#ue4-general

1 messages · Page 812 of 1

quick shell
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if i want to make my main menu acces save files do options and quit the game does thier have to be a special place for that?

grim ore
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in the main menu is where you can put it

quick shell
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do i make a whole level with just the main meu?

grim ore
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how much experience do you have with unreal engine?

quick shell
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zero

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4 hours?

grim ore
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you need to do some more basic learning. check out the unreal online learning website, there are videos on UMG which is the UI system ue4 uses

quick shell
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you said screen space ealier

grim ore
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your asking questions but you dont know what you need

quick shell
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is that some kind of level or just the screen having its space taken up

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i need me a main menu

grim ore
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your user interface for a main menu can be in a new level or an existing level, it can be anywhere you want it

left shuttle
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Is this the place to ask a question ?

grim ore
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unless another channel is better

plush yew
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Why cant I mass edit collision settings for meshes?

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Specifically the Use Complex Collision As Simple option

grim ore
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because epic didn't allow it

plush yew
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The only way to change those is manually?

left shuttle
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Is this the place to ask a question ?
@left shuttle can someone tell me ..where do i have to go

grim ore
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yep or possibly a python or utility widget script

thorn scarab
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I guessed if possible to make seamed world on the flat surface but keep all the specification of Earth. 8 cups of coffee, breakfast skipped, 4 pages of c++ code and viola. Completely new type of gameplay.

ruby folio
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Wut?

grim ore
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@left shuttle you can ask the question here, or in another channel that is more appropriate for the type of question. we dont know the question, we can't tell you where to go.

ruby folio
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@left shuttle Depends on the question. Read the categories.

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Ninja'd

left shuttle
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Console / Grapic relatet

grim ore
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and console specific stuff is generally under NDA and has it's own forums for support

ruby folio
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What do you mean by console? Video game console?

hard quarry
left shuttle
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Dev Console : for Example: r.Tonemapper.Sharpen 1. i would like to know how to apply settings like this for PERMA. so they are always ON in Standalone / Build game or even when im Playing in Editor.

next coral
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where should i learn to make games with blueprint. I understand learning the basics but if im making a game with my own mechanics i need to be able to know how to implement them

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especially if they are unqiue

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unique

grim ore
ruby folio
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@next coral Lots of courses out there. Documentation YouTube. You just gotta search for it

next coral
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okay

ruby folio
grim ore
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break down what you want to do into parts, learn how to do the parts, profit.

hard quarry
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@grim ore ah... it is not accessable inside the Construction script..

left shuttle
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@grim ore Any clue ?

grim ore
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@left shuttle usually those are ran using the execute console command node inside your level or one of your important blueprints, perhaps the main level menu for example

left shuttle
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@grim ore So i can not define them in a .ini file or such ?

grim ore
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there is also a ConsoleVariables.ini file but i dont think it loads in packaged builds

left shuttle
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hm... let me see if i can find them

grim ore
hearty walrus
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(asking again since it got buried)
Can you add borders to GUI objects?

grim ore
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there is a border widget you can use, or you can use an image widget behind another and use the box/border type

hearty walrus
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I'm using the border widget

ruby folio
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I made a grave error when I built this PC, and I only have a 256GB OS drive.
I am wondering what is the best method to move the derived data cache location.
Obviously I can alter it in the engine BaseEngine.ini... But that gets reset every engine update.

I hoped to alter the path within a projects editor settings. But that doesnt seem to allow me to use %GAMEDIR%
Any suggestions?

grim ore
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did you change the Draw As type for the brush to border or box?

left shuttle
hearty walrus
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@grim ore ?

