when the player presses it again, to toggle the sound off

#

but idk how to toggle the sound off. I do know that I have to use a flipflop

night basalt
#

in function FlipFlap not work

radiant jasper
#

so how should I do it

regal hawk
#

use a bool parameter to trigger it

night basalt
#

inside the blueprint

#

bool or id int

radiant jasper
#

how would I connect it

regal hawk
#

When you press a button, set it to true or false

radiant jasper
#

the false would be if the button wasnt pressed, no?

#

I need it to be a toggle

night basalt
#

its simple bool tof any object to off and on

#

to this what @regal hawk say

radiant jasper
#

idk what that is

night basalt
#

True and False

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branch

radiant jasper
#

oh

#

but what would the false output mean

#

and do i delete the flip flop?

night basalt
#

yes

#

u dont need them

radiant jasper
#

hmm, it doesnt play the sound, and the false branch doesnt work

night basalt
#

how me your code

#

show me

radiant jasper
night basalt
#

make vareiable bool

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and connect them to branch

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set checked

radiant jasper
#

them? u want me to make 2?

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and what should I set the variables to

night basalt
#

u have team viewer ?

radiant jasper
#

No

night basalt
#

wheit

#

your code is not correct

#

sound

#

felt

radiant jasper
#

what is wrong with it

night basalt
#

u need put sount on spawn

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sound

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and the option is wrong

#

u need create sound

radiant jasper
#

ok yeah I forgot to do that, False still doesnt work tho, pressing only continues to play the sound

#

ok

#

How do I make the false output work though?

#

@night basalt

scarlet birch
#

If I set a custom mesh as the complex collision mesh in a static mesh, when visualizing collision it still shows the complex mesh but the applied mesh seems to be the one actually used. Does anyone know if anything is actually gained by setting the collision mesh in this way? I'm trying to work out the different ways I can setup collision when working with assets generated in Houdini.

#

I suspect it's just an error in the visualization, but wanted to ask to see if anyone knew better.

night basalt
scarlet birch
#

Wow, that's a mess.

radiant jasper
scarlet birch
#

@radiant jasper You're just spawning a sound each time

radiant jasper
#

now clicking the button doesnt do anything

scarlet birch
#

you need to set a reference

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and use that

radiant jasper
#

how do i do that

scarlet birch
#

Set that little blue output on the create sound to a variable.

night basalt
#

ehhhh

#

look bool

radiant jasper
#

not compatible

night basalt
#

wrong site

radiant jasper
#

?

night basalt
#

True True ?

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True then False, and False to True

#

u have True to True

scarlet birch
#

Do not listen to that person, in any way.

radiant jasper
#

uh

#

well the sound plays but doesnt stop

#

we're back to square 1

scarlet birch
#

What type of BP is this? is it a widget?

radiant jasper
#

level blueprint

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there is a physical button in the map

night basalt
#

Light sound Default is checked ?

scarlet birch
#

ideally, you would do this in the bp for that button.

radiant jasper
#

it is checked

scarlet birch
#

You want a sound reference then when the button is clicked toggle back and forth between play/stop

night basalt
#

show me now the code

scarlet birch
#

This is relatively simple.

radiant jasper
#

its an onclicked event tho

#

it automatically added the event to the level blueprint

scarlet birch
#

What that is doing is creating a new sound each time it's clicked

radiant jasper
#

whats wrong with that

night basalt
#

change check on set vareiable

scarlet birch
#

it is not referencing the existing sound

radiant jasper
#

ohhh

#

ok

scarlet birch
#

Are you both just trolls or what?

radiant jasper
#

yeah thats a problem

#

no not a troll, promise

#

just kind of new to unreal

#

so u want me making the onclicked event in the bp of the button

scarlet birch
#

I would. It should all be together.

radiant jasper
#

ok, is it neccesary tho?

scarlet birch
#

Create an audio component in the button, turn off auto activate, on-click use a flip/flop for play/stop

night basalt
#

hehehe

scarlet birch
radiant jasper
#

im also having the button trigger a light tho

scarlet birch
#

Not an issue.

radiant jasper
#

and I cant put the light in the bp

#

or how do I?

scarlet birch
#

I would recommend going through the learning projects or some more tutorials.

radiant jasper
#

Ive tried

#

it only references in the level blue print

#

can u tell me how to reference the light in the bp of the button?

scarlet birch
radiant jasper
#

@scarlet birch

lucid radish
#

Can anyone give me any example (reel or video) that shows cool explosions made with Unreal Engine? I just want to set some goals

radiant jasper
#

@scarlet birch can u help me please

#

man can someone help me

#

all im tryna do is have a button that toggles an audio cue

fiery relic
#

hello hello

rough knoll
#

how do i go about changing animations based on equipped weapon (assuming equipped weapon is an integer 1-2)

