#ue4-general
1 messages · Page 805 of 1
its inside of the animation blueprint so i can check that if the player has the pistol weapon equipped it goes into the idle pistol animation
where do i search for that
on the audio component
but then you have to use "activate" node so it might get complicated
leave sound value empty, then set it imo
@rough knoll you will need to get the player character from within the animbp. the tutorial i mentioned shows exactly how to do this. 🙂
how should I set the volume multiplier
bc it has to be connected with input and output
@rough knoll yes, they form part of a series released by unreal engine, to demonstrate how to use state machines, as they are quire complex ( not just one video ).
you can use Get Pawn Owner to get the character from the anim bp. 🙂
ok all i had to do was turn auto activate off lol
@tender pecan i may be misunderstanding you but this doesnt work
I have this also set to turn on a light, however when first clicking the button, the light does not turn on
after clicking twice, it begins functioning normally
@rough knoll the engine should tell you what it thinks the warning is, just give it a recompile and check the messages.
should I place the set visibillity nodes in a different order?
i dont understand these though
all i can get out if it is that cast to thirdpersoncharacter is pruned and that makes weapon selected not work
but there is nowhere to connect the exec pin
i could try a branch but i dont know if that would work
nope just tried it it will not work
ok. should I use a sequence for my issue?
is there some kind of thing at the beginning im missing that i have to connect cast to thirdpersoncharacter to?
@rough knoll right, the exec pin will typically come from the blueprint update method|function . 'Event Blueprint Update Animation' within the main Event Graph itself.
im not in the event graph im in the rule for going from idle to idle pistol
im just hella confused
@rough knoll for the rule, it is best to simply reference a variable set directly on the animbp. again the tutorials actually show how to do all of this. 🙂
ok i fixed all my problems. TYSM
so i cant just get the weapon equipped and check if it's 2?
@rough knoll yes. create one directly on the amimbp. populate it in the main event graph ( from the pawn owner as character ). and simply check the animbp variable in the transition rule.
it has a target
i have no idea what to connect it to because the target is what has been causing these errors
@rough knoll what does the error message say?
ok, so the engine believes the current anim blueprint that you are in, is not a swat_animbp_c, and therefore does not have a PistolEquipped
do you perhaps have different anim bp's for different animations?
nope, theres only one
ok
so what should i do
@rough knoll in which blueprint is the above from?
thirdpersoncharacter
and not from the animbp
no
you can get the amimbp from the character, and connect it to a cast to swat_animbp_c, then connect that to set the boolean.
there is no option for inputaction in the animbp
if you want to go from character to animbp
it is called Get anim Instance. https://docs.unrealengine.com/en-US/BlueprintAPI/Components/SkeletalMesh/GetAnimInstance/index.html
can you explain this to me any simpler
@barren flume did you ever get steam to work?
@rough knoll no need to apologize, i am sorry i am not a great teacher. 🙂 my advice is just take some time, and do the entire tutorial series. it is quite tricky to explain animation state machines. or maybe see fi you can ask some one to spend some one on one time with you.
it is not an easy subject at all, and it will require some effort to get to grips with it.
you could also look at sample projects in the marketplace, which already contain animbp's with blend states and various state machines.
they (Epic ) really do explain it in great detail on the channel.
and they assume you know nothing.
i just dont understand why some have targets and some done
dont*
like sprinttrue does not have a target
though its used in both the animbp and thirdpersoncharacter
@rough knoll it also might be more beneficial to first get a reference to the outer object, say the character, or the animbp, then do your cast, and then drag out and get a reference to the variable. if it is not in the list, the variable is not on that particular class | bp.
its more tricky to try and hook up a variable with a class, looking for the correct 'target', even though you know it is there, UE might still contain some hidden references in the blueprint variable node, that will not allow it to connect simply on its name.
behind the scenes. so to avoid that altogether, drag out the variable from the parent object rather. ( for getter and setter )
how do i get a reference to the character?
so that is quite easy. you can call GetPawnOwner in the animbp. or you can call GetPlayerCharacter in an Actors blueprint. then drag out a cast from there, ( it will give you a list of things this actor can be cast as ) if the thing you want to cast to is not in that list, it simply means the thing you are trying to cast, does not inherit from that class hierarchy you are trying to cast to, or is not of that type.
like this?
i get the same errors as always though
what error?
casting to the ThirdPersonCharacter gives you access to it's variables and public functions
weapon selected is an integer variable
which i want it to check
and if its value is 2 it can enter the transition
where are you calling it?
that call is inside an animation state transition though, there is no execution line in there.
you will have to call the update inside the animbp main graph.
so then how do i do that
there is no can enter transition in the main event graph of animbp
this is the place
correct. you have to create a variable in your animbp, then in the animbp main graph, you do the cast, and update the variable from your character, to your animbp
ok that was easier to understand lemme try it
then in the state trandsition, you check the animbp variable.
is it possible to have the player character zoom onto a specific object in a sequence?
okay so heres my thought process from what you said
and if so, is there any documentation from Unreal abt it?
or just a tutorial in general of some sort
I have to create a boolean variable in animbp event graph to check if the pistol is equipped or not, then i go back to my thirdpersoncharacter and set that boolean to true when the pistol is equipped, and then i check if the boolean is true and if it is i allow the transition?
not really
basically you need to make a bool or something
that flips between true/false on your variable
in the BP part of your anim bp
then you can use that variable to change the transition
im so confused lmao
sec mid OW game
this is here
@rough knoll i will see from ours if i can show you in screen shots.
this is in thirdpersoncharacter and this is where the binds are to switch to the secondary weapon
so i assume there should be a boolean in there that is set to true whenever the select secondary is pressed
and set to not true whenever primary is selected
so in the rule for idle to idle_pistol there should be a check to see if that is true
and if that is true it should allow the transition
but there are roadblocks
Ok. so first thing. go to your animbp. create a variable. then in the animbp main event graph, drag a line from the 'Event Blueprint update Animation' and get your character, and set the animbp variable from your character. like this.
now everytime your animation blueprint 'ticks', it will ensure that your variable is in sync, with your character variable.
it would be better to keep them the same
if it is an int on character, keep it an int in the animbp to avoid confusion
should they be named the same thing or does it not matter
ok so you say drag a line from the event blueprint update animation and get my character
what do you mean by get my character
2 months down the line you wont remember where pizza variable in animbp comes from
🙂
you see my screen shot?
yes
should i make isvalid so i can connect the try get pawn owner
you should yes. isvalid is your friend
it will save you from crashes when stuff gets destroyed in game.
