#ue4-general
1 messages Β· Page 804 of 1
but then it doesnt actually keep all inverse kinematic info
is that why its broken?
just sec
Have you watched this:
In this Blender 2.8 tutorial I explain how to export a low poly character model with animations as fbx and then import it into UE4. I use a simple demo project in UE 4.24 to import the models, create a material with a diffuse texture and add a model with an animation to the le...
Its the same concept
but i have anims too
i know how to import and stuff
its just my ik rig is not working
everything else is fine
What did you use to do your rig?
I usually use the AutoRigPro FBX export which it meant to work with Unreal. Maybe that's why I haven't seem this issue.
could you tell me all the info in dm?
like about auto rig pro and link and stuff
if you dont mind that is
DM your model and I'll give it a try.
alright thanks
Send to Unreal, Epics official addon may be of use.
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
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.
Hello, are there any tutorials on multiplayer FPS using C++?
any ytb channel recommend to start learning ue4 ?
any beginners tutorial or something lik
Ryan Laley, underscore are good places to start.
@worn peak look at the pinned message in this channel for learning resources
@grim ore didnt even know that was there. Thanks!
@grim ore thanks ^^
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
after looking into it, it seems like flipbook is the way to go ?
Have you tried downscaling the videos or reducing the video framerate?
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
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?
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?
If your retriggerable delay never runs it means your BP keeps triggering it
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.
@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 ?
haven't really done that much with video in UE so don't know
ok, thank you for the suggestion anyway
ffmpeg is pretty easy to automate with a script or such if you have a lot of videos :)
it can do all the rescaling and such
can i apply the lighting of mesh A to mesh B?
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?
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
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
put your player model in the game and start blocking it out. The size is your design choice
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 ?
been watching your videos for a while and just realised it was you when i looked at the profile picture lmao @grim ore
I got a question, what makes you guys choose Unreal over any other engine?
@frank oar r.setres
@plush yew I don't understand what you mean.
@sharp magnet for me, it is free, fairly user friendly, and a lot of my favorite games actually run on it.
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.
@sharp magnet unreal is best for 3d, unity is good for 2d.
looking into that now, will that work specifcally on the media I have in my scene (and not the whole scene) ?
@plush yew
@frank oar try it out and get back to me? π
I kinda wanna try making 2d and 3d games with unreal. To me it just looks and feels better.
The node editor is really convinent and routine tasks are really easy with unreal
yep. blueprints and material node editing is pretty nice.
a bulk of my code is in bp for my games
a good reason to use unreal is UE5 which comes out late 2021, should be compatible with 4.25 / 4.26 @sharp magnet
@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.
what are you trying to set the resolution of?
the screen space is usually what people do that to
are you using file media source ?
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
yeah I think so
just re-encode the media using handbrake en masse and reimport to unreal as files?
why would you want to downscale in unreal? unreal is not an encoder
Yeah, if you do it in handbrake and keep the same file location / name you can just right click them and reimport
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...
then backup your files using git / perforce / file backups first
and run the encoding in handbrake using in place encoding over the same filename
and re-load the files in unreal after you're done
i do monthly backups.. tends to work pretty well
the only handbrake I am familiar with is in my car XD
is this a program I would need to download ? π
2017
any idea when 4.26 will come out ??
@scarlet birch sorry to @ you,
If I follow your instructions, how do I reimport ?
Right click? or you might be able to use the bulk editor
@honest pivot
Don't recall if you can multi select, right click, reimport
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 ?
damn i wanted to use chaos in my project
none of those files give me an actual reimport option when right clicking
4.26 looks to be getting close but you never know when until it's out. You can use chaos now.
how? thought it wasn't working for 4.25
Why?
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
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
might want to look at controller tutorial on YT
I really enjoy using unreal more than unity, my college mostly has people working in unity but I've focused more on unreal
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.
you haven't seen the ue5 launch stuff?
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)?
are you changing the mesh?
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
anyone plz help
Don't spam.
uh okay sorry its just somewhat important, could u help?
Everything's important to someone.
i said sorry ! have a nice day
oof
@plush yew Good video, hadn't seen it. Thanks.
