#ue4-general
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@burnt crescent in project settings you can specifiy what assets are to be built/included
well the viewport moves with the cursor when you drag in unreal but moves away from the cursor in blender.
it's sort of mirrored.
are you talking about right click and shift click etc.
in blender it's shift then hold down middle mouse button and drag
in unreal it's just hold down middle mouse button
same function it just moves in the opposite direction and i just figure if i can inverse it it'll save me having to get used to it
try browsing the editor preferences and look for viewport related settings
Ah, good idea, thanks, i'll try it. ๐
I wish the control schemes with all these programs were somewhat more standardized tbh
UE, Blender, Substance.. all have their own controls
how can I modify values the timeline produces?
it's already confusing enough lol
neither right clikcking nor left clicking will move the timeline in any way
not sure
based on your image its a blank timeline set for 2 seconds
if you want to change move speed you need to set the default at the beginning of the timeline and add key values along the time line
ah
or set a default at the beginning and have it change its value along the curve
i have a track
but i realize what u mean by a key now
i thought the line going through 0 was a timeline
its an empty track
ok so I have a key placed now; I assume i can add new points where I want a curve?
correct
one last question
the tutorial shows a height variable under the crouch timeline (which i presume is how fast your camera height changes) and the slide timeline has a slide variable which I assume is the speed
my timelines have these as well but are marked as errors because they no longer exist
does the show collision command not work anymore?
left top of viewport it has show
also. is there 1 command you can enter that will hide all stat related things like stat engine or show fps
collision is in there
i see it under show. was just wondering why that command wasnt working thats on the docs
ShowFlag.Collision 1
doesn't work for me for some reason
"pxvis collision" is also one I use for seeing things like the character capsules
@plush yew where do you character came from?
mine is a crab with udders
does a command like DisableAllScreenMessages exist for commands like stat engine or stat SceneRendering?
statnone
legend! thank you. i searched google an multiple forums an found nothing
Hello i need a help
@plush yew ok i m using fuze to create my character and then rig him with mixamo
do you think that scale can create issues my armature is scale at .01 and my mesh at 100 can t change that
I am working on a 2 player side scroller game
I want to ask if i can connect the client to host without buying server or is there any way to do?
ok
@hollow storm you do not need to buy anything if your doing a client/Host
Teh person hosting the game becomes teh server
Thanks for helping me out
technically you dont need to buy anything if you have a dedicated either
Can u tell me how to set up local 2 players for game
you can simply run the dedicated on a separate machine or the same machine and still play with friends. a dedicated is simply a separate version of teh game that just relays data to and from clients
@plush yew yeah but i can t understand where those stupid scale are made
How can I make a proyect wiht other people ?
Teh best example i can give you is to look at the shootout example
Say i have to characters they have to fight
How to do that?
How to make another character
look at the shootout example
What is that?
its a showcase learning project for multiplayer games using sessions
does anyone know why the landscapes get lower when i move away?
lods
In the epic launcher click learn then scroll down a little and you will see it
ooh! its a volk
thanks ๐
ive been following a bunch of unreal tutorials recently but i need to ask this discord more xD
you wont find a greater variation of answers than here
because someone else asked a question in #blueprint can i ask a BP/ math related question here?
i find discord is a great place to get answers from but i feel kinda guilty bc i currently have no knowledge to contribute
reddit is also helpful but responses can be very slow
its an unreal general channel no harm
@bright plume for the most part people do but in blueprint it might help if it takes a little to answer as this channel moves alot faster
Hey everyone
well again since someone else had a question there im not gonna ask while somone else needs help
and since its ok to ask here i might as well
It's usually fine to ask even if someone else is getting help :)
^
.___.
take what you learn here and answer his question if you can verify if it works (knowledge sharing)
well it looks like #blueprint is not active anymore so ill go ask there now lol
dividing by 2 seems to solve a lot of problems
or compile and save then refresh
not sure, since we dont know how its actually set up, we can only assume
hopefully its enough to point you in the right direction
Very simple slide made in Unreal Engine 4.25.1
Blueprint: https://blueprintue.com/blueprint/u1dneqz-/
Intro - 0:00
Slide - 0:22
Animation - 3:35
Result - 4:25
Music:
Lucid Dreaming by | e s c p | https://escp-music.bandcamp.com
Music promoted by https://www.free-stock-music...
heres the link to the tutorial
it links the bp in the description which i copied because i couldnt figure out how to get the custome variables on the timeline node to work
ohhh that makes sense
That is what I just noticed
sorry does anyone know, if you rename the thirdpersonbp would any code referencing it be affected and would i have to go in and change it?
@gray heron when you rename something in the editor a redirector is created which is an invisible uasset that points things at the new location
Objects that are placed in packages to redirect references to moved assets to their current locations.
thanks
i am doing a project with a friend and we havent thought of how to migrate the project over
@gray heron you can migrate assets between projects
This document covers how to migrate assets into other projects within the Content Browser
can we add gifs to huds?
if you are trying to work collaboratively you will probably want to set up a source control repository though
๐ผ this subreddit is my saviour
i wanna put a beating heart on my hud but idk if we can use gifs on a hud
or widget* if specific
you should be able to use a flipbook, or create a material which animates a spritesheet, and use that
not sure if a GIF would work but you should be able to make a spritesheet from a gif for those two options I mentioned
Hmmmm. why's my floor green? lol
Do you have a navmesh and you've enabled the navigation visualization?
oh good point i have a navmesh, i must've acidentally enabled the visualisation.
how do i turn it off?
in the top left corner of the viewport there's a few of those little buttons/icons, one of them should open a menu that has the options there
or click in the viewport and press P
Ah ha! Pressing P did it, thank you very much! ๐
@exotic thicket i was able to get it in with a plugin and as a base material
now my only issue is speeding it up
Anyone use quixel mixer
Excuse me, how can I make my projectile to move a certain object at collision?
i assume its just using a play rate node but idk how to change the play rate of that specific material
anybody know why these 2 white circles are appearing when pressing play? Its happening across multiple projects
anybody know why these 2 white circles are appearing when pressing play? Its happening across multiple projects
@harsh pike are you on mobile preview mode?
