#ue4-general

1 messages · Page 805 of 1

lucid jetty
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set the sound value when you click it etc

rough knoll
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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

radiant jasper
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where do i search for that

lucid jetty
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on the audio component

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but then you have to use "activate" node so it might get complicated

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leave sound value empty, then set it imo

tender pecan
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@rough knoll you will need to get the player character from within the animbp. the tutorial i mentioned shows exactly how to do this. 🙂

radiant jasper
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how should I set the volume multiplier

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bc it has to be connected with input and output

rough knoll
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which tutorial, the video one?

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the video didnt seem to mention it

tender pecan
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@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 ).

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you can use Get Pawn Owner to get the character from the anim bp. 🙂

radiant jasper
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ok all i had to do was turn auto activate off lol

rough knoll
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@tender pecan i may be misunderstanding you but this doesnt work

radiant jasper
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I have this also set to turn on a light, however when first clicking the button, the light does not turn on

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after clicking twice, it begins functioning normally

tender pecan
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@rough knoll the engine should tell you what it thinks the warning is, just give it a recompile and check the messages.

radiant jasper
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should I place the set visibillity nodes in a different order?

rough knoll
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i dont understand these though

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all i can get out if it is that cast to thirdpersoncharacter is pruned and that makes weapon selected not work

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but there is nowhere to connect the exec pin

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i could try a branch but i dont know if that would work

radiant jasper
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sequence

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idk

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i just know sequence has to do with that sort of stuff

rough knoll
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nope just tried it it will not work

radiant jasper
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ok. should I use a sequence for my issue?

rough knoll
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is there some kind of thing at the beginning im missing that i have to connect cast to thirdpersoncharacter to?

tender pecan
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@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.

rough knoll
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im not in the event graph im in the rule for going from idle to idle pistol

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im just hella confused

tender pecan
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@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. 🙂

radiant jasper
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ok i fixed all my problems. TYSM

rough knoll
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so i cant just get the weapon equipped and check if it's 2?

tender pecan
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@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.

rough knoll
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it has a target

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i have no idea what to connect it to because the target is what has been causing these errors

tender pecan
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@rough knoll what does the error message say?

rough knoll
tender pecan
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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

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do you perhaps have different anim bp's for different animations?

rough knoll
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nope, theres only one

tender pecan
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ok

rough knoll
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so what should i do

tender pecan
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@rough knoll in which blueprint is the above from?

rough knoll
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thirdpersoncharacter

tender pecan
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and not from the animbp

rough knoll
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no

tender pecan
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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.

rough knoll
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there is no option for inputaction in the animbp

tender pecan
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if you want to go from character to animbp

rough knoll
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can you explain this to me any simpler

open gorge
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@barren flume did you ever get steam to work?

rough knoll
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i cannot understand it at all im sorry lol

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pretty new to ue

tender pecan
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@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.

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it is not an easy subject at all, and it will require some effort to get to grips with it.

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you could also look at sample projects in the marketplace, which already contain animbp's with blend states and various state machines.

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they (Epic ) really do explain it in great detail on the channel.

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and they assume you know nothing.

rough knoll
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i just dont understand why some have targets and some done

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dont*

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like sprinttrue does not have a target

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though its used in both the animbp and thirdpersoncharacter

tender pecan
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@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.

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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.

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behind the scenes. so to avoid that altogether, drag out the variable from the parent object rather. ( for getter and setter )

rough knoll
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how do i get a reference to the character?

tender pecan
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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.

rough knoll
open gorge
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or Get Player Controller slot 0

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if you're trying to get the first character locally

rough knoll
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i get the same errors as always though

open gorge
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what error?

rough knoll
open gorge
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cast failed?

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where is that error coming from?

rough knoll
open gorge
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casting to the ThirdPersonCharacter gives you access to it's variables and public functions

rough knoll
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weapon selected is an integer variable

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which i want it to check

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and if its value is 2 it can enter the transition

open gorge
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where are you calling it?

rough knoll
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the rule for idle to idle pistol

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in the animbp

tender pecan
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that call is inside an animation state transition though, there is no execution line in there.