A little more detail than I'd seen before on quite a few things.
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...
So they're blocking something you don't want them to?
yep
Player?
visibility
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
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.
I follow.
so if that pillar blocks, then i can't trace down to the floor and navigate properly
now...the HISM component is set on default collision
which should fallback on SMs' settings - right?
yep
It's returning a hit from a trace?
Can I see the trace node?
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.
I'm not use I know what you mean - sry π
Hello, I've got wind in my level, not sure how, is there a global wind setting?
Select the component for the pillar in the BP and set its collision properties there.
@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
However, problem is this: π
Yeah, I've had issues in the past with collision when changing meshes in a BP.
I can't set default!
You could go into project settings and add another preset or just set it to custom and set the responses.
ahhhh, i wanted to avoid that! π
You might have varying collision settings?
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 π¦
or maybe add to the struct collision info on that channel and adjust for each HISM component accordingly...
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
I'd have to open an editor to see if that is doable
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)
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
yeah
π I can't "get" the static mesh's collision
I'm looking. You could always just set a bool or something though for what to set the collision to.
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?
does anyone know anything about making a replay editor with keyframes and different camera angle options?
I don't understand, there's functions that should return that but they don't show up for me in the editor.
@scarlet birch done with the bool π
cool, works?
thanks for the ideas, went great in the end π
yep, made a bool which selects to ignore or not so yea π
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.
it's weird that the SM var type doesn't hold collision information...
And that the add HISM node doesn't support "default" collision preset.
Aaanyway, as long as there are workarounds it's great! Thanks! π
Is there anyway to copy/paste or drag/drop static meshes from one BP to another BP?
@coarse turtle yes, you can right click on the static mesh component and copy (or use ctrl-c ctrl-v)
how come streaks like this are created by my lights?
I canβt make a #looking-for-talent post any ideas why?
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
blueprint or c++?
Blueprint for now π I'm still starting out learning c++
no idea then π¦
Although I'd be willing to try some basic level c++ if you think that's not too crazy
@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.
Hi guys, I'm trying to loop through animation montage on RMB press
however it only plays the animation once
Montages are usually for playing something once.
idk man, i'm just following this tutorial series
(00:05) - Intro and Hugh Jackman analogy
(02:30) - Adding a Custom Event
(04:49) - Adding Anim Notify Events
(06:32) - Telling Montage to jump to Sections
(07:55) - Calling punch Custom Event and wrap up
i'm actually using montage cus of slot nodes
so i can use the animation on upper body only
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.
oh... i thought it works on animation montages only
Slots are for montages, but you have nodes to blend.
-.- i keep getting ignored
do you have a better tutorial for that kind of thing?
aight, i'll keep searching
Do any of you have a script that will re-name a UE4 project?
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
there is a 28 step guide on how to do this
few can be skipped for projects without c++
sp google is your friend
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
Curious, does SunSky intend to replace HDRI Backdrop, or will they work together in tandem?
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"
@haughty moth YouTub Game Theory, Unreal UI+Navigation, Blueprints.
Also @haughty moth : https://www.unrealengine.com/en-US/onlinelearning-courses These are some good learning resources to get started.
was it working before?
ive only just started building my map so this is the first time checking
Got a pic?
Throw a checkerboard texture on ur wall.. does it look better?
how do i do that?
Clear the material slot
and unreal should automatically put the grey checkerboard texture on it
still the same
hi
i need help on something
its rendered in now but taken like 5mins
i need to publish my app yes or yes to the play store to use admob?
or
how do i use admob
it now says 800MiB over budget...
i have 7 day searching videos
no... 16GB RAM, ryzen 7 3700x, rx590
pretty good pc, it shouldnt be like this for 2 wall pieces lmao @autumn elbow
Ya.. lol
i fixed it, had texture streaming turned off lmao
thanks for the help
what it should look like
Looks grand!
