#ue4-general
1 messages Β· Page 810 of 1
EGS do be like that
it's business as usual
with its "crazy high end technology" which doesn't even perform 0.000001% close to their another software called Unreal Engine
https://www.reddit.com/r/unrealengine/comments/i2h3sv/what_are_your_top_3_pet_peeves_about_ue4_as_it_is/ I invite everyone to chime in, I'm very curious to hear your pet peeves!
0 votes and 0 comments so far on Reddit
I really need help getting the source code build
I'm having trouble doing some things
What things.?
how can i make my default player pawn immovable?
i want my mouse input to stop controlling it
Try "Disable Input" @late verge
does unreal engine work well as in at it's full potential in linux? changing os soon
Prob. your best read https://docs.unrealengine.com/en-US/Platforms/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/index.html
Learn how to download, build, and run UE4 on Linux.
quick question
how much of a bad idea is it to use 2k mega scan textures for a VR project? i won't be needing a lot, it will just be materials like carpets and wall textures etc
thanks @midnight root
yw π
Hello!
I'm trying to create a Skybox texture for use in UE4. I followed the steps here ( https://docs.unrealengine.com/en-US/Engine/Content/Types/Textures/Cubemaps/CreatingCubemaps/index.html ) to create a texture and I downloaded the standalone Nvidia texture tools.
However, it says to export in 32bits/Channel, 8.8.8.8 ARGB 32 bpp, unsigned. I'm not seeing that as an option. I don't have photoshop so I can't use the photoshop tool. Am I doing something wrong? Or is there another tool?
The process for assembling Cubemaps in Photoshop.
Scrolling down only shows me more RGBA, but no ARGB.
Right after I said something... I just tried RGBA 8.8.8.8 32bpp unsigned... and it worked π€·
isn't ARGB for Adobe RGB
Nah, it is Alpha Red Green Blue instead of Red Green Blue Alpha in the byte order.
but I didn't think Unreal would allow for it in front and in back of the color.
This gives a bit more about the ARGB vs RGBA orders.
https://en.wikipedia.org/wiki/RGBA_color_model#:~:text=In some software originating on,bits rather than the top.&text=The bytes are stored in,ABGR (byte-order).
hi, absolute newbie to Unreal here (have a little experience with Unity though) - I'm trying to create an input key that toggles between two keybind layers during the game. how can I make this work?
to clarify, I'm making a simple Newtonian space game. I want a button to toggle between rotation (pitch, yaw, roll) and translation (horizontal, vertical and longitudinal) movement.
currently I have WASD and Q/E set up for both aforementioned "layers", but I want to toggle between them without defining new key inputs. hopefully that makes sense
key 1 = do this unless you have the toggle on then do that? or seperate keys or ?
it sounds like the first one. Boolean you toggle to determine what should happen. each input event would then check the boolean and based on the value execute the path
so input -> branch -> do something or something else
yeah, exactly! that's it. how can I implement that, though? so far I've gotten a flip/flop toggle set up which works great for now, but I'm currently struggling with actually enabling/disabling the appropriate keybinds depending on whether translate or rotate mode is active
a little confusion here. are they different keybinds?
it sounds like it's not, you just want one keybind to do different things
do animations port over from blender?
you can make animation for UE4 for blender yes
how do I save user settings?
@grim ore sorry, it's hard to explain what I'm trying to do. I made a really rough sketch of what I'm trying to set up
yep
in the end you are only binding to each key once tho
its not Q for roll left in rotate and J for Thrust alt in translate
so you have an input event in UE4 called QButton for example
in your event graph for your character or actor or whatever you have your input event for the QButton event
right after that you have a branch that checks for the Mode (a boolean variable you created)
and based on if its true or false (true could be rotate mode, false could be translate mode) you do your stuff
thanks, that makes a lot of sense
and somewhere I assume there is an input keybind for changing the mode where you toggle that boolean
this is what I have so far (I know it's not set up right but bear with me, I'll get rid of the redundant keybinds)
I have the toggle key set up as Space at the top
so, you're saying that it's best if I get rid of the redundant input keys and just have a node that checks for whether the toggle is enabled or not?
as in, a node for each of the 6 different buttons that will be used for flight
you can keep the 3 nodes you have now, one for each axis
sorry, you can keep the 6 nodes you have now technically
or drop it down to just 3
in the end you still need the boolean to check, whatever makes it cleaner for you basically
keep 6, check the bool after it fires off, and only hook up the true on each one
that's the bit I'm confused about. How would I check for the boolean?
I really appreciate your advice, by the way ^^
thank you so much
both of these ways should work
the difference is you have one input node for each event, like you showed, and just hook up the true or false instead of 1 input mode for both events and hook up true and false
the issue with the 2nd is you have to click on the input axis event and uncheck consume input
since by default it only allows 1 input event per key press to fire off
i think I like your original idea (the first method) better, because it's cleaner and seems better optimised than what I had in mind
I will give that a try :)
and of course there is nothing wrong with just after the true or false in the first going off to it's own custom event somewhere else so its cleaner as well
especially since you can make multiple event graphs you could make a graph just for Rotate Mode events and one for translate events
Any good course for C++ in UE4 which worth money?
Tfw I am doing things with blueprint and it magically does what I want 
For reference: I have no clue what I am doing. 
Why di Epic kill off HTML5? https://docs.unrealengine.com/en-US/Platforms/HTML5/GettingStarted/index.html
Setting up UE4 for HTML5 development.
Any theories?
how do I make a player-controlled camera that orbits around the game area?
@safe rose too much micromanagement / small updates? they passed it off to the third party github team from that doc it seems so it's probably because of epic being more of a macro organization perhaps
@hearty walrus you can use a spring arm for this Unreal Engine 4 Documentation > Gameplay Guide > Using Cameras > Using Spring Arm Components if you get world rotation of the spring arm component, you can rotate it with spring arm -> set world roation
?
@hearty walrus you can also look at the default third person template, the camera by default rotates around the player.
I'm using it
what I want to do is to have the camera not orbit around the player, but orbit around the map
is there a way to possibly extract the camera from the character, and use it for the level?
the camera orbits around its player object it's attached to. Copy it's settings into a new blank actor and use that
blank actor, spring arm, camera. set it up to match the one in the third person character. set it to be the default camera.
