#ue4-general

1 messages Β· Page 810 of 1

dim merlin
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usually it should say 'update' instead of 'launch'...

plush yew
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EGS do be like that

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it's business as usual

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with its "crazy high end technology" which doesn't even perform 0.000001% close to their another software called Unreal Engine

stone stump
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hey i cant add my fog why is that

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it doesnt affect the scene

safe rose
barren flume
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I really need help getting the source code build

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I'm having trouble doing some things

grim ore
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What things.?

late verge
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how can i make my default player pawn immovable?

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i want my mouse input to stop controlling it

safe rose
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Try "Disable Input" @late verge

covert pond
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does unreal engine work well as in at it's full potential in linux? changing os soon

midnight root
harsh tiger
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quick question

hollow storm
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hello

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i need a help

harsh tiger
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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

hollow storm
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how to set animation to play when 2 buttons are pressed?/

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??

covert pond
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thanks @midnight root

midnight root
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yw πŸ˜‰

limpid berry
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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.

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Scrolling down only shows me more RGBA, but no ARGB.

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Right after I said something... I just tried RGBA 8.8.8.8 32bpp unsigned... and it worked 🀷

plush yew
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isn't ARGB for Adobe RGB

limpid berry
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Nah, it is Alpha Red Green Blue instead of Red Green Blue Alpha in the byte order.

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but I didn't think Unreal would allow for it in front and in back of the color.

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RGBA stands for red green blue alpha. While it is sometimes described as a color space, it is actually the three-channel RGB color model supplemented with a fourth alpha channel. Alpha indicates how opaque each pixel is and allows an image to be combined over others using alph...

plush yew
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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?

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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.

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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

grim ore
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key 1 = do this unless you have the toggle on then do that? or seperate keys or ?

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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

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so input -> branch -> do something or something else

plush yew
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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

grim ore
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a little confusion here. are they different keybinds?

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it sounds like it's not, you just want one keybind to do different things

quick shell
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do animations port over from blender?

grim ore
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you can make animation for UE4 for blender yes

hearty walrus
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how do I save user settings?

plush yew
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@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

grim ore
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yep

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in the end you are only binding to each key once tho

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its not Q for roll left in rotate and J for Thrust alt in translate

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so you have an input event in UE4 called QButton for example

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in your event graph for your character or actor or whatever you have your input event for the QButton event

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right after that you have a branch that checks for the Mode (a boolean variable you created)

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and based on if its true or false (true could be rotate mode, false could be translate mode) you do your stuff

plush yew
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thanks, that makes a lot of sense

grim ore
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and somewhere I assume there is an input keybind for changing the mode where you toggle that boolean

plush yew
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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)

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I have the toggle key set up as Space at the top

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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?

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as in, a node for each of the 6 different buttons that will be used for flight

grim ore
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you can keep the 3 nodes you have now, one for each axis

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sorry, you can keep the 6 nodes you have now technically

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or drop it down to just 3

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in the end you still need the boolean to check, whatever makes it cleaner for you basically

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keep 6, check the bool after it fires off, and only hook up the true on each one

plush yew
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that's the bit I'm confused about. How would I check for the boolean?

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I really appreciate your advice, by the way ^^

grim ore
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sec

plush yew
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thank you so much

grim ore
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both of these ways should work

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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

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the issue with the 2nd is you have to click on the input axis event and uncheck consume input

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since by default it only allows 1 input event per key press to fire off

plush yew
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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

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I will give that a try :)

grim ore
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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

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especially since you can make multiple event graphs you could make a graph just for Rotate Mode events and one for translate events

wheat saddle
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Any good course for C++ in UE4 which worth money?

last pivot
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Tfw I am doing things with blueprint and it magically does what I want DoggoDance

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For reference: I have no clue what I am doing. asweatblob

safe rose
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Any theories?

willow river
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you don't need more and it is free

hearty walrus
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how do I make a player-controlled camera that orbits around the game area?

plush yew
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@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

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@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
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?

grim ore
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@hearty walrus you can also look at the default third person template, the camera by default rotates around the player.

hearty walrus
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I'm using it

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what I want to do is to have the camera not orbit around the player, but orbit around the map

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is there a way to possibly extract the camera from the character, and use it for the level?

grim ore
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the camera orbits around its player object it's attached to. Copy it's settings into a new blank actor and use that

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blank actor, spring arm, camera. set it up to match the one in the third person character. set it to be the default camera.

hearty walrus
plush yew
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did you back up? x_x

hearty walrus
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nope

willow river
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damn πŸ˜‚

hearty walrus
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@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?

grim ore
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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

hearty walrus
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@grim ore I've got a camera, actor and spring arm set up - what now?

grim ore
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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.