Looks like a visualisation of the input, maybe from analog sticks on the switch or mobile
I have selected ViewPort when pressing Play
any idea how to turn those visualizations off?
is it possible to add like a static effect to cameras?
like is that built in?
or would I have to import something
thats a ue thing
how would I do that?
just a sec and ill let ya know
Ok
under project settings go to input and see if alwasy show touch interface is checked
and how do I add the static effect?
I need to clarify what you mean by static. you can create a widget with an image that overlays the screen/camera
several ways to do this
whats the easiest
animated material, gif, an overlay
Ok, so I do have to import something then
probably
bruh unreal doesnt support gifs
bruh unreal doesnt support gifs
@radiant jasper import a video file of the static
ok
@radiant jasper .wav file btw
wha .wav is not video
running into a HUD issue anyone willing to help? hard to explain issue through text
a third party plugin converts a gif to flip book
@devout bane is it a display issue or scale/position
Is it possible to create overhangs in ue4s terrain system?
can i use an mp4?
@worn rampart its a display issue
@jolly jungle unfortunately not the terrain system, you can use one of teh many voxel terrains or use static assets
I have tried making a static mesh in blender with the sculpting system, but I wasnโt able,to make Uvs that didnโt look like bullpoop
1st part of the issue : When i go into my pause menu widget it gets rid of the player HUD which is what i want. BUT after returning back to the game and re-opening my pause menu widget again the player HUD does not go away
are you using a do once node
does anyone know how to play an mp4 file?
i am not using do once node
i cant even create a node from it
@radiant jasper i just convert to wav
A guide on how to quickly add and play videos inside your game levels with the Media Framework tools.
wav is not video tho
@devout bane so its only calling the remove from viewport on the Player HUD once then
i am not using a do once node , should i be?
no unless your using it in a sequence of events that reset it
the link i posted will get you started
that doesnt help me
I created the mediaplayer
but I need it to play when pressing a button
in a widget
that link is the documentation on playing videos and is a tutorial on how to play videos using blueprint and UMG.
then adapt it to do just that.
You should learn how it works so you can get it to do what you want
whats the dilemma
its not playing tho
I made the variable, connected it to a Play node
connected it to all my cameras in my lvl bp
and it doesnt play
how do i change the opacity of an image in the hud based on the value of the health float
I have this game I'm using to practice game development from this course I bought, I upgraded to 4.25, after doing so when I try to edit my code it tells me my includes need to be updated, the guy addressed this in the course but when I go and do the copy paste in the json files it doesnt work and my #includes are still wrong, what do I do??
not sure, ive never messed with videos i can only point you to where you can find info
use the Percent value of health as the opacity of the image literally
how do i go about that
Damn even you dont know, thats tough
do i bind it to the progress or the appearance/fill color
is it the health bar that your trying to hide when its zero
try to avoid bindings if possible, use an event when you take damage set the opacity based on the percent value
it would be the alpha channel for opacity
being fully visible at 1.0 and not visible at all at 0.0
correct
0-1 , current health / max health will give you a percent use that as a your value for opacity
i was thinking something like this but its not working
so how do I play a video lol
if you have 50 hp that is geater than 1 so it will always be visible
are you changing the value of the image or the actual bar
the value of the image
the actual opacity of the image needs to lower
i dont think it needs to be a progress bar
its a binding
if visiblility is collapsed its basically minimized
is open source supposed to play the video, or after its open do you need to then play the video
its suppose to play it i think
i wouldnt be able to connect a play node, cuz it wouldnt have a target i think
is there a play source or any type of play media node
why does it make the opacity 0 ( or make the image completely invisible) when i run this code? The default value for health is 1 so the opacity should be 1.
Hey, not sure if this is the correct place to put this, but does anybody know any good tutorials how to get Reload animations to work in UE4? I have the rig animations separate and the weapon itself animated separately, They play in sync in blender but idk how to make them play in UE4, so I'm looking for a tutorial on it, thanks
lol i was struggling with reload animations as well but i just decided ill do those last because i was actually getting mad at it
they're a pain in the ass
jayleaf yeah man it sucks, I havent been able to find a single tutorial how to animate the weapon at the same time as the rig
if you figure it out let me know lol
bruh has anyone ever played a video in their game in this damn server lmao
then how do i make the opacity be the health value
i dont get it lul
wdym
how do i make the opacity a variable
so then instead of modifying opacity in the hud i modify opacity whereever damage is taken?
update the hud when damage is taken
Guys i have huge trouble, have anyone made it to play video on HTML5?
wdym
it shows just white image
instead of video
that means media player is not playing
@radiant jasper i did, just not working now on html 5 ๐
wait am i tripping or did that dudes messages vanish
who? i missed it
Is there a way to Export an array with a structure type to a JSON File?
I wasnt sure if there was something that came out of the box with UE4 to do that @plush yew
@celest vapor might look at FJsonObjectConverter on the api documentation, other than that varest is good from mp
aiight, thank you! I appriciate it @plush yew
no problem! ๐
@lofty wave you have to type modulus or any substring of that, or % for the modulus nodes in blueprints.
nvm Im stupid
i can't move mesh because its inherited
I just moved some blueprint files around to clean up, and my save game files stopped working. Is that expected?
not 100% sure but if you used soft references to objects, they might refer to assets by path
how expensive or "bad" is it to use complex collision for static objects?