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you will have to call the update inside the animbp main graph.

rough knoll
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so then how do i do that

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there is no can enter transition in the main event graph of animbp

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this is the place

tender pecan
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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

rough knoll
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ok that was easier to understand lemme try it

tender pecan
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then in the state trandsition, you check the animbp variable.

radiant jasper
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is it possible to have the player character zoom onto a specific object in a sequence?

rough knoll
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okay so heres my thought process from what you said

radiant jasper
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and if so, is there any documentation from Unreal abt it?

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or just a tutorial in general of some sort

rough knoll
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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?

open gorge
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not really

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basically you need to make a bool or something

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that flips between true/false on your variable

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in the BP part of your anim bp

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then you can use that variable to change the transition

rough knoll
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im so confused lmao

open gorge
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sec mid OW game

rough knoll
tender pecan
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@rough knoll i will see from ours if i can show you in screen shots.

rough knoll
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this is in thirdpersoncharacter and this is where the binds are to switch to the secondary weapon

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so i assume there should be a boolean in there that is set to true whenever the select secondary is pressed

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and set to not true whenever primary is selected

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so in the rule for idle to idle_pistol there should be a check to see if that is true

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and if that is true it should allow the transition

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but there are roadblocks

tender pecan
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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.

rough knoll
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what type of variable

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boolean?

tender pecan
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now everytime your animation blueprint 'ticks', it will ensure that your variable is in sync, with your character variable.

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it would be better to keep them the same

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if it is an int on character, keep it an int in the animbp to avoid confusion

rough knoll
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should they be named the same thing or does it not matter

tender pecan
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it really is all about confusion, i would name them the same

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avoid confusion

rough knoll
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ok so you say drag a line from the event blueprint update animation and get my character

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what do you mean by get my character

tender pecan
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2 months down the line you wont remember where pizza variable in animbp comes from

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🙂

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you see my screen shot?

rough knoll
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yes

tender pecan
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it contains get pawn owner, and a cast

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connected with a white line

rough knoll
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should i make isvalid so i can connect the try get pawn owner

tender pecan
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you should yes. isvalid is your friend

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it will save you from crashes when stuff gets destroyed in game.

open gorge
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ok

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OW Match over

rough knoll
tender pecan
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@rough knoll once you have done that, go into your transition, and simply connect your variable to the outcome.

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if it is an integer, make it a branch with variable == value, so you know when to transition.

rough knoll
open gorge
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@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.

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that's it

rough knoll
open gorge
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read what I wrote

rough knoll
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how do i define weaponequipped

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hmm

open gorge
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does that make sense?

rough knoll
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i mean from looking at it yes but i have no idea if it will work

open gorge
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TryGetPawnOwner returns the type APawn, which you then need to cast to your ThirdPersonCharacter BP to access it's funcitons

maiden vector
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i would like to liquify a static mesh, is it with niagara ?

open gorge
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since ThirdPersonCharacter inherits from ACharacter which inherits from APawn

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I'm not sure if UE4 can do that tbh @maiden vector

rough knoll
open gorge
rough knoll
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ok wait

maiden vector
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damn, thankyou v much Djriff ❤️

open gorge
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i'm not an artist though

rough knoll
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so should i put trygetpawnowner in as third person character?

open gorge
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so I honestly have no idea

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yeah as the object

rough knoll
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instead of input object?

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so 2 of them?

open gorge
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#madpaintskillz

rough knoll
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so this

open gorge
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no

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you can have the pin be in both

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you want it to be in both

rough knoll
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ok

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i just did that

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now the weapon selected integer that is in animbp

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how do i define this (weapon selected integer in animbp) to be the same thing as the weapon selected integer in thirdpersoncharacter

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and update as the weapon selected integer in thirdpersoncharacter changes

open gorge
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it already is

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you just use Get Weapon Selected Integer

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and you have your variable

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then you need to do a boolean check

rough knoll
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there is 2

open gorge
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and set that result to your boolean variable in your anim bp

rough knoll
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bottom is from thirdpersoncharacter and top is from animbp

open gorge
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did you make a weapon selected variable in your anim bp?

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what is your end goal?

rough knoll
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my end goal is to change the idle animation when someone is holding a pistol vs holding any other weapon

scarlet birch
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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.

open gorge
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oh

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no reason to not

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granted, it should never run if the pawn isn't valid

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but it's an 0(1) complexity

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not really a performance hit

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I would handle it a bit differently

rough knoll
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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

scarlet birch
open gorge
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I'm assuming you have anim montages or what not for pistol vs other weapon idles?