SHIT.
did you back up? x_x
nope
damn π
@grim ore so I've copy-pasted the thirdpersoncharacter, how do I delete all the character stuff, and leave the camera, springarm and blank actor?
you cant, thats why i said make a blank actor with a spring arm and camera and set it up to match the settings in the character. you dont want a character you want an actor
@grim ore I've got a camera, actor and spring arm set up - what now?
copy the settings in the actor for the spring arm and camera so it rotates around the root it is attached to. you probably need the input settings as well that deal with camera rotation.
what
@grim ore the UE4.sln part
nvm turns out I can just drag and drop the outliner over
what was step 4?
10 - 40 mins to compile, I wish it was that short
and did you do step 4?
yes
then it failed, what did it say
@grim ore how do I switch to the new camera?
yup so now you have to follow the error and install it
all of the SDK's are inside of the visual studio installer
@hearty walrus you can use a set view target with blend, or change your base class on the new camera blueprint to pawn then set it to auto possess when its in the level
I can't seem to reference any of the 2 cameras
the thirdpersontemplate and the custom one
did you install the targetting pack or the sdk or both?
@barren flume I had this error before. enable MSBUILD in visual studio config
How?
yep just install the correct .net stuff and it should be fine
worked for me after i installed MSBuild...
your install is corrupted or somethings wrong with your HDD / SDD
uninstall and reinstall vs 2019
I tried it on multiple drives
I tried uninstalling and reinstalling visual studio
but still no fix
Okay I installed the targeting pack and there is no errors so far
yep
it's advisable to follow https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html if you haven't already done that
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine 4.
install these from visual studio installer -> visual studio community 2019 -> modify -> individual components
include the targeting packs as matt said
all of those are already installed
4.5 can't be, the sln is telling you it is not
did you already install confirm on bottom right?
you need to check the sdk for 4.6.2 too
@plush yew try reloading your corrupted assets one by one manually (do not do this for every asset in your project, just the ones with errors). if this does not work, you may need to delete the uasset, re-import. you can also try to right click on suspect folders, and clicking Fix Up ASset Redirectors in folder
easiest thing to try then if all of them are installed is to delete the .sln, restart the pc. after restart run generate project files again now that you have all the updated targetting installed and try again
Can I delete my Derived Data Cache? I'm cleaning my PC hard drive and noticed it's 40GB. I'm working solo so will it break anything if I delete it?
@hearty walrus you can use a set view target with blend, or change your base class on the new camera blueprint to pawn then set it to auto possess when its in the level
@grim ore I can't do this, it throws an error when I try
@unreal comet if you are not connected to a team, it will not break anything. you can safely delete DDCs, saved, binaries, or intermediate folders. backup just in case to be sure.
@plush yew Thanks. π
you have to target an actor is why and it will use a camera that is part of the actor
?
@unreal comet after you delete DDC, editor may throw warnings saying DDC not utilized and performance impacted. to resolve this,
Set/Script/UnrealEd.EditorPerformanceSettings bEnableSharedDDCPerformanceNotifications: to False in UnrealEngine-%ENGINEVERSION%-release\Engine\Saved\Config\Windows\EditorSettings.ini
Ok thanks
any "experts" on soft references/memory management?
@plush yew try navigating to the folder in question in windows explorer, copying the corrupted .uasset file, making a duplicate of it, and opening unreal again.
you'll need to re-reference in that case. maybe just try it out?
referencing is better than losing the entire asset
do not delete the original corrupted asset please
just duplicate the file in windows explorer and open unreal again.
save the old version for the next couple versions of unreal. try it that way.
guys pls see this video and tell me what is my problem and need help on it https://mega.nz/file/KZVR2KbC#t5LLjFtkkoYkkYnZAgG2fYmeAR7H_cC21Qdyz7YeH50
guys pls see this video and tell me what is my problem and need help on it https://mega.nz/file/KZVR2KbC#t5LLjFtkkoYkkYnZAgG2fYmeAR7H_cC21Qdyz7YeH50
@barren flume bat [4026/4028] UE4Editor-NiagaraEditor.dll Creating library F:\unreal\src\UnrealEngine-4.25.3-release\Engine\Plugins\FX\Niagara\Intermediate\Build\Win64\UE4Editor\Development\NiagaraEditor\UE4Editor-NiagaraEditor.suppressed.lib and object F:\unreal\src\UnrealEngine-4.25.3-release\Engine\Plugins\FX\Niagara\Intermediate\Build\Win64\UE4Editor\Development\NiagaraEditor\UE4Editor-NiagaraEditor.suppressed.exp [4027/4028] UE4Editor-UnrealEd.dll Creating library F:\unreal\src\UnrealEngine-4.25.3-release\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\UE4Editor-UnrealEd.suppressed.lib and object F:\unreal\src\UnrealEngine-4.25.3-release\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\UE4Editor-UnrealEd.suppressed.exp [4028/4028] UE4Editor.target Total time in Parallel executor: 2164.15 seconds Total execution time: 2395.86 seconds last few lines should be similar to this in the build log; the only other alternative is if there is any error or fatal error or warning.
@barren flume it will say finished and the left # will be the same as the right # in terms of [xxx/xxx]
@grim ore guys pls see this video and tell me what is my problem and need help on it https://mega.nz/file/KZVR2KbC#t5LLjFtkkoYkkYnZAgG2fYmeAR7H_cC21Qdyz7YeH50
so without words what is the issue?
since you just left a video and spammed the channel without explaining the problem
@grim ore now when I see my menu by press play editor button in ue4 and the menu it's show the button and all things when I go to launch my game from ue4 prject folder as you see in video it's show the menu without buttons and its show for 1 sec and go to game what's problem
in your project settings do you have the correct maps set up? in the editor you are testing it in multiplayer not single player so that might be an issue as well
hey guys, i am having problem with foliage painting add almost 700 draw calls
any way i can reduce it?
i heard ue4 will automatically batch all the foliage
but seems not working in my case?
with foliage
without foliage
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 ?