Is there any way to add visual effects to a camera
Like a post process instance or something
Yes, cameras have them under the post process section in Details
using launcher version of 425, updated, not seeing any project templates when I go to create a new project?
ohh, didnt install those, are optional now...
well if u didnt install them then obv u arent gonna have them lol
didnt realise they were optional now
@lapis bronze is it possible to add a glitch effect to the camera?
they arent
atleast when I installed Unreal there was no option to not install them
not by default
i recommend Chameleon on the marketplace
@radiant jasper
Made my own
how do I set it to make a delay between each time it functions
@lapis bronze
you'd have to do that in the shader itself
what node do I use
or a blueprint that controls when the glitch happens
Yeah i have that all setup
but when it IS on
to seperate
like every 5 seconds or something
its a bit too broad for me to tell you step by step
but you can do it several ways
Timeline, deltaTime every like 5 seconds + float random range, or something like that
uhh
tbh idrk what most of the stuff in my blueprint for the effect means cuz i just followed a tutorial
so does the time node allow for a pause
cuz it looks like theres an option to set a "period" and it lets me put a value in there
ok nvm that is not what that does
how do i input a value for deltatime
Does anyone know what I should put in a parent character class? I've seen them used multiple times but I don't know what I should put and not put in them
How can I add mouse 1 cooldown? without the node disable input i just want to disable mouse 1
anyone know how i can scale these brushes down uniformly?
whenever i try to scale something it just does this
Once I become a Registered Developer for Xbox, do I need to remake my whole game in a new editor? (If I want the extra features)
You probably shouldnt be using BSP brushes @normal seal
They are a legacy system, there are much more efficient and effective solutions.
really? i found a guide that said to always use them when you start making a level
The Marketplace has some really nice Blockout packs that have all sorts of shapes and materials to help you lay out a level
Thats bad advice
The BSP tools are extremely lacking in functionality for todays standard.
@weary basalt If I become a Registered Developer for the ID@Xbox program, will I have to remake my whole project in a new editor if I want to use the special features included?
Okay
I've a mechanism made by which I can Turn Corners by Hitting A/D keys,Can I do the same by hitting button on screen?
Like can I assign A/D to the button or something like that ?
hello guys i need help i have file silkroad online animation file .ban this have file structure c# https://github.com/DummkopfOfHachtenduden/SilkroadDoc/wiki/JMXVBAN-0102 im now reading files but dont write ๐ฆ any help me i need .ban convert to .fbx or .fbx convert .ban
anyone know how to get rid of this?, would prefer it didn't use C at all really
@tawdry basalt When you install Unreal Engine you can specify where to put the engine folder
Just uninstall Unreal and then re-install it to whatever drive you want
@hazy lake i have the engine installed in a different drive, that is why it is annoying, i tell it to install somewhere else but still used C for some stuff anyway
@rough knoll u need to install vs 2019
i had vs 2015-2019 which i deleted and installed vs 2017
if it doesnt work ill get 2019 again
why would u delete 2019
idk why they werent seperate but it was namedd 2015-2019
because it wouldnt let me install 2017
why did u want 2017 tho
cause it said it wanted visual studio 2017
what r u even trying to do
package a game
oh u need to check the c++ add on for visual studio
open the visual studio installer
there is no checkbox
click more
i dont see that
????
search "visual studio installer" in the search bar
in the windows bar?
yea
when u search visual, is there not an option for the installer
here hold on
i just downloaded the 2015-2019 one again
this is what you get when you open it
after you agree it just installs itself
there is no modify
if i were u id just install the normal 2019
cuz idk what that is
this one here?
yeah
u must have a lot of add ons selected
yeah i mean for me its 19 gb
wack
u can choose what drive u want the add ons to be on tho
i got the space but its a lil wild that vs is 17gb
yeah
i mean u r installing the entire c++ library for multiple platforms
so
thats a lot of stuff
this place have an active voice community?
not really
dang
bruh
why does the UE Community team consist of one person
victor probably did something bad and now he is on guard duty. ๐
so when i import animations i made in blender
the character is lying to the grind instead of standing
does anyone know why this happens
is there some sort of transform i have to change?
@brazen cairn maybe he's tired.. nah jk but I think its something to do with the root bone getting rotated when yoh import into blender
yeah its def the root bone
but I cant figure out on which angle do i rotate it to exactly
since it appears normal in blender
but horizontal in ue4
Theres something you can do to see which way its rotated in blender
Try wire frame maybe
There we go then
but its still standing vertical
Try clicking on your root bone?
did it
Damn i remember it being something to do with that try Google lol
been searching for an hour
okay fixed it
lol
it was in the ue4 editor i had to change the axis after reimport
@stuck linden check the texture's parent
in some cases the file is missing and causes error
if you are using a material then check material parent
yea i renamed it and it still like that
oh then
right click on the folder
where you renamed the texture
and select "fix all redirectors"
or something like that
got it thx @brazen cairn
done? damn i was useful
???
Hi guys
can anybody help me to make skybox easily in unreal engine version 4.24
There are plenty, but it is bit cumbersome . If possible Please direct me to a link
Hi everyone, new to unreal and has prior experience with unity.
Currently my unreal has difficulty starting up. It gets stuck at 39% for a very long time. Googling shows that this is a common issue with many solutions, none of which seemed to help. Is there a way to troubleshoot it?