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you should use 2 state machines

rough knoll
open gorge
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ah I see your point, that would work

rough knoll
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i have a normal idle animation and a pistol idle animation

open gorge
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right

rough knoll
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i want to switch to the pistol idle animation when someone equips a pistol

open gorge
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but walking/run/sprint/crouch will be slightly different no?

rough knoll
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yes but i can just use blending for that

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have it play the pistol idle on top and walking animation on bottom

scarlet birch
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create an enum for stance, inside idle blend by enum between idle_unarmed , Idle_pistol, idle_whatever.

rough knoll
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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

open gorge
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I'm also going to point out, if your player has a pistol equipped none of their other animations will play

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I would also do what Mike said

rough knoll
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so i connect idle_pistol to everything else

open gorge
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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.

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then use that to change the idle

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ezpz

scarlet birch
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in each state that has animations which vary by stance use a blend by enum

rough knoll
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the only difference between pistol idle and normal idle is the way the hands are placed

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the hands look different

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so the only thing that needs to be changed is the hands which i can do with blending

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and just have every other animation playing on the bottom for the leg animations

scarlet birch
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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.

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ah,

rough knoll
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@open gorge wdym?

open gorge
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?

rough knoll
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i understood basically nothing you said

scarlet birch
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Then use a locomotion state, cache it, feed it in as a base pose to blend your stance over.

rough knoll
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" Take your cast to the ThirdPersonCharacter drag off Weapon Selected"

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what does this mean

open gorge
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yes, you grab the variable from your 3P BP

rough knoll
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mhm

tender pecan
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i think we are overloading jayleaf...

rough knoll
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and put it in animbp?

plush yew
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Dumb Question chat- Do i need to install vs in an ssd or will the project only affect the compilation speed

open gorge
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SSD is preferred

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I noticed ~40% faster build times

timber minnow
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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

rough knoll
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im still beyond confused lmao

scarlet birch
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LODs?

rough knoll
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ok so im going to go back to the start for a sec

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this is what i originally thought would work before i saw the target self thing

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all i want it to do is check if the weapon selected value from thirdpersoncharacter blueprint is 2

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and if so it enters the transition

open gorge
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1s

rough knoll
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kk, thank you for trying to help me sorry that i cant understand anything lmao this is only like my 3rd day on ue

open gorge
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ok so you want to do that bit in your main event part of your anim bp

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and create a boolean variable in your anim BP

rough knoll
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okay

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and do what with this boolean variable

open gorge
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think about it

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you can figure that part out

rough knoll
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okay, correct me if im wrong about this

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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

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this is all i can think of

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and im pretty sure its wrong

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and then this

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oh hold up the animations change but it looks wack gimme a min

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oh i dont remember who said it but they were right

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i have no other animations but the pistol one

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ok

open gorge
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so you figured it out? 😄

rough knoll
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i did but i need a lil more help

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for the rule going from pistol_idle to idle how do i check if the pistol is not equipped

open gorge
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you can figure that out

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how would you set that bool?

rough knoll
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well i assume it should be not true but there is no check box

open gorge
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you need to set it

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you have all the info you need

rough knoll
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this?

open gorge
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no

rough knoll
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it was a guess

open gorge
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oh yes

rough knoll
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that works though

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what

open gorge
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right

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so you want it to be true to swap to it

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and false to swap back

rough knoll
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i assumed the oh yes was saying "oh yes it was a guess" and not saying "oh yes that works"

open gorge
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yeah sorry

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i was mid game again

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so i just glanced

rough knoll
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alright well thank you and @tender pecan for maintaining sanity while helping me

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i may be back

open gorge
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I don't look forward to it 😛

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jk

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I like helping people new to the engine

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although it astounds me you know what blending is but not how an anim BP works

tender pecan
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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

open gorge
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That was my thought as well

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I came from a programming background before working with UE so a lot of that stuff clicked.

rough knoll
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no the blending was from a different tutorial. the only programming i had done before was html/css and discord.js for bots

open gorge
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Blending was an interesting concept to nail down for me personally. Lots of ways to do it

untold swallow
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heyy its me again lol

open gorge
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No discord py? For shame

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@untold swallow wb

untold swallow
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what wb? @open gorge

open gorge
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Welcome back

untold swallow
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ahh thanks

open gorge
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No problem (np)

tender pecan
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and the welcomest of backs indeed

open gorge
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takes mind out of gutter

untold swallow
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btw i wanted to ask something, how do i remove one virtual joystick and retain only 1 for movement ?

