#ue4-general

1 messages Β· Page 809 of 1

silk sleet
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is there a way to change a player back in to a spectator in multiplayer?
there doesn't seem to be a way to do it all on in blueprint, but I hope I'm wrong.
I tried to find a way in cpp but had problems there, too, I'll ask in that channel if I'm just doing the cpp bit wrong but a blueprint solution would be awesome (or really any solution)

exotic thicket
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Can you not destroy the player's pawn and have their controller possess a spectator pawn?

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Not sure if there's a more specific way to do it but at least that seems like it'd do it :)

silk sleet
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that works, but I have some existing third party logic that relies on the built-in GetSpectatorPawn functions, and those only seem to work when you use the built in Spectating State

exotic thicket
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ah, maybe there's something else for it then πŸ€”

silk sleet
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yeah it seems bizarre that the most common method for switching to spectator pawn involves literally abandoning the built in spectator logic

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so i think im missing something

hidden knoll
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How do I set different game states for the same map?

hearty walrus
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why isn't the cube spawning?

somber quail
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Should really be doing this logic in the dispenser blueprint

vague monolith
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Hey - anyone know if it is possible to bake light from an emissive mesh decal? I can't get it to work, but want to confirm its not user error

hearty walrus
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@hearty rose ?

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It's only for testing, and the level blueprint can handle key inputs

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I'll try moving it over

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nvm moving it over broke the script

marble pendant
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Is there a good place to view normal rates for unreal engine programming ?

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and the variables involved haha

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(like if i wanted to hire programmers)

small pewter
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Is it ok to present a game in kickstarter with assets that aren't yours and tell explicitly, that all the code is made by you but the graphic part are assets that aren't yours, but put there just to show the game what it will look like (style) until you get enough funds from the people to be able to pay an artist to redo all the assets needed before publishing your game ? (Tag me if any answer plz πŸ™‚ )

silk sleet
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that would probably still be a problem because you're collecting money w/ someone else's content. akin to using someone else's music in a video you're monetizing

small pewter
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But the money isn't for myself but to help me develop the game

silk sleet
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It's still your business entity, whatever that is, collecting money

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It's not even legal to use someone else's stuff if you're making a video for a charity, unless you get rights

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if you can't do full art w/o funding then you should maybe try fundraising with obvious developer art, rather than using something cheap or bad in the meantime. that's the advice i've heard from other people as far as marketing a game w/o final art assets goes

marble pendant
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if you purchase art assets on the marketplace you have the rights to use them even on a kickstarter

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if they are royalty free assets under a CC license then you cannot use them for anything that generates money

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the issue comes from the fact that you are most definitely not the only person using those assets and you will probably get called out by folks who are paying attention

exotic thicket
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It depends on the CC license, some variants of it allow commercial use

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I think it's really just the CC-NC which disallows commercial use

alpine laurel
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my build normally exports pretty fast, but today it has been super slow (5-10 minutes) on "building 3 actions with 4 processes"

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any ideas?

royal crest
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what is the best tutorial for a complete beginner that wants to use blueprints?

royal crest
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thanks

quiet token
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im made a datatable containing all items in game. for each item to have its own type specific data (weapons firerate/damage, vehicle speed health, etc) i have a UDataAssetItemType* field where u can select the right dataAsset for that item/itemtype.

is this the right way of doing this? or is there some struct casting magic i dont know of ?

slender sierra
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whenever i import my fbx i get this error

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Failed to import 'D:\DBD Models\FengMin\FengMin.fbx'. Failed to create asset '/Game/FengMin/FengMin'.
Please see Output Log for details.

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any fixes? i checked output log but it didnt really tell me what was wrong

alpine laurel
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is there a reason why whenever i try and load levels it just loops me back to the start of the main menu on my game?

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using a simple open level button as a test and on my exported builds (dev and shipping) they will both just loop me back to the start of the main menu. this just started happening today

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they are

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the only thing i changed betwen todays exports and yesterdays that worked fine was the position of some ui objects @hearty rose

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dont use debugging builds

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i will export one though. what am i looking for?

open gorge
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do you use development builds?

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you can still view the logs of that

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in Saved/Logs

alpine laurel
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it just fixed itself

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idk what was going on, but its working

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now i just need to figure out why theviewports suddenly stopped scaling with the window a few days ago

open gorge
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i love/hate those little bugs

maiden swift
weary basalt
open gorge
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probably not a good idea to block mods.

open gorge
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blueprints aren't super complicated

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have you programmed before?

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are you familiar with OOP principals?

gray jetty
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heyo

autumn elbow
open gorge
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I highly recommend taking some beginner programming courses first

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it will make learning blueprints much easier

hidden adder
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so ue5 announcement convinced me to start moving unity projects to ue4, was wondering if someone can give me advantages/disadvantages of using c++ vs blueprint

green sky
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can someone tell me if the regular particle system is broken in ue 4.24 please?
i cant seem to use any type of param from blueprint, it just doesnt work

rough knoll
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yo what the FUCK

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why did my thirdpersoncharacter blueprint just fucking vanish

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im so confused

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its gone

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and i cant make a new one because it says its only partially loaded

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????

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why is it here

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im going to try and duplicate the project

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i have no idea

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nvm i dont have the disk space gonna reinstall ue

open gorge
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@hidden adder Blueprints are C++ under the hood, but they are more visual scripting, which is generally easier for newer programmers to pickup. C++ however gives you total access and there's just some things you can't do in Blueprint. C++ is also faster performance wise and is much easier to code complicated features in as it can get a little crazy in Blueprints to keep everything neatly organized.

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@plush yew honestly, C++ for beginners, start learning the language itself. Once you understand the basic/intermediate stuff, UE4 will make a lot more sense.

rough knoll
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djriff do you know anything about what happened to me lmao

open gorge
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did you update your engine version on your project?

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did you change the parent class of the BP?

rough knoll
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i updated to 4.25.3 but it was there earlier today

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i updated it a few days ago

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it just vanished when i opened it after my nap

open gorge
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there's some UE4 specific stuff in regards to C++, but it's easier to pickup if you understand C++ principals in the first place.

rough knoll
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it was created on 4.25.2

dire sinew
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Did they fix the performance speed?

rough knoll
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is there any way i can revert to that?

dire sinew
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or are blueprints still slow?

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or have they always been the same speed? πŸ€”

open gorge
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rule of thumb is BP is 10% slower than cpp

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Β―_(ツ)_/Β―

rough knoll
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i duplicated my thirdpersonbp and im storing it on my desktop just incase i accidentally delete it

dire sinew
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yeah, I'mma leave my more complex logic to C++ hehe

rough knoll
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i just find it weird that its in the files but not in the engine

open gorge
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i've seen that happen before

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usually something under the hood got borked

rough knoll
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idk what it could have been though

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i closed it normally then went to sleep, woke up and its gone

open gorge
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no idea, sorry

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@plush yew just to clarify, there's no point in learning "game coding" when it comes to C++, the language is much more nuanced than just game coding.

void barn
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is it possible to rebuild your project to latest version ?

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like my current project is 4.24

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i want to make it 4.25

void kraken
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Is it issue in UE4.25 where Spawning 200 - 250 AI mobile units cause server lag?

hidden adder
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That clears Alot up then I won't bother with BP, C++ is simple enough to relearn since still got the basics down

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Thanks Alot guys

marsh swallow
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@void barn yeah right click on the uProject file and select Change Engine Version

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its a 1 way street tho! Once you open files and save u cant go back. Also u need 4.25 installed already

plush yew
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vc kinda dead ngl

marsh swallow
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?

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didnt realize anyone ever used it. πŸ˜‚

open gorge
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I think it's mainly for screen sharing?