Waiting for a long time seem to show that unreal IS indeed actually running as unreal main inspector shows up over time but waiting for such a long period for anything to get set up isnt practical.
my unreal version is 4.25.1
what are your current hardware and os specs? and it is a vanilla project, or something else?
using a i7 16gb RAM win10 64bit OS
open the task manager and see if there are any shader compilers running
unreal is on 1tb hdd
and gpu?
i fixed my error
its doing some data cache stuff isnt it... usually happens first time you open up any project with a number of custom assets
funny thing is unreal takes longer to start up on a fresh projact than a existing one
turns out it was just a faulty plugin
@iron viper mine never gets stuck but its pretty slow loading up
@iron viper are there any shader compilers running? Check your task manager
i actually have 12gb of ram
even when i start it with zero starting assets, low quality, no raytracing
mine is all on the highest settings
and is your CPU at 100%?
there are shader compilers running
let them run then
that's normal
the engine compiles shaders on the first startup
it takes quite a while
wtf, no
heck even weirder, the startup can take an average of 15mins or so to startup, and even then, a small interface on the unreal window still has shaders compiling
thats what fixes any 100% cpu usage in any program for me
reinstalling it fixes that
ive reinstalled like twice
ah ok so then no
just let it run...
go make coffee and come back later
it first compiles shaders and then it compiles materials after the editor has started up
...I think
only one startup or all startups?
because he has better specs than me yet mine loads faster
yeap ^ that shader notif
im packaging a project but idk why its been stuck on 1876 for a while
it just says its building a texture for a tree stump lol
unreal stucks on the splash banner at 39% for a good 10+mins, and when its done, the main window pops up with inspector and everything
i dont even have any treestumps placed
followed by that "Compiling shader" notif
also considering that before it went up 400 in like 8 minutes
must be one hell of a treestump
im not tryna to cancel and redo it because it takes forever
i mean this problem persisted for awhile, at least a good month of trying to solve it and ignoring it and just waiting
ima just go make myself a sandwich
but my friend's unreal jus pops up like loading is a lie
so i thought i should get this issue settled
curious, what gpu are you using?
GTX 1060
Hey does anyone else have issues with their Ui going crazy with raytracing enabled?
I'm guessing it has to do with using dx12. I've updated my gpu drivers & reinstalled unreal but it's still broken
Quick question, I have a couple of solid black objects in my scene. For instance the boards in this window and the metal stairs. I'm guessing its something to do with the indirect lighting, as with decals but I'm not sure how to fix it
strangely the same boards in the window above are fine
ah, maybe it was the uvs, thought they were fine. dang it
Hi everyone, is there an event that fires when a physical material has changed? if so can someone point me in the right direction? im trying to get surface types for a vehicle and i need to update the particle systems
Hi all, has anyone done a truck and trailer setup? Trailer following a truck is hard to get working.....Looks easy but it is way harder then it seems.... The easiest way is to use physics, but I want to do it without physics. Am I mad ? ๐
yes?
If not physics then what? Manually doing SetWorldRotationAndLocation?
Is anyone around I need some help
Hello guys! I really need your help. I've posted several times and on multiple forums but no help. I can't package anymore my game for android on armv7 and I'm getting this crash on shipping mode. Can someone tells me what this errors are?
Can someone show me how to just make a object rotate with button held then stops rotating when button released its going to be for android
Is this a engine problem or my project? Because I've deleted all my game content and still not working
I've also merged into a new project and still the same
How do I use the procedural foliage tool in UE4 4.25? I can't find it anywhere.
not in the 4.25
i cant find the option
4.25 Question - In Blueprint editor - where is option to add selected as reference? Isn't appearing on right click in the All Possible Actions dialog box. Where is that now?
okay thanks then i must update the engine.
Got it.. 'Context Sensitive' needs to be checked
Because I have 4.25.1 on it, but it doesn't show up in the settings.
@worldly rose , Somehow read the same spline as the truck and some offset?
So the truck is following a spline, and not user/AI controlled?
LOL im so stupid ๐ I have to look under Editor Preferences and not under Project settings.
Hello guys! I really need your help. I've posted several times and on multiple forums but no help. I can't package anymore my game for android on armv7 and I'm getting this crash on shipping mode. Can someone tells me what this errors are?
@azure reef what engine version are you using?
4.25
4.25.2?
After updating from 4.25.1 to 4.25.2 all my projects are gone
You need to upgrade to 4.25.3 maybe?
i have 4.25.3
Upgraded but still no success
there is a hotfix in 4.25.3 for your problem, is related to plugins which cant be packed anymore
I've upgraded to 4.25.3 but not working
Also I've removed all my plugins and still not working
I am sorry, but cant help further
I ve packed for arm never before
Sometimes I get this crash
The other thing is that now it's working. And after I navigate into the game or change a level for the second time, it's crashing
@worldly rose I think following a spline would be the easier thing to do, right?
@left mist I can't really say what's easier. Depends on what you already know. A trailer tends to cut the corner a bit compared to the leading truck. Getting that right with a spline may be complicated. But "right enough" may be good enough, I don't know you requirements.
Hi! Is there any way to use two RTX videocards with NVLink inside Unreal Editor? Seems like only one card working..
@worldly rose I have a truck with trailer and even with a little change in direction the trailer visibly jumps in that "corner" .....
I have no solution to that.
@plush yew
Thanks for the help you gave me yesterday
Everything seams to be fine right now
The problem is a scale issue
like you said
so i do what you tell me
import in ue4 and export to blender
and all run good like in the tuto
thanks ^^
Don t understand why this stupid scale came from but anyway i can cheat now hahaha
Xd
Does anyone know what the colours in "Player Collision" view mean?