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i wna add buttons on right side

open gorge
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For VR?

untold swallow
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android

open gorge
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Oh

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Uhhhh

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No idea

untold swallow
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im new to engine😅

open gorge
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I've not working with android from ue

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only from java

untold swallow
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ohhk thats alright bro

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btw im just new to g dev! like i just started 2 months ago xD

open gorge
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But I imagine you can just change the button mappings. Maybe in inputs.

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Welcome to the grind

untold swallow
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ohhk ill see to it

open gorge
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I'd google around about it. I'm sure there's a ue forum post about it

untold swallow
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ohh sure thanks btw

dull dove
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Hello guys, I started learning unreal engine just a day ago I have a question can someone help

open gorge
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Ask away

untold swallow
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btw bro, can there be a nice career in game dev? @open gorge

dull dove
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So I wanted to make a door that opens when you get next to it and press F

open gorge
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definitely, I freelance and do contracts mostly

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quite lucrative if you know what you're doing

dull dove
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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

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not spinning in its current location

untold swallow
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definitely, I freelance and do contracts mostly
@open gorge so this can be a nice option, right?

open gorge
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you need to use relative location @dull dove

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err rotation

dull dove
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lemme send an picture

open gorge
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@untold swallow it is.

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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

dull dove
open gorge
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umm

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so @dull dove there are better ways to do what you're trying to do

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where is that input event at?

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on the door itself?

dull dove
open gorge
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where is the static mesh component being assigned?

rough knoll
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this is probably going to be the stupidest question i ask

dull dove
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it's the door itself

rough knoll
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how do i edit the animation again

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if i just double click it and change stuff it does not reflect

open gorge
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how do i edit the animation again
@rough knoll wat

dull dove
open gorge
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so I would handle it a bit differently

rough knoll
dull dove
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I can't rename the static mesh component too it's stuck like that

open gorge
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let me open my project and see how we have our elevator move

rough knoll
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this is what it looks like with that animation

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and click save

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and then click play again

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it has the same exact look

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and when i close out that window and re-open the pistol-idle the changes did not save even though i clicked save

digital rover
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how do we make a patch with new plugin

open gorge
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what do you mean?

rough knoll
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nvm i fixed

cosmic geyser
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anyone who has 4.25 engine i could'nt build it from source engine

open gorge
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what error did you receive?

digital rover
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what do you mean?
@open gorge can we make a patch for our game with new plugin?

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I mean a plugin after installed initial package(build)

open gorge
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yeah you would just repackage

untold swallow
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hey how do i disable a button if the character is dead ??????

open gorge
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Like an Input?

untold swallow
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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 :(

open gorge
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Do you have an event play when the character dies?

fair mango
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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?

alpine laurel
#

when the ai in your own game scare the shit out of you

untold swallow
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Yes it has an event @open gorge

fiery relic
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hey, does anyone know why ue4 generates weird collisions when I import blender models as .fbx?

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im kinda new to unreal

glacial pecan
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@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)

exotic thicket
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^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

fiery relic
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k, thanks

kind pumice
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Anyone happen to know why a point light would cast shadows with these circles in them?

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guessing it's something with self-shadows on the landscape?

vast warren
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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 ?

tight prawn
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are there specific AI functions to handle grid based movement ?

vast warren
#

Yes there are, to use tools qnd move around

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I want to see it there is way to automate joining server and logout

kind pumice
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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

tender pecan
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@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.

kind pumice
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@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

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and disabling it did stop the big shadows from casting from the torch's geometry... weird

tender pecan
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"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"

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LOL.. i dont think you can add c++ code by inheriting from MaterialFunctionLibrary, that will appear in the material editor. 🙂

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only shader code will appear there.

royal temple
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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!

weak gyro
#

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?

merry gazelle
#

I'm deleting the directional light variable before it calls this event

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also the "city steam" is also randomised

thin sluice
#

hi, im using an hdri for lighting here, is it possible to make the hdri transparent but still affecting the reflections/lighting