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Using the image method I've got a border, but it's really thin

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how can I make it thicker

grim ore
hearty walrus
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it's set to border

grim ore
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then you need to make sure you have a good brush assigned to it, probably a solid white material

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then adjust the margins

hearty walrus
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but it's really thin

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the margins didn't help

grim ore
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what material are you using for the brush, what image

hearty walrus
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no image

grim ore
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then its going to display nothing

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just make a simple material, set it to ui for the domain, plug in a single 1 into the final color (so it's white) then use that as your material for the brush

quick shell
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is thier a middle to every level?

grim ore
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what is a middle?

quick shell
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origin?

grim ore
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there is a 0,0,0 point yes

quick shell
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is thier a hotkey to get to thier?

grim ore
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not that I know of

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you can make one using the viewport hotkeys once you get there

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you can press CTRL-# to set a bookmark and use that # to go back to it later

quick shell
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so it doesnt matter where i im in the big grid?

grim ore
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if you are too far away it will cause issues yes, but that is very far away normally and a new level will put you at the origin

terse pawn
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Hey everyone. Still new and learning the engine (and C++ simultaneously but I have more of a handle on that). Quick q: what in the hell does bUsePawnControlRotation actually do? I'm going through the process of setting up a third person camera in my class, but I cannot for the life of me tell the difference in game whether true or false on either the camera OR the spring arm component, so I'd just like an idea of what I should be expecting so I can figure out why I'm not seeing a difference

last dove
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so like in a camera, if that bool is set to true, the camera will match the rotation of your mouse so if I move the mouse right, the camera will yaw to the right, same with left, up, and down

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also you should only enable it on the camera or the spring arm, not both

terse pawn
#

I kind of figured on the latter part, but thank you so much for that explanation. I'm not entirely sure why I'm not seeing a difference but now that I know what it does I'm sure I'll be able to suss it out.

last dove
#

and the difference is only that if it's on the spring arm, the camera will orbit the base of the spring arm, but if the camera is on a spring arm that's extended to 30m and the camera is the one with that uses pawn control rotation, it will rotate in place at that point 30m away

terse pawn
#

thank you again

last dove
#

did that make sense though? I kinda explained that in a confusing way

weak hemlock
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I have this problemn that shadows are messed up does anyone know what causes this?

terse pawn
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@last dove made perfect sense to me

last dove
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ok cool lol

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another way of saying it that's more simple is:
when camera takes input -> rotation point is at the camera
when spring arm takes input -> rotation point is at the base of the spring arm

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anyone know why this statement might not be working? I have a similar line of code that works for jumping without throwing errors:
PlayerInputComponent->BindAction(TEXT("Crouch"), EInputEvent(IE_Pressed), this, &ACharacter::Crouch);

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BindAction keeps getting marked as incorrect

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@weak hemlock how far away is the object with the messed up shadows?

terse pawn
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When I've done something similar, I didn't have EInputEvent(IE_Pressed) and instead just had IE_Pressed

weak hemlock
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close

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A better view it seems to be only on foiliage

last dove
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is ambient occlusion on?

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also what's your FPS

weak hemlock
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My fps is 30 ish

last dove
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and really? I thought you had to use EInputEvent()

weak hemlock
#

how do I check if ambient cocclusion is on?

last dove
#

nvm, it's probably because your system isn't handling the scene too well

weak hemlock
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Well it should

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It is a ryzen 3600 and RX5700xt and 32gb ram

last dove
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and you're getting 30 FPS??

weak hemlock
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Yea

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It is a pretty heavy demo scene

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I just wanted to try some things

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but these shadows mess it up

last dove
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ok, ambient occlusion should be somewhere under post process effects I think

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if it's turned off, turn it on

terse pawn
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@last dove PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); this is how I have mine set up and jump works as expected. that's not to say I necessarily think it's right as I am still very new, but it's the only difference i see

weak hemlock
#

Ambient occlusion on or off does not change the shadows

last dove
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does it work with crouch @terse pawn

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cause my jump works without an issue

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it's just the crouch throws errors

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try changing shadow distances or resolutions/quality if you can find a setting for it doggo

terse pawn
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@last dove i don't have a crouch right now so i can't say but i'll try it out and see

weak hemlock
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Problem is that ue4 uses like 1% gpu

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nvm 90%

last dove
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those plants are all foliage right? none of them are hand placed?

weak hemlock
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Yes

last dove
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in the foliage tab, are they set to cast shadows?