It mentions static meshes as green, volumes as dull pink, and brushes as a greyish violet.... but I have hot pink
Oh, I see, hot pink means movable
Hi All, I hope this is the right chat for this. I am trying to get constraints for Rigid bodies in Houdini to transfer over in my HDA to unreal engine. Right now my cube just falls apart. This is based off of a tutorial but he didn't do constraints. any ideas?
LoginId:xxx
EpicAccountId:xxx
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000328
UE4Editor_ShooterGame_1099!AShooterGameMode::InitGame() [c:\users\ethan\documents\unreal projects\shootergame\source\shootergame\private\online\shootergamemode.cpp:58]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
any idea what this means
you dereferenced a nullptr, most likely
download editor symbols for debugging (from the launcher where your UE installations live, the arrow dropdown, Options, then check the symbols)
May not even need debugger symbols for this one. Check shootergamemode.cpp, line 58.
hi everyone. I'm going to be learning unreal from scratch. I'm pretty good with unity, and I use it professionally, and I've been programming for years.
I've looked for 'best way to learn unreal 4 engine', and most places seem to be suggesting Virtus tutorials on youtube, but they're from 2014. Are they still good to learn from?
I kindof want a quick jump in and make something type of tutorial, and then when I have that a thorough show me everything tutorial. Any suggestions?
gonna be jumping around other servers so if anyone responds please give me an @untold hollow so I get the message. Thanks!
@untold hollow I'm following the RTS tutorial from 3 Prong Gaming. It's from 2015 so almost as old but I've been able to follow along with everything so far still.
https://www.youtube.com/watch?v=FZK5T-vAVFA&list=PLDnygpcOYwFW2XtNyiandrLDG__OAZs7Q
Welcome back! This is an introduction video to my new series focusing on the Unreal Engine 4 - How to make a Custom RTS Video Game! In the video I discuss what the series will be about as well as what you can expect to learn from the series as well as what you can expect fro...
I guess the basics in UE4 are pretty much established and doesn't change much anymore. It's for new newer, more advanced features where it may be important to have more recent tutorials.
I don't know if I would trust the early Niagara tutorials anymore.
Thank you very much @worldly rose
anyone know any good guides to rigging weapons setting up fire animations, running with weapon, reload, ect in maya or 3ds max
I'm really new to mobile dev.
Can anyone tell me what's the difference of those (Something) versions ?
How much effort would it be to get a game testable on console, specifically Xbox?
is that something I could only consider when my game is nearing completion on PC, if Microsoft requires me to greenlight it first?
yinsei packaging settings for android versions (ASTC) & (MULTI) both work with oculus quest i use (ASTC)
assistance required: i can no longer publish / install from ue4 to quest, after downgrading in an attempt at operating in vr editor mode on a mac. i upgraded back to 4.25, and now projects wont build onto the quest? its been a week, i tried to source install, failed still, please help, can provide logs
hey this is a stupid question but im really new to unreal: where do i set the input keys ?
๐
projet settings
input
okay thanks!
your welcome , i'm not a pro so be advised lol
I would show you my main menu and it's still in development not finished yet so what do you think?? and if you see something you don't like it say to me
Noob here, when drag around objects, how can I snap them together more easily?
@plush yew It looks nice but maybe make the buttons a little bigger or maybe center them? I'm not a graphic designer tho i just think that'd look nice
@gritty thicket OK man
@wide girder you can snap objects together via vertexes (hold V or Shift + V) while moving object
can you actually play admob test adds in ue?
@wide girder google Vertex snapping in UE4, the feature is there but I'm not sure how to use it the right way ๐
I'm seeing a strange 'glitch' when rotating the pawn in the twin stick template included with ue4. I'm not sure how to explain it other than the model appears to briefly 'explode' or double in size while changing directions. I've replicated it here with a slightly different model that makes the problem more evident: https://imgur.com/a/LZz4Vz0
Ugh guys noob question i know
the same effect happens on the stock 'twin stick shooter' template with zero modifications
but how can i change candelas back to lumes
lumens*
in UE4
for lighting
i have it now
thanks xD
oh nice!
thank you
I'm getting this weird thing happening where i'm firing and spawning bullet projectiles w projectile movement outta a weapon when i left click, but when i run in the same direction i'm, firing, the projectile flies slower. When i stop running in the same direction that the projectile is flying, it flies faster.
Anyone knows what's happening?
Slower in the world coordinate system, or slower compared to the pawn?
If someone could refresh my memory what is the hotkey for creating a reroute node... without double clicking on the line?
Slower in the world coordinate system, or slower compared to the pawn?
@worldly rose That.. is a good question. How do i find out if it's slower in the world coordinate or compared to the pawn?
I have a few hundred projectiles flying around, so im unable to click on 1 to look at the transform?๐
Have a button to pause the game, or add a Pause node to the projectile spawn script. I don't know if there is a literal Pause node, but I assume it's possible somehow.
Or when one is spawned just print the both the pawn's and the projectile's velocities, and the relative velocity.
@plush yew you can use MinimumDesiredWidth on TextBlocks in buttons to force the Buttons into same Width, you also have a typo Creadits
May not even need debugger symbols for this one. Check
shootergamemode.cpp, line 58.
@worldly rose what am i looking for? nothing looks wrong
There is a nullptr dereference somewhere around there. Either put a breakpoint in the debugger or add if-tests for each one.
I am using the Unreal CollaborativeViewer Template, I have added an additional command like the ones that come in the template(Measurement,Xray etc)... My command toggles actors visibility based on the Actor tag... The build works fine on desktop, but when I switch to VR mode the application freezes and player is frozen at origin...