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please help i've been trying to figure this out for a while now

ember star
#

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

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ahhh ty

prisma plank
#

how much verticles is good tree for game. Cause my is laggy like as forest.. 230k verticles

whole quarry
#

do you use LODs?

prisma plank
#

don't know.. like automatic

barren flume
#

this is what it meant I guess

vestal ferry
#

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 ?

prisma plank
#

@barren flume lucky i have win7 still..

late patrol
#

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

cedar carbon
#

@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.

frosty maple
#

That feeling when you have to completely redesign something you spent 3 days on

supple totem
#

@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

ember star
#

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?

wintry pecan
#

@ember star I just went through this, the controller rotation is what changes the view of the player

ember star
#

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?

upper karma
#

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?

fluid lance
#

How do I fire an event "onNiagaraSystemCompleted" - Cascade has an event dispatcher, can't find anything similar for Niagara Systems

upper karma
#

I need space and I wanna zip my project up so I can open it up later

ember star
#

this doesn't work 😦

fluid lance
#

"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.

ember star
#

ohh thanks lemme try that out

swift locust
#

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...

▶ Play video
ember star
#

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?

jolly jungle
#

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?

brave salmon
ember star
#

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

whole swift
#

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

untold swallow
#

heyyy how do i turn 90 right or left by hitting buttons on screen????

exotic thicket
#

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!

mighty copper
#

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...

exotic thicket
#

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

mighty copper
#

could it be the ver of engine?

#

some bug in the source code corrected in a later build... what ver are you using?

exotic thicket
#

I used 4.24 and 4.25 and it did work with the remove/recompile/readd method in those

mighty copper
#

ok I may convert to 4.24 or 4.25 then... what would be the best practice steps to get no loss of data?

exotic thicket
#

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

mighty copper
#

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.

willow wyvern
#

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?

grim ore
#

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

vestal ferry
#

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

marsh sparrow
#

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?

dusty gull
#

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!

static belfry
#

does anyone know how to make decal show up in game, i can see it in engine but not in game

honest rune
#

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

devout rune
#

Is there any way to change FBX import setting when importing LODs?

rough knoll
#

how do i put both of these into here because it only lets me put one at a time

rough knoll
#

it worked

#

wait no it didnt

somber quail
#

this is basic logic gating, what are you trying to do?

#

and are you sure it was this part that broke your anim

rough knoll
#

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

somber quail
#

Yeah that's never getting fired

rough knoll
#

how would i make it get fired

somber quail
#

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

rough knoll
somber quail
#

yeah

rough knoll
#

does not work

#

wait

#

hold on

#

mb im retarded i redid my ads stuff and forgot to re-add set aiming when you ads

somber quail
#

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

rough knoll
#

one more question

#

how do i lock 2 parts of a skeleton in an animation together

#

i want them to both sway at the same time together

worn rampart
#

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.

dry moon
#

Moving foliage (wind) doesn't work with Raytracing correct?

#

since its WPO?

marsh swallow
#

i can say from experience a few objects with Wind did not have proper shadows, but with some tweaks they worked.

dry moon
#

no matter how much i tweak I get this

azure reef
#

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

calm sentinel
rough knoll
#

man why is ue so unstable i crash so often

#

and why does it take up so much memory

marsh chasm
#

this might sound weird but were do i install unreal engine 4.10

rough knoll
dense knoll
#

how do you make something on one players screen happen on anothers

#

like firing a projectile

#

or rotation

#

@anyone?

rough knoll
#

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

dense knoll
#

why does everyone ignore me

rough knoll
#

im not i just dont know the answer to your question

grim juniper
wispy imp
#

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?

haughty moth
#

Hey guys. There are a chanel for game designers in this server ?

thorn crown
#

Can someone explain here why input axis are always ticking?

plush yew
#

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

haughty moth
#

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

plush yew
#

Thanks

frosty maple
#

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

marsh chasm
#

were do i install unreal engine 4.10

mental shale
radiant jasper
#

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?

mental shale
#

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!?

radiant jasper
#

lmao there r changes

#

the level

mental shale
#

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

radiant jasper
#

it saves everytime u launch in a standalone window

mental shale
#

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...

radiant jasper
#

no i dont think so

#

does anyone have an answer to my question

mental shale
#

replacing images in UI right?