so i have this now
@rough knoll once you have done that, go into your transition, and simply connect your variable to the outcome.
if it is an integer, make it a branch with variable == value, so you know when to transition.
so this here
@rough knoll to explain further. You want to use the Blueprint Update Animation event, as linked above and set your boolean variable in your anim BP there. Your character will be assigned an Anim BP through the class defaults window, so you'll need to use TryGetPawnOwner and to a IsValid check on it. Then you can cast that to your ThirdPersonCharacter blueprint and access your variables. Then you just set your boolean variable inside of your Anim BP to w/e values you want to trigger idle on.
that's it
ok back to here
read what I wrote
does that make sense?
i mean from looking at it yes but i have no idea if it will work
TryGetPawnOwner returns the type APawn, which you then need to cast to your ThirdPersonCharacter BP to access it's funcitons
i would like to liquify a static mesh, is it with niagara ?
since ThirdPersonCharacter inherits from ACharacter which inherits from APawn
I'm not sure if UE4 can do that tbh @maiden vector
but you should ask in #niagara
or #visual-fx
ok wait
damn, thankyou v much Djriff ❤️
i'm not an artist though
so should i put trygetpawnowner in as third person character?
ok
i just did that
now the weapon selected integer that is in animbp
how do i define this (weapon selected integer in animbp) to be the same thing as the weapon selected integer in thirdpersoncharacter
and update as the weapon selected integer in thirdpersoncharacter changes
it already is
you just use Get Weapon Selected Integer
and you have your variable
then you need to do a boolean check
and set that result to your boolean variable in your anim bp
bottom is from thirdpersoncharacter and top is from animbp
my end goal is to change the idle animation when someone is holding a pistol vs holding any other weapon
Do you need to use a isValid in front of a cast with that? It returns null if it fails and the cast will fail.
oh
no reason to not
granted, it should never run if the pawn isn't valid
but it's an 0(1) complexity
not really a performance hit
I would handle it a bit differently
and my thought process when i got that end goal was to go into the rule and check if the selected weapon integer was equal to 2 (the pistol integer) and if it was to allow the animation
I'm assuming you have anim montages or what not for pistol vs other weapon idles?
you should use 2 state machines
ah I see your point, that would work
i have a normal idle animation and a pistol idle animation
right
i want to switch to the pistol idle animation when someone equips a pistol
but walking/run/sprint/crouch will be slightly different no?
yes but i can just use blending for that
have it play the pistol idle on top and walking animation on bottom
create an enum for stance, inside idle blend by enum between idle_unarmed , Idle_pistol, idle_whatever.
all i need it to do is switch to the pistol idle when they equip the pistol and i can configure how it will look in the actual idle_pistol state
I'm also going to point out, if your player has a pistol equipped none of their other animations will play
I would also do what Mike said
so i connect idle_pistol to everything else
and @rough knoll you're nearly there. Take your cast to the ThirdPersonCharacter drag off Weapon Selected then if it equals w/e number your pistol is, set your boolean bIsPistolEquipped to true, if not, it's false.
then use that to change the idle
ezpz
in each state that has animations which vary by stance use a blend by enum
the only difference between pistol idle and normal idle is the way the hands are placed
the hands look different
so the only thing that needs to be changed is the hands which i can do with blending
and just have every other animation playing on the bottom for the leg animations
but it's going to be the same change for other animations too, rather than having to create a bunch of complicated states use blends in each.
ah,
@open gorge wdym?
?
i understood basically nothing you said
Then use a locomotion state, cache it, feed it in as a base pose to blend your stance over.
" Take your cast to the ThirdPersonCharacter drag off Weapon Selected"
what does this mean
yes, you grab the variable from your 3P BP
mhm
i think we are overloading jayleaf...
and put it in animbp?
Dumb Question chat- Do i need to install vs in an ssd or will the project only affect the compilation speed
Hi im' using world composition to create huge world, but sometimes there is a weird bug, some of my scene , for exemple rock , or tree, or even landscape are weirdly offset, and if i reload the scene it all return to their place . Does anyone had already the same issue ? thx
im still beyond confused lmao
LODs?
ok so im going to go back to the start for a sec
this is what i originally thought would work before i saw the target self thing
all i want it to do is check if the weapon selected value from thirdpersoncharacter blueprint is 2
and if so it enters the transition
@open gorge explain this to me but even simpler if you can
1s
kk, thank you for trying to help me sorry that i cant understand anything lmao this is only like my 3rd day on ue
ok so you want to do that bit in your main event part of your anim bp
and create a boolean variable in your anim BP
okay, correct me if im wrong about this
i can only use the weapon selected integer variable from the thirdpersoncharacter blueprint because that is the only integer variable that shows which weapon is equipped
this is all i can think of
and im pretty sure its wrong
and then this
oh hold up the animations change but it looks wack gimme a min
oh i dont remember who said it but they were right
i have no other animations but the pistol one
ok
so you figured it out? 😄
i did but i need a lil more help
for the rule going from pistol_idle to idle how do i check if the pistol is not equipped
well i assume it should be not true but there is no check box
no
it was a guess
oh yes
i assumed the oh yes was saying "oh yes it was a guess" and not saying "oh yes that works"
alright well thank you and @tender pecan for maintaining sanity while helping me
i may be back
I don't look forward to it 😛
jk
I like helping people new to the engine
although it astounds me you know what blending is but not how an anim BP works
i would have thought blending more tricky to get than the diff between animbp and character bp. but maybe they already have knowledge about animation blending from previous engine
That was my thought as well
I came from a programming background before working with UE so a lot of that stuff clicked.
no the blending was from a different tutorial. the only programming i had done before was html/css and discord.js for bots
Blending was an interesting concept to nail down for me personally. Lots of ways to do it
heyy its me again lol
what wb? @open gorge
Welcome back
ahh thanks
No problem (np)
and the welcomest of backs indeed
takes mind out of gutter
btw i wanted to ask something, how do i remove one virtual joystick and retain only 1 for movement ?
i wna add buttons on right side
For VR?
android
im new to engine😅
ohhk thats alright bro
btw im just new to g dev! like i just started 2 months ago xD
But I imagine you can just change the button mappings. Maybe in inputs.