@plush yew You can use the two together to go back and forth from the engine and blender. They compliment each other.
can someone help me my AI move to keeps on aborting
set up a somewhat complicated blueprint to deal with flight mechanics, but it's... not working. like at all
when I run the game, nothing happens at all no matter what key is pressed, and none of the values change. as far as I can tell, it's not reading any keypresses whatsoever
is there something that I forgot to initialise first?
do the inputs trigger
what does that mean?
hold on a moment
after building
before building
can someone tell me why this happens to lighting after building(coming from unity)
@hollow ridge no, it does not. nothing is printed even with the Print String action hooked up
what type of blueprint is that
huh?
when u created it what type of blueprint did u make it
I'm not sure
seriously can someone help me? feel like this would be something basic someone could tell me
ahk
@hidden adder this is a wild guess, but it may have something to do with the lighting being recalculated when you hit build
would you like the lighting to do something differently?
basically the before building photo how i was trying to get it to look
even after increasing intensity ,etc
seems to always build like that
been driving me nuts since its such a simple thing
it looks like the light is coming from the bottom right end of the screen
maybe there's a light source there that isn't visible during the preview? that's another wild guess but I'm also not sure
@hollow ridge I just did that, and it still doesn't work. It looks like the keypresses just aren't being registered at all
@plush yew wait.... are you just trying to make a cube that can be pushed around
Does anyone know how I'd generate a random location within a set area?
thats after a build but shows light but if i was to change any properties on spot light goes back to before build photo
@gusty dune Idk but u could just do mutliple random floats in range and make a vector out of that
@hidden adder you can try toggling the preview lighting quality, it's set to the lowest quality by default. try setting it to a higher value, maybe it will be easier to troubleshoot the light issue that way
it could be that the spotlight you have selected works using raytracing or something that isn't visible during preview
Oh solid, thanks @hollow ridge
silv what are u trying to do with that bp
@plush yew ill try to find the setting for that, only got unreal yesterday so converting some unity projects atm to get used to it
@hollow ridge I'm trying to make a stupid simple flight sim where you pilot a "spaceship" using newtonian flight mechanics. yes, I'm trying to get the cube to fly around using 12 different controls, using 2 layers of 6 keybinds
hm I think there might be a better way
so u r prob just using a type of bp that cant recive input
try use a character
or a pawn
ctrl c ctrl v
its that simple?? lmao
I think so
@plush yew still rather dark but that helped alot thanks
@plush yew i disabled chadows but i think model was using had overlapping uv's so maybe it was generating extra shadows because of that
could someone help me? my ai move to keeps on getting aborted
@plush yew you can also change the blueprint parent class inside the blueprint to a pawn or something else that takes input by default
@hollow ridge did you have code to show so people can guess what is happening? or why does it abort what message do you get
k one min
@grim ore this is my code it doesnt give any other info
about it being aborted
you need to connect it to success or fail then check the result
? for ai move to isnt that just if it reached its target or not
and is it a valid first person character that it is seeing and trying to move to?
it is valid I have checked
and your nav mesh is valid between the 2 of them?
how do I check if my nav mesh is valid?
did you put a nav mesh in the world? P is the key to toggle visibility on it
yeah it is
welp aborted has a few reasons why and that was most of them
pretty much if it can't get there for some reason when it starts. replace the target actor with a valid location somewhere away from the AI or something else to test if the move is the issue or the target
wait @grim ore when I press p my level doesnt turn green like it should for some reason it is green rlly far below the level
then you don't have a valid mesh for it to move one would be my guess
is your nav mesh bounds around the area you want to navigate?
did you mess with the scale, or something else in your level that transform widget looks huge
or is this a really tiny level
it is a decent sized level the issue is it is at z1000 and the green is at z0
so I had to be far away so u could see the green and the level
shouldnt really matter but yes that is weird. IF your level is at 1000 is your nav mesh at 1000 as well?
yeah wait
just to make sure its not working in the level hit play and type in Show Navigiation in the console and it should turn it on while playing
I think it might be fixed just have to wait for it to build 200k things for navigation
that seems like a very large number
yay
now all I have to do is fix my dash that I accidently made spawn like 200k particles
@grim ore do you have any vids on the UMG Override functions? I saw OnDrag Drop related stuff, but nothing on the others.
how many particles do u think a 1060 can handle
I dont want to rlly test I keep on crashing
o wait nvm
@hollow ridge you can attempt to play or simulate your unreal scene file with the particle in it, or open the particle effect in cascade or niagara.
then press tilde key to open console and type stat game or stat fps to see the tick time / fps of your scene.
if the tick time / FPS is high, your scene needs optimization. you can optimize your scene using optimization viewmodes Unreal Engine 4 Documentation > Unreal Editor Manual > Level Editor > Editor Viewports > View Modes
you built lighting?
you need proper settings and proper meshes to use static lighting
and static lighting will not look the same as dynamic
plus you probably built in preview quality which makes it look worse as well
rebuilding in high quality still looks the same
welp the first 2 items are still the most important. static is not the same as dynamic, and proper settings and meshes are important
are these properly set up meshes for static lighting?
not sure but its a static mesh if that helps at all.
it doesnt, you need to check the lightmap uv on it
yes. uv1 is normally the lightmap and thats super dense its going to be really hard to get good shadows with that
so chances are this mesh is intended for dynamic lighting
finally finished
thank you for the help @grim ore and @plush yew
99% sure you cannot just due to dynamic not looking the same as static.
and based on those UV maps those trees are not designed for static lighting
on the right in the solution explorer, right click it
mm ok. how do i make the editor display dynamic lighting so i can get it to look how i want if thats possible
or on the other hand what i did before was rotate the directional light to get what i wanted
how can i change how the dynamic lighting on the trees looks
adjust the lighting properties on the lights that cast on it, and on the mesh themselves
why does this happen when i look down
Anyone know why I'm getting this error?
This popped up seemingly out of the blue after a recent git push/pull. Neither of those gamemodes are used in my game, not sure how to correct so that this error stops showing
@rough knoll never ever do uvs like that
i made it look ok after changing directionallight to movable
im just concerned about the black when i look down
@rough knoll nah i'm saying, your uv looks like ripped on parts per-poly
am i supposed to change it somehow?
i didnt make the trees idk
are you even talkin about the trees
How long does it usually take for source version of ue4 to start up
it's just been sitting at 45% for awhile now
it only happens when im looking down towards my shadow
any other direction its normal
although when i turn off my shadow its still there
How can I update nav path, If I dont rebuild path, teleport would not work when beginplay
I think learning unreal by following example projects would really help me, and I see a bunch on the unreal site, which ones should I work on as a super beginner?
So I can't use my projects without making a copy of it?
@barren flume what you should do is just wait for shader compiling finished.
No that's not what I mean
I can't open my projects without making another copy of it
that's what it says when I try to open it
C++ project or BP project?
what's the error infos? or the project just crashed when you opened it?
no
that's not what i'm saying the project opens up fine after I copy it
I'm running 4.25.3 and I made the project in 4.25
@rough knoll u know what u should do, put directional light and set it moveable
and add a skylight too
i did set it to movable
directional and skylight?
i just wanna know whats up with the black stuff when i look down
no i dont have a skylight
well i was talking about your trees by the way
if u have a skylight u will have global lights, and it wont look so dark
if u want static light to be good u need proper lightmap, and 64 is way to low with all those trees
how can i split this into two? i wanna be able to have more than one object be hittable
Hi some one please help me
every time I retarget animations, it bit float, so how to fix them?
left is original and right is retargeted
Im trying to import an fbx model with textures, but all of the created materials are white
any idea why?