radiant jasper
#

yea

#

with an event dispatcher

mental shale
#

oh

#

im not too sure about event dispatchers with ui

radiant jasper
#

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

mental shale
#

but cant you just make the image a variable in BP editor, then change it?

radiant jasper
#

the event dispatchers r in the level bp

#

can I still reference the image in the lvl bp?

rough knoll
wispy imp
#

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?

merry gazelle
#

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

rough knoll
#

i cant find anything on the internet about rotating cameras when i look up

minor quest
rough knoll
#

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

radiant jasper
#

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

rough knoll
#

" the camera is shown in place of an image in my widget bp" ?

radiant jasper
#

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?

rough knoll
#

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

radiant jasper
#

hmm yeah I don't think that will help me

#

cuz I want it to switch to a live camera, not another bp

rough knoll
#

no idea

#

i just nee dsomeone to help me wit my camera

radiant jasper
#

wdym by rotating

#

does ur camera have the head parent socket?

rough knoll
#

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

radiant jasper
#

thats the body part moving i think

rough knoll
#

ive had it happen to other cameras before and somehow i fixed it but i cant remember how

radiant jasper
#

the part its attached to has some sort of animation or something most likely

rough knoll
#

my arms are static though unless moved

#

the only thing i have that moves the arms is when you look up the weapon follows

radiant jasper
#

basically i want the image to be deleted

#

how do I reference it

#

but only when the camera im trying to show is activated

rough knoll
radiant jasper
#

and then when the player goes out of the widget, the image is unhidden

#

how do i reference the image tho?

#

?

harsh tiger
#

hi, random question. does anyone here have an elgato streamdeck. an if so, do you use it for anything within ue4?

radiant jasper
#

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

rough knoll
#

(reposting question because problem still persists, scroll up to find video)

rough knoll
#

problem sorta solved, i just ditched the idea of swapping to a new camera when you aim and opted for a custom aim animation

plush yew
#

is the new chaos system in 4.25 from the epic launcher or do I still need to grab source?

rough knoll
#

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

#

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)

plush yew
#

get key input then play animation in character bp is the "easiest:"

rough knoll
#

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

plush yew
#

will need to cast to that gun BP

rough knoll
#

alright i did that and it worked thank ya

plush yew
#

glad it helped 🙂

keen moss
#

ive added these to my sequencer, but it keeps unchecking the check boxes, how do i fix that?

tawny quartz
#

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 🙂

plush yew
#

basically need to store , isdaytime/night time and enable/disable lighting accordingly

tawny quartz
#

Oh I think I understand! Glad to know I wasn't THAT far from it haha

#

Thanks a lot I'll try this

frigid kindle
#

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

radiant jasper
#

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?

tawny quartz
#

@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 😄

rough knoll
#

how do i turn off colission for an actor

#

collision*

#

nvm i got it

proper dust
distant totem
#

@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

github: https://github.com/TitanicGames/RPGProject

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...

▶ Play video
plush yew
sweet grotto
#

Am I correct that unreal engine 5's nanite will not apply to character models? Does anyone know who should I ask this?

plush yew
#

this covers some of the tech details around nanite

#

nothing stating saying it doesn't work on characters

proper dust
#

@plush yew that's the tutorial I followed actually, but I'm getting an error with it, and can't narrow it down

plush yew
#

ah, lll take a quick watch through and see if i can spot it 🙂

proper dust
#

@plush yew My Bar is just displaying 0 0/0 instead of 1 0/500

sweet grotto
#

I thought I saw in a previous thing, that something about only static objects can use nanite

#

i'm not sure

plush yew
#

@proper dust did you add the levelling system to your character bp and compile?

proper dust
plush yew
#

@proper dust can you show me the xpbar widget bp

proper dust
plush yew
#

did you update CurrentMaxXP default value to 500 as well in the levellingsystem BP?

proper dust
#

Yes

radiant jasper
#

r there any 3d modelers here

plush yew
#

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 😦

rough knoll
#

@plush yew do you perhaps have any idea how to combine a static mesh and a skeletal mesh into one?

plush yew
#

combine or convert?

rough knoll
#

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

plush yew
#

you want to combine them together like adding a pistol to your characters hand/back etc?