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or just talking someone through something really quickly

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πŸ™‚

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you're not going to learn c++ in one night

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or even one month

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it's complicated

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you're not going to learn c++ in one night

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or even one month

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or even one month

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it's complicated

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discord kind of lagged a bit there for me

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my apologies if I sent duplicate messages

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I highly recommend you create a project of your own to follow along with the tutorial

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rather than do the tutorial verbatim

plush yew
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anyone here interested in talking about and possibly working on a competitor to garrysmod 2

open gorge
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you can do it the first time you watch the tutorial, to get an understanding of what you're doing, but do it a second time with your own project

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that's how you get stuff to stick

rough knoll
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my ue4 is almost done reinstalling

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hope to god that it will recognize my tpc

little falcon
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My grass output node not working

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i am trying to use grass output node, and it works fine, but after i try build the light, UE4 says "Texture Streaming Pool Over budget 1.45G", and the foliage wont appear no matter what i do, i tried rebuild the node and grass ouput, etc. no luck
i also tried set Texture Streaming Pool Over budget to 2G
still not working
anyone can help?

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never mind, i restarted the engine and problem solved//

rough knoll
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gonna reboot pc

open wadi
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Question: Does anyone happen to know if UE4 supports HTTP cookie jar functionality?

exotic thicket
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what specifically is the "cookie jar" functionality you're referring to?

rough knoll
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did not work.

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lowkey getting pissed

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is there a way i can down-grade to 4.25.2?

open wadi
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Hi @exotic thicket - I mean HTTP cookie jar functionality. I've built an external app for authentication / authorization for my UE4 project, and it's working, but I need to decide between leveraging stateless JWTs and server-side stateful session cookies for authorization.

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All the guys in #node.js and #javascript on freenode regularly point out how JWT is inherently filled with security risks, and I'd prefer to use stateful session cookie-like functionality. But obviously, this isn't a web app - it's a UE4 project.

exotic thicket
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I don't remember seeing cookie specific functionality in there, but cookies are just headers

open wadi
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So I'm wondering - will I have to build this from scratch, or does UE4 natively support such functionality?

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A "cookie jar" so to speak?

exotic thicket
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so you could probably just read the cookie header

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I'm not quite sure how JWT is inherently any more or less secure at least in this context vs cookies

open wadi
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Well, I'm no cookie expert but the client-side aspect of it would have to be stored akin to a web browser.

exotic thicket
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yeah cookies are just a string of text that is sent when the request happens

open wadi
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Well, JWT is stateless, and there are apparently many flaws in terms of security.

exotic thicket
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so if you wanted to support cookies, you would do your request, read the cookie response header, and store its contents

open wadi
exotic thicket
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then in subsequent requests, you would attach the stored cookie in the request headers

open wadi
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He apparently seemed to think that it was important the IDE or framework I was developing in supported "cookie jar" functionality, but that if need be, a spec exists and I could build my own.

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However, if it's literally that simple, storing a specific component and including it in the request headers, then that seems fine.

exotic thicket
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yeah since you're not doing anything with the cookies all it needs is just sending and reading the relevant headers

open wadi
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Yes, I literally only need it for authorization, so the user isn't re-logging-in when attempting to access every protected resource.

rough knoll
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is there any way to downgrade to 4.25.2?

exotic thicket
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iirc the header that the server would send is called Set-Cookie and the header you need to send is just called Cookie

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open gorge
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You should look into OAuth 2.0 if you're worried about using JWT

open wadi
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I'm not worried about using JWT, everyone who appears intelligent in the javascript channels craps all over it.

open gorge
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there are some flaws with JWT

open wadi
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So I've heard it enough times from enough people that I'm now like, well.

open gorge
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it shouldn't be used for sessions

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but I know the WWE Network app uses it

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so it's used professionally

exotic thicket
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yeah might as well use cookies, they're generally more straightforward

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with JWT you'd have to store and resend it as well so in terms of UE end implementation it doesn't really change much

open gorge
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it also depends on the backend you're authenticating with as well

exotic thicket
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with the cookie you might have to write a bit of code to parse the Set-Cookie header but the syntax is fairly straightforward

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there might even be some marketplace http client assets that have the support builtin :)

open gorge
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adding headers to an HTTP Request in UE4 is fairly straight forward, that was a nice surprise to find out when I create a Login system

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if you have troubles with that aspect, feel free to DM me @open wadi

rough knoll
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im hella confused. did something corrupt my thirdpersoncharacter file? not even putting it into a new project works

open wadi
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Very helpful @open gorge, thank you.

open gorge
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that's what likely happened

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it sucks, but you'll need to recreate it

rough knoll
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fucking hell

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is there any way possible that i could open it and look at it to copy

exotic thicket
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Does it not open in your original project where it's from?

rough knoll
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no like it does not show up at all in the content browser

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it's in the foldder

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but its not in the content browser

exotic thicket
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Huh πŸ€” I don't really have ideas on how to fix that, but I would recommend looking into source control like Git or such in the future

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It helps avoid problems where you accidentally cause some problem and lose the entire file

rough knoll
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does anyone care to create a new empty project and check if it shows up in their engine?

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wait. i got it back

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i used a backup from my saves folder

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i must have done something that fucked it

exotic thicket
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Oh that's good :)

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Definitely time to look into using source control if you aren't using it yet lol

open wadi
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lol

plush yew
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Hey

rough knoll
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hi

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ok another question

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how do i take control of thirdpersoncharacter

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because im just spawning as a camera

open gorge
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you need to set it as the default pawn

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in your gamemode settings

rough knoll
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kk, now how do i reset my animbp because even though i have it selected in the tpc viewport its not using it

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by reset i mean make work

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i have the correct skeleton selected in both

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nvm i got it

stone stump
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hey guys iam a unity user and a bit new to unreal engine to where can i get the landscape tool or terrain tool

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how to get that modes panel

little falcon
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where can i set the mobility if i am using grass output node for foliage

stone stump
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i cant get the active mode toolbox why\

inland kettle
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Hello together. Is there no way to attach one actor to multiple other actors?

stone stump
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i cant get the modes tool bar

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anyone knows why?

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unity is so active than this πŸ˜„

open gorge
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it's 1am in the states sorry?

stone stump
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πŸ‘

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if anyone sees this tell me why my modes panel is missing and i cant even click and enable it thanks

exotic thicket
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@inland kettle objects can only belong to one parent, but you can certainly attach multiple children to the same parent

open gorge
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@stone stump

inland kettle
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thanks @exotic thicket

stone stump
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cant even click it man

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@open gorge i tried

open gorge
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that's weird

stone stump
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ye

gusty stirrup
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How do i get the velocity of another actor/blueprint?

I'm currently controlling a character, and i would like to get the velocity of a bullet that's spawned when i left click(fire)

stone stump
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iam a unity user first time using and first experience sucks πŸ˜„

inland kettle
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so physics constrain or socket is the answer i guess? @exotic thicket

exotic thicket
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It kind of depends on what you're trying to do

inland kettle
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i need one object ans "attach" multible actors to it. not the multible actors to the object. i give socket & physconstrains a try

stone stump
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oh guys @open gorge in 4.25 its in a differernt place

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πŸ˜„

untold swallow
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hey, can nyone gimme a tutorial for packaging ue4 project for android, like all those sdks and all

exotic thicket
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@inland kettle I mean if you want to attach multiple children to the same object, it should just work by attaching them

inland kettle
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thats not what i need.

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i try to spawn an actor with 2 sockets and attach them / or "attach" them with the constrains

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thanks for your answer πŸ™‚

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i have to go now

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bye

exotic thicket
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okay hope you figure it out :)

open gorge
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@stone stump fixed it then?

stone stump
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yup

untold swallow
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hey, can nyone gimme a tutorial for packaging ue4 project for android, like all those sdks and all
@untold swallow ???

stone stump
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how to get rid of the default plane in the scene

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?

open gorge
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@inland kettle you likely need to create a child array component to your actor and add your actors to that.