hearty walrus
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what

barren flume
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@grim ore the UE4.sln part

hearty walrus
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nvm turns out I can just drag and drop the outliner over

barren flume
hearty walrus
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now I just need to make it mvoe

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move*

barren flume
grim ore
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what was step 4?

hidden aurora
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10 - 40 mins to compile, I wish it was that short

barren flume
grim ore
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and did you do step 4?

barren flume
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yes

grim ore
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then it failed, what did it say

barren flume
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oh wait i remember now

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the .net thing

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I'm doing it again

hearty walrus
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@grim ore how do I switch to the new camera?

grim ore
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yup so now you have to follow the error and install it

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all of the SDK's are inside of the visual studio installer

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@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

barren flume
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oh I only had 4.8 sdk installed

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installing 4.62 now

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okay done

hearty walrus
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I can't seem to reference any of the 2 cameras

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the thirdpersontemplate and the custom one

barren flume
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still getting the error

grim ore
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did you install the targetting pack or the sdk or both?

barren flume
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sdk

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installing targeting pack now

plush yew
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@barren flume I had this error before. enable MSBUILD in visual studio config

barren flume
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How?

plush yew
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open visual studio installer and look for msbuild?

barren flume
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it's checkmarked already

grim ore
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yep just install the correct .net stuff and it should be fine

plush yew
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worked for me after i installed MSBuild...

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your install is corrupted or somethings wrong with your HDD / SDD

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uninstall and reinstall vs 2019

barren flume
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I tried it on multiple drives

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I tried uninstalling and reinstalling visual studio

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but still no fix

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Okay I installed the targeting pack and there is no errors so far

grim ore
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yep

barren flume
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yay

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oh it just closed out

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wow that was fast

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now I see the ue4.sln file

plush yew
barren flume
plush yew
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install these from visual studio installer -> visual studio community 2019 -> modify -> individual components

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include the targeting packs as matt said

barren flume
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all of those are already installed

grim ore
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4.5 can't be, the sln is telling you it is not

plush yew
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paste a picture here or in #cpp

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from individual components

barren flume
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I know but they are already checkmarked

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okay

plush yew
manic pawn
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you need to check the sdk for 4.6.2 too

barren flume
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that's not there

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hold on let me send a screenshot

plush yew
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@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

grim ore
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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

unreal comet
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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
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@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

plush yew
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@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.

hearty walrus
unreal comet
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@plush yew Thanks. πŸ™‚

grim ore
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you have to target an actor is why and it will use a camera that is part of the actor

hearty walrus
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?

plush yew
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@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

unreal comet
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Ok thanks

barren flume
next badger
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any "experts" on soft references/memory management?

plush yew
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@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.

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you'll need to re-reference in that case. maybe just try it out?

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referencing is better than losing the entire asset

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do not delete the original corrupted asset please

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just duplicate the file in windows explorer and open unreal again.

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save the old version for the next couple versions of unreal. try it that way.

barren flume
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how do I know when it's finished building?

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@grim ore

plush yew
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@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.

grim ore
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@barren flume it will say finished and the left # will be the same as the right # in terms of [xxx/xxx]

plush yew
grim ore
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so without words what is the issue?

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since you just left a video and spammed the channel without explaining the problem

barren flume
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ah okay thank you

plush yew
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@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

grim ore
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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

little falcon
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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

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without foliage

cold osprey
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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.

hollow ridge
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can someone help me my AI move to keeps on aborting

plush yew
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set up a somewhat complicated blueprint to deal with flight mechanics, but it's... not working. like at all

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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

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is there something that I forgot to initialise first?

hollow ridge
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do the inputs trigger

plush yew
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what does that mean?

hollow ridge
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put a print string when u press a button

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does it work

plush yew
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hold on a moment

hidden adder
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can someone tell me why this happens to lighting after building(coming from unity)

plush yew
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@hollow ridge no, it does not. nothing is printed even with the Print String action hooked up

hollow ridge
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what type of blueprint is that

plush yew
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huh?

hollow ridge
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when u created it what type of blueprint did u make it

plush yew
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I'm not sure

hollow ridge
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k 1 min

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oh wait

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did u put it in the scene

plush yew
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I'm not sure

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what does that mean?

hidden adder
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seriously can someone help me? feel like this would be something basic someone could tell me

hollow ridge
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I have no clue

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I dont do much with lighting I just make sure u can see stuff

hidden adder
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ahk

hollow ridge
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@plush yew drag the blueprint into the viewport

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of the level

plush yew
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@hidden adder this is a wild guess, but it may have something to do with the lighting being recalculated when you hit build

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would you like the lighting to do something differently?

hidden adder
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basically the before building photo how i was trying to get it to look