I have added the new command to the contextual menu via BP_Collab_V_PlayerController blueprint as shown in the figure above
my blueprints are a lot messier
but i guess with time comes experience and clean blueprints lol
Here is the contextual menu which works fine in the desktop mode as well as in the editor
I am not able to switch to VR.. Please let me know if anyone has ever had the same issue and has been able to resolve...
Much appreciate any help...
@spare sparrow thereโs a button that cleans up the bp btw
What's the cause of this abomination?
anyone with experience working with modulated shadows ?
i've followed the documentation trying to get the shadows in my scene to be tinted
however they remain the same (even when using mobile previewer)
@spare sparrow thereโs a button that cleans up the bp btw
@radiant jasper really? where
i personally like the second one
@radiant jasper really? where
@spare sparrow
When u open the bp, thereโs a button in the tool bar at the top of the window thatโs labeled something like โclean upโ
Quick question, coming from unity I was wondering how you would include children of an actor in the same blueprint?
I want all of these to be included
what are all of those? what type of items
StaticMeshActors
But would prefer if I could just bundle everything together as one actor somehow
unreal does things the OOP way. You define a class/blueprint ("prefab") on its own rather than placing all of them in a level first
Oh damn! I've been watching your tuts! ๐
Matt
Ah, so I would construct it after creating the blueprint
Not building in scene
you would create it inside the blueprint (it has a viewport so you can edit it like in a level), and then just drag & drop the blueprint into the level
but that only makes sense if you want it placed repeatedly. If it's a one-time thing, you can just group them in the scene itself
So to clarify: if I had made a sick medieval tower that I wanted to place a few places in my scene
^^ you can also select multiple static meshes in the scene and combine them into a bp
or if you want you can just group them if they are just scene dressing
@dusky inlet want to do some simple procedural generation
To learn myself blueprints
I found the grouping option
^^ you can also select multiple static meshes in the scene and combine them into a bp
@grim ore can you expand on this?
yeah to get started with procgen doing some coding inside the construction script of an actor bp would be the right place
Yeah, currently the referencing has been the limiting factor
Do you know how you made a blueprint from scene actors?
never did it, but it should be as simple as selecting multiple meshes, doing a right click and looking at the options. Or something like that
at the top of the menu is the blueprint button, its in there
the biggest issue with that is is makes them child actor components instead of just static mesh componets so not as good
I guess you could just specify parent class?
if you are just trying to make multiple meshes into one created mesh you can make a new mesh out of them (select multiple static meshes in the world, right click, convert actors to static mesh) and this will give you a new mesh
Is that a best practice?
Let's say I'm doing modular components where meshes are shared a lot
creating from selection is not really best, would work for something like multiple blueprints into one mainly
Then the mesh count would increase quite a bit
so say you had 6 meshes you wanted to make into a room, you want that room to be re usable as one item ?
then the question would be is it ok to have that then be 1 new mesh to re use, or does it need to be special for some reason
And trying to populate a level
There's no reason other than what's most performant
Or good practice in general
most performant would be just making the level out of the normal meshes and letting the engine instance and cull them
adding a layer, say making 1 blueprint with 6 static mesh components, then reusing the blueprint is less performant
but if you need that layer to have special logic, or something then yeah it should be a blueprint
I believe so if a tile consists of multiple actors
in the end its not a significant difference
Alright, thanks a bunch both of you! ๐
if you wanted to say make a tile be a complete room, lighting and meshes and such, then yeah make a blueprint per room
thats actually where blueprints would work well ifyou did it right since it could be a "kitchen" blueprint and it could randomize its contents based on "kitchen" meshes and such
single mesh might be useful for say you mock up a pile of hay, with maybe a pitchform on it and some dirt. so like a small set decoration. Convert it into 1 mesh in the engine so its easier to plop it around since its just decoration
can anyone think of a reason that the chaos destruction demo doesn't open?
in theory you should do that "one mesh" stuff outside in your DCC but you can do it in engine as a quick fix
but in your case like mentioned, make a new actor blueprint and then you just add "stuff" inside of it for your "room". Static mesh components for parts, lights for lights, logic for logic, etc.
Cool, basically also what I would think, so that's great
@rocky radish you are not using a supported compiled version of the engine? the plugin is disabled? you haven't waited long enough for it to compile shaders?
In my game I have a box that controls gravity with an arrow pointing wherever the gravity goes to, and I am trying to make it so when you press the left/right arrow key it changes the gravity to your your left/right and you go on a wall, but whever i make it go onto the wall it just bugs out and starts moving the camera all crazy. How can I get a rotation that makes the bottom of the cube always go to the left/right of character?
@rocky radish you are not using a supported compiled version of the engine? the plugin is disabled? you haven't waited long enough for it to compile shaders?
@grim ore i built it from source (and also built the project), the editor does show up in the task manager but its barely using cpu and doesnt open
what tasks are running under the editor? did you install Incredibuild when installing Visual Studio?
oh thats weird. did you try opening the editor itself, not the project. so running the .exe from the binaries folder or hitting play from VS?
normally when building from source accidently installing incredibuild causes this issue
oh thats weird. did you try opening the editor itself, not the project. so running the .exe from the binaries folder or hitting play from VS?
@grim ore yep
it just stays like that
so even ue4editor.exe does that?
how can I make so that, for a set period of time after a function is called, a boolean will be set to true?
@karmic nymph set boolean -> set timer for X time to run a function after X time -> Function runs after X time -> set boolean
so even ue4editor.exe does that?