Do you know a server like this but in spanish ?
anyone know why this function doesn't appear under the interface? (it's the same category as the others)
holy shit, wait... that's the wrong interface even... wtf
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
ouch... so now I can't get back to the "engine default" category anymore that lists it as an interface
π
@glacial pecan tried playing with context sensitivity? it should show everything regardless of messed-up categories
it shows everything, just under "Default" instead of "My Cute Interface"
oh lol π
when exporting an fbx from blender to UE4. Which smoothing method do i choose? face or edges?
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) :
But if I import a character and assign it the skeleton of another character, here in the FBX Import Options :
... Isn't it a retargeting method in itself, also ???
from the UE4 Marketplace, "Pro Main Menu v2" looks just like "SWBF2"
In fact it is so good and close, I would be called a copy-cat if I used the menu system unfortunatly.
They did a really good job making it look professional, especially for $40
does anyone know how to add animation notifications in 4.25
The layout is different now tho
I donβt see the notification track
Oh
Thanks appreciate it
Fellas is there a proper way to import a model to ue4 that's a parent and has children objects as well
I exported the file as fbx
From blender
hey guys
I just joined because I need help with something
I'm trying to script timestop for jojo's bizarre adventure
I already finished everything except the effect
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

^talking about this thing
any advice on how I should do it?
Why is my game so blurry when I use stand alone and full screen it? (via F11)
@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
Despite already parenting the meshes in blender
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?
can see it better here, sorry
@plush yew did you export it directly from blender? I.e the export to unreal tab in blender
Is there a way I can make a volume make a material inside of the volume disappear for only the overlapping part?
I want the water material inside of the sphere to disappear
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
Just go to blender and look for import
Sorry export
And you ll see one for Unreal
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.
hey is there a channel that covers game crash errors ive tried everything trying to fix my asgards wrath and UE4 keeps cucking me
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)
its an unreal error when i try to compile my project
Haven't encountered this before, sorry
k thank you
Ah thank you very much that fixed it.
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
Am i allowed to animate this weapon pack that is permanantly free for collection and then sell it on the marketplace
https://www.unrealengine.com/marketplace/en-US/product/fps-weapon-bundle#:~:text=7 weapons and 4 attachments optimized for FPS.&text=This weapon pack is optimized,are included for all firearms
probably not
@ocean hemlock You cannot resell Assets.
How can i sell a fps pack on the marketplace, do i have to learn how to make a 3d model?
gotta make ur own
I have the animation skills just not the 3d modelling skill
Ok
u cant just take other ppls free stuff and sell it xD
it was sponsered by epic so i thought you could
well the asset is in game
but for some reason the cloak isn't parented to the body
hey guys plz @ me for a response, is it possible to export animations and particle effects from unity to unreal4?
Animations yes, particle systems no.
You can copy the parts of the particle (meshes, sprites, etc )and rebuild it in UE.
ok kool
Is there a way to interpolate between multiple splines with niagara particles
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
i love my life
:/
did you mean unreal ? ;))
I have a question regarding importing meshes if anyone can help
is there a way to downgrade to 4.25.1?
@exotic plover were you able to fix your plugin issue?
What's your plugin issue?
@uneven fractal there's also a hotfix you can do instead of downgrading
Unreal Engine 4.25 now available!
With the release of Unreal Engine 4.25, we continue our mission to provide the most complete, flexible, powerful, and proven real-time 3D creation tool. We have further expanded the toolset to include content creation and editing for more ar...
like 20 different plugins appear to have been broken by the 4.25.2 update
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
oh I didn't even know there was a plugins channel
it should work after that
if it doesn't, i can't help you. i downloaded unreal today :^)
Does anyone know how to get a BP's rotation to follow a player? (all directions)
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
This is what I have right now, but the Y Axis doesn't follow
hi there, does anyone here know how to add anamorphic lens blur in unreal?
is it possible?
@tribal citrus post process bloom?
that won't effect the depth of field right?