#

i have different animations for each weapon that i made but idk how to change them based on the equipped weapon

tender pecan
#

@radiant jasper it's better to do more tutorials and learn more on blueprints, especially components, their life cycle and their relationship to their owner|parent, as what you are showing here violates some basic rules, you will have a few unforeseen issues because of spawning and adding a new runtime audio component (and then loosing the reference afterwards), along with a flip flop which only affects the last added audio component. look at how someone else did more or less the same you are trying to do, as there are always different ways to solve the same problem. https://answers.unrealengine.com/questions/767683/turning-audio-onoff-with-same-button-input.html

radiant jasper
#

problem is its a clickevent

#

not just pressing a key

#

so the flip flop becomes kind of neccesary

#

i think

#

idk

lusty carbon
#

Noob question. If Unreal is DirectX, how does it work with mobile phones and other playforms?

#

Isn't DX a Windows api only?

radiant jasper
#

@lusty carbon it doesnt use directx for mobile, it uses Metal for iOS

#

and something else for android

#

@tender pecan how do I add the audio into the bp like that? It forces me to make the add audio component thing

rough knoll
tender pecan
rough knoll
#

any idea what i did wrong there

radiant jasper
#

right but its forcing me to add it as an audio component

tender pecan
#

if you want to use different animations based on equipped weapon type.

radiant jasper
#

ok figured out how to set it wit a variable

rough knoll
#

im just confused about the error though

#

what did i do wrong

radiant jasper
#

audio component object reference is not compatible with sound cue object reference

tender pecan
#

the rest of the error is quite understandable, as it states, the blueprint ( self ) [ this is the current blueprint ] is not a ThirdPersonCharacter_C...

rough knoll
#

so then how do i go about checking if the weapon selected is equal to 2

#

(and if so allowing the transition)

radiant jasper
#

it doesnt let me connect the stop node to the variable

tender pecan
#

@rough knoll you can look at how to access and check those using the tutorial I provided. they explain it in great detail there how to access the character from the animbp for the transitions.

#

start with a new small empty project if need be, and then use what you have learned to figure out what you did wrong in your existing project.

radiant jasper
#

so how do I get that specific reference

#

which one can connect to the stop and play nodes

tender pecan
#

@radiant jasper you should rather use an audio component already in the blueprint, it will have stop|play etc.. look at the content provided above. πŸ™‚

radiant jasper
#

it didnt work tho

#

whats wrong

tender pecan
#

@radiant jasper my same answers as above. πŸ™‚

lucid jetty
#

Did you make sure Audio Component actually got sound in its details?

#

Click on the "Add Audio Component" and you will see details

radiant jasper
#

yes

lucid jetty
#

Hm. odd.

untold swallow
#

Hey I had an issue could anyone help?

radiant jasper
#

it says "sound cue Lightsoundeffect" in grey

untold swallow
#

how can I make a UI like a joystick on Left A jump button on right and 2 more buttons to turn??????

lucid jetty
#

Onclicked is actually working?

radiant jasper
#

yeah

#

but false output doesnt work

#

and when it goes back to the true output, it just creates another sound

#

@untold swallow widget blueprint, buttons

lucid jetty
#

I think the reason is you are constantly spawning an Audio Component.

#

Spawn Audio Component somewhere else like on beginplay

radiant jasper
#

ok

lucid jetty
#

Then have a reference to it, and it shall work

radiant jasper
#

what type of variable do i use to reference it

lucid jetty
#

Drag from the Return Value to set variable.

#

It will give out an "Audio Component"

radiant jasper
#

ok

untold swallow
#

@radiant jasper ohh Shall I just Normally add 3 buttons?

radiant jasper
#

yeah

untold swallow
#

So what abt the joystick?

radiant jasper
#

unreal engine has defaults

untold swallow
#

Like I've 2 joysticks right now! How do I remove right joystick?

radiant jasper
#

oh uh idk lol ive never wanted to do that

untold swallow
#

Ohh :<

#

Okay Thanks Btw I'll Just Seee :)

rough knoll
#

i cant find for the life of me how to do it

radiant jasper
#

Ok it works now!!! only issue is that its on by default when I launch the level

#

how do I turn it off on default

lucid jetty
#

search for "deactivate" option

tender pecan
#

@rough knoll hi. 'As Third Person Character' is a result of a cast, target is a receptor to a 'get' variable where the variable name is weapon type. So this means WeaponType requires an object that exposes this variable. The engine believes that ThirdPersonCharacter does not expose this variable. And it also believes that the current blueprint where this is begin called, is not of type ThirdPersonCharacter. Which is why you are getting all of those messages and errors.

lucid jetty
#

or have no audio component sound value