@grim ore just by the fact that im opening that project it wont open ue4editor.exe it will open ChaosDestructionDemoEditor.exe
thats why im asking, if you compiled from source you should have the normal ue4editor.exe in the binaries folder
ah wait maybe you didnt actually compile the engine alone
maybe the log folder in the project says what is going on
maybe the log folder in the project says what is going on
@grim ore i'm gonna take a look at it
its just creating a bunch of log files, i'll try just waiting some more to see if it opens
how do i check if a line trace hits an object
https://prnt.sc/tqqao4 this doesn't seem to work
@grim ore i found this in my log file LogInit: Display: Running incorrect executable for target. Launching Unreal Projects/ChaosDestructionDemo/Binaries/Win64/../../Binaries/Win64/ChaosDestructionDemoEditor.exe...
this doesn't seem to work
@drowsy turtle make a branch from the return value of the line trace
np
@grim ore i found this in my log file LogInit: Display: Running incorrect executable for target. Launching Unreal Projects/ChaosDestructionDemo/Binaries/Win64/../../Binaries/Win64/ChaosDestructionDemoEditor.exe...
any suggestions on how to fix this?
What happened to the VaREST Call URL blueprint node? Doesn't show up for me, even though Make Json and a few other nodes show up properly.
I'm using the latest version of Unreal Engine, 4.25.2
Isn't the latest 4.25.3?
Isn't the latest 4.25.3?
@dawn gull yes, its the latest version
anyone know a good website for sounds?
i think i found a solution to my problem ๐ค
Oh. Guess I'm not on the latest version then. Does anyone know if all the VaREST nodes are there on 4.25.3?
@limber mesa I've used a few sound effects from zapsplat for early prototyping. They have quite a lot of them for free, and a bunch more if you pay.
Oh. Guess I'm not on the latest version then. Does anyone know if all the VaREST nodes are there on 4.25.3?
@obsidian wasp 4.25.3 only made a fix for conversion for c++ projects between versions, i dont think its going to make a difference
thanks @obsidian wasp
Never mind, I'm stupid. The node exists and shows up if I uncheck "Context Sensitive"...
Hey Guys,
unreal is crashing every time it finished the light building. Can anybody please help me?
Thank you ๐
Have you posted this on AnswerHub? You should post this on AnswerHub if you haven't. We do actually investigate some crashes and critical issues that pop up on AnswerHub/UDN. , recommendation may help https://www.reddit.com/r/unrealengine/comments/2orv3c/why_is_building_the_lighting_crashing_ue/
2 votes and 3 comments so far on Reddit
""
Hey
Sounded familiar to you " When trying to build the lighting before adding the props, it would go all the way to 100% before completely crashing out. "
About crashing UE4 when building lighting
Go to your network settings
and disable other network adapters (other than the one you use to connect to the internet)
in my case, I had HyperV network enabled, it seems the Swarm lighting builder crashes when it tries to connect to the wrong adapter
well, its not actually crashing, but it causes my windows to BSOD
worth a try, there is also another bug (which i failed to create a PR for) that causes lighting to crash
is when you have 0 extents on a brush
fixed it in my source build, forgot to do a PR ๐
yo why the fuck is ue crashing my computer every time i try to package
it freezes everything and i have to crash my pc to turn it on
ive tried migrating everything to a new project and it didnt work
idk if its because its packaging too much
half of the stuff its packaging i dont even use
can i turn off packaging for unused stuff
@tight prawn Didnt work for me, but thanks!
i can build everything else just fine i just cant package my game
cant launch from ue4 to quest, sidequest installs and enabled unknown sources visibility, though still canot build out a project, i can see & launch games & files are visible now thanks to sidequest, still i get a black screen when i launch my project made in ue4 . there is a flash of the ue4 scene when i awake the quest from sleep, yet still stays black, thinking this all happend after i down-graded to 4.24 in an atempt to EDIT IN VR, since that failed endevor i have been unable to launch onto the quest????
hasnt even got to the crashy part yet
aha! thats hot! thats hot!
update: it hit 99% mem usage and then pc froze. jfc
do i just need more ram?
@rough knoll sometimes unreal can hang for 45 minutes to an hour, even be non responsive to task manager, just let it sit until it's done, unless the crash reporter comes up, or the crashreporter process is in task manager, just let the engine do it's thing, it will eventually finish it's process and un freeze, if you launch the project using visual studio and watch the output log you can frequently see things happening in unreal while it's frozen
@Slim#1087 its not just ue freezing lul
@distant totem woops
my whole pc freezes
cant even move my mouse
unresponsive to ctrl alt del or anything
@rough knoll you could try and trim some extra system resources, one thing epic recommends is when doing big tasks like packaging, to disable all extra monitors, switch resolution to 800x600, and close any un needed running background programs, that has worked for me in the past
I'm not sure about the whole system freezing if unreal is still thinking in the background tbh
i mean ill try
i hear putting things into a pak is more resource intensive
should i turn that off
what platform are you building for
win10
it says that option is disabled by default, and that it's generally used to reduce load times for projects that use lots and lots of asset files, yeah I would try turning that off
is there an easy way to make a camera capture at only like, 15fps? i need it for an effect
Argh... How do I focus?! I'm working on a KSP style building system, but I find myself working on the icons more than the actual system. How do I stop myself from working on the fine details, and focus on the broad strokes ?
wear a rubber band on your wrist and pull it and snap it really hard every time you find your self working too much on the fine details
๐
lol
k i just tried to re-package with pak off and 800x600 and i still hit 100% memory usage
i have a excel sheet bumpy
I'm really looking for someone who is really expert / confortable with coding / blueprint, to help me achieve/create dockable/sizeable windows in unreal engine please. Please dm me if you're that persoon
I notice that it's only when I work alone. When I'm at work, or in a team setting, I don't doodle lol
Hi everyone, quick question (just starting out in UE, come from a background in animation):
I'm trying to move keyframes along a timeline, but constrain them to only one axis as I drag. In other programs, like AE or Cinema4D, this is usually done by holding shift while dragging. Is there a key combination would enable this? Please @ me with replies, thanks!