Welcome to the grind
ohhk ill see to it
I'd google around about it. I'm sure there's a ue forum post about it
ohh sure thanks btw
Hello guys, I started learning unreal engine just a day ago I have a question can someone help
Ask away
btw bro, can there be a nice career in game dev? @open gorge
So I wanted to make a door that opens when you get next to it and press F
definitely, I freelance and do contracts mostly
quite lucrative if you know what you're doing
and I made the vectors from 0,0,0 to 0,0,90 but when I press F it goes to the 0,0,90 of the actual map
not spinning in its current location
definitely, I freelance and do contracts mostly
@open gorge so this can be a nice option, right?
lemme send an picture
@untold swallow it is.
I've been working on one project with a team for a few months, i'll get a nice pay day in a month or so hopefully
umm
so @dull dove there are better ways to do what you're trying to do
where is that input event at?
on the door itself?
where is the static mesh component being assigned?
this is probably going to be the stupidest question i ask
it's the door itself
how do i edit the animation again
if i just double click it and change stuff it does not reflect
how do i edit the animation again
@rough knoll
so I would handle it a bit differently
like no matter what i change it will never reflect the changes
I can't rename the static mesh component too it's stuck like that
let me open my project and see how we have our elevator move
this is what it looks like with that animation
now if i rotate the arm for example
and click save
and then click play again
it has the same exact look
and when i close out that window and re-open the pistol-idle the changes did not save even though i clicked save
how do we make a patch with new plugin
what do you mean?
nvm i fixed
anyone who has 4.25 engine i could'nt build it from source engine
what error did you receive?
what do you mean?
@open gorge can we make a patch for our game with new plugin?
I mean a plugin after installed initial package(build)
yeah you would just repackage
hey how do i disable a button if the character is dead ??????
Like an Input?
Like I've turned off input for everything when character dies but the button is in UMG so when I click on button Even when's the player's dead it still jumps :(
Do you have an event play when the character dies?
Does anyone with UE Viewer experience know how to toggle or not show certain materials in a model?
With 'M' I can toggle showing the list of materials but can't disable certain materials from view on the model, is this possible?
when the ai in your own game scare the shit out of you
Yes it has an event @open gorge
hey, does anyone know why ue4 generates weird collisions when I import blender models as .fbx?
im kinda new to unreal
@fiery relic the fbx import dialogue should have an auto generate collision checkbox. also, you can go into the static meshes later and re-generate them, I think... plus, there's a super old way of naming meshes inside the .fbx files to mark them as collision meshes (but I can't remember it off the top of my head)
^don't recall it off the top of my head but the naming conventions are listed in the UE documentation in the FBX import section
k, thanks
Anyone happen to know why a point light would cast shadows with these circles in them?
guessing it's something with self-shadows on the landscape?
Anyone now how can I automate my project to join server hosted on AWS ,such that multiple clients join server do some stuff and logout ?
are there specific AI functions to handle grid based movement ?
Yes there are, to use tools qnd move around
I want to see it there is way to automate joining server and logout
hmmm the torch was a problem at first, but I disabled the shadows on it - at first it was casting a shadow of that entire iron holder thing. I'll move the point light up out of its way to be sure though
@plush yew dunno where to put this , as there is no Shader.Materials channel, i will add as a final note you can look Custom Shader for UE. I warn you though.. here be dragons.
@plush yew looks like you are correct. A regular point light doesn't cast the weird shadows..... totally unexpected behavior because I have "Casts shadows" disabled on the material on the static mesh of the torch lol
and disabling it did stop the big shadows from casting from the torch's geometry... weird
@plush yew hang on a second... if you look here. (https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/Functions/Creating/index.html) there is a 'expose to library' tick box. this may be what you want.
"Publishing Your New Function
In order to make the most out of your function, you will need to make sure that it shows up within the Material Function Library, available in the Material Editor. In order to do this, you will need to make sure that the Expose to Library property is set to true"
LOL.. i dont think you can add c++ code by inheriting from MaterialFunctionLibrary, that will appear in the material editor. 🙂
only shader code will appear there.
Project requires temp target (GoogleARCore plugin is enabled)
Unable to use promoted target-ARTest/Binaries/Android/UE4Game.target does not exist.
Im getting this error and unable to package or launch. Help!
Currently making a mobile game and wanting to test swipe controlls when i click play then mouse disappears and doesnt let me swipe anyone know a way of testing?
I'm deleting the directional light variable before it calls this event
also the "city steam" is also randomised
hi, im using an hdri for lighting here, is it possible to make the hdri transparent but still affecting the reflections/lighting
please help i've been trying to figure this out for a while now
Once a level is a sublevel, can it be opened and modified independently? I can see/play it from the persistant level, but the sublevel is just black when i open it
ahhh ty
how much verticles is good tree for game. Cause my is laggy like as forest.. 230k verticles
do you use LODs?
don't know.. like automatic
OOOH after so long I finally got a notification for an update
this is what it meant I guess
hey, i have a problem with the landscape paint layers, for some reason i can't have more than 2 on one chunk, is it normal ?
@barren flume lucky i have win7 still..
Hi ! Excuse me, I have a problem, since this morning, when I've done the Unreal Engine minor update, I seems that he can't find my assets anymore
In doubt that my files could be corrupted, I've pulled from an older version on my github, but still, he can't find my map, or any assets file, but they still are here
@late patrol yes, since I updated mine last week, strange things has been occurring. Unable to locate a folder, even though it's clear as day in the solutions panel, and even worse, unable to locate a sub folder when building the C++ source code in Visual Studio 2019. I'm just going to check the forums to see if others are having issues. Bugs, bugs and more bugs.
That feeling when you have to completely redesign something you spent 3 days on
@vestal ferry I think you need to adjust some settings related to texture wrapping in material
just google ue4 landscape texture wrapping and I'm sure you'll find something
I have a spring arm/follow camera on an actor, but when I setActorRotation, the actor rotates but the camera doesn't follow, what am I doing wrong?
@ember star I just went through this, the controller rotation is what changes the view of the player
Hmmm i turned off 'use pawn control rotation', and i was able to load properly, but now i lost controls
can i easily toggle that in BP?
There’s a way to open up unreal projects if you, say, zip up the project, store it somewhere and then unzip it back where it was before?
How do I fire an event "onNiagaraSystemCompleted" - Cascade has an event dispatcher, can't find anything similar for Niagara Systems
I need space and I wanna zip my project up so I can open it up later
@ember star *In the controller
if you want to do it in blueprints,
"get character movement" (since it's a component, you need to get that in order to access/override variables), then set/modify whatever you want, whenever you want. Variable names will always be those you see on default panels.
ohh thanks lemme try that out
Hi guys, did any of you ever used similar in game bug reporter like this where you can instantly just pop report window with screen attached and write message (the reporter shown on set timestamp in video)? https://youtu.be/JzyE9hi912c?t=1158
In the first episode of our series covering the development of Hades, we meet the team at Supergiant Games who are preparing to launch in early access and finish their announcement trailer. All in preparation for Hades' secret public debut at The Game Awards.