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I mean yeah, they're casting shadows but if they aren't then it could be a weird bug

weak hemlock
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Well actually they are procedual

last dove
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aha

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go to the foliage actor BP for them and check if shadows are enabled

weak hemlock
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There is 1 option recieve CSM shadows?

last dove
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hmm

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is the lighting static or dynamic?

weak hemlock
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dynamic

last dove
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I got no clue then

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try placing something in the world and see if the shadow is weird

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if it isn't, try placing one static mesh that's the same as the plant

weak hemlock
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Yeah I just think it is a 4.25 issue. It was an old project from 4.23 which I just converted to 4.25

last dove
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ohhhhh

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well you shoulda said that

weak hemlock
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Yeah I kinda hoped i just missed something stupid

astral sundial
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does anyone know the blender to ue4 scaling trick?

near iris
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guys guys, with which version of C++ can we use UE4?

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like vs 2017, 2019?

rocky radish
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@near iris depends on the version of ue4 that you are using

near iris
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4.25.3

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the last one

rocky radish
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then you have to use vs 2019

near iris
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alright, thanks

rocky radish
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np

autumn elbow
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How would I go about Importin empty folders into Unreal ?

rocky radish
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How would I go about Importin empty folders into Unreal ?
@autumn elbow why would you import empty folders? i guess you could create/copy paste them on file explorer (assuming you're using windows)

lone kernel
#

hi guys, ive just graduated as a First Class Game Designer from the UK!

autumn elbow
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yea, but wondering if I can do it when i drag my assets in. As to why.. On my drive I have Mesh, Materials, Textures, Icons. When I drag it in Mesh and Textures get created, the other 2 dont. I'd like it already there, so when I made the materials, I dont have to make folders. LoL It gets annoying. @rocky radish

stiff bane
#

People. Mantinee still existing? Or it was removed from every version of UE4?

rocky radish
#

yea, but wondering if I can do it when i drag my assets in. As to why.. On my drive I have Mesh, Materials, Textures, Icons. When I drag it in Mesh and Textures get created, the other 2 dont. I'd like it already there, so when I made the materials, I dont have to make folders. LoL It gets annoying. @rocky radish
@autumn elbow idk if its possible tbh

plush yew
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@autumn elbow Make an empty actor in your base content folder> Open Explorer> navigate to content folder> use the tree view to expand to where you can see all the lowest children in the file tree> Copy the empty actor into all of the lowest children> go back into unreal, it will have picked up all your tree structure> search for the empty actors name and delete all of them. Your structure will remain intact. - may have to possibly make proxy leaf nodes with placeholder uasset data to get around this limitation (the proxy uassets are not needed in internal part of the directory tree)

you can also place something like an Empty.cpp file at the leaf nodes, and the delete occurences of the file in UE

autumn elbow
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😄 thats too much work for a smooth workflow

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I'll just deal with it

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I can script it also I guess

plush yew
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that's an idea, what kind of script, batch?

autumn elbow
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python

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I'm working on a exporter for 3ds max now, I'll do some pipeline stuff for unreal after

terse pawn
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@last dove thanks again for your help. you explaining that to me helped me figure out how to get the camera to move how i wanted.

plush yew
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@autumn elbow blender has a send to unreal plugin that's pretty cool, epic released a vid about it on their youtube channel.

maybe we can talk about your python workflow later? i'm interested in experimenting with it in automation applications. Python

autumn elbow
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sweet

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ya cool

sage mountain
#

Is this the wrong chat to ask for advice in?

rough knoll
#

can i group up variables and collapse them into categories in the side bar

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because i have so many its hard to find some

trim tapir
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Yes, you can

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Just select a variable and type the category in the menu on the right

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You can also drag variables into existing categories that you have made

steady zodiac
void barn
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if i lost my project file but i still have my exe left

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can i revert my exe back to project file?

rough knoll
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ok

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how can i check if an event will do something and if it will then do something else