rough knoll
#

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

vocal loom
#

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```
rough knoll
#

ok ill reword it

#

is there a way i can add an asset to a bone that is not a preview

plush yew
#

I think sockets are what you need to use but I'm not sure

#

this might help too

rough knoll
#

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

scenic oriole
#

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.

rough knoll
#

this without the [Preview Only]

plush yew
#

try this out

#

I hate skeletal stuff 😦

cold vale
#

Hello

#

I was wondering if someone could help me

#

I'm new to Unreal Engine

#

If you think you could help me, please @ me

void barn
#

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

open gorge
#

Use Git

open gorge
#

nope

kindred orbit
#

I dunno what to do after learning basic ue4 blueprints and interface

tender pecan
#

make a game?

pseudo pulsar
#

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. 💀

glacial pecan
#

Note that Epic's official blender to unreal plugin ALSO gets the scale wrong.

#

The above one is unofficial, but gets it right.

dark rune
#

any word on when UE5's gonna come out
sth like a release date

worldly rose
dim arch
#

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

cosmic matrix
#

Does anyone could make work mixamo character skeleton and ue4 blender tool?
I can t make it work for mixamo character

trim dawn
#

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

worldly rose
#

What type of project files do you generate?

trim dawn
#

not sure? ive run the "Unreal engine generate project files" on the uproject if thats what you mean

restive yarrow
#

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

cosmic matrix
#

@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

zealous cloak
#

did i missed any update of some implementation on VR subtitles?

#

just wanna make sure it doesnt work

cosmic matrix
#

@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

pseudo pulsar
#

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?

cosmic matrix
#

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

thick herald
#

@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

cosmic matrix
#

@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

plush yew
#

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

tender pecan
#

@plush yew the default player character is set in the game mode.

plush yew
#

whaaaaaat

#

ok

thin sluice
#

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

ember star
#

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

plush yew
#

How to rotate image widget?

ember star
#

also, i changed solution configuration to 'development server' without paying attention to the original value..

plush yew
#

How to rotate image widget?

desert lava
#

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

lunar scarab
#

Hey everyone, I keep getting this error with the LightMass. what can cause this issue? I'm using ue 4.25.2 launcher version

gritty thicket
#

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)

cosmic matrix
#

@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

ember star
#

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?

cosmic matrix
#

@plush yew 2.83.3

#

tool 1.3.6

glad loom
#

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?

cosmic matrix
#

@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

azure reef
#

Hello guys! I'm trying to build my game with UE4 from source but I'm getting this errors. What are this? Thank you

cosmic matrix
#

@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 ...

maiden swift
#

@plush yew Please stay on topic in this channel. Thanks.

cosmic matrix
#

@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

alpine laurel
#

when im making a new c++ project it keeps getting stuck at "generating code" at 67%

#

and becomes unresponsive.

worn rampart
exotic thicket
#

wow :P

#

looks... hard to follow

#

pretty neat idea though lol

karmic nymph
#

How do I utilize timelines?

#

theres nothing in it and I dontt know how to do anything with it

worn rampart
#

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.

ember cypress
#

@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
#

ah ok

#

im not sure what type of timeline this is though

worn rampart
#

@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

karmic nymph
#

so if im not mistaken the timeline provides a range of values

ember cypress
#

That's a Float track.

karmic nymph
#

of which the code will use to determine the player's speed while sliding

#

its smoother than a linear slide

worn rampart
#

so, as the player slows down so does the slide motion?

karmic nymph
#

not sure what u mean by that

#

what its doing is making the player move slower the longer u slide

worn rampart
#

thats what i meant

karmic nymph
#

ok

worn rampart
#

you can also use float curves for experience curves

karmic nymph
#

no its definetely a float curve im just dumb ._.

alpine laurel
#

@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

worn rampart
#

nice!

ember star
#

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?

worn rampart
#

your loading your pawns on the client first

ember star
#

client is just doing 'open IP'

#

then it connects, most everything is right, but other player locations are wrong

worn rampart
#

I assume other players see you in the wrong spot as well?

ember star
#

hmmm

#

appears so

#

but as soon as anyone moves, their location is fixed

worn rampart
#

is it a dedicated or a client to client server (host)

ember star
#

'server' is a listen right now

#

from a package, not in editor

worn rampart
#

so you run a separate instance as server correct

ember star
#

yeah, one copy doing World?listen

#

then clients each connect

worn rampart
#

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

ember star
#

the pawns have beginplay - setActorLocation

#

which loads from a savegame

#

thats not being replicated maybe?

worn rampart
#

that actor location is not set by the server

ember star
#

gotcha. i shouuld make that is authoritive?

worn rampart
#

try this, custom event -> to another custom event that runs on server with set actor location (replicated)

ember star
#

ohh i need an RPC for this?

worn rampart
#

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.

ember star
#

awesome, thanks! I'll take a shot at that

worn rampart
#

Without knowing how your set it up i can only offer suggestions

ember star
#

Working perfectly!