@tribal citrus to be honest, I have no clue haha
any reason why i all of a sudden wouldnt be able to move or anything when hitting play (and my inputs are still there)
how do i make fortnite terrain like in unreal fest
@marsh chasm The water video or a different one? if water it's not out yet
the terrain
if its just terrain then its just the terrain system, have you read any docs or watched any videos?
how to i get the hill stone with it
you might need to be more specific
like this
that just looks like a normal terrain
multiple layers, either painted or set up based on height
how do you make it based off of height
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
you don't
none of the fortnite assets are public or available for use outside of Epic and their game
what about from inside the files
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
Plugins are also enabled already
@barren flume including ?
and you've setup your .ini correctly?
yes
you have steam open?
you're playing in standalone?
yes
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"```
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"```
i'm not sure then
idk if it's a project setting or something
it shouldn't be
that should really be all you need to do
you've used steam before with this UE4 version?
yes
no idea then
that's very strange
just to double check, you're definitely using this?
and you're actively signed into steam
yes
try restarting your PC
tried that
restarting?
about an hour ago
i don't know how to open it up
weird it doesn't work anymore on my packaged build of the other one that worked
just doesn't work at all anymore
that's super weird
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
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."
urr... I'm missing something about interfaces
anyone know how to attached foliage to a new landscape? right now if i delete this landscape, the foliage goes with it
same here
they should prompt you if you delete a landscape if you want to try to drop it on something else
at the very least
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
Anyone here used Hanbrake to get videos onto a mobile device ?
@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.
Who can tell me whats going on in the 59 GB project?
@frank oar still at it eh? π what's the issue?
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
i'm going to @ you in #cinematics ok?
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
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
nevermind, I just had to set planar movement correctly on the character π
Any idea how to fix this error ?
LogMediaAssets: Error: Failed to validate media source
nothing in google that I can see XD
Never mind π
Got it.
I have folders "CustomStructs____" and "HUD_" in the c++ classes folder and they dont show up in content browser. What is causing this?
Has anyone here used handbrake before ?
Yo I have a quick question
How do I make an hdr dome transparent but still affecting the scene?
question
I have a NavMeshBounds
I put it there
But when I do my Simulation
It changes
Someone knows why this is happening?
short question: Does someone know how to get the physics work on the paragon models? (hair, cloths,..)
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?
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..
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
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
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?
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?
@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.
Anyone know why I can't to see imported marketplace animations in the default thirdperson animbp ?
different skeletons
so I need to retarget the animations using imported sk_mannequin, to the thirdperson sk_mannequin ?
Hi @grim ore do you happen to know if Modulated shadows currently work without Mobile HDR ?
@acoustic wing yes or you can just use the imported mannequin and animations instead of the third person template one
looking for a way to get a single dynamic shadow in my mobile game (for oculus quest)
@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
Tried several approaches - from my component - GetOwner()->GetOwner()
or GetOwner()->GetParentActor()
Look at the code for the Get Attach Parent Actor node
figure it out in blueprints then look at the code, usually a good process
ComponentUtils::GetAttachedParent() looks promising
@grim ore THANKS ! I was quite confused because the retarget mannequins were not showing since they were marked as "incompatible" .. for some reason ?
thanks @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
To be specific, does that mean same parent as in the GUID at the time it was made/exported ?
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
π¬
its probably used an id like you said or something internally to ID it
yeah
I was wondering actually how to clean up duplicate mannequins like that - would you want to important, retarget, and delete dupes after that ?
or just only use the imported ones
it'd make it .. difficult .. to cleanly import and update and propagate the changes if any
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
it'd be nice to have a workflow that can preserve those kinds of transformations in a project
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
does it disappear the anim starter pack skeleton as well ?
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
makes sense
even the anim BP gets remapped properly to the new skeleton
wouldn't the animBP potentially have custom logic for the set of animations ?
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
what about the custom event logic + anim state machine ?
I thought that might be specific to the character actor / control logic
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
interesting
the hard work of remapping is done tho which was the big one
yeah
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...
can we make a new patch to same game by upgrading engine to latest version
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
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
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
oh
thanks
So this source file path is not very use to me π
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
@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
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
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
Where there is a indie . . there is this as his alter ego https://www.youtube.com/watch?v=_0x0aWvazkc&pbjreload=101
New album "World on Fire" out NOW. Listen here: https://fanlink.to/worldonfire
Stick Figure - "Easy Runaway" (Official Lyric Video)
Listen and follow us on Spotify: https://open.spotify.com/artist/5SXEylV07TC57eanSxxg4R
Buy on iTunes:
http://itunes.apple.com/album/id1332225...