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i have this here

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i want to check before it executes the reserveammo deduction to see if that reserve ammo deduction will end up in the reserveammo being 0

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and if it will do something else

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im trying to put a system in place where if the reserve ammo will end up being 0 after reloading to add what the reserve ammo was

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e.g. if someone has 4 in reserve and fires 10 shots out of the 20 in the magazine it goes up to 14 and not 20

last dove
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@terse pawn np, I've gotta help people now because I used to berate @meager dove with tons of questions and he always helped me no matter what

meager dove
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lol

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what

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oh nice

prisma wolf
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hi guys, is there a way to transform a cinecamera to a different position in space without affecting the animation it has? Thanks

astral sundial
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my cloth is not interacting with the phyisics bodies on my charecter. anyone know a way to fix this? i think it has to do with a blender scaling issue, which i am not sure how to fix. It might be easier if i had the cloth as a seperate skelital mesh in the same actor but i dont know how to make the cloth react properly if i do it that way.

autumn elbow
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Importing Crashes the Engine.

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Every single time.

vale silo
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@autumn elbow what engine version?

plush yew
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Hey guys, took a few months off, anyone have a good workflow for blender to UE4? I cant seem to get the weapons and rig animations to export properly. always a problem, especially with the rig. Doing the regular UE4 Mannequin one and it always imports as T pose, even tried doing it with the MR mannequin tools

autumn elbow
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@vale silo latest 4.25 with the latest update

pale verge
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Hi, I'm pretty new to Unreal and have an idea for a game but would like some pointers could someone help?

vale silo
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I don't have this issue @autumn elbow but i am using default layout and I click "Import" button in the toolbar, not the one in the context menu

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@pale verge YouTube

pale verge
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@vale silo any good channels you'd recommend?

autumn elbow
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same result if i click in the tool bar

vale silo
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@pale verge not from the top of my head.. Just search for "making a game with UE4" or something like that.. Use your Google-foo 🙂

pale verge
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@vale silo thanks!

vale silo
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@autumn elbow try clean project ?

autumn elbow
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SO.... iT WORKS NOW

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ooops

paper thunder
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Hey guys i wanted to have a player upload image ingame and use it as a material, do you have any idea how can i do this?

sweet trout
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is there anyway to uncap the fps in the editor. because right now for me its locked at 120

autumn elbow
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NOTE TO ALL
Here is what happened... which is important for ya'll to keep an eye out. When you import, either using the Import button, or right click menu, Unreal saves that location. So, whenever you import again, it goes straight there. What happens if that location no longer exists? Well... it crashes.

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@vale silo

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I imported my asset. Unreal automatically bookmarked it. Then I later deleted that folder it was pointing to.

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Crash! The way to clear the saved location is to navigate to a different location using some othre menu. I went to File > Import into Level ... imported some bullshit, and then deleted it. Tried it again and it was cleared. The import works again.

alpine laurel
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what is the chaos cloth plugin?

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or all the chaos plugins

plain iris
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I've looked around the good ol' google for a fix for this but I seem to be missing files that people say to fix (binaries and such) I changed my game from a Blueprint project to a mixed

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Does anyone know a fix to it?

autumn elbow
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ohh chipz...

plain iris
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Uh ohh

autumn elbow
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I had the same issue.. I could not fix it.

plain iris
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Okay, thankfully all I had was some ui and a character, easy enough to re-make

autumn elbow
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i asked in the forum, and not one knew.

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i can walk you through what i was told to do

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didn't work for me, but might work for you

alpine laurel
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also why is my shipped game 1.6gb when i only have one small map?

autumn elbow
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first and most important @plain iris .. you have to zip up ur project. make a backup

plain iris
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Thank you N!!k, I think I'll just start over, it gives me a reason to practice

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Oh that's smart, I will be doing that

autumn elbow
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if you are starting over. you can go into your contents folder and copy out the assets files and place in your new project

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The links, if you have links to different bps, will be broken, but you can fix it

plain iris
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Ohhhh, that would be amazing!

autumn elbow
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make your new project, copy the whole contents folder from the old to the new

plain iris
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Thank you so much N!!k, I would never have thought of that!

autumn elbow
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That was basically my fix to fix mine.