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even after increasing intensity ,etc

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seems to always build like that

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been driving me nuts since its such a simple thing

plush yew
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it looks like the light is coming from the bottom right end of the screen

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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

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@hollow ridge I just did that, and it still doesn't work. It looks like the keypresses just aren't being registered at all

hollow ridge
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wait

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I just crashed but I need to see something

hidden adder
hollow ridge
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@plush yew wait.... are you just trying to make a cube that can be pushed around

gusty dune
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Does anyone know how I'd generate a random location within a set area?

hidden adder
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thats after a build but shows light but if i was to change any properties on spot light goes back to before build photo

hollow ridge
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@gusty dune Idk but u could just do mutliple random floats in range and make a vector out of that

plush yew
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@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

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it could be that the spotlight you have selected works using raytracing or something that isn't visible during preview

gusty dune
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Oh solid, thanks @hollow ridge

hollow ridge
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silv what are u trying to do with that bp

hidden adder
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@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

plush yew
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@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

hollow ridge
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hm I think there might be a better way

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so u r prob just using a type of bp that cant recive input

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try use a character

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or a pawn

plush yew
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yeetukus, how can I copy a blueprint from one object to another?

hollow ridge
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ctrl c ctrl v

plush yew
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its that simple?? lmao

hollow ridge
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I think so

hidden adder
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@plush yew still rather dark but that helped alot thanks

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@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

hollow ridge
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could someone help me? my ai move to keeps on getting aborted

grim ore
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@plush yew you can also change the blueprint parent class inside the blueprint to a pawn or something else that takes input by default

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@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

hollow ridge
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k one min

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about it being aborted

grim ore
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you need to connect it to success or fail then check the result

hollow ridge
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? for ai move to isnt that just if it reached its target or not

grim ore
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and is it a valid first person character that it is seeing and trying to move to?

hollow ridge
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it is valid I have checked

grim ore
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and your nav mesh is valid between the 2 of them?

hollow ridge
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how do I check if my nav mesh is valid?

grim ore
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did you put a nav mesh in the world? P is the key to toggle visibility on it

hollow ridge
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yeah it is

grim ore
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welp aborted has a few reasons why and that was most of them

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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

hollow ridge
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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

grim ore
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then you don't have a valid mesh for it to move one would be my guess

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is your nav mesh bounds around the area you want to navigate?

hollow ridge
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yeah

grim ore
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did you mess with the scale, or something else in your level that transform widget looks huge

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or is this a really tiny level

hollow ridge
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it is a decent sized level the issue is it is at z1000 and the green is at z0

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so I had to be far away so u could see the green and the level

grim ore
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shouldnt really matter but yes that is weird. IF your level is at 1000 is your nav mesh at 1000 as well?

hollow ridge
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yeah wait

grim ore
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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

hollow ridge
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I think it might be fixed just have to wait for it to build 200k things for navigation

grim ore
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that seems like a very large number

hollow ridge
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yes

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ah there

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its about 20k now

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@grim ore yep fixed it

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thx

grim ore
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yay

hollow ridge
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now all I have to do is fix my dash that I accidently made spawn like 200k particles

autumn elbow
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@grim ore do you have any vids on the UMG Override functions? I saw OnDrag Drop related stuff, but nothing on the others.

hollow ridge
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how many particles do u think a 1060 can handle

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I dont want to rlly test I keep on crashing

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o wait nvm

plush yew
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@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

barren flume
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can't wait to try out the chaos destruction

rough knoll
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what happened?

grim ore
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you built lighting?

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you need proper settings and proper meshes to use static lighting

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and static lighting will not look the same as dynamic

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plus you probably built in preview quality which makes it look worse as well

rough knoll
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rebuilding in high quality still looks the same

grim ore
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welp the first 2 items are still the most important. static is not the same as dynamic, and proper settings and meshes are important

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are these properly set up meshes for static lighting?

rough knoll
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not sure but its a static mesh if that helps at all.

grim ore
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it doesnt, you need to check the lightmap uv on it

rough knoll
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@grim ore is there somewhere else i would be able to see that

grim ore
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double click the mesh

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click on the UV's, look at UV 0 and 1.

rough knoll
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these?

grim ore
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yes. uv1 is normally the lightmap and thats super dense its going to be really hard to get good shadows with that

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so chances are this mesh is intended for dynamic lighting

rough knoll
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so is ther eno way

barren flume
rough knoll
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i can make it look like this

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after building*

barren flume
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thank you for the help @grim ore and @plush yew

grim ore
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99% sure you cannot just due to dynamic not looking the same as static.

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and based on those UV maps those trees are not designed for static lighting

barren flume
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how do I do that?