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like the default level?

stone stump
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in the workspace to zoom in zoom out is there a way to faster

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courses man sadly i had last moment transition to unreal

open gorge
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Its 2 hours and well worth it if you're used to Unity

stone stump
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πŸ‘

open gorge
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you should use the hit location (from the hit struct) to spawn your emitter location

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if that doesn't work, you may need to add a sphere collision to it and spawn it on overlap

gusty stirrup
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How do i maintain the speed of my projectile bullets?
Currently when i fire my projectile, it "flies" fine, but when i run in the same direction as my projectile, it visibly slows down on my screen.

I've tried printing the relative velocity of my projectile and char to my screen, and it goes from 1000 to about 400 when i start running in the same direction.

I assume it's this drop in relative velocity that's causing the visible slowdown in my projectile's flying speed. How do i make it not slow down?

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I'm thinking one possible way would be to do calculations in my projectile blueprint to ensure that the relative velocity stays the same?

But i'm hoping to eventually make it a networked multiplayer, so i'm guessing that this method wouldn't work?πŸ€”

rough knoll
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so uh

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everything is gone

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there are 0 assets or textures

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when i play the game all there is is my hud and a floating weapon

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occurred after trying to build

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everything is invisible

gusty stirrup
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Try closing and reopening unreal?

rough knoll
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i have

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everything is here

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but there are no textures

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textures are applied to objects yet not shown

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i cannot click on them though

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i can also send the build log if it helps

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i plan on making a new map anyways so this is not too too major, and if its project related it can be solved when i migrate stuff tomorrow

plush yew
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looks like your terrain went missing too

rough knoll
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the only reason it worries me is that the mannequin texture is gone (but still there in the thirdpersoncharacter viewport) and my rat's textures are gone

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yeah everythings gone

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its literally just a sky after a fourth restart

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i did ctrl a to make sure everything is there and sure enough it is

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is there one specific file that contains the data for every texture that could have been corrupted?

plush yew
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Try restarting your comp?

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I heard it fix it for some ppl

rough knoll
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alr

open gorge
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off the hit?

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you need to break the struct

plush yew
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Guys any idea how to tone down Composition Pre-lighting?

rough knoll
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this is what happened after a restart

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the land is here

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but the tree textures are not

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it took a launcher restart to get the trees to show up after restarting the pc

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the rat textures are also absent

open gorge
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@ebon linden yeah

rough knoll
plush yew
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make sure the collision is being called

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do a print string

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@ebon linden

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and try to have the collision happend in the game

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see if it print

rough knoll
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tomorrow ill migrate projects to see if it fixes anythinf

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if not ill reinstall ue

dreamy sleet
open gorge
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@dreamy sleet what are the errors above that?

coral shoal
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im noticing games build on 4.24 have some pretty odd bugs with fullscreen and alt-enter. If a player toggles fullscreen they can get their detected mouse position misaligned with where Slate thinks your mouse is (and also change your saved screen res).

Does anyone know where the UE issue tracker post for this is? or of it's fixed on other engine versions? googling for this has been rough, apparantly this was also a bug on the 2015 mac build versions of UE though...

devout pawn
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ok so I need help with making this work, I’ve never used UE before so I apologize if I sound stupid. I want to edit this uasset blueprint which I took from a different game, however I’m unable to open the uproject of that game to edit it directly. How can I edit the blueprint without needing the uproject?

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^i was told by the person who found it first that you need to do some setup in unreal to get this to work

open gorge
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you can't edit blueprints outside of an unreal project unfortunately

devout pawn
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Do you have any idea as to how I can open the uproject? Whenever I open it I get told that I’m missing like 3 plugins then it asks me if I want to rebuild and if I click yes then it says to rebuild from source instead

plush yew
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@rough knoll which engine version are u using agian

rough knoll
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4.25.3

open gorge
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@devout pawn you need to either add those plugins or disable them in the .uproject file (you can open it in notepad, it's just a JSON file)

devout pawn
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well the majority of the plugins are like GameServerSDK or whatever

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I’ll try that

autumn elbow
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C++ or BP project Solstice?

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Make a copy of ur project, delete all the unnecessary folders, i.e. Build, Saved.. right click and generate visual studio solution. Then open that and build and run.

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If it's cpp that is.

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If it's Blueprint, open the uproject with notepad, see the engine version, and download that. Open ur uproject with the engine it was created with. Then you migrate to the new engine.

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@devout pawn

stone stump
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hey guys, when i put in a material i made everything got black ik it has to compile shaders is it normal everything going black

autumn elbow
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Ya, after the shader is compiled, it will return to normal

stone stump
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the landscape is having a blink affect

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but it wont show that its shader is compiling its just black and blinking i think its alright

devout pawn
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n!!k

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so pretty much, I’m trying to edit a BP file from a developer version of a game I play. This version has everything unpaked and is all in uasset files. I need to open the uproject but I’m met with a few errors and then it asks me to rebuild, I click yes and it fails and tells me to rebuild using source (which I don’t have) and if I click no, it just exits.

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@autumn elbow

autumn elbow
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Copy ur asset to another project's content folder. See if it loads in.

devout pawn
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I’ve tried that, it doesn’t work

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the uasset doesn’t show up

autumn elbow
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what version was it made in?

devout pawn
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I think 4.21 which is the version I use

autumn elbow
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Right click the uproject, open with notepad, make sure it says 4.21

stone stump
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@autumn elbow how long it will take to shaders to compile its still black

autumn elbow
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No idea, depends on ur computer speed and the size of the material

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In ur task manger, what's the percent processor used?

stone stump
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my computer is a predator helios material is just a mix of from the starter pack to experiment

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it says 7%

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now 14

autumn elbow
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maybe it's not compiling

devout pawn
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{
    "FileVersion": 3,
    "EngineAssociation": "4.22",
    "Category": "",
    "Description": "",
    "Modules": [
        {
            "Name": "DeadByDaylight",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        },
        {
            "Name": "DBDCompetence",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        },
        {
            "Name": "DeadByDaylightEditor",
            "Type": "Editor",
            "LoadingPhase": "Default"
        }
    ],
    "Plugins": [
        {
            "Name": "GameLiftServerSDK",
            "Enabled": true,
            "WhitelistTargets": [
                "Server",
                "Editor"
            ]
        },
        {
            "Name": "MirrorsSdk",
            "Enabled": true
        },
        {
            "Name": "OnlineFramework",
            "Enabled": true
        },
        {
            "Name": "OnlinePresence",
            "Enabled": true
        },

@autumn elbow

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Could me being on an older version affect this?

stone stump
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@autumn elbow its black and blinking

devout pawn
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I'm on version 4.22.3

stone stump
autumn elbow
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Check ur light?

stone stump
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?

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its not just black its blinking

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the whole landscape is blinking

devout pawn
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Does it matter if i'm on 4.22.3 and this says 4.22 or no?

autumn elbow
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Solstice, make a copy of ur uproject file, and then clear the plugins stuff

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Doesn't matter.. 4.22

devout pawn
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I just set everything to false rn

dim merlin
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the black bar animates?

stone stump
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i tried messing around with directional light its still black and blinking

autumn elbow
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No idea on the landscape... maybe restart? Maybe ask in #level-design

radiant jasper
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Is it possible to take an open source python program and port it into unreal, and add a UI?