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also...

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you can right click on you uproject file, and choose generate visual studio project files.

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After you backup your project, that is. lol

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@alpine laurel try #packaging might be a more helpful place

mellow hollow
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Has anyone here had experience using UE4 on a cloud pc such as Amazon workspaces or Google cloud Desktop as a service (DaaS)?

void barn
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if i lost my project file but i still have my exe left
can i revert my exe back to project file?

oblique trail
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Hey guys I

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I'm pretty new to unreal and I was wondering if anyone had any good beginner tutorials

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I'm trying to make a place shooting Angel flares. I have a camera, attached to the plane as a parent, as well as the two particle systems I created in Cascade. I want to move the plane in a straight line. Because the camera is attached to the plane, we we see the flares drop and fall away instead of layering directly ontop of each other

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I need a good tutorial on how to move things in blueprint

dapper ember
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I really like Ben

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He’s a good teacher.

oblique trail
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You guys are amazing

plush yew
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Sorry - mine were a little general

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Saw you wanted a specific thing there

alpine laurel
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do i need the chaos plugins?

solemn siren
#

Did anybody work with livelink?

oblique trail
alpine laurel
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and side question. with ue 4.25.3 now whenever i try to save after exiting standalone, it says i cant cause i am still playing

plush yew
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@oblique trail in that case check this out in Content Examples - Unreal Engine 4 Documentation > Samples and Tutorials > Content Examples > Blueprint Content Examples it has some blueprint examples for what you're looking for with the plane animation. I wish you luck on your quest in Unreal it's a great tool Unreal

oblique trail
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Ty fam

plush yew
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can anyone tell me if my code is right? using UnrealBuildTool;
using System.Collections.Generic;

public class AdvancedLocomotionTarget : TargetRules
{
public AdvancedLocomotionTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
bUsersSteam = true;
ExtraModuleNames.AddRange( new string[] { "AdvancedLocomotion" } );
}
}

scarlet birch
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isn't it supposed to be "bUsesSteam" ? @plush yew

muted sequoia
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Whenever i open a project on unreal engine it just freezes, and i have reset my whole computer, and reinstall every single app.I have verified my engine and I do not know what i should do.This is happening to all my projects, and the new projects I create.I have use unreal 4.25.3 and 4.24.3, i om currently trying it on the latest unreal engine.

plush yew
#

yeh haha

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i got it fixed but still have one error

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ERROR: Stage Failed. Missing receipt 'D:\Unreal Projects\AdvancedLocomotion\Binaries\Win64\AdvancedLocomotion.target'. Check that this target has been built.

scarlet birch
#

Idk, looks okay to me other than the steam thing.

open wadi
#

Anyone work with the free Va Rest plugin for handling JSON requests?

plush yew
#

yeah

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so im guessing i cant do much?

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is there a way to build the .cs files?

open gorge
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the .cs files are there to help the engine build

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@open wadi I used to, but I swapped to C++ as it was far neater and easier for me.

open wadi
#

Djriff - might you point me towards the files in question?

scarlet birch
#

Does it build in VS?

open wadi
#

Well, I'm not seeing a link to the code, I'm going toff the YouTube video.

plush yew
#

you talking to me?

open wadi
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I'm just pausing the tutorial and studying what you did.

plush yew
#

or drop

scarlet birch
#

yeah, sorry, hate to over tag

plush yew
#

u can tag me as much as u want

open wadi
#

Tag away.

open gorge
#

@open wadi ?

open wadi
#

@open gorge - Here's the video I'm studying:

open gorge
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what files are you talking about?

open wadi
#

And basically, that one handles authentication properly.

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But there's an issue - at 6:05, he has a custom event for the "Call URL" callback

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And I have no clue what is within that callback.

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And I'm googling it, I assume I'll eventually find it somewhere.

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But I need to just know what that custom even tcontains.