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settings the startup project to UE4

grim ore
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on the right in the solution explorer, right click it

rough knoll
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mm ok. how do i make the editor display dynamic lighting so i can get it to look how i want if thats possible

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or on the other hand what i did before was rotate the directional light to get what i wanted

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how can i change how the dynamic lighting on the trees looks

grim ore
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adjust the lighting properties on the lights that cast on it, and on the mesh themselves

rough knoll
quasi lynx
#

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

thorn scarab
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@rough knoll never ever do uvs like that

rough knoll
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i made it look ok after changing directionallight to movable

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im just concerned about the black when i look down

thorn scarab
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@rough knoll nah i'm saying, your uv looks like ripped on parts per-poly

rough knoll
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am i supposed to change it somehow?

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i didnt make the trees idk

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are you even talkin about the trees

barren flume
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How long does it usually take for source version of ue4 to start up

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it's just been sitting at 45% for awhile now

rough knoll
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idk what it is

barren flume
rough knoll
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it only happens when im looking down towards my shadow

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any other direction its normal

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although when i turn off my shadow its still there

regal hawk
#

How can I update nav path, If I dont rebuild path, teleport would not work when beginplay

barren flume
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So I can't use my projects without making a copy of it?

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even though it's both 4.25

plush yew
#

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?

regal hawk
#

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.

barren flume
#

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

regal hawk
#

C++ project or BP project?

barren flume
#

bp

#

like the projects are greyed out

#

even though it's the same engine version

regal hawk
#

what's the error infos? or the project just crashed when you opened it?

barren flume
#

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

plush yew
#

@rough knoll u know what u should do, put directional light and set it moveable

#

and add a skylight too

rough knoll
#

i did set it to movable

plush yew
#

directional and skylight?

rough knoll
#

i just wanna know whats up with the black stuff when i look down

#

no i dont have a skylight

plush yew
#

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

rough knoll
#

how can i split this into two? i wanna be able to have more than one object be hittable

icy egret
#

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

radiant jasper
#

Im trying to import an fbx model with textures, but all of the created materials are white

#

any idea why?

barren flume
#

Where would I put this in the target.cs for chaos?

bCompileChaos = true;
bUseChaos = true;

open gorge
#

@rough knoll what do you mean more than one object be hittable?

barren flume
rough knoll
#

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

left citrus
#

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

open gorge
#

why are you casting it to rat?

#

what are you trying to do with that hit?

radiant jasper
#

Im trying to import an fbx model with textures, but all of the created materials are white

#

does anyone know why?

rough knoll
#

@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

quasi lynx
#

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!

autumn elbow
#

@rough knoll for the moment, don't cast to rat. What does hit component return?

rough knoll
#

nothing. cast to rat is hooked up to hit actor

autumn elbow
#

Does it return ur test box?

rough knoll
#

it wouldnt return to anything i dont think

#

oh wait hold on

autumn elbow
#

Try it.. disconnect hit actor, check what hit component returns

open gorge
#

@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.

rough knoll
autumn elbow
#

Ok

rough knoll
#

returns this when rat is shot

autumn elbow
#

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

rough knoll
#

wdym?

#

already have what

autumn elbow
#

The hit actor is giving you rat

#

You don't need to cast to it again

rough knoll
#

i need to cast to rat in order to get the health value

#

but also how would that work with the test box

rough knoll
autumn elbow
#

After ur cast to rat node... add a cast to xp box

open gorge
#

that's why I said use a global health component

rough knoll
#

no matter whats hit its gonna play both the rat and the xp box things

open gorge
#

you can just get that off the hit actor

#

check if it's valid

#

then apply damage

rough knoll
#

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

open gorge
#

you can

rough knoll
#

the rat is take damage and die

open gorge
#

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

rough knoll
#

but later down the line there will be more things that do have health i.e. bosses

#

with different health values than other rats

open gorge
#

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

autumn elbow
#

You see where you have target health node? Plug that into hit actor

rough knoll
#

hold on let me go back here

#

so by "global health component"

open gorge
#

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

rough knoll
#

what target health node @autumn elbow

autumn elbow
#

He is getting confused with the pin flow.

rough knoll
#

i am lol

autumn elbow
#

Ok.. do this... make a sequence node

rough knoll
#

mhm

autumn elbow
#

In the in pin plug in ur trace

rough knoll
#

ok

autumn elbow
#

In the first pin plug ur rat cast

rough knoll
#

and in the second the xp object cast?

autumn elbow
#

In the second plug ur xp box

#

Then show me a screen shot

rough knoll
#

i assume i plug hit actor into both objects?

autumn elbow
#

Hit actor to rat

#

Hit component to xp box

rough knoll
#

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

autumn elbow
#

You can add as much as you want

rough knoll
#

alright

#

tysm

autumn elbow
#

Now hold on...