Where would I put this in the target.cs for chaos?
bCompileChaos = true;
bUseChaos = true;
@rough knoll what do you mean more than one object be hittable?
so there is a rat that can be shot and killed
but there also is a test box i want to be hittable so i can get xp for testing reasons
the exec goes into cast to rat and i cant put it into both cast to xp_test_object and cast to rat
can i split that exec into two based on whats being hit
Why does the engine need to re-compile a material when it's duplicated from an already compiled material? Is there a way to avoid this?
Even after I've deleted the material, it's still trying to compile it
Im trying to import an fbx model with textures, but all of the created materials are white
does anyone know why?
@open gorge when it hits the rat it plays a sound and destroys it
its casting to rat in order to set the health value to 0
Does anyone know why I'm getting this error?
I've never used these game modes, don't know how to resolve this issue so that this doesn't pop up when I start the editor?
Thanks in advance to all!
@rough knoll for the moment, don't cast to rat. What does hit component return?
nothing. cast to rat is hooked up to hit actor
Does it return ur test box?
Try it.. disconnect hit actor, check what hit component returns
@rough knoll you should use a health component that's global but in each class you want to deal damage. Then you can just get a reference to that and apply damage.
this will return whatever the line trace hits
component returns this when i shoot the box
Ok
what you can do is cast to rat, then in the next pin cast to xp_test
Which you actually don't need to cast, cus you already have it
i need to cast to rat in order to get the health value
but also how would that work with the test box
After ur cast to rat node... add a cast to xp box
that's why I said use a global health component
no matter whats hit its gonna play both the rat and the xp box things
why cant i have a check to see whats hit and based on that play a different string of nodes
because i dont wanna apply damage to the box
the box is just simply give xp when hit
you can
the rat is take damage and die
you just need to subprocess your actors a bit
you use an IsValid check
if it doesn't have a health component
then you move on
but later down the line there will be more things that do have health i.e. bosses
with different health values than other rats
I don't think you're understanding the health component concept
each actor would have their own health component
you just get that off your hit actor
You see where you have target health node? Plug that into hit actor
i mean a globally useable subcomponent
that you attach to your actor
like for example
you have a character movement component
you can make a health version of that
what target health node @autumn elbow
He is getting confused with the pin flow.
i am lol
Ok.. do this... make a sequence node
mhm
In the in pin plug in ur trace
ok
In the first pin plug ur rat cast
and in the second the xp object cast?
ok and for future reference
when i get another entity that is an actor
can i add another pin to the sequence, cast to that other entity, and plug hit actor into that entity as well?
or can i only have hit actor going into one
You can add as much as you want
ok
The set up you have now... is the same as if you would plug cast to xp at the end of the set health in ur rat
The sequence takes the last node from pin1 and then does pin2
the end looks like this
The sequence node is just a visual change
just love getting scammed on fiverr
I need an affordable realistic 3d modeler now lol
How much did you pay ?
$42
opened a fraud case with fiverr, so hopefully they give me a refund
shit no way for free??
Bruh why is it taking my PC so long to import a rock I made in Blender
I have no friken clue how to 3d model lol
@hollow ridge same
no yeah ik i can animate it but i kinda need the texture lol
just take some stuff and recolor it
its suppose to be realistic to ben shapiro lol
My company just bought a few licenses of Character Creator 3 @radiant jasper all the cool kids are using it
ah I can also do beans
Sitting here for 15 mins waiting for my rock to import lmao
so he just gave you the model and no textures?
yea
f
F
how do u change controls ingame?
i never to got an answer to why this happens when i look down
@rough knoll What?
project settings > input
@rough knoll what's that
@autumn elbow when i look down the bottom of the screen goes black
ok hold on ill open obs and send a video clip
@rough knoll no ingame so the player can make their own controls
lol... when you look down.. shit gets serious! Dramatic mode
Hello I am New to UE 4 and i how do i fix actor perspective spin
no half of the screen turning black
when i look down sometimes it does that sometimes it wont
for?
@hollow ridge https://youtu.be/d1-pg_11Im8
We will be showing the concept of a Blueprint Only Input Mapping system in Unreal Engine 4.17 and later. With the new Input Setting nodes added in 4.17 we can now completely add and remove Input using BP only nodes so I try to show how to make basic system to allow your playe...
ah thx
Remapping keys
Wtf rock damn
idk why anything with shadows would be in the main character bp
@rough knoll try rebuild lighting
@rough knoll I dunno
kk
ok so im trying to make a post process effect only show once every 5 seconds
rn it just repeatedly plays
how do i set that
hey can nvidia codeworks be used to package for android in 4.25.1 cuz android studio isnt working for me
@plush yew https://docs.unrealengine.com/en-US/Engine/Content/Browser/AssetConsolidationTool/index.html it's more for duplicates with same references. you shouldn't use that in your case. you will need to manually retarget references in the blueprints unfortunately. hope that helps.
Tool that removes duplicate assets by consolidating multiple assets into a single asset and fixing up references.
how do I make that fnaf style camera post process
for those who understands what is this π
@plush yew if it's a default epic native asset like ThirdPersonCharacter from the default startup code you can consider copying a fresh default into your project. (I was assuming it was non-native data.) Have to step out for a moment, be back later.
@plush yew what was wrong with the original again? it was corrupted? what choice do you have other than duplicating and re-referencing? If you make backups of your data , either with github, perforce (check #source-control ), or manual file backups with withdows explorer / batch scripts you would not be facing corruption issues.
@plush yew check https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1960-the-asset-failed-to-save are you launching the editor twice? please check unreal asset failed to save in your search engine for more information please. i had assumed data corruption was a probable cause.
Build powerful visual scripts without code.
a lot of people in unreal forums are saying it's from a ghost unreal process. check task manager please and look for an extra unreal process
how do I make that fnaf style camera post process
@plush yew no worries. task manager is opened via windows key -> R -> type taskmgr look for an extra unreal process there please.
@plush yew you likely tried opening unreal twice and didn't realize you did, failed to properly exit unreal before, or have some extra unreal subprocess lying around. that's what it is from. if you would like more information about task manager please look up windows task manager in search. would you mind not using the @ so frequently? I get pings very often because of this. I will check back in the chat periodically if you don't mind?