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Ik unreal has python support, but would it work to that level?

stone stump
#

nik i didnt know you have to assign them in the paint section after i did it it workes i got a texture

autumn elbow
#

@stone stump Google 'unreal black blinking landscape' there are a few other people with that issue

#

Oh lol

stone stump
#

when i click on the material in paint

#

it worked

#

is it because 4.25

autumn elbow
#

K... I'm off to bed... night!

devout pawn
#

still didn't work

#

says theres another plugin "Wwise" but it's not in the uproject file @autumn elbow

elder pond
#

hi i have a problem with a game can i explain the problem here?

stone stump
#

@autumn elbow

elder pond
#

i have to talk to him?

#

i am trying to play hello neighbor 2 but whenever i load a save it crashes and says fatal error

#

i am using a Radeon RX 5700

plush yew
#

Is there a way to increase FPS in terms of lighting build? having directional light stationary is killing my fps

devout pawn
#

I disabled the plugins, now theres these modules which are either missing or not on the right version. It doesn't let me rebuild and I'm unable to do anything to fix it. If I switch engine version it tells me theres no source code.

thick knoll
#

is there a way to not have these all unticked by default and just be active, thus saving my RSI .

plush yew
#

hello guys, quick question. If i have Directional light (moveable). Would casting shadow on static object cost fps drop?

olive relic
#

hello guys!, I'm using Skeletal alembic with Fbx Skeletal mesh at the same time. But Playback speed is different. Alembic seems to going a lot faster than Fbx.

#

How can i match these 2?

plush yew
#

hello guys I follow this docs and want to optimize my level but I can't find this baseengine.ini file

#

can someone tell me how to find it 😦

true isle
plush yew
#

is there a way to delete shadows of little things like stones or grass

hearty walrus
#

how do I make a small tube that cubes come out of?

#

I've got the spawn system set up, but idk how to actually make it look nice

vital cosmos
#

I have a weird issue where everytime I set the type of variable in a blueprint structure from a single value to a map, the entire engine just crashes with access violation

plush yew
#

Hi guys ! I'm confused : Does "UE to Rigify" (the new blender addon recently offered by Epic Games with the addon "Send to Unreal") is the same that UEFY ?

dusky crest
#

@plush yew "UE to Rigify" is more adding control to already rig (mostly marketplace compatible) using Rigify control rig, and UEFY is more to make rig (Rigify) that compatible with Unreal Engine mannequin skeleton

stone stump
#

guys is the procedural nature pack still in the store

#

tried to find it didnt find it

hearty walrus
harsh pike
#

is there anyway to do a replace all instances in the scene of this actor with that actor without deleting the old one? my current method is right click in content browser "replace references" but it forces you to delete the old actor 😦

#

@hearty walrus i would probably just make sure you have snapping turned off and do it manually!

plush yew
#

Hello guys I have little problem with my level

#

it is on parts

#

on the landscape one part of the level is under than other

#

I can't fix it

#

how I can do it?

hearty walrus
#

I can't do any caclulations off the TriggerBox

#

And I'm following this tutorial

ember star
#

I'm traversing through character creation via a bunch of createWidget and removeFromViewports. When I go back and forth, my 'get all widgets of class' returns more and more each time, which means removefromviewport isn't destroying them

#

How can I addtoviewwport instead of createwidget if it already exists?

willow river
#

Editor doesn't open, its stuck on 45%.... I compiled engine from source code without any problems. Is there an fix for this?

rocky radish
#

Editor doesn't open, its stuck on 45%.... I compiled engine from source code without any problems. Is there an fix for this?
@willow river is it the first time you're opening the engine?

willow river
#

No, i took break and now this happened from nowhere

untold swallow
#

hey for packaging my android game, im done with sdk, ndk,jdk

#

what next?

still bough
#

@willow river its compiling shaders

willow river
#

@still bough lol compiling shaders 5 hours?

still bough
#

it happens

#

but maybe it's not, then, check to see if there's a compilershaderworker process

willow river
#

there is but 0 cpu and memory usage

night bison
#

use debug

hollow ridge
#

all of my particles are just black squares could someone help?

timber panther
#

Can someone help me with collision on imported meshes? I have a mesh that is essentially a deformed plane that I imported and I can't detect any collision hits on it. I also need it to have complex collision.

plush yew
#

does someone know some themes for my game? i made a rainbow theme, wood theme..

#

Water?

#

Maybe flowers?

#

idk

hearty walrus
#

how do I make a camera that orbits the room the player is in?

plush yew
#

how I can do it?

??

#

someone can help me?

plain pagoda
#

how do I make a camera that orbits the room the player is in?
@hearty walrus Maybe set a while loop and check for player under a radius and then use some transform to keep it circling the room

hearty walrus
#

no, not like that

#

so the camera can move in all directions around the roo

ruby ocean
#

Can matcol textures be used in unreal?

plush yew
#

Hello guys I have little problem with the LOD group

#

I fooloowI follow this docs but I can;t find the vase engine.ini file

#

how I can find it?

#

because of I can't find it I can't set up the lod groups

fallow edge
#

How do you implement an exclusive feature for crowdfunding backers? A special version only they can download? How would you authenticate?

gusty stirrup
#

How do i get my bulet to maintain the same speed on screen when i run in the same direction that it is flying?

Currently when i fire my projectile, it "flies" fine, but when i run in the same direction as my projectile, it visibly slows down on my screen.

I've tried printing the relative velocity of my projectile and char to my screen, and it goes from 1000 when my char is stationary to about 400 when i start running in the same direction.

I've tried adding the player velocity to the bullet's initial speed & max speed but it's not working, and is the bullet still slows down when i'm running in the same direction as the bullet.

#

@ebon linden yep

#

Here's a gif of the slowdown happening, sorry for the low framerate and quality. I had to reduce the frames to fit discord's 8mb limit

#

The animation's a little wonky, and it's showing a running anim when im idle, but you can see the bullet slowdown when the char starts running

timber panther
#

How the hell do you generate complex collisions on imported mesh? I got this slightly deformed plane and it's got quite a lot of polys but i just can't generate any kind of complex collision on it

#

the convex thing also doesn't do anything when i press apply

hearty walrus
#

The game I'm developing has a background with just stars - how can I make it look more visually intresting?

timber panther
#

make the stars shimmer

hearty walrus
#

how?

#

The current plan is to add star effects

timber panther
#

are the stars just a texture bg?

#

i mean you could make it into a material, if you have texture of stars could use it as a mask and run animated noise through it which would result in a flickering look?

hearty walrus
#

@timber panther It's using SkySphereBP

thorn scarab
#

@dim merlin pretty easy, go to camera settings -> Current camera settings -> Filmback -> Sensor Height and make it smaller. Viola.

quick shell
#

could you make a game only using blueprints?

hearty walrus
#

@quick shell yes

quick shell
#

hell ya 😎

hearty walrus
#

source: am doing exactly that

quick shell
#

so for main menus

hearty walrus
#

nope

#

wait I think

quick shell
#

its as simple as when the game first starts up

#

when i click play?

hearty walrus
#

?

#

idk just use google

#

how do I make the camera be locked to turning around the lvel?