#

Let me explain 2 things

rough knoll
#

ok

autumn elbow
#

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

rough knoll
autumn elbow
#

The sequence node is just a visual change

radiant jasper
#

I need an affordable realistic 3d modeler now lol

autumn elbow
#

How much did you pay ?

radiant jasper
#

$42

hollow ridge
#

oof

#

I can make u a nice f3d model for free

radiant jasper
#

opened a fraud case with fiverr, so hopefully they give me a refund

#

shit no way for free??

hollow ridge
kindred orbit
#

Bruh why is it taking my PC so long to import a rock I made in Blender

hollow ridge
#

I have no friken clue how to 3d model lol

kindred orbit
#

@hollow ridge same

radiant jasper
#

no yeah ik i can animate it but i kinda need the texture lol

hollow ridge
#

just take some stuff and recolor it

radiant jasper
#

its suppose to be realistic to ben shapiro lol

autumn elbow
#

My company just bought a few licenses of Character Creator 3 @radiant jasper all the cool kids are using it

hollow ridge
#

ah I can also do beans

kindred orbit
#

Sitting here for 15 mins waiting for my rock to import lmao

rough knoll
#

so he just gave you the model and no textures?

radiant jasper
#

yea

rough knoll
#

f

kindred orbit
#

F

rough knoll
#

if anyone knows

hollow ridge
#

how do u change controls ingame?

autumn elbow
#

i never to got an answer to why this happens when i look down
@rough knoll What?

rough knoll
#

project settings > input

kindred orbit
#

@rough knoll what's that

rough knoll
#

@autumn elbow when i look down the bottom of the screen goes black

#

ok hold on ill open obs and send a video clip

hollow ridge
#

@rough knoll no ingame so the player can make their own controls

autumn elbow
#

lol... when you look down.. shit gets serious! Dramatic mode

gleaming sage
#

Hello I am New to UE 4 and i how do i fix actor perspective spin

rough knoll
kindred orbit
#

A shadow from yourself?

#

Lmao

rough knoll
#

no half of the screen turning black

#

when i look down sometimes it does that sometimes it wont

kindred orbit
#

Can you show code?

#

Though idk where it'd be

rough knoll
#

for?

kindred orbit
#

The character ig

#

The main bp

autumn elbow
hollow ridge
#

ah thx

autumn elbow
#

Remapping keys

kindred orbit
#

Wtf rock damn

rough knoll
#

idk why anything with shadows would be in the main character bp

autumn elbow
#

@rough knoll try rebuild lighting

kindred orbit
#

@rough knoll I dunno

rough knoll
#

kk

radiant jasper
#

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

untold swallow
#

hey can nvidia codeworks be used to package for android in 4.25.1 cuz android studio isnt working for me

plush yew
radiant jasper
#

how do I make that fnaf style camera post process

thorn scarab
plush yew
#

@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.

#

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

radiant jasper
#

how do I make that fnaf style camera post process

plush yew
#

@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?

drowsy compass
#

Question: What’s some weird stuff things I could make in unreal engine that would be funny and wacky as hell. Nothings too weird

plush yew
#

@drowsy compass try remaking the game carrion in 3d? πŸ™‚ 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.

drowsy compass
#

Love the first idea. Doesn’t particularly have to be game or genre. For example like Michael reeves except with a game engine

#

That could be fun

plush yew
#

Now I want to do the remake. πŸ˜›

#

I believe Unreal would certainly have the tools to accomplish it, especially with the new toolset coming in UE5

rough knoll
#

can i disable input except for one input?

#

like disable everything but one button

#

for an options menu

sterile stream
#

anyone use goodsky?

plush yew
#

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

rough knoll
#

d'ya know anything about my question gothic

radiant jasper
#

how do i set visibility to a percentage

#

like 0.3 for example

plush yew
radiant jasper
#

it only lets me either make it visible or not visible

#

bruh does no one know how to do that

rough knoll
#

do you know how i would write that logic

#

idk if theres a way to just reject any other input

radiant jasper
#

@rough knoll i think there's like a pause game node

#

u can use that

distant totem
radiant jasper
#

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

distant totem
#

for umg?

radiant jasper
#

yeah

distant totem
#

for umg button you can set the opacity as a variable and change it where u need

radiant jasper
#

how would I set the opacity as a variable

#

opacity of a specific image

#

oh wait theres a set opacity node

#

ok

distant totem
#

in umg tick the is variable

#

then in graph mode you can get get that umg element, and from it set opacity

radiant jasper
#

ok i think i did it

opal totem
#

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

radiant jasper
#

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?