Question: Whatβs some weird stuff things I could make in unreal engine that would be funny and wacky as hell. Nothings too weird
@drowsy compass try remaking the game carrion in 3d? π other than that you can do a nice new take on a new action RPG using the gameplay abilities plugin perhaps? lots of options. what genre were you thinking? unreal has templates you can use or marketplace assets you can build from / templates. things like that.
Love the first idea. Doesnβt particularly have to be game or genre. For example like Michael reeves except with a game engine
That could be fun
Now I want to do the remake. π
I believe Unreal would certainly have the tools to accomplish it, especially with the new toolset coming in UE5
can i disable input except for one input?
like disable everything but one button
for an options menu
anyone use goodsky?
Sorry for the delay lapiz, you simply have to kill the process : right click process in task manager end task *** be careful to not kill an important process.*** only kill stray versions of UE4Editor.exe
d'ya know anything about my question gothic
@rough knoll would assume you would just need to write logic so when you enter you custom menu, you would disable input action events for any other buttons. that's probably the only way if you only want ONE button to be available.
other than that, you can use input mode nodes https://docs.unrealengine.com/en-US/BlueprintAPI/Input/SetInputModeGameAndUI/index.html
Set Input Mode Game And UI
it only lets me either make it visible or not visible
bruh does no one know how to do that
do you know how i would write that logic
idk if theres a way to just reject any other input
check out this rabbit hole for pausing https://answers.unrealengine.com/questions/205732/pause-the-game-but-let-the-player-camera-move.html
but does anyone know how to set visibility to a percentage
i want it to be at 30% when a specific button is pressed but idk how to do that
for umg?
yeah
for umg button you can set the opacity as a variable and change it where u need
how would I set the opacity as a variable
opacity of a specific image
oh wait theres a set opacity node
ok
in umg tick the is variable
then in graph mode you can get get that umg element, and from it set opacity
ok i think i did it
I'm using snap to grid to place objects but I need to snap to either the lower value or the higher value only. So in a grid of 5 a float of 9.9 would snap back to 5 and not 10. How do I go about this
so i have a video looping
but it stops briefly at the end of the video and then starts playing
I need it to not stop, is there a way to avoid this?
ive tried researching it, and ppl just say"oh its cuz ur on 4.1x but im on 4.25
there has to be a way right?
is there a way to get the length of the video and then set a delay to play the video again right at the end
but how would it loop again after that
how to enable mouse cursor
assuming you can do get length of video you just create a function that plays the video sets the delay then calls the function/event again and maybe add a branch to check if isVideoStillPlaying?
@rough knoll cast to your player controller if you arnt in that bp and do set mouse cursor
set show mouse cursor
alr thanks
@opal totem i dont think what u r describing is possible
thats not how delays work
and ik the length of the clip
theres a node called "bind event to on end reached"
but then id have to use an event
ok so i did that and i still have the same gap issue
does anyone know how to fix this?
yea i've never used a video in ue4 so I was just going with what I would try first
is there a node that moves the camera other than shake?
i cant get shake to work because i dont want it to go back to the original position
i can use controller pitch input but its too snappy
nvm i got it with timelines
Hello all. My name is Heikki and I am Unrealoholic.
While saying hello I will dive directly to a broad question that I am trying figure out.
TLDR: what is the best resource for learning architecture (how to structure your game)
Longer version:
I am a beginner dev working full time on an indie game (VR flight game). I am amazed how far I have gotten with online learning resources and have solved most issues that I have faced.
Learning material I have gone through - most online resources are great for solving a detail issue or having a heavily simplified path from zero to a product. Both are great but I am having bit hard time finding more "meta" learning material (I don't mind paying btw) that would cover more abstract topics. I specially would liek to understan broad strategies of where to store what values, which element is responsible for which functions, smart ways to construct enemies/NPCs etc.
For example now I have PlayerPawn, which contains the VR hands but mostly just relays (via interface) inputs to other systems. A separate Player-Aircraft the acts based on the inputs. No idea if that is smart or not. When checking for enemies in range should my ship seek for the enemies and activate them or should the enemies look for my ship? things of that nature.
Is it bad to split my Aircraftcraft to several Blueprints/entities (targeting computer, physics system, PA/radio/dialogue etc.) or have all of the functions in one?
I know all this is very context/need/case dependent but I am looking for info to teach me to do those choices well.
and now, the result of me being angry while coding
I can't call that one variable
I can get it, but not set it
What's causing this bug?
β«this message β«I
What's causing this bug?
@hearty walrus That's not a bug you're just not using the right variable
Anyone get this happening to them with super tiny textures before?
I turned it onto nearest filtering, and tried changing some of the level of detail things, but nothing seems to prevent it from happening.
Oh I got it! I don't think I fixed it 'correctly' lol, but in the compression settings I changed it to "UserInterface2D", and that seems to make it appear correctly. π
Hey everybody, odd request but do you think it's possible to get Unreal to automatically import textures that are added to the content folder, as well as automatically add them to a material instance at runtime, or is this impossible?
hey, I'm pretty desperate for help rn, been trying to get unreal engine 4.23 (source build) to work for the past few days but I keep getting this error and 4 hours of compiling unreal engine source goes to waste every time. Tried everything: downgraded VS19 to 1.6.5.0, changed the path name to have no characters and other stuff I found on the internet for this single error but nothing helps. HOW DO I GET RID OF THIS ERROR
btw it used to work just fine
How do y'all usually handle things like turning features on/off during development?
in Unity it was super simple to just turn off certain objects without having to delete them from the level - I haven't really found anything equally handy in UE π€
For example in my current project I have a manager object that spawns NPC's over time, but sometimes the NPC's get in the way of testing something else so I have to keep turning this feature off
@rare axle Stuff added in the content folder should show up in the editor, but automatically adding them to a mat instance, without defining what to add to them, is like impossible out of the box
Thought as much.. Wonder if there's a hacky way of making it work.
If you mean with "hacky" way to make a plugin to do such thing, yes
unreal engine 5 when
when what?
can't wait to get look on the next engine iteration
Do I need to place my game to play store in order display ads in my game
(Android game)
no
you integrate ads provider's plugin into your game.
and it fetches ads from the provider's servers
although maybe most of them rely on store infrastructure / API
I was messing around with the engine and tried packaging my project for distribution and it seems to work fine for my laptop (doesn't have the engine), my computer (has the engine), my brother's computer (has engine), my sister's laptop (doesn't have engine), and it works completely fine. But when I try to run it on my dad's computer it can load to the main menu, but pressing "Play game", "Host game", or "Join game", causes it to crash with "Fatal error!" The options button changes the menu properly and the quit button closes the game without any problems but anything that loads into my level causes an issue.
how do I switch cameras with the third person template?