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.
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
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...
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
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
How do you guys get intellisense working in VSCode? Its not autocompleting for me
As can be seen: a == b == 1 but the red color is not selected... why?
i think it's a bug in the latest ue version 4.25.3
works as expected here in .2 which is the latest
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 π¦
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?
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?
expensive is relative π
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
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?
That's in engine right now. 4.26 is the water feature
4.26 is not out yet tho
It's the Landmass plugin
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 80β¬ 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
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
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
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?
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 βAdd Movement Inputβ
Thanks I will look into it
Hi, whats wrong ? https://gyazo.com/bb673366b08d2bc89880a700d92c35c6 4.25.2 pc spec- gpu 2070 cpu i5 9600k 16gb ram...
this happens when I open a project
maybe smth fucked up in your project
@atomic meadow do you have enough space on your hard drive you're running Unreal off of?
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?
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
@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
derp thank you, i was going the other way around
hope you aware that i'ts super hard to maintain rpm with inconsistent fps?
Borderlands 3 devs iirc even made video on that topic
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 π
@unreal comet it filters all the sessions by BuildId
you can set it to custom value as well
@next badger Ahh Ok that makes sense. Thank you very much. π
@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.
nope sorry...cant recall what this video was about in general
maybe it was sound design
@next badger are timers not framerate independent? if not cant you just use deltatime?
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
Help us entertain the world! Gearbox is hiring: https://www.gearboxsoftware.com/careers/
Take a look at how the audio team at Gearbox created the unique weapon sounds for Borderlands 3.
^ timestamped
@supple totem
Thanks!!
why isnt my c++ blueprint node not showing up any tips?
i need to learn about how to use textures and maps and PBR
but i need guidance and direction
anybody can help ?
watch the unreal online learning courses on....... textures maps and pbr
@grim ore the official courses ?
is someone seeing any mistakes in those 2 pictures?
@north stream yes. tons of free official resources out there if you are trying to learn how texturing works in UE4
@grim ore can you check my 2 pictures pls cant find why it isnt showing up in the editor
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
did you look at the materials masters course... https://learn.unrealengine.com/course/2842589
or the creating PBR course https://learn.unrealengine.com/course/2436592
like... 2 of the 3 courss that came up when i typed in PBR
where did yu find them
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
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
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
but i'm watching tuts in UE4
in c++ how would i set my groundfriction for my character programmatically?
is there a GetMovementComponent() thing?
im lost when they work on the editor
Thankss
@grim ore i'll check those courses tonight, that's already a big push forward
thanks a lot
what line trace is the best for a gun?
any idea whats doing this?
anyone know how i can scale an object between 2 objects to fit?
@alpine laurel do you mean spawning somewhere other than the start? what happens when you try it in single play and not multi
still does it
you can see where the player start is but the camera just spawns way away from it for no reason
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
actuall i just fixed it a bit. not the camera spawns with the player, but it still spawns way away from start
you might have collision enabled somewhere and its pushing the player out of the area
sky sphere, collision volume, mesh, etc.
i didnt change anything from earlier though.
it just started doing it for no reason. i didnt change anything
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
i might make a new map and see if it does it. if it doesnt then its something on the current map
how do i set the amount of time before you can fire your weapon again? (semi auto rate of fire)
create a float, 'time since last fire'
each tick, increment by delta
if time since last fire > reload time, allow shot
ty
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:
'go to' anything in the scene just puts me here
i cant seem to ever scroll to my level?
why am i getting so many deprecated messages
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
if the equipped weapon is a rifle show the rifle hud
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?
got a quick question, what is the ebst LOD range difference do you guys use for small bushes?
its a 0-4 lod
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)
so aside from constant crashing, what exactly are the differences between 4.24 and 4.25
Hello
How i save this checkbox like when i leave and join again is unchecked
ot when i hit play
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
Hello?
dont expect responses right away
@alpine laurel are u running from ur samsung smart fridge
or integrated graphics
same thing
or u have 8 gb of ram
i have 32 gb of ram, rtx 2060 and a 4.7 mhz quad core cpu @brazen crow
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
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.