opal totem
#

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

radiant jasper
#

but how would it loop again after that

rough knoll
#

how to enable mouse cursor

opal totem
#

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

rough knoll
#

alr thanks

radiant jasper
#

@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?

opal totem
#

yea i've never used a video in ue4 so I was just going with what I would try first

radiant jasper
#

anyone else know

#

still havent found a solution

rough knoll
#

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

plush yew
#

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.

hearty walrus
#

I can't call that one variable

#

I can get it, but not set it

normal plover
#

‫this message ‫I

somber quail
#

What's causing this bug?
@hearty walrus That's not a bug you're just not using the right variable

pseudo pulsar
#

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. πŸ™‚

rare axle
#

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?

young stone
#

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

exotic thicket
#

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 πŸ€”

#

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

whole quarry
#

@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

rare axle
#

Thought as much.. Wonder if there's a hacky way of making it work.

whole quarry
#

If you mean with "hacky" way to make a plugin to do such thing, yes

mortal cedar
#

unreal engine 5 when

whole quarry
#

when what?

mortal cedar
#

can't wait to get look on the next engine iteration

fair herald
#

Do I need to place my game to play store in order display ads in my game

#

(Android game)

mortal cedar
#

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

final fiber
#

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.

hearty walrus
#

how do I switch cameras with the third person template?

final fiber
#

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

hearty walrus
#

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

fair herald
#

Any reference of > you integrate ads provider's plugin into your game.
@mortal cedar
Any reference

whole quarry
#

@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

mortal cedar
#

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

final fiber
#

Is there any way to make it output the error? It only says "Fatal Error!" and nothing else.

hearty walrus
#

@mortal cedar how do I fix?

final fiber
#

the title of the window that pops up is "UE4 has crashed!" and a few other things that goes off the window

final fiber
#

If I set the configuration for development, doesn't it require the engine to be installed to run?

fair herald
#

Any reference of > you integrate ads provider's plugin into your game.
@mortal cedar
Any reference
@fair herald

hot pine
#

Was that a poor attempt at being funny?

low brook
#

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

odd lava
#

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?

hearty walrus
#

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

normal plover
#

im trying to import a gif for my title screen background, but it says unkown extension ''.gif''

burnt ether
#

Why is it so hard to move marketplace assets into different folders...

shadow jewel
#

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?

whole quarry
#

Sure

tropic surge
#

Is there a proper location for submitting feedback and suggestions relating to the engine?

next badger
#

Forums. But it's mostly useless.

next badger
#

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

dusk portal
#

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?

maiden swift
#

@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

dusk portal
#

Thank you so much πŸ‘πŸ»πŸ‘ŒπŸ»

hexed maple
#

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

grim ore
#

are the correct materials assigned

hexed maple
#

Yes the materials are correct.

#

Textures are also correct.

grim ore
#

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

hexed maple
#

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.

grim ore
#

ah that wont work

hexed maple
#

But it was working like this before with some other game character.

plush yew
#

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?

grim ore
#

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

plush yew
#

anyone can help? It is important to fix it

grim ore
#

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

hexed maple
#

Thank you I'll go there and check.

plush yew
#

I can't click on the road

#

it is part of the landscape

grim ore
#

super weird. Is it a landscape spline or a blueprint or how was it created?

#

if you did nothing it shouldnt just move

plush yew
#

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 😦

#

the level designer told me that it is terrain spline

sweet trout
#

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.

MediaFire
grim ore
#

@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

sweet trout
#

plz help

plush yew
#

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

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.

plush yew
#

I can't click on it

#

it selects the landscape

plush yew
#

okay I checked it

sweet trout
#

@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?

plush yew
#

oo actually I see that I moved up the road somehow above πŸ˜„

#

that's why I have this problem with the road

grim ore
#

@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 😦

plush yew
#

now I selected part of the spine but it doesn't show the arrows for moving 😦

grim ore
#

the white squares are the handles on a spline

#

and the mountain icons are the key points

plush yew
#

okay

#

how I can select the road and move it down to the ground?

grim ore
#

click the mountain icon and move it

sweet trout
#

@grim ore I will try using the settings and not the tools, and will the box subtract from meshes?

plush yew
#

okay, will try

grim ore
#

no, geometry brushes only work with themselves

sweet trout
#

@grim ore thats nice to know

plush yew
#

yeah, I found it but when I move down the road some of it is under ground other is above

grim ore
#

yes you need to adjust both points of the spline and possibly the control points, its the way splines work

plush yew
#

a okay

#

will try now

#

again πŸ˜„

#

the both points of the spline are the 2 white points-right?

stone stump
#

hey guys i added post processing lighting is there a way to make the grass more realistic?

sweet trout
#

@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!

grim ore
#

@piepiepie#0681 you would click the box brush in the world outliner to select the brush itself and not it's parts

true isle
#

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

grim ore
#

they seriously came in for help, got it, then left the discord... wtf

true isle
#

Β―_(ツ)_/Β―

hollow ridge
#

@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...