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For handling the callback from the HTTP POST to my API endpoint I coded in node.js.

open gorge
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so

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you have the call url function?

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with the Callback pin?

open wadi
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I do.

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I have everything set up correctly.

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Until the callback.

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And the issue is, @open gorge , is that I have no clue what's in the custom event specified at 6:05.

open gorge
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right

open wadi
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I've built the API, it's working perfectly.

open gorge
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so you have that red pin

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all you need to do

open wadi
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The red pen is present.

open gorge
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is drag off of it, and create an event

open wadi
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Right.

open gorge
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the variable will be supplied for you

open wadi
#

Hmm, I don't need to create a custom event?

open gorge
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you do

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but drag it off the red pin

open wadi
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I drag off the pin and I get a specific dialogue, let me switch to my dev machine:

open gorge
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it gives your custom event context

open wadi
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It says the following:

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"Actions provided by a(n) delegate (by reference)

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Ok

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I created the custom event.

open gorge
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and you have your variable already there yeah?

open wadi
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I mean

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I don't know what you're referring to.

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In this context.

open gorge
#

hang on

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I don't have that plugin installed anywhere

open wadi
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It's a free plugin.

open gorge
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I don't need it

open wadi
#

Ok, one note - When I leverage "Call URL", I have a "target" input pin, which I don't see int he tutorial.

open gorge
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I have an example though, similar concept

open wadi
#

And now that i've drug off this custom event

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I have an error:" this blueprint (self) is not a VaRestSubsystem, therefore "Target" must have a connection

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I have an additional pin - "Target"

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That isn't present in the tutorial, perhap sthey added this since the person created the tutorial?

open gorge
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they probably did

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likely they made call URL no longer a static function

open wadi
#

Ok

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Wonder what I should set "target" to

open gorge
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nothing

plush yew
#

still cant fix my ;/

open gorge
#

unless they made it a subsystem

open wadi
#

Ok, so ignore the error?

open gorge
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but give me a few to troubleshoot

open wadi
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Compile fails.

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Ok.

plush yew
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AdvancedLocomotion.Build.cs(13,3) : error CS0103: The name 'DynamicallyLoadedmodulenames' does not exist in the current context like it tells me this but everything is right

open gorge
#

are you building from source?

plush yew
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i dunno lol

open wadi
plush yew
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i was kinda new to steam sub system plugin so i think

open wadi
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Note the fun error.

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If I hover over it gives me the bit about self not being a VaRest Subsystem

open gorge
open wadi
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Ok

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Well that's damn useful.

open gorge
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@plush yew i mean are you building using UE4 Source, as in did you compile it yourself

open wadi
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Thank you @open gorge, the issue being, I did that with the custom event, do I need to alter that custom event?

open gorge
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nope

plush yew
#

oh

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yes

open gorge
#

you can use it as described in that video afaik

open wadi
#

And thank you for naming it "easy" as if to drive the point home.

plush yew
#

im building from ue4

open wadi
#

I now realize it is, in fact, easy.

open gorge
#

😛

open wadi
#

lol

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Much appreciated, very useful help.

plush yew
open gorge
#

@plush yew so you compiled UE4 from source?

plush yew
#

nope

open gorge
#

ok

plush yew
#

i have it form the launcher

open gorge
#

ok sweet

#

is that from your packaging error?

plush yew
#

could i maybe hop on a call with you if your not busy

open gorge
#

that Locomotion one

plush yew
#

yeh package error

open gorge
#

I unfortunately am busy

#

but I can type just fine

plush yew
#

its the only error i see

open gorge
#

uhhh

plush yew
#

oh okay

open gorge
#

did you scroll up?

plush yew
#

let me take a new ss

open wadi
#

Now one last question - in the tutorial, the guide says that I should encrypt the "make json" statement and / or the POST statement so I'm not passing the username / password over the wire plaintext - any thoughts there?

plush yew
open wadi
#

He doesn't do this himself, he just mentions it should be done.

open gorge
#

@open wadi basically they want you to hash it or something like that. Then on your backend, you unhash it to get the password

#

standard security stuff

open wadi
#

right.