#

level/

quick shell
hearty walrus
#

yeah, I think

rough knoll
#

alright, new drive came in so now i can actually migrate projects

jaunty cedar
#

Line 44

#

The error is just

#

"Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000b8"

#

The offending line is this one:

            Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, Weapon->WeaponData->HolsterSocket);
real mantle
#

Hi there.
I'm trying to use a ULocalPlayerSubsystem that I created in Cpp, but when I access it it's always null. I thought it was automatically created by the engine? A I missing something?
Thanks in advance :)

open gorge
#

where are you trying to access it and what are you doing with it?

rough knoll
#

how do i go about locating projects

#

or finding new locations of them

real mantle
#

it's a gameplay subsystem that should only live during a player lifetime, and that's why I aimed for it instead of a gameinstance subsytem.
I'm trying to access it from blueprints

rough knoll
#

cause i moved them and now they don't appear

open gorge
#

if you open it, it should fix itself

#

what's the syntax you're using to get a reference to it? @real mantle

real mantle
#

one sec

#

that one

#

and the subsystem is

rough knoll
#

im definitely gonna have to try migrating lmao

open gorge
#

where are you calling that BP node?

real mantle
#

I'm just trying in the player character begin play @open gorge , just to check if it's working

open gorge
#

ah

#

you need to use Get Player Controller first

#

Character doesn't have context for ULocalPlayer

real mantle
#

that call is global tho?

open gorge
#

yeah

tight canopy
#

Can i ask questions in this channel about steam integration or should i do it in a different channel?

open gorge
#

but it can be a null global

#

ask away

#

if need be we can direct you to the right channel

real mantle
#

wher'es that? cpp?

hollow ridge
#

how do I change the distance a player is detected with pawn sensing

tight canopy
#

So i have a authentication system for my game, just you know username password( separate backend on a serverblade). How would i go apon securely verifying someone's steam info using steams subsystem. I see their are session tickets, then application tickets which is better to use in this scenario

open gorge
#

no i mean, even if you can reference it in any blueprint, the reference could be null because it doesn't have context of a local player, which is why you need to pass it off from GetPlayerController

real mantle
#

even the code says it's autoinstanced

open gorge
#

you want to authenticate through steam?

#

Essentially if a class doesn't have the context of a local player, that subsystem doesn't work in it unless you give it context

tight canopy
#

Yeah i want to authenticate through multiple ways, steam being one. I was thinking it should be possible to automatically make an account for someone if they run the game through steam. I just don't know whats the most secure way of doing that

real mantle
#

ahh, I think it makes sense, so I guess I need to initialize it somehow from my local player controller right?

open gorge
#

steam handles that internally already

#

no extra work needed for you

#

if you enable the steam Online Subsystem in your game and they have steam open when you launch it in standalone or a packaged build, it will automatically log them in on their steam account

tight canopy
#

Oh, i recently started porting a previous project from a older version of unreal to the current. Got alot of it working, but steam doesnt work in editor anymore is that intentional?

open gorge
#

it never did

#

steam only works in standalone

#

also in order to test multiplayer in steam you need 2 steam accounts and 2 computers

#

bit annoying tbh

#

@real mantle no. Just literally use GetPlayerController drag off of it, and get your LocalPlayer subsystem

tight canopy
#

Mhh, i tried running it in standalone, but that doesn't seem to work. When its packaged it does

open gorge
#

that's it

tight canopy
#

Which is a huge inconvenience...

open gorge
#

hrm, i'm noticing the same thing

#

that's new

tight canopy
#

I think it was either 24 or 25 that made that happen

open gorge
#

thankfully you can use the project launcher

real mantle
#

thanks mate, it's not working for me, but I'll figure it out hopefully

open gorge
#

which isn't nearly as fast as standalone

#

but should work for your purposes

rough knoll
#

okay, well migrating projects worked just fine

#

everything has returned

open gorge
#

@tight canopy apparently this is a known issue

#

something that was updated in the OSSSteam

tight canopy
#

Oh damn really

open gorge
#

some say you can add OnlineSubsystem.bInitServerOnClient=true to your DefaultEngine.ini and it might fix it

#

others say you can Right Click your UProject and select Launch Game

tight canopy
#

Thanks for the link!

#

I'll try em out

open gorge
#

@real mantle can you DM me your subsystem code?

tight canopy
#

Adding bInitServerOnClient and using launch works alot faster than packaging!

#

Thank you

open gorge
#

glad to hear it

hearty walrus
#

how do I pilot a camera around a block?

plush yew
#

@tight canopy any chance to see ur project πŸ‘€

#

@hearty walrus around collusion u mean?

hearty walrus
#

?

quick shell
#

whats the hotkey for grouping nodes?

plush yew
#

@hearty walrus can u share some screenshot

hearty walrus
#

hold on

#

so every level is on a small platform

#

how do I lock the camera to orbit around said platform

plush yew
#

ohhh... blueprint stuff, sorry cant help

real mantle
#

I solved it @open gorge , thanks for the help (the subsystems thing). For some reason the ping to drop the playercontroller was not showing up but after deleting intermediate now it's there.

Now I've another issue, where each time I restart the editor, all the nodes that are "get some subsystem" get invalidated Xd but that's a different story, thanks for the help mate

open gorge
#

glad you got it sorted

#

that's a strange error

real mantle
#

yeah, I even created a new subsystem cpp class just to see if it was some weird error, and it also happens there

#

weird... will see how it goes

open gorge
#

did you try deleting your Binary, Intermediate, Saved folders and your .sln then regenning the project?

real mantle
#

yeah

plush yew
#

anyone have tips regarding game optimasation

thorn lichen
#

Noob question: If a game environment uses only dynamic light (i.e. moving sun) or dynamic meshes, then do lightmaps even matter for mesh assets?

grim juniper
#

Don't think so

#

I have static lighting disabled for my projects and haven't had to do anything related to lightmaps

latent hemlock
#

hey. Just starting out so plz forgive me. How does ue4 share variable between blueprints?

#

I'm tying to share a MotionController worldpos between blueprints

open gorge
#

you have to get an instance of it, but yes you can get that variable

#

are you familiar with OOP principals?

hidden aurora
#

Any tips when baking light in big big levels? Is there any optimization to reduce time. Thanks

thorn scarab
#

@hidden aurora you should have pretty good amount of ram if your level is heavy. definitely standalone mode in swarm agent. also, there's a small plugin Compiler Booster, people say it speed up about 30-40% but never checked

hidden aurora
#

I do have swarm set to standalone but, still takes ages

thorn scarab
#

understandable, check out that plugin it's on marketplace and cost some pennies

#

worth to check

rough knoll
#

how do i spawn an actor in a random location inside navbonds?

#

bounds*

hidden aurora
#

I dont want to be building lighting for days 😦

plush yew
#

@hidden aurora i used 4 computer to help me build lighting

hidden aurora
#

Well I dont have 4 pc haahah

plush yew
#

@hidden aurora also if is just a test, go on preview mode

#

and unthick cast dynamic shadow

#

also u have lightmass importance volume?

hidden aurora
#

Yep

plush yew
#

your level indoor or outdoor?

hidden aurora
#

Indoor

#

Fully

thorn scarab
#

@hidden aurora the only way to avoid it, buy rack with 5-10 servers dual xeons

hidden aurora
#

Thats a big no no

thorn scarab
#

@hidden aurora then your process will speed up

plush yew
#

can i see your level

#

send some screen shoot

#

im building lighting too atm XD

#

Cant wait until UE5 came out

#

no more baking lighting

#

πŸ˜‰

rough knoll
#

why does rebuilding lighting mess up all of my lighting lol

#

none of the shadows are proper and it does not look like it should

plush yew
#

@rough knoll ss?

honest crown
#

anyone wanna help me make rocket jumping in my game?

wind fossil
#

i would like to learn how, but as u might see from my question in blueprint channel.. i won't be any use to u.

neat forge
#

Are event dispatchers expensive to run?

ornate forge
#

@honest crown If you want help with something on the internet, you should learn to ask pointed questions, no one wants to spoonfeed strangers

plush yew
#

@honest crown basically have to apply forces, so when the rocket or object explodes (you do this by creating a collision boundary for the object, and when the object collides with a wall, it explodes) .

after the explosion, it creates a radial force and that affects your player to move in a certain direction. as long as simulate physics is enabled this is doable with character pawns. please check this for more information Unreal Engine 4 Documentation > Samples and Tutorials > Content Examples > Physics Content Examples > 1.3 - Radial Force / Impulse

devout pawn
#

If anyone here can help me open this uproject file, I would really appreciate it.

stone slate
#

Does Anybody know how to turn off the beeping sound in the editor

glass dirge
#

So if Im making a drivable boat, what type of Blueprint do I use?

plush yew
#

@devout pawn either attempt to rebuild the items, or you can edit the uproject files to exclude the missing modules (modules or plugins section of the file. open it using notepad).

devout pawn
#

I disabled all plugins and modules but when I opened the uproject it just crashed

plush yew
#

@glass dirge UE4-OceanProject on github contains buoyancy code

#

@devout pawn please check the crash log dump file.

devout pawn
#

wheres that at

glass dirge
#

IDK how to properly Import stuff from Github.

plush yew
#

@glass dirge if you go to the repo, there's a button that says download zip where you can download the project files to your computer without using git clone on the commandline. i also advise getting git installed first before trying it.

glass dirge
#

Also I didn't ask about buoyancy, I asked about what am I supposed to use for vehicles.