β–Ά Play video
stone stump
#

how to disable stats when i play it

#

it is on the screen

grim ore
#

all the source files are in the links

hollow ridge
#

it says 404 this is not the web page you are looking for

stone stump
#

why is the scene looks blury when i play it

#

quality goes

hollow ridge
grim ore
hollow ridge
#

ohhh

#

I thought my account was linked but

grim ore
#

@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

stone stump
#

guys any help?

#

iam using a predator helios

#

so not my pc

grim ore
#

okdoke

stone stump
#

stats i change in the scene doesnt affect it seems

#

why is that

hollow ridge
#

wait yeah my account is connected and I still cant see them

grim ore
#

are you logged in?

hollow ridge
#

yep

grim ore
#

weird, I can see them fine

stone stump
#

is there a way to enable the stats in the scene to the play mode?

grim ore
#

what stats? there are hundreds of them

stone stump
#

when i change anti alising and stuff it doesnt show on play mode

stone stump
#

thats what iam asking

grim ore
#

how are you changing the anti aliasing?

stone stump
#

stats

#

arrow thing

grim ore
#

yep no idea what that is 😦 and anti aliasing is changed in the project settings. Do you mean toggling it on and off?

stone stump
#

hmm

#

wait

limber swallow
#

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?

grim ore
#

#cpp might get you a quicker answer

plain terrace
#

for a static mesh, can I allow it to use its complex collision instead of a simple one when simulating physics?

exotic thicket
#

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

plain terrace
#

nvm I found meh answer

normal plover
#

i exported my model from blender as a .fbx file but the texture is gone

exotic thicket
#

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 πŸ€”

plain terrace
#

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

ornate forge
#

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...

β–Ά Play video
normal plover
#

once i exported smth and the texture came too

pallid talon
#

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.

prisma plank
plush yew
#

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>

true isle
#

Yes?

plush yew
#

Yes as in its fixed?

gaunt hedge
#

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

plush yew
#

It basically prevents you from ending your asset name with a number if you don't want to be really confused

prisma plank
#

@gaunt hedge for this lights- change to movable i think

pallid talon
#

@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.

gaunt hedge
#

@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

pallid talon
#

But only some turn and some do not?

hearty walrus
#

How do I stop the thirdpersontemplate camera from moving around with the character

gaunt hedge
#

@pallid talon exactly, either in game or veiwport

#

is there kinda limit or optimisation in UE thats banning them from working at the time ?

pallid talon
#

Nope, you could have thouands and it should work.

#

Probably something wrong with the way you're executing the on/off fuction.

gaunt hedge
#

what u think it would be ? will attach a pic from my simple blueprint

pallid talon
#

Yes, a picture will help.

gaunt hedge
#

just a simple spot light with a static mesh

#

all what I do is tick the visibility on and off

radiant jasper
#

Does anyone know how to loop a media player w/o it pausing for half a second?

pallid talon
#

What does your blueprint look like?

radiant jasper
#

I cant find any solutions online, cuz apparently there are like 12 ppl on the planet that have ever used media player

gaunt hedge
#

@pallid talon as the attached pic

#

only simple single spotlight with static mesh

#

still no coding included

pallid talon
#

@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?

gaunt hedge
#

@pallid talon yeah exactly

#

its weird I know

pallid talon
#

And you have nothing under the "Event Graph" or "Construction Script"?

plush yew
#

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

pallid talon
#

@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.

gaunt hedge
#

@pallid talon yeah all clear no coding at all anywhere

#

is it kinda related to UE settings ?

plush yew
#

i'll check that out, thanks!

pallid talon
#

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?

hearty walrus
#

How do I remove the gradient on a UMG button?

gaunt hedge
#

@pallid talon yeah from scratch by myself

radiant jasper
#

can someone help me please?

gaunt hedge
#

will try record a quick vid to show how things act and show my main problem

radiant jasper
#

Does anyone know how to loop a media player w/o it pausing for half a second?

hearty walrus
gaunt hedge
#

@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

pallid talon
#

Ok

outer cosmos
#

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

fast berry
#

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

gaunt hedge
#

@pallid talon any ideas how to fix this ?

rocky radish
#

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

fast berry
#

thanks @rocky radish

rocky radish
#

np

gaunt hedge
#

@fast berry think it will be in window menu-editor modes-modes panel

fast berry
#

@gaunt hedge Im in 25.5.3 so its not there. how do i do it the other way @rocky radish

pallid talon
#

@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?

alpine laurel
#

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?

pallid talon
#

How many lights are moveable?

plush yew
#

@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.

alpine laurel
#

wdym?