A workaround to getting the "Play game" button to work is to go into the WindowsNoEditor/Project/Binaries/Win64/ and run Project-Win64-Shipping.exe
but the join and host buttons were still broken
I've got another camera set up, but every time I run it defaults to this strange camera that's in the middle of the third person character
Any reference of > you integrate ads provider's plugin into your game.
@mortal cedar
Any reference
@final fiber "Fatal Error" doesn't tell much other than there was a fatal error, so as long you don't know the actual error, its impossible to troubleshoot
I've got another camera set up, but every time I run it defaults to this strange camera that's in the middle of the third person character
@hearty walrus sounds like you have both of your cameras deactivated and character switches to default camera in character class or wherever it resides
Is there any way to make it output the error? It only says "Fatal Error!" and nothing else.
@mortal cedar how do I fix?
the title of the window that pops up is "UE4 has crashed!" and a few other things that goes off the window
If I set the configuration for development, doesn't it require the engine to be installed to run?
Any reference of > you integrate ads provider's plugin into your game.
@mortal cedar
Any reference
@fair herald
Was that a poor attempt at being funny?
is there a rather simple way of getting a bunch of assets from one project to another without essentially rebuilding the scene?
thought of turning it into a blueprint first but then i cant resize very well right? cuz every mesh is gonne think of its own way of scaling
When I launch my game in standalone mode, it it seems completely broken vs. In-Editor mode. the thumbstick input events seem to fire about 1/sec at best. resulting in very slow jerky movement. I dont have this problem in editor mode. can anyone help me figure out what i've done wrong here?
How do I fix this bug?
nvm, it wasn't needed
how do I quickly posses another pawn?
I've got both the camera and player being pawns, how do I switch between them
im trying to import a gif for my title screen background, but it says unkown extension ''.gif''
Why is it so hard to move marketplace assets into different folders...
Are you able to make a way for when a button is clicked, and if there is text in a Editible Text Box, to the text in the editable text box to be outputted to a Scroll box?
Sure
Is there a proper location for submitting feedback and suggestions relating to the engine?
Forums. But it's mostly useless.
is that half - separate geometry?
then what will happen if you hide half, there will be a hole?
you can use masked material + vertex paint
paint verts that you want to hide with red
then in material get vertex color, mask red, and feed it to opacity mask (some math, like + 0.5 and one minus may be needed)
if you have multiple elements (materials) you can just set opacity of that material to 0 (make sure to change that material to masked)
if you want to use BP you need to read about Dynamic Material Instances
Does anyone have a guess about which method of GI is used in UE5?
Most probably it's screenspace, but which paper is it based on?
@dusk portal They've talked a little bit about this:
To achieve fully dynamic real-time GI, Lumen has a specific hierarchy. "Lumen uses a combination of different techniques to efficiently trace rays," continues Wright. "Screen-space traces handle tiny details, mesh signed distance field traces handle medium-scale light transfer and voxel traces handle large scale light transfer."
https://www.eurogamer.net/articles/digitalfoundry-2020-unreal-engine-5-playstation-5-tech-demo-analysis
Thank you so much ππ»ππ»
I have a strange problem in here. For the body material the textures are not working even though uvs are perfect. What's the issue? Help me someone
are the correct materials assigned
so when you compare UV0 on the mesh and the texture side by side in the engine they "look" mapped correct?
if so what does your material look like
Let me show the material. The head uvs are in the 0-1 space and the body uvs are in the 2nd tile 1-2 peace.
ah that wont work
But it was working like this before with some other game character.
Hello guys I have little problem with my landscape, the road is above the other part of the landscape, I didn't do anything and now the player can't reach the road, how i can fix it?
shrug as far as I know its 0-1 space for UV's in UE4, #graphics might have more info on how to get around that
anyone can help? It is important to fix it
what is the road made out of? is it a mesh if so move it up or down. maybe you moved the entire landscape down on accident so move it back up
Thank you I'll go there and check.
super weird. Is it a landscape spline or a blueprint or how was it created?
if you did nothing it shouldnt just move
I tried to delete parts of the landscape, these that are away from the central to see will the fps be higher but then the road is above the other part and I can't fix it, I tried to delete this part and add again but nothing π¦
the level designer told me that it is terrain spline
im having this problem that when i am making a room, i add a subtractive box brush to make a quick opening but when i rezize it other parts of the room disappear, but they are still visible in wireframe mode. Here is a link --> http://www.mediafire.com/file/8nrs55pyhxkyrvm/help_ue4.mp4/file to a vid i shot of it so you can see whats happening.
@plush yew then you should be able to move the spline up and down in that spot and it will blend into the terrain. or move the terrain up
plz help
I can't do it
when I go into landscape mode and then click on the move tool
I can't move it
or tell me how I can move it?
@grim ore
you need to click on the landscape spline
@sweet trout you technically are not resizing the box brush, you are editing it and moving one of the faces which might be causing the issue. Is there any reason you can't leave it the normal size? have you tried resizing the brush itself in the settings for it not in the tools.
okay I checked it
@grim ore First, how can editing (sorry
for saying resizing) a box brush cause that issue. Second, i have to change it because I am going to be putting more stuff on the outside. Third, I have not tried doing it with the settings but will it really make a difference?
oo actually I see that I moved up the road somehow above π
that's why I have this problem with the road
@sweet trout there is no way of knowing if it will help or not until you try. And you can still make it larger brushes are done in order so if you have a subtract brush then put an add ontop of it the brush will not subtract from it so you can still have that subtract taking out part of the room without causing issues with brushes added after it. Also brushes are meant for just mocking up a level not final level production so you may run into weird issues π¦
the white squares are the handles on a spline
and the mountain icons are the key points
click the mountain icon and move it
@grim ore I will try using the settings and not the tools, and will the box subtract from meshes?
okay, will try
no, geometry brushes only work with themselves
@grim ore thats nice to know
yeah, I found it but when I move down the road some of it is under ground other is above
yes you need to adjust both points of the spline and possibly the control points, its the way splines work
a okay
will try now
again π
the both points of the spline are the 2 white points-right?
hey guys i added post processing lighting is there a way to make the grass more realistic?
@grim ore how do i edit the box brush with its settings, whenever i select the face and the start changing the brush settings or even the transform it just changes size
@grim ore ooh i think i found another way to do it! Thank you so much for your help!