#

Like Pawns, Actors

devout pawn
#

is that it?

plush yew
#

@glass dirge UE4-OceanProject has code you can use for a water-bound vessel like a boat in that github repo though which is of class pawn

devout pawn
#

@plush yew Is it the .log file?

#
Assertion failed: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp] [Line: 3234] Failed to load UnrealEd Engine class '/Script/DeadByDaylightEditor.DBDUnrealEdEngine'.
#

that's the error I get

plush yew
#

@devout pawn ```The editor session log file for your Unreal project is located at Engine\Saved\Logs\UE4.log.

The crash logs file for your Unreal project can be retrieved using the command: %USERPROFILE%\AppData\Local\Microsoft\Windows.```

yep you have to disable the plugin by removing it from the uproject and trying to re-build it in visual studio or trying to open it in a new version of unreal by copying the project over.

devout pawn
#

you want the second one right?

plush yew
#

seems liek the plugin is still included in the uproject

devout pawn
#

I set everything from 'true' to 'false'

plush yew
#

delete the value completely

#

and try opening it again

devout pawn
#

oki

#

should I move out every uplugin out aswell?

plush yew
#

wouldn't hurt. cut and paste it to the desktop or something

#

make sure to back everything up before you do anything

devout pawn
#

same error

plush yew
#

in that case you have to open the sln in visual studio and rebuild the project with the current engine version

#

or generate the visual studio project file and try rebuilding

devout pawn
#

it's not a visual studio file

#

at least I don't think

#

says it doesn't have any source codes

#

It's a BP file

plush yew
#

@devout pawn try to open the uproject with a different version of unreal or try to re-add in the modules and re-compile with visual studio. some modules may have c++

#

if you removed the modules from the uproject it should no longer be giving the error.

devout pawn
#

I tried opening w/ 4.21 and still same error

#

I removed every module from uproject file and it looks like one of them is a dependency

plush yew
#

keep the modules that do not show the update error

#

you might want to try stuff out for an hour or so and get back if you don't mind please?

devout pawn
#

huh?

plush yew
#

@devout pawn i had this error before, and by removing the plugins it solved it in my case. if this is not working for you, i recommend looking this string up the following modules are missing or built with a different engine version in search. i hope that helps. you might also try #plugin-dev

deep basin
#

Hey all. Anyone know of a cheap way to add a custom collision mesh to a BP at runtime? I just want to spawn one triangle where I control the vert positions and something that can detect overlap.

#

I found that it's possible to do by adding a procedural mesh component but when I enable collision generation I get substantial hitches.

radiant jasper
#

how do i import an fbx file and the textures that are for it

deep basin
#

There's an import button on the top left of the content browser

glass dirge
#

Why is it so hard to find tutorials on how to make stuff, its always "download this project and use this project" I want to make my own stuff

radiant jasper
#

yeah ik but how do I import the textures with it

#

to automatically work

#

and not have to manually put each one on it

plush yew
#

@deep basin can't you have a hidden mesh that you add as a static mesh component and assign as a collision object in your blueprint for the asset? is there any need to spawn it at runtime like this?

deep basin
#

@plush yew Thanks. Unfortunately yeah, I'm driving some bones on a skeletal mesh, so the final shape isn't determined until runtime. Thought about using colliders in the physics asset but it's hard to get consistent coverage.

plush yew
#

could you have a copy of the skin mesh, except slightly displaced outwards and assign collision to it? that or attach the colliders to the joints and enable or disable the collision property as necessary?

deep basin
#

oo, i wonder if there's a way to generate a static mesh from a skeletal mesh's shape, once I have the SK where I want it

plush yew
#

possibly

#

@deep basin your name is great. lol

deep basin
#

πŸ˜„

plush yew
#

@radiant jasper you can import textures and create new materials in FBX Import Options or you can use datasmith for more advanced pipelines

balmy tide
#

is there any way to speed up compiling C++ in UE4?

#

why is the entire project compiled each time, even on just change in one line of the code?

deep basin
balmy tide
#

well check it out. I don't get why UE doesn't implement anything as such in native so that you only need to compile one class at a time

#

the same way you do for Blueprints

open gorge
#

if you change a header file, generally a lot of classes will need to be recompiled to account for those header changes.

#

are you using Unity Build?

balmy tide
#

It does the same if .cpp is changed. each time hot recompile is done. btw what do you mean by Unity build?

plush yew
#

@balmy tide In your compiled Unreal Editor go to Compile -> Recompile Game Code or press Ctrl+Alt+Shift+P. It will only recompile changes not the whole source. found that unreal forums online (uses an earlier version of Unreal though - and you may have had to built unreal from source to get it to work. not sure about that though the hotkey might still work. worth a shot.)

balmy tide
#

the option doesn't show in the normal ue and the hotkey doesn't work either

plush yew
#

@balmy tide try to enable live coding (Live Coding will patch individual functions without requiring any special consideration for object re-instancing, making it much more reliable and scalable for large projects.)

if this does not work keep in mind you can use batch files to automate the build process. i pasted some scripts in #cpp a little while ago that may be of use to you if you want fast recompiles of your project. that way you can have a cycle where you dev something, and then periodically rebuild automatically using batch scripts.

glass dirge
#

Anyone know how to make an Airship? Or where I can find where to learn?

eternal anvil
#

Like the model or the actual coding?

glass dirge
#

Coding, movement.

#

like driving a car

eternal anvil
#

I'd assume you just use an actor BP with the airship as a mesh

glass dirge
#

actor or a pawn?

eternal anvil
#

Thinking actor, it's been a while lol

glass dirge
#

Cause I wanna make something similar to Sea of Thieves but with Airships

eternal anvil
#

When you press whatever button to get it in, change the controller & possess actor to the airship

#

Look up a vehicle tutorial, my explanations are kinda bad at 12am lol

glass dirge
#

they always give me cars

#

And any "hover" vehicles there are are like hover crafts, not like a boat. And boats always require u to download a project or use water

hidden adder
#

why is it when i build my lighting basically disappears

stone slate
#

How can I disable unreal editor sounds?

#

may I ask for some help on this

#

its playing CompileSuccess_Cue

#

even after I disabled it in this check box

brazen narwhal
#

so we got a bunch of people workin on stuff for our game but our only programmer feels a bit lonely so ive come to seek for more helpers if they're interested GWchadThink

marsh swallow
#

Has anyone experienced a Variable... corrupt? Or go bad in a BP.