#

And I'm happy to encrypt / decrypt, might there be any examples?

#

Maybe leveraging a PSK?

#

Would that be the use of the API Key I declared on my server?

open gorge
#

yeah you can use a PSK

#

well

open wadi
#

Ideally I'd leverage something dynamic.

open gorge
#

personally, I just use an MD5 hash with a custom keyword

#

but there are tons of solutions out there

#

and libraries available

plush yew
#

i will brb but just ping me

open wadi
#

Like, taking the email address submitted and using it to generate a hash.

open gorge
#

@plush yew Can you scroll up more in that log and see if there's any other errors?

#

usually it's something silly but unreal doesn't like to tell you at the end.

open wadi
#

Djriff: Any libraries you recommend for that purpose?

open gorge
#

off the top of my head, no

#

I use some of the ones that come with spring

open wadi
#

Or, alternatively, if I were to use an MD5 hash, would the keyword be preshared?

open gorge
#

but my backend is in java

open wadi
#

Between client and server?

open gorge
#

well you would obfuscate it in your own code

open wadi
#

Exactly.

open gorge
#

and just use the same keyword on the backend

#

or you can go totally insane

#

and private key it

open wadi
#

lol

open gorge
#

with a ridiculous level of encryption

open wadi
#

Let's go totally insane.

#

Any examples?

plush yew
#

is nonew

open gorge
#

the world is your oyster friendo

open wadi
#

lmao

open gorge
#

can you copy and paste the entirety of it and post a gist

open wadi
#

I just need some example, guide or tutorial of implementation and I can take it from there?

open gorge
#

honestly

open wadi
#

-?

open gorge
#

your best bet is to google that

#

there are a ton of options

#

so you'd need to do some research on what's best for you

open wadi
#

Ok, what would I be googling in this particular instance?

#

Just throw out a relevant phrase

#

and I got it from there

open gorge
#

for simple testing/learning you're doing now you don't really need to worry about it

#

uhhh

#

let's see

#

Best encryption system to use with c++ and javascript

#

something along those lines

open wadi
#

Should I throw in UE4?

open gorge
#

nah

open wadi
#

Got it, ty

#

That's all I needed, I'll implement it.

open gorge
#

you don't care about UE4 at that point

open wadi
#

Much appreciated.

open gorge
#

and it will just limit results

#

np ^^

plush yew
#

this is the only log i have

#

oops i missed the other bits

open gorge
#

whoa nonono

open wadi
#

lol

plush yew
#

oops sorry

open gorge
#

xD

plush yew
#

would that be better xD

#

its the log file

open gorge
#

post here

#

link that page

plush yew
#

okay

open gorge
#

that's what I meant by post a gist lol

plush yew
#

oof

open gorge
#

just copy and paste what your output log for that package has

#

i'll see if anything sticks out

plush yew
#

okay

#

done

#

how do i share the gist

open gorge
#

you create a private one

#

then copy/paste the url

plush yew
#

oh lol

#

so that?

open gorge
#

it's like pastebin

#

perfect

plush yew
#

ah ok

open gorge
#

except your entire output log

#

not just a snippet

plush yew
#

that is it

open gorge
#

ok

#

click on your output log

#

right click

#

hit clear

#

package again

plush yew
#

yes

open gorge
#

then when it fails again

#

give me the gist of the output log

plush yew
#

wont let me clear it?