@piepiepie#0681 you would click the box brush in the world outliner to select the brush itself and not it's parts
when you have a lot of unsaved work and you're about to hit the save button but the autosave triggers first and the engine crashes while it was autosaving
they seriously came in for help, got it, then left the discord... wtf
Β―_(γ)_/Β―
@grim ore by chance do u still have the source files for this video? https://www.youtube.com/watch?v=d1-pg_11Im8
The link doesnt work
We will be showing the concept of a Blueprint Only Input Mapping system in Unreal Engine 4.17 and later. With the new Input Setting nodes added in 4.17 we can now completely add and remove Input using BP only nodes so I try to show how to make basic system to allow your playe...
all the source files are in the links
it says 404 this is not the web page you are looking for
@grim ore this is the link in the description https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples you dont even have a repo called UnrealEngineProjects or anything like it
.... "Source Files: https://github.com/MWadstein/UnrealEn...
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup"
@stone stump it depends on the stats you are showing, and it might look blurry based on your settings or available memory on your video card
okdoke
wait yeah my account is connected and I still cant see them
are you logged in?
yep
weird, I can see them fine
is there a way to enable the stats in the scene to the play mode?
what stats? there are hundreds of them
when i change anti alising and stuff it doesnt show on play mode
thats what iam asking
how are you changing the anti aliasing?
yep no idea what that is π¦ and anti aliasing is changed in the project settings. Do you mean toggling it on and off?
Hey... I'm trying to enable and disable niagara systems in c++, but I can't find a way to include the component and use it in code. Any one has an idea of what I should be looking into?
for a static mesh, can I allow it to use its complex collision instead of a simple one when simulating physics?
I kinda wish there was a way to have a "bind event once" node on event listeners... I seem to do a lot of stuff where I need to wait for something to initialize at the beginning of the game, so that's waiting for an event and then unbinding :P
nvm I found meh answer
i exported my model from blender as a .fbx file but the texture is gone
Sometimes it kinda feels like there's some better way of doing that type of initialization logic where you need to sync up things between multiple actors but I can't really think of any π€
Ey profuse, I'm quite sure that the materials work differently in blender and ue4 but I'm not sure so hopefully someone else with more knowledge can say something
Unreal Fest videos are finally getting uploaded to YouTube: https://www.youtube.com/watch?v=w3tTbVNkuwA
This talk by Epic Games Principal Technical Artist Ryan Brucks covers how the Fortnite team at Epic Games used the new and updated worldbuilding tools in Unreal Engine to create Chapter 2 of the chart-topping game.
Tools covered include the layered landscape system, custom br...
once i exported smth and the texture came too
Epic advertises 4.25 as having new high-detail rendering options useful for architectural images. Where is documantion or information on how this is done?
I can't find any.
@true isle
Is the naming convention of object instances in the editor fixed? I really don't like the method of having like Floor1, Floor2, Floor3, etc. it messes up the way I like to name assets. I would like to change it so instead it does something like Floor<1>
Yes?
Yes as in its fixed?
Hi Unreal Engine community ....I am newbie to this awesome community and to UE...I want ur advice ....I have a scene with a number of movable spotlights...they tend to work randomly when I turn their visibility on and off....in viewport and in game...every time I turn on or off only some random lights get affected...I want them all to work at the same time...what u guys recommend ?? thanks in advance
It basically prevents you from ending your asset name with a number if you don't want to be really confused
@gaunt hedge for this lights- change to movable i think
@gaunt hedge Sounds like you're using stationary lights on all of them. Stationary lights have a limit of about 5 for overlapping. You'll either need to turn other lights to Dynamic or Static.
@prisma plank they are all movable
@pallid talon they are all movable, as they are 1 blueprint distributed all over the scene
they are supposed to have a code to turn them all on and off in the game with 1 button pressed
But only some turn and some do not?
How do I stop the thirdpersontemplate camera from moving around with the character
@pallid talon exactly, either in game or veiwport
is there kinda limit or optimisation in UE thats banning them from working at the time ?
Nope, you could have thouands and it should work.
Probably something wrong with the way you're executing the on/off fuction.
what u think it would be ? will attach a pic from my simple blueprint
Yes, a picture will help.
just a simple spot light with a static mesh
all what I do is tick the visibility on and off
Does anyone know how to loop a media player w/o it pausing for half a second?
What does your blueprint look like?
I cant find any solutions online, cuz apparently there are like 12 ppl on the planet that have ever used media player
@pallid talon as the attached pic
only simple single spotlight with static mesh
still no coding included
@gaunt hedge So you have a spotlight with a mesh inside a blueprint and when you place multiple instances of this blueprint in your scene, only a selected few turn on?
And you have nothing under the "Event Graph" or "Construction Script"?
anyone ever made a simple blueprint for arraying a static mesh and exposed the number to array?
is that a thing?
i found some info on the forums but i think its out of date
@plush yew Use a "For Each Loop"
Or if you're trying to get how many objects on in the array, put the array into your blueprint and pull a "Lenght" node out.
@pallid talon yeah all clear no coding at all anywhere
is it kinda related to UE settings ?
i'll check that out, thanks!
I haven't had that problem before. @gaunt hedge
And I've had Blueprints with lots of lights that ran fine. Like a parking lot with of lights.
Did you create this scene from scratch?
How do I remove the gradient on a UMG button?
@pallid talon yeah from scratch by myself
can someone help me please?
will try record a quick vid to show how things act and show my main problem
Does anyone know how to loop a media player w/o it pausing for half a second?
Don't Just Say "Hello" in Chat.
@pallid talon I turned their visibilty all on
and they were on in the viewport
eveything is fine just for now
when I hit play only left on and all the others were off
Ok
I cant launch to desktop in unreal engine 4.25, cpu usage shows 100% but nothing happens, unreal freezes the moment i click launch, its not even heavy scene, just 3rd person template. Please help dont know what to do
I need some help. In unreal engine, I normally have the model bar on the left, with the sphere, cude, landscape ect. Its not there anymore. How can I get it
@pallid talon any ideas how to fix this ?
I need some help. In unreal engine, I normally have the model bar on the left, with the sphere, cude, landscape ect. Its not there anymore. How can I get it
@fast berry window->load layout->default layout
thanks @rocky radish
np
@fast berry think it will be in window menu-editor modes-modes panel
@gaunt hedge Im in 25.5.3 so its not there. how do i do it the other way @rocky radish
@gaunt hedge You'll have to tell me more info on this scene. Do you have any code in your level blueprint?
Did you create this from scratch?
i made a new project and tried exporting a build, but when i launch it nothing happens. I have restarted my computer and still nothing. I also put all the maps in the list of maps to be included
ideas?
How many lights are moveable?