#

This variable is loaded up by default with all values, and when being asked by the ForEach it returns nothing. There is NO other place in the project that touches that to set it. The fix was to use a Make Array and confirm it worked. Then I deleted it, readded it and it worked again.

brazen narwhal
#

😦

#

am sad

marsh swallow
#

Thats pretty scary to think a variable can corrupt.... 4.25.3. Happened in .1 as well just didnt look at it until now.

brazen narwhal
#

how do i do that

#

im new lmao

#

@marsh swallow how do i do that

#

its locked for me

marsh swallow
#

check the rules and pins

#

You have to use unreal bot

brazen narwhal
#

i cant check pins fsr

#

oh ok gotchya thanks

marsh swallow
#

^_^

open wadi
#

Gentlemen, I have successfully created the base framework for my node.js authentication and authorization API in node.js for my UE4 project. Now, I just need to build out the login form functionality to test implementation.

#

Might anyone recommend a tutorial, guide or walkthrough for building a login form that sends API calls via HTTPS and for which I can store a standard session cookie? I figure the session cookie component would be easy to build myself, simply save the cookie to a local file for the user.

exotic thicket
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You could probably just hold it in memory too if you don't need it to persist across game sessions

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Anyway I don't think it should really be very complicated to do this. You'd just have a UI with the relevant input fields, and have them call some actor that handles the logic. Maybe have some events on the handling actor so that you can react appropriately based on whether login worked or no etc

dire sinew
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with the multi-user editing plugin, can you run it on a dedicated server?

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was looking to see if I can run a dedicated server and my friends who are helping dev a little game could connect through that

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so far we just use a VPN/proxy server so we can avoid port forwarding

dreamy sleet
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who can help me my game wont launch

open wadi
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I'm interesting in installing UE 4.25.5 but when I hit plus next to "engine versions" I do not see it listed as an option

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The latest I see is 4.23.1, even though I have 4.24.3 and 4.25.1 installed.

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how on earth do I download UE 4.25.5?

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@exotic thicket You got any thoughts on this? This seems like a very basic question but for whatever reason I see absolutely nowhere to install the latest subversion of UE 4.25 and googling reveals 10 pages of articles of people saying "Cannot install Unreal"

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Just generic nonsense, nothing about a specific subversion not appearing as an option to install.

exotic thicket
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Is that even released yet?

open wadi
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Is it not?

exotic thicket
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25.3 is the latest I have

open wadi
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Ok, well I'd be happy to use 25.3

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But that isn't present either.

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And apparently there are 10 billion 12 year-olds using this platform because if you google these issues you get endless pages of generic "Epic games launcher wont' launch" posts.

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Nothing whatsoever about a specific subversion not appearing, otherwise I wouldn't bother the channel with what I assume is a very basic question.

exotic thicket
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lol, I mean Fortnite...

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:D

open wadi
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Haha, this is true.

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A very good point.

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Where is the new subversion supposed to appear?

exotic thicket
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anyway unless you have some specific bug or feature that's in the later versions it seems you should be fine with 25.1 too

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for me it was just offering an update button on the engine versions

open wadi
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Well 25.1 apparently has a few flaws, I'd rather update to a later subversion.

exotic thicket
open wadi
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Yes, I see it.

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Ok, I'm leveraging the update button.

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That's hilarious.

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It's not the + button next to "engine versions", it's not the "install Unreal Engine" in the upper right

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I would assume people would want to have specific subversions installed, I didn't realize they only allow one install of a given 2 tier subversion.

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so you can't have 4.25.1 and 4.25.3

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Apparently.

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That makes sense now though, that's why only 4.23 and below were appearing on my Engine Version install options, since I have 4.24.3 and 4.25.1 both installed.

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those are "updates", but the 4.X is an "engine version"

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Wonky but I'll take it, thank you.

exotic thicket
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yeah I think the minor versions are released in such a way that they don't cause BC breaks or such (or at least shouldn't) so you're safe to update

open wadi
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Got it.

dreamy sleet
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how do i fix it

open wadi
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The man with two handles.

plush yew
vale bone
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Hi; My editor has been crashing a lot so I'm trying to Verify/Re-Install, but the launcher thinks the editor is still open when it's definitely not. I've restarted my PC several times, checked the systems tray, it's definitely not open. Any thoughts?

plush yew
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hello guys i can't find the base engine, ini file

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I read and I asked google so many times but I can't find this file

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can you tell me the directory? thanks in advance

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I want to setup the auto lod but I can't do it cus I need to copy rows from the do into this baseengine.ini file

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if someone can help me tag me or write me in DM

sleek solar
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@plush yew You can use DefaultEngine.ini for that, just in case BaseEngine.ini is inside the engine folder UnrealEngine\Engine\Config

plush yew
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so the direction is engine not in my project direction?

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so not this direction?

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@sleek solar

sleek solar
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that is project folder, not engine

plush yew
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yeah

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oo shit I am so big retard-xD

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okay now I found the file and opened it, the code is there so I don't need to add it

vale bone
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Anyone have an idea for this? I've managed to re-install the launcher but I still get the same error 😦

plush yew
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open task manager and close all the unreal engines? @vale bone

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if it doesn't work restart the pc and try again

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it should fix

vale bone
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there's nothing in there, i've restarted many times

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i can't verify or uninstall

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are there processes associated with the engine called something different?

plush yew
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uninstall and install again the launcher and try again to install ue 4?

vale bone
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i have, same issue

plush yew
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hmm

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idk man then, hope other people to help you

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okay I found the code and I replaced it for each case but now when I open the project and try to setup the LOd for each mesh and "tick" the custom lod and click then save, it saves and when I close the window and decide to open it back the tick for custom lod is again unchecked :(, why? How I can fix it? @sleek solar

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I click this

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I click save, then I close the window and when I open the same mesh, it is this:

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😦 😦 😦

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and I can't optimize the level cus it doesn't save it

cyan warren
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What can i do when content is gone from directory folder

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I'm felt so silly right now

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🌝

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I'm don't want to waste project with redownload

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And the game content that missing is about health bar option

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My health bar content option

plush yew
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ah bad

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it still doesn't save the changes that I do, whyyyyyyyyyyyy

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come on

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I am fighting with this 2 days 😦

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with this optimization

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why it doesn't save it 😭

hidden adder
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why is it lighting dims so much when building the project?

plush yew
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@vale bone could be a drive permission or partition issue. you may need to run a disk checker utility to make sure the partition is healthy.

vale bone
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I just cleared up the drive, it had 67 gig and now it's got 200 free, that seemed to fix it

plush yew
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@cyan warren your content is stored in ProjectName\Content and you basically usually make backups or manually import into unreal using the import button.

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@vale bone ah cool. that's good

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can someone help me with the LOD 😦 😭

merry gazelle
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Anyone know if its possible to grab an actors preview thumbnail as shown in the editor?

I realise I can probably use scene target, Im just wondering if theres a more simple way to grab quick previews of an actor for use in a UI

plush yew
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@merry gazelle In the Content Browser, click on the blueprint icon you want to edit.
In the bottom right, click on View Options > Thumbnail Edit Mode.
Then left-click drag in the icon to rotate and right-click drag to zoom.
When you are finished, click Done Editing.

(or you can right click a blue print - > asset actions -> capture thumbnail )

merry gazelle
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OK cool thanks πŸ‘

shadow sleet
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The best way for you is to set a timer, with the lifespan time as the time - some time, so it gives time for the projectile to play the effect that when it fires, a particle is played and the projectile gets destroyed.

hearty walrus
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how do I add a background to a main menu?

dim merlin
rigid aurora
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How do i make when the key Q or E is press the character camera rotate to make 180Β° (see behind) ?

tight prawn
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I'm facing an issue with materials only working on specific meshes

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for example, when working with the Stylized Rendering projects

runic fern
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Hey Guys if there are 2 ppl working on one project Pushed To Github how to garantuee no overwriting will happen when they push ?

tight prawn
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if I use the material used on trees, and apply it to a cube or any other mesh, it doesn't work properly

icy egret
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Hi I need help
I try to use mixamo's motion that is converted with blender mixamo motion converter
but motion's legs are drifting like this picture
how to fix it?

marsh swallow
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okay i know this has to be simple... why is the alpha not coming through in materials?

stone stump
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hey guys where is brush size in 4.25

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:()

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foliage

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brush size

strong schooner
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How do we morph or transform one 3d object texture and mesh to another? Like I want to timelapse an object in sequence that is decaying over seconds? Thank you

still moat
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Left: Different project
Right: My project

Why in the hell is the time running slower on mine? A second literally takes twice as long to be counted.