i should probably get an ssd or something
if i change max memory allowance will it stop that
i assume this is in mb because of the 1024 and i definitely dont have 16gb of ram
im gonna change it and see what happens
idk if this is even referencing ram
well it froze but it froze at 89% instead of 99%
i changed it to 10gb instead of 16 as i only have 12gb
@rough knoll what r ur specs
Oh when I package games it usually uses like 55-60% of my ram, and I have 24gb
So basically yeah get more ram
@radiant jasper i7-4790k, 12gb ram, rx 570
Whooo those r not great specs ngl u have an old ass pc
i mean it gets the job done
Yeah well not really in this case lol
ye
2 slots u mean
16 should be good enough I think
Youโll have to close all other processes still tho
If u wanna be safe id go for 20 or 24, but ur choice
Wait what type of sticks do u have now
3 4โs right?
Cuz then u miseโll just buy 1 16gb stick, and keep 2 of ur 4gb sticks
yea
oddly enough even though my pc is frozen the led on my external harddrive is still flashing that its writing
R u packaging to that drive?
cant launch from ue4 to quest, sidequest installs and enabled unknown sources visibility, though still canot build out a project, i can see & launch games & files are visible now thanks to sidequest, still i get a black screen when i launch my project made in ue4 . there is a flash of the ue4 scene when i awake the quest from sleep, yet still stays black, thinking this all happend after i down-graded to 4.24 in an attempt to EDIT IN VR, since that failed i have been unable to launch ue4 projects onto the quest????
also @radiant jasper there are no 16gb ddr3 dimms
Why do u have to get ddr3
Buy a new Cpu I guess
Idk I mean I guess just buy 2 8gb then, I mean u should prob start saving up for a new pc
ok
Also how do I update unreal engine source from 4.25.1-4.25.2
ive never updated unreal lol
4.25.3 actually, didnt know that was out
okkkkkk ive been struggling for too long i need help
im trying to make an ai move around randomly instead of going straight to the player
like this
the one on the left is what i have
the one on the right is what i want
u prob have something like "shortest path" selected or something
uh
nono hear me out
theres no obstacles
so basically
rn i have it so itll take the look at rotation and then get a vector and walk to that vector
and ive been trying to make it be rotated by a certain amt
so like if the look at rotation is 0 0 0.5
ill add a random number
wait do u want it to follow that specific path every single time?
between 0.1 and -0.1 to the z
no
want it to be randomly zigzagging
so itll be like adding a random number to the yaw rotation
and go in that direction
but itll always start with the looking at player rotation so it wont veer off too much
but i cant get it to
add to the yaw
This is one way to generate random NPC movement. this is not what I would typically refer to as AI even though it is a commonly accepted term for this type of behavior in video games.
I am not a professional educator, i am not affiliated with Unreal Engine. i am learning like...
follow the random destination part of the vid
movement*
yea
thats the
get random point in navigable radius
i tried that
didnt rly work out too well
i want it to have pretty much this range
it can go any direction within this range
and they all have the same distance
then it would be different distances coming back
this drawing is kinda bad but
hopefully u get the idea
if it chooses to go on that first path i drew
wait
i drew that wrong
holuop
you can pick the vector towards the player and rotate it into a random direction by a random amount
this should make it zigzag
also what do i compare to update unreal
@radiant jasper compare to update unreal?
like in the github thing
to make a pull request
wwhats the base and whats the head
go to the unreal repository and click on releases. the current one is df84cb4
if that method doesn't work you can also use quaternions to rotate it
@plush yew do u know if the rotate vector node is normalized should i use 0-1 or 0-360
connect the output pin to a print node to test it. i'm not certain whether it's in degree or normalized notation.
i dont see that @plush yew
you can also use EQS to find points near the player and pick one at random.. this is something I'm using in my game to zigzag
benefit of the EQS method is that you can easily ensure the point is actually reachable :P
then what
are you asking for the pull request syntax?
you want to update your engine from source?
yes
ah k. i wrote a script on that. hold on i'll msg u in the right channel one sec
oh cool
is there a reason my splash screen never actually shows up on my shipped builds? the only time it shows up is in the editor on "standalone game"
maybe loads too fast so you never see it? Not very experienced so take my suggestions lightly
My question: is developing a VR game much different/harder than a normal input game in UE4?
i mean i tried running it on a 4 gb ram laptop
took awhile to launch, but the splash screen never showed up
you're not launching a server are you?
@ashen orbit more difficult yes
it's a bit more irksome to test
Djriff were you asking me if i was launching a server?
yes
I know splash screens need to be mentioned in the project settings if Iโm not mistaken
I once had a map that would run i standalone mode but not in packaged, maybe same thing
hm
if you launch your project as a server, the splash screen doesn't show
you can check your saved/logs
to see what's happening
in your project folder
thanks
np ^^
feel free to post the error here, i'll see if I can help
if you have something like ```
OSSEOS.txt
OSSEOS_2.txt
ie, if you have the editor open, it will create a 2nd log file
right now i am trying to figure out how to get blueprints in my c++ gameinstanc
Is there a way I can add Cooldown to my mouse 1 input the character can keep attacking, I don't want to use the "Disable Input" node because it disables all the keyboard
is there a way i can convert my c++ game instance to blueprint and have it keep what i put in c++
why article why