Noclip's work i...
this is the only way i can make it work
without the delay, the toggle does nothing
can i somehow make something in here a blocking function?
What’s the best free way to bake textures? Quixel uploaded a video using marmoset tool bag but is there a good way to do it for free?
Cna I do it right in blender?
what's the way to set correct path to steamclient.so on Linux server?
Am I trying to rotate the wrong thing? If I have 'use pawn control rotation', should I use a different function than setactorrotation?
AH HAAA
set control rotation
anyone get strange cpu fan speed increase when using the editor in full screen?
i have a i9 with water cooler and a most simple scene.
it happens on other projects too
heyyy how do i turn 90 right or left by hitting buttons on screen????
0 votes and 0 comments so far on Reddit
Oh I'm sure this is a very productive reddit thread based on that title
Calling something cancer is a great way to get help with your problems!
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... Even compiled and saved... got no errors, but when I try to make the Local Variable with the same name that the Variable had even though I deleted it.. I have 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... This only came up as an error when I deleted the one type and tried to make it again as another with the same name the way it was meant to be done... Can anyone help or explain why this is? or direct me to a specific person whom I can reach out to about this... I've posted in the Unreal Slackers in multiple sections and pinged people on the side... No one can answer my question... I'm in UE4 version 4.22.3 if that helps... Please someone tell me you have some kind of help you can provide....? I'm not looking for a work around... I'm looking for the cause and solution... I know that giving it a different name will correct the issue... Just stating that now... again thanks for any help provided...
is the a garbage file or trash I can clear in UE4 4.22 to correct this...
I've seen that problem happen sometimes when renaming variables
But removing the variable, recompiling and saving, and then recreating another one has always fixed it for me
could it be the ver of engine?
some bug in the source code corrected in a later build... what ver are you using?
I used 4.24 and 4.25 and it did work with the remove/recompile/readd method in those
ok I may convert to 4.24 or 4.25 then... what would be the best practice steps to get no loss of data?
you'd need to check all your plugins have versions at 4.24 and install them, then you should be able to right click your project file and choose to upgrade engine version
I'm not really super familiar with that procedure though so I can't say how safe it is though
migrate is only for parts of you project not the whole thing correct?
@exotic thicket I'm trying it in 4.25. now.
No joy... same error...
If anyone at all can find a solution again not a workaround... please DM me...
I'll be back on later.
hi everyones i not sure but the asset that given with tutorials like the blueprint to c++ (in the unreal engine website) course can we reuse them for prototyping games?
IF they are provided by Epic Games you should be able to yes. For example projects in the Learn tab are goog to re use in unreal engine
also, for some reason unreal just deletes some files sometimes like i opened my files, the textures for my banana trees were there, save, open and they're not there anymore
oh hi
Design-ish question. I have quests that are AInfo classes. Which i think is fine, but if i want to have them picked up or read from.. would an option be to have some sort of interation class or object, then just refrence what i need to from the Info class? Second... can you populate info classes from a data table?
I finally made unreal chaos physics to work, yay, but when i play in standalone or build the game, the geometry collections turn invisible, anyone know how to fix this? Thanks!
does anyone know how to make decal show up in game, i can see it in engine but not in game
Anyone know if ProceduralMeshComponent supports Runtime Virtual Texturing? I know that the 3rd party RuntimeMeshComponent does not currently because there is no batching but looking at ProceduralMeshComponent's source, I can see it does have batching. I can't find anything in official docs about RVT and the ProcMesh though
Is there any way to change FBX import setting when importing LODs?
how do i put both of these into here because it only lets me put one at a time
this may work hold on
this is basic logic gating, what are you trying to do?
and are you sure it was this part that broke your anim
if they are aiming and have the pistol equipped it goes to the idle_aiming_pistol animation
it may be this that is causing the problem
Yeah that's never getting fired
how would i make it get fired
well for one what you're doing there with the branch makes no sense, just plug bAiming into bIsAiming
and set it after you set the other bool
like this?
yeah
does not work
wait
hold on
mb im retarded i redid my ads stuff and forgot to re-add set aiming when you ads
It's hard to say what will and won't work when I can't see the whole setup
Also looks rather messy, you might want to start collapsing things into reusable functions
one more question
how do i lock 2 parts of a skeleton in an animation together
the left hand sways apart from the right
i want them to both sway at the same time together
attach the non dominant hand to any part of the weapon utilizing IK that will allow the off hand to adjust to the animation via IK movement. similar to how animations utilize IK for sloping terrain
This can also be adapted for reload animations allowing the hand to be placed in the correct positions for any weapon that requires the same animation.
i can say from experience a few objects with Wind did not have proper shadows, but with some tweaks they worked.
Does anyone know what this crash is about on Android?
I don't know where to start debugging, because it's crashing when opening a new map
and I don't see anything relevant in the logs
Hi, i bought this module :https://www.unrealengine.com/marketplace/en-US/product/secure-socket#
They sayd there are 3 files C++ but i can't find them? Do you have an idea ?
this might sound weird but were do i install unreal engine 4.10
how do you make something on one players screen happen on anothers
like firing a projectile
or rotation
@anyone?
how do i go about it playing the one with weapon_attach_beretta when someone is aiming and weapon_attach when they are not
ive tried using a branch but it never changes so i assume it has to constantly check if they are aiming or not
why does everyone ignore me
im not i just dont know the answer to your question
@dense knoll https://youtu.be/16BvKb-OPOg
🎮 Unreal Engine Replication Series - Part 1: What is Replication?
👋 Welcome to the Replication Series! This beginner tutorial series dives deep into how Unreal Engine handles Replication. Understand more than just the "how" and explore the "why" behind important concepts tha...
Hey guys, i have a question about ue4 c++. How would I cast to a class that I have created myself with actor as the parent class?
Hey guys. There are a chanel for game designers in this server ?
Can someone explain here why input axis are always ticking?
Hi Folks:
I have a project that I am working on right now that I would like some ideas on how to proceed. I am building a model of a travel trailer. I’d like to be able to walk through it in a nice setting (First Person Shooter style, but without a gun) Id like to be able to activate buttons to slide out the sliders, have the lights and ceiling fans turn on, raise and lower bunks etc. Ive never really done something like this – Ive looked at Unreal, and I also have the demo of TwinMotion (This is a personal learning project, so no TOS violations there). Id also really like this to not be stupid hard, or if it is to have a good set of instructions. What can you recommend?