When im running the game its sometimes running in complete slow mo

stone stump
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dude do you know where is the brush size in foliage brush tool in 4.25

still moat
plush yew
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hello guys I have problem with my landscape, when I go into brush wireframe mode I see a lot polygons, is there a way to optimize it ?

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this map is without any meshes and I have low fps, holly 😦

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can anyone help me with my problem sent in #cinematics real quick?

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i've waited for hours and...

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nothing

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same man

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don't cry

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I can't fix the problem with the LOD for days ...

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I have installed the new version of ue 4 to can work with the auto lod system and it doesn't work and save it...

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do you have the disappearing landscape bug as well?

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no

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i mean

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it works in normal viewport

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and it works ingame as well

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but in cinematic viewport and rendered vids / imgs

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the landscape becomes invisible

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also @plush yew try decreasing the tesselation multiplier value

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although your one sounds like a pc problem

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we tried this already 😦

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bro i mean like

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we changed the tesselation multiplier value but nothing

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i have a landscape that fills up the world entirely and some other photoscanned stuff from Epic Games and Quixel

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still hits 30fps at least

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the polygons are so manyy 😦

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which graphics card do you have?

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gtx 1050ti

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4gb

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I need to optimize the level for good pc-s not for high end

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oh yeah

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maybe disable the tesselation entirely

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and rely on POM

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i've built a custom landscape shader for that

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didn't really do the POM part tho

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just yet

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but yeah

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i think it's gonna work

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also 75fps is high...

rocky radish
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also 75fps is high...
@plush yew not really when you only have a landscape on your level

plush yew
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yeah that part

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what does pom from?

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15fps 😦

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it produces an illusion-trick that'll make things look "displaced"

rocky radish
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@plush yew what is the resolution of your landscape?

plush yew
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wait

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wait

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waitwtatasrsdasddfsfsdf

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the texture tiling wtf

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you don't need tessellation when your ground textures look cheap...

somber quail
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POM isn't tessellation

plush yew
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what is POM from?

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yeah i said disable tessellation and enable POM

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read before you say if you mean it

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also, do you mean "where is POM" ?

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or "what does POM do" ?

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for the second one i've answered it already

rocky radish
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what is POM from?
@plush yew wdym

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POM - parallax occlusion mapping

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gives the illusion of depth on a texture

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not to be confused with normal maps though (that also gives illusion of depth)

plush yew
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this is the info of the landscape

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3061 x 2041?

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why do you need that much

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and 4what

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are you making an open world project?

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yes

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you guess

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πŸ˜„

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but I want to optimize it

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also I want to make the locations to be in different levels and be loaded with level streaming

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but let's first optimize this fucking level

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you can try dividing the main level into different parts

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and then make them be connected seamless in runtime using level streaming

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okay but how I can divide the current level into parts?

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up to you.

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since you can't chop the level in half lmao

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tell me how I can do it cus I have not idea how to do it

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I thought that I can do it with chop 😦

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xD

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for me personally, i'd rather make the indoor ones separately

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but with that framerate

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this won't do anything

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since the big ass landscape itself is a bottleneck

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i'm not really sure how to optimize the level either

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make the lighting stationary maybe?

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but you need insane amount of RAM pool for that

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considering the size of the landscape

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but i mean like

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Cascaded Shadows ain't gonna perform well in a high-poly environment

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perhaps use the distance field shadows instead?

rocky radish
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@plush yew first of all, do you have any materials with tessellation? if so, what is the tessellation multiplier on them?

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also static/stationary lighting instead of movable helps a lot

plush yew
rocky radish
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also you should try lowering texture resolution

plush yew
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disabling the tessellation completely is the only way to reduce the polycount, for now

rocky radish
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if you really want tessellation you can leave it on a really low value though

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@plush yew are you using movable lights?

plush yew
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that'd look like shit tho

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i'm guessing stationary but not baked

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from the images

rocky radish
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i'm guessing stationary but not baked
@plush yew if you increase res on static it doesnt look too bad (also stationary in a way can be baked lighting with dynamic shadows only on movable objects)

plush yew
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I can't find the materials of the terrain

hearty walrus
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How do I give a button an outline?

plush yew
hearty walrus
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Whenever I try to do it, it appears to load in UE4's spritesheet

plush yew
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this doesn't work

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hi i have a game object in my scene which houses the audio however once i leave its radius from the ambient collusion while it does fade out it doesn't fade back in or play again once i go back to that area.

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@rocky radish i mean lowpoly displacement

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and i can't find the asset 😦

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is there other way to find it?

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i know about the resolution trick already

rocky radish
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@rocky radish i mean lowpoly displacement
@plush yew oh

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and i can't find the asset 😦
@plush yew what asset?

plush yew
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yk what

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that's bc you don't have any layer info

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lmaop

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you have to click on the plus button first

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and then use the zoom zoom

rocky radish
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@plush yew if you mean the landscape material its on the details pannel

plush yew
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yeah click on the plus button

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these materials I can't find them in the content folder

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@plush yew if you mean the landscape material its on the details pannel
@rocky radish no I don't mean

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materials? these are layers

rocky radish
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these materials I can't find them in the content folder
@plush yew they're in the landscape material

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they're layers not materials

plush yew
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you can only select the landscape material itself

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will ask there sorry for asking in the wrong chat

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np

west mirage
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Does anyone know a good video for a tutorial on ghost-trails (in blueprints)?

glad karma
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Hey guys, somebody know or have got tutorial how can I import skeleton from UE4 to fbx character what I found in internet? Thanks

dim echo
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Hello. I am learning UE4 by watching some tutorials and had a question. What is the difference between the construction strip and the event graph? when would you use the construction strip? Thanks!

somber quail
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Construction script runs at editor time and when objects are spawned

dawn gull
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I just got a project from a friend and when I try to launch it says this, how can I fix it? When I try to rebuild it says can't rebuild

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I am using the right version

hearty walrus
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How do I set up a camera like this?

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so the camera moves around the game area

next badger
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Hm...Can anyone test a bug that may crash ue4?

dawn gull
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@next badger 4.25?

next badger
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doesnt matter

dawn gull
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sure

next badger
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while in play - sg.EffectsQuality -1

dawn gull
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in the ~ console?

next badger
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yep

icy egret
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Hi I need help
I try to use mixamo's motion that is converted with blender mixamo motion converter
but motion's legs are drifting like this picture
how to fix it?

dawn gull
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taking a while to load sorry

next badger
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for mixamo it's better to use retargeting in ue4 than blender, as blender can flip bones

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@dawn gull no, it's ok, no hurry

dawn gull
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it completely froze but is still playing my music

next badger
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oh...ok...then you probably will see shaders compiling soon, you can set it back to 5 (epic)

rigid aurora
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How do i make when the key Q or E is press the character camera rotate to make 180Β° (see behind) ?

glacial pecan
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I don't get it. When I do a Print, it prints once, but when I replce the Print with my Function call (that has another print in it), I get the print twice... wtf

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oh great, when I do my function call + print, the print happens three times... like, wtf... how can my function call fire twice from one wire?

stone stump
tranquil hare
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@stone stump try to play with post processing especially with auto exposure

stone stump
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ok thanks

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@tranquil hare i feel like the scene is blinking idk why

dim merlin