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...
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
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.
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
does anyone know why?
@radiant jasper Just use a branch node to connect IsA
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
in function FlipFlap not work
so how should I do it
use a bool parameter to trigger it
how would I connect it
When you press a button, set it to true or false
idk what that is
hmm, it doesnt play the sound, and the false branch doesnt work
u have team viewer ?
No
what is wrong with it
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
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.
Wow, that's a mess.
@radiant jasper You're just spawning a sound each time
now clicking the button doesnt do anything
how do i do that
Set that little blue output on the create sound to a variable.
not compatible
wrong site
?
Do not listen to that person, in any way.
What type of BP is this? is it a widget?
Light sound Default is checked ?
ideally, you would do this in the bp for that button.
it is checked
You want a sound reference then when the button is clicked toggle back and forth between play/stop
show me now the code
This is relatively simple.
its an onclicked event tho
it automatically added the event to the level blueprint
What that is doing is creating a new sound each time it's clicked
whats wrong with that
change check on set vareiable
it is not referencing the existing sound
Are you both just trolls or what?
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
I would. It should all be together.
ok, is it neccesary tho?
Create an audio component in the button, turn off auto activate, on-click use a flip/flop for play/stop
hehehe
im also having the button trigger a light tho
Not an issue.
I would recommend going through the learning projects or some more tutorials.
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?
A demonstration of passing information directly from one Blueprint to another.
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
Can anyone give me any example (reel or video) that shows cool explosions made with Unreal Engine? I just want to set some goals
@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
hello hello
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
@rough knoll You have to use Animation State machines, that transition between the various finite state machines, and each would require their own locomotion with upper|lower body blends. https://docs.unrealengine.com/en-US/Engine/Animation/StateMachines/index.html
@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
problem is its a clickevent
not just pressing a key
so the flip flop becomes kind of neccesary
i think
idk
Noob question. If Unreal is DirectX, how does it work with mobile phones and other playforms?
Isn't DX a Windows api only?
@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
?
@radiant jasper you can look at Sound Actors ( https://docs.unrealengine.com/en-US/Engine/Audio/SoundActors/index.html ) and several ways to reference them. https://www.youtube.com/watch?v=DiI0doBarkg
any idea what i did wrong there
right but its forcing me to add it as an audio component
@rough knoll you are going to need to learn about statemachines https://www.youtube.com/watch?v=NYFeFUxU6DI
if you want to use different animations based on equipped weapon type.
ok figured out how to set it wit a variable
audio component object reference is not compatible with sound cue object reference
@rough knoll if not providing a target, it will assume 'self' on the cast. learn more about casting in blueprints here. https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/CastNodes/index.html
the rest of the error is quite understandable, as it states, the blueprint ( self ) [ this is the current blueprint ] is not a ThirdPersonCharacter_C...
so then how do i go about checking if the weapon selected is equal to 2
(and if so allowing the transition)
it doesnt let me connect the stop node to the variable
@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.
so how do I get that specific reference
which one can connect to the stop and play nodes
@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. π
@radiant jasper my same answers as above. π
Did you make sure Audio Component actually got sound in its details?
Click on the "Add Audio Component" and you will see details
yes
Hm. odd.
Hey I had an issue could anyone help?
it says "sound cue Lightsoundeffect" in grey
how can I make a UI like a joystick on Left A jump button on right and 2 more buttons to turn??????
Onclicked is actually working?
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
I think the reason is you are constantly spawning an Audio Component.
Spawn Audio Component somewhere else like on beginplay
ok
Then have a reference to it, and it shall work
what type of variable do i use to reference it
ok
@radiant jasper ohh Shall I just Normally add 3 buttons?
yeah
So what abt the joystick?
unreal engine has defaults
Like I've 2 joysticks right now! How do I remove right joystick?
oh uh idk lol ive never wanted to do that
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
search for "deactivate" option
@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.
or have no audio component sound value