Thanks
I dont know anything about unreal engine I am very noob but I recommend you to see gameplays of cinematics of games to have a solid idea of the cinematic
Luck in your proyect
Thanks
Well after seeing that the skeletal editor has changed of late
I was wondering if somebody could tell me how to change the default scale of my skeletal mesh
I know there is a way to do it I just can't find it
Yep found it
Apparently the skeleton itself is an asset nowadays
instead of just being called skeletal mesh
were do i install unreal engine 4.10
im trying to make a camera system so when u click a button, the camera is shown in place of an image in my widget bp
everything works, except idk how to make it replace the image
does anyone know how I could do that?
btw how come the editor keeps bringing this menu up every time I press play, even with literally NO CHANGES to anything in the project!?
well I didnt do it
I litterally just quit the game, clicked on the blueprint window and pressed play again
and it prompts again! >:O
it saves everytime u launch in a standalone window
oh
damn
when they start forcing that?
I dont remember needing to do it in earlier versions
is there a way to make it autosave without prompting me?
huh...
replacing images in UI right?
cuz i have it set up so the event dispatcher opens a camera in my level
but i want it to open it in place of the image
but cant you just make the image a variable in BP editor, then change it?
the event dispatchers r in the level bp
can I still reference the image in the lvl bp?
any idea why the beretta's camera kinda rotates when i look up? (it should behave like the first weapon)
AActor* LeftCollisionBox = Cast<ACollisionBox>(GetActor());
I'm trying to get a reference from a class, but i keep getting the error GetActor identifier not found
does anyone know why?
anyone have any ideas to reduce god rays from tree spawned as instance in a blueprint? I'm using volumetric lighting and have an extinction scale I would like use for everything (except detailed trees). My plan B is to just stop casting shadows only on the trees, however I would prefer to just use my main settings and modify the tree's shadows
i cant find anything on the internet about rotating cameras when i look up
@rough knoll https://www.youtube.com/watch?v=e4fr23pVEuo
In this video we start working on the first shot of our cinematic by adding and animating a character in our scene. We also show how we can have our character carrying weapons during the scene that move along with our character’s movement. Finally work with our first camera an...
but could you tell me why its rotating when i look up even though i never selected any option to make it do so
i do not want it to do this and the only way i can stop it is by turning on use pawn rotation but then the view messes up
does anyone have an answer to my question?
im trying to make a camera system so when u click a button, the camera is shown in place of an image in my widget bp
everything works, except idk how to make it replace the image
" the camera is shown in place of an image in my widget bp" ?
thats what i want
but rn it just goes behind it
like the view of a specific camera i placed
how would I do that?
no idea but i can show you how i replace images in a hud when i swap between my weapons
if thats any help to you
hmm yeah I don't think that will help me
cuz I want it to switch to a live camera, not another bp
its attached to the socket the beretta is in
when i look up it slightly rotates one way or another
i dont know how to fix that
thats the body part moving i think
ive had it happen to other cameras before and somehow i fixed it but i cant remember how
the part its attached to has some sort of animation or something most likely
my arms are static though unless moved
the only thing i have that moves the arms is when you look up the weapon follows
basically i want the image to be deleted
how do I reference it
but only when the camera im trying to show is activated
this is what i have for weapon swap @radiant jasper if it helps
and then when the player goes out of the widget, the image is unhidden
how do i reference the image tho?
?
hi, random question. does anyone here have an elgato streamdeck. an if so, do you use it for anything within ue4?
how do i use it to get access to that image
nvm
figured that part out
hmm, nothing happened
the image didnt go away
@plush yew what am I doing wrong?
oh ive been creating the widget within the button press
lemme try that
ok that works, ty
oh wait
now when I click the button again, the image isnt there
nvm I fixed it, just had to set visibilty on the back button I have
(reposting question because problem still persists, scroll up to find video)
problem sorta solved, i just ditched the idea of swapping to a new camera when you aim and opted for a custom aim animation
is the new chaos system in 4.25 from the epic launcher or do I still need to grab source?
really simple question that i cant find the answer to
how do i open more tabs
editor tabs
i closed one and i cannot get it back
i closed this one
its sorta here but really small
nevermind
alright back to the questions
how do i play an animation upon an input action
like i just made it so my slide goes back and forth with an animation but i only want it to do that when you shoot (left click)
ok but heres my confusion
my player is holding a blueprint actor that is my gun
my animation is not connected to that blueprint actor
so i assume that my animation will not play
@plush yew
will need to cast to that gun BP
alright i did that and it worked thank ya
glad it helped 🙂
ive added these to my sequencer, but it keeps unchecking the check boxes, how do i fix that?
hello, I am startaing as a lighting artist and I'm not sure where to ask this...So far I made a day/night cycle for an environment and I created a particle system to simulate fireflies. If I only want it to emit during the night, what should I do ?
Here is the part of my blueprint who change the cycle if it can help 🙂
@tawny quartz https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/18791-how-to-create-a-bp-light-lamp-that-turns-on-off-automatically-at-day-night-cycle this should point you in the right direction
Build powerful visual scripts without code.
basically need to store , isdaytime/night time and enable/disable lighting accordingly
Oh I think I understand! Glad to know I wasn't THAT far from it haha
Thanks a lot I'll try this
is it possible to have this sequencer animation to have colission with the wall? I tried to add a box colission to it but im not sure if i set it up correctly or if its possible at all . thx
Im trying to import a model with colors stored per vertex (.obj)
when I import the mesh, the colors do not show
its just white
does anyone know how to fix this?
@plush yew I tried and it seems to work! Thank you, I changed some things to make it so it goes hidden at daytime. Now I just got to figure how to make it gradually and i'm golden 😄
Hey guys, was wondering if anyone had a minute to help me out, if so I would really appreciate it. Been stuck on this all day. Link to a post I made on reddit about the same problem, just so I don't glog up the text channels. https://www.reddit.com/r/unrealengine/comments/hz64nq/trying_to_create_a_leveling_system/
@proper dust hey, check these this tutorial series, and this free example of it on github
tutorial series: https://www.youtube.com/watch?v=aDcXrLCowkA&list=PLtpNaPTkjdL6jauQ8ZbiB9xe9ay_zfWNE&index=4
Leveling, Experience, and Skill Points, is all about showing you how to implement some basic experience point and leveling systems in your game so you can add awesome skills, abilities and more later on. If you have any questions or comments please let us know. If you like the...