#

and nothing has spaces. only underlines

plush yew
#

try without, i had the same problem with ;

radiant haven
plush yew
#

nope, first person

alpine laurel
#

try without what

plush yew
#

the __

alpine laurel
#

oh

#

thats only in some widget files

#

the maps and game are like this "TestMap"

#

using caps to separate words

plush yew
#

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 "

alpine laurel
#

the " were just to show you the example

#

there are no actual " in the names

plush yew
#

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

alpine laurel
#

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

pallid talon
#

@gaunt hedge Are you setting this up for Moble?

#

Or desktop?

plush yew
#

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

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

dreamy sleet
#

can someone help me i cant launch the game to test it

pallid talon
#

@dreamy sleet Press the "Play" or "Launch" button.

dreamy sleet
#

it does not work

#

@pallid talon

pallid talon
#

Nothing happens at all?

alpine laurel
#

also can someone please tell me why the hell the widgets suddenly decided to stop scaling with the window size?

dreamy sleet
#

@pallid talon

alpine laurel
#

i mean is there a reason the widgets just stoped scaling

lofty fractal
#

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);

hearty walrus
#

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?

open gorge
#

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.

unreal comet
#

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?

tropic delta
#

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.

brittle sail
#

Hey, guys, in which category can I put my programming problem that is linked to UE4?

#

Cus I got one, aye

open gorge
#

@unreal comet you can write a python script to do that.

brittle sail
#

Oh nvm, found it

open gorge
#

@brittle sail post it here, we'll redirect you if needed

brittle sail
#

Oh, okay

hearty walrus
#

@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
#

but in the future, under the programming category text channels

#

w/e one fits best

unreal comet
#

@open gorge Thanks. It's not a huge deal. I was just curious if Unreal had a way to do it.

open gorge
#

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

brittle sail
#

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
#

@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

brittle sail
#

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.

radiant haven
#

Can I somehow get LOCAL Velocity?

brittle sail
#

Um, so can I get redirected to some category where my request should be?

open gorge
#

sorry I was tabbed

#

@brittle sail does it still compile?

#

that's probably just intellisense being weird

haughty moth
#

How can I learn to code c++ in unreal engine

hearty walrus
#

tf happened here

haughty moth
#

do you know any tutorial ?

open gorge
#

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

haughty moth
#

i know c++ and OOP

#

now i want to learn UE4 C++

#

and i don't know where

brittle sail
#

Yeah I included the header, BUT

#

WHEN it's not included generated body works just fine, but when I DO include it, than it doesn't

hearty walrus
open gorge
#

oh

hearty walrus
#

here's the gamemode

open gorge
#

@brittle sail your gnereated.h needs to be the last include

#

that's why

#

compiler should tell you that too

tropic delta
#

@tropic delta
@hearty walrus thats really weird

brittle sail
#

o

hearty walrus
#

hold on

open gorge
#

@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.

hearty walrus
#

It's using a blank template

open gorge
#

another thing to understand is that almost everything in UE4 derives from UObject

haughty moth
#

I want to move an actor

open gorge
#

and there are tons of child classes based on that.

haughty moth
#

is my first goal

hearty walrus
open gorge
#

move actor how?

hearty walrus
#

here's the only code in the level

open gorge
#

you can do that simply

hearty walrus
#

level blueprint

haughty moth
#

i want to move one actor inthis case a block and i want that when the proyect strarts the block moves to other position

open gorge
#

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

haughty moth
#

yes but i don't know the basics of the framework of UE4 and i donΒ΄t know where i can learn

brittle sail
#

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

haughty moth
#

and this is what i am asking

open gorge
#

and go from there.

#

@brittle sail don't do definitions in .h

haughty moth
#

thanks

open gorge
#

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

brittle sail
#

Okay then, thanks! (I'll get right into that when I'll wake up)

open gorge
#

πŸ™‚

#

feel free to DM me if you have further questions

#

but the correct channel for that stuff in the future would be #cpp

brittle sail
#

Thanks man

haughty moth
#

@open gorge You are a very nice guy

brittle sail
#

Sorry, I'm kinda new to this engine ^^

open gorge
#

it's all good

#

we all started out new

haughty moth
#

ey did you think that is a good idea to start in unreal engine in 2020 ?

#

or is better that start in other engine

open gorge
#

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.

haughty moth
#

Unity is easyer but the result is worst

open gorge
#

I think that depends on the developers

haughty moth
#

i think that graficaly is better unreal engine 4

open gorge
#

Hearthstone is made with Unity

#

Thats 100% on the artist

#

Not the engine