#

Thank you neo

worn rampart
#

NP, here to help

karmic nymph
#

i love this community

#

so helpful to each other 😄

tight prawn
#

quick math question, how can I check if the delta between two vectors is greater than 50

#

meaning it's either > 50 or < -50

worn rampart
#

i believe there is a min max node

tight prawn
#

no i'm not looking for min max

#

I want to avoid too small floats when handling touch events

worn rampart
#

didnt mean it that way, it will give you the greater or smaller of two numbers

#

compare node if you will

tight prawn
#

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

eternal urchin
#

does having a level loaded but not visible cost much?

worn rampart
#

@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

eternal urchin
#

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.

worn rampart
#

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

eternal urchin
#

nice!

worn rampart
#

in some cases the server will only deliver the data without having to load anything, keeping the server size and resources to a minimum

eternal urchin
#

does clientside levelstreaming work with preloading for clients?

worn rampart
#

if you select it as an option

eternal urchin
#

downside?

worn rampart
#

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?

eternal urchin
#

kind of

#

large maps and teleportation

#

loooong distances

worn rampart
#

empty space is easy, server just needs to know where the player or players are

eternal urchin
#

max world size is an issue thou

#

thats why im using origin rebasing

worn rampart
#

origin shifting my be something to look into

#

is it multiplayer

eternal urchin
#

yep

worn rampart
#

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

eternal urchin
#

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

worn rampart
#

amazon and spatial os use seamless transition. teleporting from one instance to another relativly simple.

#

Good luck with your project

eternal urchin
#

thx ^^ u2

iron wadi
#

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

lofty wave
#

Select them from the world outliner

iron wadi
#

yeah I have like 100 points and I don't know which exact one I need to select

#

that's the problem

lofty wave
#

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

iron wadi
#

pause, select actor, check values is a valid reason

#

for most invisible actors like patrols, events etc

lofty wave
#

Dont they have a billboard?

iron wadi
#

yeah but I can't see it while paused

#

only if I stop PIE

lofty wave
#

Make them visible at all times

#

Give me a second

iron wadi
#

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 :/

lofty wave
#

Then attach a mesh to them and delete them after you tested everything

iron wadi
#

i mean sure, I can hack my way to make it work, but if there was a simple solution, that would be better 😄

lofty wave
#

afaik there is no other way

#

Is there a way to subtract Navigation like subtracting from a BSP brush?

limber mesa
#

anyone know how to get the dialogue plugin?

lofty wave
#

Can you please elaborate?

marble shoal
#

any feedback is appreciated

lofty wave
#

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

marble shoal
#

😦

plush yew
obsidian wasp
#

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...

▶ Play video
glad loom
#

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

obsidian wasp
#

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).

dawn gull
#

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.

▶ Play video
obsidian wasp
#

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 >_<

burnt crescent
#

Android preview is not showing any material aur texture . How to fix?

#

Anyone??

calm sphinx
#

Changelog for 4.25.3? 😂

marsh sparrow
#

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..

exotic thicket
#

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

marsh sparrow
#

hahaha

exotic thicket
#

Have you tried just mapping it so you get the struct, break it, and then insert those values into the new object?

marsh sparrow
#

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

exotic thicket
#

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 🤔

burnt crescent
#

Hey guys when I run my apk on my device no texture or material are present how to fix ?

marsh sparrow
#

@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

burnt crescent
#

Don't know I am new to this

marsh sparrow
#

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

burnt crescent
#

I m getting these while packaging

marsh sparrow
#

not sure

#

i'd open the apk directly

#

see if they are there

burnt crescent
#

Ok let me try

worn rampart
mint sparrow
#

is there a way to make the navigation in unreal more like blender?