@proper dust try this one out, it goes over leveling systems as well https://www.youtube.com/watch?v=1Z82RWgVnnM
In this 1st of 2 part episode, I go through how to add a simple and effective XP and levelling system.
Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley
Am I correct that unreal engine 5's nanite will not apply to character models? Does anyone know who should I ask this?
this covers some of the tech details around nanite
nothing stating saying it doesn't work on characters
@plush yew that's the tutorial I followed actually, but I'm getting an error with it, and can't narrow it down
ah, lll take a quick watch through and see if i can spot it 🙂
@plush yew My Bar is just displaying 0 0/0 instead of 1 0/500
I thought I saw in a previous thing, that something about only static objects can use nanite
i'm not sure
@proper dust did you add the levelling system to your character bp and compile?
@plush yew Is what I got in my Player BP
@proper dust can you show me the xpbar widget bp
@proper dust https://youtu.be/soCeAS5A5Bo?t=665 watch from here, i think this is the spot
In this conclusive second episode, I show you how to hook up the code we did in the previous video to a widget.
Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley
@plush yew I did that
did you update CurrentMaxXP default value to 500 as well in the levellingsystem BP?
Yes
r there any 3d modelers here
sorry Nyxis, I've setup the same tutorial and i've got it to work for me. and I cant spot anything from your screenshots 😦
@plush yew do you perhaps have any idea how to combine a static mesh and a skeletal mesh into one?
combine or convert?
combine
i have a pistol magazine as a seperate static mesh
i want to combine it with my pistol skeletal mesh in order to make one
you want to combine them together like adding a pistol to your characters hand/back etc?
no the pistol is already in my hand and i have it on the object so the pistol will appear with the magazine in it
but when i go for a reload animation i need there to be a skeletal mesh with both the pistol and the magazine so i can slide the magazine out in the animation
the magazine is in the blueprint that is created in the characters hand but it is not in the skeletal mesh of the pistol where the animations are done
i want to make a skeletal mesh with both the pistol and magazine as one so i can create my reload animation
Hi? I'm having an issue when signing my pak file
Is there any support chat or anything?
I'm getting this error
LogPakFile:Display: Parsed signature keys from command line.
LogPakFile:Display: Testing signature keys.
LogPakFile:Error: Keys do not properly encrypt/decrypt data (failed test with 11)
LogPakFile:Display: Loading response file C:\Users\acube\Documents\Unreal Projects\PackagedGame\getDatatoPack.txt
LogPakFile:Display: Added 2 entries to add to pak file.
LogPakFile:Display: Collecting files to add to pak file...
LogPakFile:Display: Collected 40 files in 0.00s.
LogPakFile:Display: Added 40 files, 3707253 bytes total, time 0.02s.
LogPakFile:Display: Unreal pak executed in 0.026986 seconds```
I think sockets are what you need to use but I'm not sure
Animation discussion, including Animation Blueprint, Persona, Skeletal Meshes, and more.
this might help too
i cant use sockets though because i dont want it to just appear
i want it to be an actual part of the skeletal mesh
one skeletal mesh with the mag inside of it
Here is a newb question: is there an easy button to add characters into UE4? I mean I don't seem to struggle with anything but this so far.
Talk about Level Design, Static Meshes, Physics, and more.
try this out
I hate skeletal stuff 😦
Hello
I was wondering if someone could help me
I'm new to Unreal Engine
If you think you could help me, please @ me
saw this from internet
bs usually come with 2d
direction and speed
x and y
but how to have that 3rd input ?
the play rate thing
nvm found it
Use Git
nope
I dunno what to do after learning basic ue4 blueprints and interface
make a game?
I don't understand how scale works in UE4. lol In blender stuff is SUPER tiny when I set my Unit Scale to .01 (Stuff as in new objects that I make)
But the confusing thing is that when trying to make my stuff equally as small at that cube it; it just makes everything small when importing into Unreal. 💀
@pseudo pulsar https://github.com/xavier150/Blender-For-UnrealEngine-Addons
Note that Epic's official blender to unreal plugin ALSO gets the scale wrong.
The above one is unofficial, but gets it right.
any word on when UE5's gonna come out
sth like a release date
Only thing I've seen is "Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021" from https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5
I am trying to export a texture from the engine
but it will only let me export .COPY or .T3D, anyone know why?
other textures can be exported as TGA
Does anyone could make work mixamo character skeleton and ue4 blender tool?
I can t make it work for mixamo character
hey, does anyone recognize the problem that the IDE (in my case 'CLion') fails at indexing files? it just seems to skip most if not all of them and as a result the IDE will error everything, but compiling and running the engine works totally fine. this is happening on all 4.25* verisions. 4.24 is the latest that does not have this bug
What type of project files do you generate?
not sure? ive run the "Unreal engine generate project files" on the uproject if thats what you mean
What is the best way to manage windows paging file sizes ? Ive been experiencing a lot of issues with merging actors or generating proxy meshes for HLOD because the editor just crashes saying ran out of memory trying to allocate x bytes allignment 0 , I have 16gb RAM, is paging file size the way to fix this? I have like 30 gb free space on my C drive where the OS is located, and after the crash occurs its left with 10 gb
then i have to restart my system, then wait a whopping 20-30 mins to get my level to load just for it to crash again, this is not good
@plush yew yeah i delete extras bones of hands feet and head but when i click in fk to source in node editor i can t plug node
have you rename bones?
seem mixamo doesn t use .r .l
namming conv
ok thx i will try right now
or maybe just by adding .r .l
cause in the current state mirroring X doesn t work
with mixamo bones namming
did i missed any update of some implementation on VR subtitles?
just wanna make sure it doesnt work
@plush yew did you get this error?
@plush yew ok but is it for the calvicle you got the priblem i don t understand what do i need to link
When renaming folders it sometimes duplicates itself with the old one having nothing in it, and being undeletable. Is this a common issue for others as well?
ohhh my doesn t look like at all
is it your meta rig or your source?
@plush yew
yeah i suppose too
is it your final metarig?
and i do not understand why there is an error in the default metarig lol
Are you using the mannequin default rig or you create your own?