@alpine laurel idk how you did it, but if you just inported you're game in a file ( like a map )
be sure that the name of the folder is not with a spacebar or !,/;
ect.
try without, i had the same problem with ;
I just look over the First Person BP for what isnt this for VR?
nope, first person
try without what
the __
oh
thats only in some widget files
the maps and game are like this "TestMap"
using caps to separate words
you opened a new project, and did the old project in the new one? or did you just paste the other game? it won't show up, because it ism't opened before. click on browse, amd you're game should pop-up if that is what you ment
the maps and game are like this "TestMap"
@alpine laurel
I think it ks the "
oh.
Did you click on browse when you wanted to add you're game to the other device? make sure you have the right folder open, or else it won't pop-up. When you opended it, it won't come up instantly.. you need to click browse, and the game will be there
i mean i literally copied the content folder from my old project to the new one cause i am testing some stuff
so there is no reason for it not to work
you already had a project, and you want to use old things into you're new game? i should not add everything in 1 big file, try to use some items. @alpine laurel
its not a new game
i am testing some stuff and i just dont want to risk screwing up the project when i am testing
can someone help me i cant launch the game to test it
@dreamy sleet Press the "Play" or "Launch" button.
Nothing happens at all?
also can someone please tell me why the hell the widgets suddenly decided to stop scaling with the window size?
i mean is there a reason the widgets just stoped scaling
Anyone familiar with GetOverlappingActors()? Can't make it return anything:
selectedActor->GetStaticMeshComponent()->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
selectedActor->GetStaticMeshComponent()->BodyInstance.SetResponseToAllChannels(ECollisionResponse::ECR_Overlap);
TArray<AActor*> overlappingActors; // never gets filled
selectedActor->GetOverlappingActors(overlappingActors);
A: Using the SkySphereBP, Why am I getting a player appearing in the middle?
B: How do I have the camera orbit around the level?
C: Why do my shadows have "Preview" written on them>?
D: The BP_SkySphere gets really bright when playing. How do I fix?
in regards to C, the engine shows you a preview of what your lighting will be, you need to build lighting to make that go away.
I have 90 animation files that all have a beginning naming of "RPG_2_Hand" followed by the anim name. Is there a way to bulk edit and remove the "RPG_2_Hand" part from all of the animation names?
a) You might have the player OR its just the in editor icon
B) you can use a bp with a curve and a timeline or use math
C) you have to build lighting
D) try looking in the options, and also tweak the auto exposure. Make sure you have a directional light linked to the sun.
Hey, guys, in which category can I put my programming problem that is linked to UE4?
Cus I got one, aye
@unreal comet you can write a python script to do that.
Oh nvm, found it
@brittle sail post it here, we'll redirect you if needed
Oh, okay
@tropic delta
A: It's a blank level with nothing but the BP_SkySphere
B: I'm talking about having the player camera control being like the thirdpersontemplate, but the pawn is the level
C: Yeah I'll try that
D: I haven't changed the settings/auto exposure, and I don't have a directional light linked
@open gorge Thanks. It's not a huge deal. I was just curious if Unreal had a way to do it.
not really
but you can execute a python script inside of ue4
but would probably be easier to do it on the files themselves
in explorer
Well I have a problem, because I'm not sure why, but without including Kismet/GameplayStatics.h , UGameplayStatics is showing as red (so not included)
But when I DO include it, then Generated Body in the same file shows as red
is Kismet/GameplayStatics.h linked to GENERATED BODY, in any way? I thought, that this function is for generating an object only
@tropic delta
A: It's a blank level with nothing but the BP_SkySphere
B: I'm talking about having the player camera control being like the thirdpersontemplate, but the pawn is the level
C: Yeah I'll try that
D: I haven't changed the settings/auto exposure, and I don't have a directional light linked
@hearty walrus
for A thats weird, but if you are using a template level, it might spawn one using the gamemode.
for B, if you have an example for that, I dont quite understand what you need
and D is just there is nothing to stop the light, and UE being PBR will bloom AF without tweaking
Here's a screenshot for a reference
Sorry if my question is rather silly, I've started programming 1 month ago in general, but it's my first day in unreal engine.
Can I somehow get LOCAL Velocity?
Um, so can I get redirected to some category where my request should be?
sorry I was tabbed
@brittle sail does it still compile?
that's probably just intellisense being weird
How can I learn to code c++ in unreal engine
do you know any tutorial ?
if you're using any of the static functions from UGameplayStatics you'll need to include the header
@haughty moth there are several, i recommend you learn the basics of C++ and OOP principals before trying to learn UE4 C++ though
it'll better prepare you
Yeah I included the header, BUT
For some reason it interacts with GENERATED BODY, making it uncompilable
WHEN it's not included generated body works just fine, but when I DO include it, than it doesn't
@tropic delta
oh
here's the gamemode
@brittle sail your gnereated.h needs to be the last include
that's why
compiler should tell you that too
@tropic delta
@hearty walrus thats really weird
o
hold on
@haughty moth in that case, what in particular do you want to know? It's a good idea to make a goal and learn how to solve that goal.
It's using a blank template
another thing to understand is that almost everything in UE4 derives from UObject
I want to move an actor
and there are tons of child classes based on that.
is my first goal
move actor how?
here's the only code in the level
you can do that simply
level blueprint
i want to move one actor inthis case a block and i want that when the proyect strarts the block moves to other position
then use Move Actor To
you'll be doing a lot of googling when it comes to UE4
so better get used to that now
yes but i don't know the basics of the framework of UE4 and i donΒ΄t know where i can learn
Okay... So if I understood you correctly, generated.h should be included last, and I did include it in the last line of includes, it makes the same error tho
and this is what i am asking
check this out: https://www.youtube.com/watch?v=CSUJuIkTtKI
and go from there.
@brittle sail don't do definitions in .h
thanks
especially with UFUNCTIONS
define your functions in the cpp
I believe you need to use FORCEINLINE to define non static functions in .h, and it can be a bit buggy
but it's a better practice to separate implementation and definition
Okay then, thanks! (I'll get right into that when I'll wake up)
π
feel free to DM me if you have further questions
but the correct channel for that stuff in the future would be #cpp
Thanks man
@open gorge You are a very nice guy
Sorry, I'm kinda new to this engine ^^
ey did you think that is a good idea to start in unreal engine in 2020 ?
or is better that start in other engine
Up to you
UE4 is constantly being updated
It has really good networking code out of the box too
The only other comparable engine is Unity and I'm not sure of the ease of networking with it.
Unity is easyer but the result is worst
I think that depends on the developers
i think that graficaly is better unreal engine 4