@plush yew
@cosmic matrix You could try this app, I've used it and it does what it says it does - just make sure to read and follow the simple instructions. http://terribilisstudio.fr/?section=MC
@thick herald thanks but i really need to create a rig inside blender to create my own animation with mixamo character already weight paint
so you are not using the mannequin you created a new temple?
so you are not using mixamo character
i m looking this doc https://github.com/EpicGames/BlenderTools/wiki/UE-to-Rigify-Templates
Im new to UE4 and at first it seemed easy but now I don't get it at all
so confusing
I deleted the player spawner but when I ctrl+z to bring it back it said bad scale
no idea what it means and why does the object come back broken after I just delete it and ctrl+z bring it back
or where is the player spawning referencing the player to spawn
I can't find it anywhere
there's nothing in the details tab
@plush yew the default player character is set in the game mode.
Project Settings -> Maps and Modes
hi, so i get this every time i try to add a cine cam actor to my level, but the thing is all my drivers are updated and everything. how do i fix this
I tried to make a dedicated server, which involved 'switching unity versions', now im unsure about the state of my project. Should I stop using 4.25 and only use the -release version?
when i tried to open the project, unreal warned it was built with a different version
How to rotate image widget?
also, i changed solution configuration to 'development server' without paying attention to the original value..
How to rotate image widget?
Can anyone help me with UE4 html rendering black on mobile browsers. Textures are appearing black. Below is the screenshot of basic map in html android mobile
Hey everyone, I keep getting this error with the LightMass. what can cause this issue? I'm using ue 4.25.2 launcher version
Hey everyone i was working on a blueprint last night and I compiled and saved then closed the engine, but now that ive came back in the morning none of the components are visible except the camer (player controller blueprint)
@plush yew i follow the doc as the begging but what i have is this:
i haven t the red sphere like in the tuto
so i can t map my source to my meta
If a new client connects to the game, and the pawn is anywhere remotely near another pawn, it pushes existing pawns away. how can i stop that?
Hello, in what order are things happening in a tick? If I damage the player, doing a cast to player and damaging him, does it first do the event tick event for the player, or does it first do the damage in the tick, then the event tick event?
@ember star maybe you could override some function
@plush yew are you using an animation or not when doing the process?
ok like me
yeah i saw that
that s why i m asking if you did it with anim or not
i try to use human metarig
right after the 3rd step i do not have same result as the video show
this is really strange
Hello guys! I'm trying to build my game with UE4 from source but I'm getting this errors. What are this? Thank you
@plush yew In the video he hit convert just after namming a new temple and he have a rig etc...
in case when i hit convert my source armature disapeare and i haven t a rig ...
@plush yew Please stay on topic in this channel. Thanks.
@plush yew no my char is by default 0.01
oh
ok will try your solution right now
no that s doesn t change anything
still doesn t work
with char at scale 1,1,1
and scene .01
and my character still loose his armature
ok my armature is 1.1.1 and my mesh is 100.100.100
have you the same?
wwith scene in .01 .01 .01
meter
ok
when im making a new c++ project it keeps getting stuck at "generating code" at 67%
and becomes unresponsive.
I saw this on reddit and thought it would be awesome to share!
https://www.reddit.com/r/unrealengine/comments/hyvhxr/pong_ai_running_entirely_in_bp_node_graph/
How do I utilize timelines?
theres nothing in it and I dontt know how to do anything with it
when im making a new c++ project it keeps getting stuck at "generating code" at 67%
@alpine laurel It used to take me about 20 minutes on my old i7 when it hit that magic % UE4 often quits responding under heavy loads and computers in general will pause a process to reallocate resources to complete it.
@karmic nymph Click these to add a track for their respective 'type' -- Float and Vector are the first two. I don't recall the last two off the top of my head.
@karmic nymph was about to mention what is it that you are using a timeline for? These things need to be added as indicated by @ember cypress
so if im not mistaken the timeline provides a range of values
That's a Float track.
of which the code will use to determine the player's speed while sliding
its smoother than a linear slide
so, as the player slows down so does the slide motion?
not sure what u mean by that
what its doing is making the player move slower the longer u slide
thats what i meant
ok
you can also use float curves for experience curves
no its definetely a float curve im just dumb ._.
@alpine laurel It used to take me about 20 minutes on my old i7 when it hit that magic % UE4 often quits responding under heavy loads and computers in general will pause a process to reallocate resources to complete it.
@worn rampart literally just worked
nice!
When I log in with a new client, existing character pawns load in the wrong location. Once they move they appear to teleport to the right spot. Whats wrong?
your loading your pawns on the client first
client is just doing 'open IP'
then it connects, most everything is right, but other player locations are wrong
I assume other players see you in the wrong spot as well?
is it a dedicated or a client to client server (host)
so you run a separate instance as server correct
dedicated server
that server needs to tell the client where to spawn when they connect. It sounds like the clients are spawning then the server updates their location when input is detected
the pawns have beginplay - setActorLocation
which loads from a savegame
thats not being replicated maybe?
that actor location is not set by the server
gotcha. i shouuld make that is authoritive?
try this, custom event -> to another custom event that runs on server with set actor location (replicated)
ohh i need an RPC for this?
Begin Play -> Local Event -> Server Event - actor location
Begin play runs locally. The server needs to know where the player should be when they connect.
awesome, thanks! I'll take a shot at that
Without knowing how your set it up i can only offer suggestions
NP, here to help
quick math question, how can I check if the delta between two vectors is greater than 50
meaning it's either > 50 or < -50
i believe there is a min max node
no i'm not looking for min max
I want to avoid too small floats when handling touch events
didnt mean it that way, it will give you the greater or smaller of two numbers
compare node if you will
i'd like to move the object only if the previous - current position of the touch index > 50
the said value can be -60 hence moving the object backward and forwards
does having a level loaded but not visible cost much?
Compare Float in blueprint
@eternal urchin having it loaded will only take up space in memory, its when something has to be rendered will it affect performance. keep in mind loading assets in memory can affect performance such as load and unload speed
you may not notice the performance due to read/write speeds for example if you have a library full of books and you need to find just one is much slower than looking for that same book in a library with fewer books. this is where memory referencing and pointers come in handy
If i remember right pre loading was a recent topic to improve performance
alternatively you can use async loading
well i was thinking about multible planets.
thing is i cant have clients load a level without the server.
so the server would have to have all planets loaded.
and the clients therefor only set visability.
If that is the case use client side level streaming. server will always have assets loaded but the client will only load what is necessary. granted a little extra setup
nice!
in some cases the server will only deliver the data without having to load anything, keeping the server size and resources to a minimum
does clientside levelstreaming work with preloading for clients?
if you select it as an option
downside?
the manual labor to set it up
some items will be a simple check box others will have to be set up
level streaming volumes etc.
is the game based on space and traveling to planets?
empty space is easy, server just needs to know where the player or players are
yep
then look into instancing for servers. then split your game into galaxies(instances) world size would be moot
Amazon, spatial OS, are a few examples
thing is i still need to be able to teleport.
flying from A to B is all cool with oriigin rebasing but...
teleporting is another level O.o
because of maxsize and origin
oh and i need to be able to render whats on the other side. i found a halfway good solution but its far from what i need.
but thanks for your help, was very informative
amazon and spatial os use seamless transition. teleporting from one instance to another relativly simple.
Good luck with your project
thx ^^ u2
is it possible to show editor only actors in play while ejected?
It was possible by showing collisions, but that seems to be fixed now
things like sprites, empty actors etc, cuz I need to select points and can't while playing
Select them from the world outliner
yeah I have like 100 points and I don't know which exact one I need to select
that's the problem
If its just for testing purposes you can make them visible at all times
I cant think of any other reason to do something in an running editor
pause, select actor, check values is a valid reason
for most invisible actors like patrols, events etc
Dont they have a billboard?
there has to be a way to make them not visible in PIE, but visible while ejected, it boggles my mind, that wouldn't be possible
I was using the show collisions trick as of last version, but now that's fixed :/
Then attach a mesh to them and delete them after you tested everything
i mean sure, I can hack my way to make it work, but if there was a simple solution, that would be better 😄
afaik there is no other way
Is there a way to subtract Navigation like subtracting from a BSP brush?
anyone know how to get the dialogue plugin?
Can you please elaborate?
Thought I would show off some work here., I posted this In the forums, reddit, and had very little traffic or likes , Kinda disappointed and left wondering why. https://www.youtube.com/watch?v=K5f5j7JgDb0&t=1s
Video showcase of my VR grenade system for the Unreal Engine Marketplace.
This Is my very first project I am releasing for the marketplace, and the very first Time I have made a video with Premier pro So I hope Its Ok.
any feedback is appreciated
very little traffic or likes , Kinda disappointed and left wondering why.
Because yt nowadays functions this way: "Big channels get bigger and small channels remain small unless someone bigger mentions them"
Or at least it feels like that
😦
Why does this not work?
I've run into issues with something that seemed like it should be fairly simple. I'm trying to achieve (almost) the opposite of this disintegrate effect: https://www.youtube.com/watch?v=D4bXMDFPcWQ
But rather than having to specify an impact point from which the material should start to appear, I would simply want it to start at the center. I don't quite seem to understand how the A and B inputs for the Sphere Mask node work though.
I figured I should just be able to set A to AbsoluteWorldPos + (some Z value), B to AbsoluteWorldPos, and then increase the Radius to have the effect appear from the middle, but no.
Anyone got an idea how to achieve an effect like this?
Project Files : https://goo.gl/jD94ge
Hello Everyone, In this tutorial, I will show you how to make a disintegrate from impact location effect in unreal engine 4.22 using the material editor.
So in this effect when the first person projectile hits a mesh the mesh will disint...
Hello, shoud errors reported while in editor that don't affect anything be taken into consideration? Or can I ignore them, if they don't matter
Actually, setting A to AbsoluteWorldPosition and B to 0 makes it work just fine in the material instance editor. It just doesn't work in the map editor/in-game (The material shows up/disappears based on distance to the center of the map instead).
Hey, I was following this tutorial and I got to the point where he starts doing a rotating planet around the rotating planet, and I did exactly what he does and the smaller rotating planet doesn't move around the planet when it movies, it rotates where it was at the beginning of the level. Why is this?
https://www.youtube.com/watch?v=jkIlzA-q5Go
A quick video on how to make a object rotate around its origin then parent that actor to another to create a planetary system.
Never mind, I'm stupid. Absolute world position is the position of the rendered pixel, not that of the object. So all I need to do is plug in the object's position I assume >_<
Changelog for 4.25.3? 😂
Heya, if i have a struct and i want to map data from my data table through the struct into an info object which has more fields than the struct, what is the best way to do this in a BP
class BIBLE_NOAHSARK_API AQuest : public AInfo
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AQuest();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaTime ) override;
UPROPERTY( EditDefaultsOnly, BlueprintReadWrite, Category = "Quest" )
TArray<AObjective*> CurrentObjectives;
UPROPERTY( EditDefaultsOnly, BlueprintReadWrite, Category = "Quest" )
TArray<TSubclassOf<AObjective>> Objectives;
UPROPERTY( EditDefaultsOnly, BlueprintReadWrite, Category = "Quest" )
class USoundCue* QuestStartSoundCue;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Quest")
int32 QuestId;
UPROPERTY( EditDefaultsOnly, BlueprintReadWrite, Category = "Quest" )
FName QuestName;
UPROPERTY( EditDefaultsOnly, BlueprintReadWrite, Category = "Quest" )
FText QuestStartDescription;
UPROPERTY( EditDefaultsOnly, BlueprintReadWrite, Category = "Quest" )
FText QuestEndDescription;
UFUNCTION( BlueprintCallable, Category = "Quest" )
bool IsQuestComplete() const; ```
Sorry for the flood of context
i'd be happy to 1 on 1 chat about it.. but in short it says my struct can't map to my info object..
flood of context huh, would you say we need an... ark to navigate it
sorry saw the name of your project and couldn't resist lol
hahaha
Have you tried just mapping it so you get the struct, break it, and then insert those values into the new object?
so in my BP picture.. i have get data table row names.. looping over those names and the out row doesn't go to the quest object
are you saying.. instead of DT row to quest Info object.. i need to do DT->StructObj->QuestInfoObject?
like the get data from DT doesn't do that?
i see a set members in quest_struct
I'm not super familiar with how it works tbh, but I think at least that should work. Maybe there's some other way too 🤔
Hey guys when I run my apk on my device no texture or material are present how to fix ?
@burnt crescent are they in the APK?
its pretty much just a zip..
@exotic thicket thanks i see a break struct into fields i'll try some of those
Don't know I am new to this
outside of UE, the assets for mobile need to be in the package
I've been down this road with normal web development
but thats a good place to start
when you build to apk
make sure you open it up and your assets are there
if not.. it didn't build
if it did.. might be a reference
Ok let me try
@obsidian wasp The open world spawn system uses the desired effect your looking for.
https://www.youtube.com/watch?v=_YTw-pFuWig
Project files : https://www.patreon.com/posts/29023822
In this tutorial, I will show you how to make a custom dissolve effect in unreal engine 4. this is an advanced material effect for ue4. In this, you can use a cube shape, a sphere shape and cylinder shape to dissolve obj...
is there a way to make the navigation in unreal more like blender?