#

hm

open gorge
#

lol

plush yew
#

ah got it

open gorge
#

alternatively

#

go to Saved/Logs

#

and your output log will also be there

plush yew
#

oh ok

open gorge
#

and you can just copy paste that entire file into gist

plush yew
#

done

#

i have updated it

#

so just refresh the page

#

its the fresh one

open gorge
#

ok

#

does your project have c++?

plush yew
#

yep

wild marsh
#

C++ or blueprints is fine, just looking for something that's simple and reliable

muted sequoia
#

Whenever i open a project on unreal engine it just freezes, and i have reset my whole computer, and reinstall every single app.I have verified my engine and I do not know what i should do.This is happening to all my projects, and the new projects I create.I have use unreal 4.25.3 and 4.24.3, i om currently trying it on the latest unreal engine.

kindred orbit
#

@muted sequoia what's your specs?

muted sequoia
#

@kindred orbit 8gb ram, 1tb ssd drive
core i5 10 gen cpu

kindred orbit
#

Damn that's definitelynot the problem then

muted sequoia
#

@kindred orbit i know

plain iris
#

What would the best route be to getting a dedicated MMO server? I'm still very new so something free and simple if possible. I was looking into Gamesparks but it seems they're quite out of date and incompatible? Any help would be amazing, even tutorial links.

rough knoll
#

can i like warp a button like you warp things in photoshop

#

because this rectangle does not fit and i want to freely change the shape of it

manic pawn
#

no

#

the only thing you can do to buttons that actually affects the clickable area is render transform (scale, rotate, shear)

#

or (galaxy brain solution) contain it in another widget with clipping enabled, this allows you to cut the rectangle by another rectangle, creating some kind of convex shape

shy saffron
#

alent

#

talent

#

!talent

plush yew
#

@shy saffron, You do not have permission to use the talent command.

near iris
#

hello guys!

#

you know if we can combine C++ and Python in a game made via UE4.25?

open gorge
#

Python is generally limited to editor scripting. Ue4 is mainly c++ based

near iris
#

well, I found something on github

#

but nvm, thanks

kindred orbit
#

So I converted some blueprints to c++ and it doesn't look like any c++ I've seen before. Does it convert it similar to how most programmers would write in c++?

near iris
#

@kindred orbit can you send a screenshot?

#

with the code lines

#

some snippets

weary basalt
#

@kindred orbit If you Nativized the Blueprints, then they will be extremely unfriendly to read.

kindred orbit
#

What would be the difference with a programmer?

weary basalt
#

That it wouldnt have things like generated strings postfixed to variable/function names to ensure no naming collisions occur etc etc

open gorge
#

it would also be way more readable

weary basalt
#

That being the ultimate goal.

#

Obviously

kindred orbit
#

Yea it just looks like random shit

weary basalt
#

Nativization is the Editors attempt at making a Blueprint into C++ be as readable as possible.

#

While ensuring that it can compile and run.

#

The easiest way to do that is to ensure without doubt that there are no conflicts.

#

By randomizing names etc

#

I would treat Nativization more as an optimization pass for a game you have completed and classes/blueprints that you dont intend on maintaining in the future.

#

For the simple fact that Nativization outputs mostly gibberish.

kindred orbit
#

So it's not necessarily for the use of learning c++ from bp I imagine

weary basalt
#

No i would not use it for that purpose.

#

Or recommend that as a method to do so.

#

Your more likely to just confuse yourself than anything else.

kindred orbit
#

What would you recommend then?

weary basalt
#

There is plenty of tutorials and example projects you can use as useful learning tools/resources.

kindred orbit
#

Bp does help with concept though

weary basalt
#

BP is excellent for iterating on concepts.

open gorge
#

I've used BP nativ to check out how BP does certain things too

#

which usually deep dives me into the engine where I learn the cpp way to do it

kindred orbit
#

Interesting

weary basalt
#

By all means you can use it for that, but as i stated, i dont think thats a wise choice when first learning.

open gorge
#

I don't disagree with you

#

but that's how I learned about Latent Actions

#

and that opened a big can of worms lol

weary basalt
#

Fair enough.

kindred orbit
#

Would you say that preference is the main factor in whether to use cpp or bp. Because I've heard many opinions

weary basalt
#

Id say its healthy to utilize both, they have their pros and their cons.

#

If you learn to use both and you learn what their strengths and weaknesses are, you arent limited in what you can potentially achieve.

kindred orbit
#

Thank you

shrewd rain
#

is there any way to delete store packs like Kite demo faster? I've been deleting stuff from the project and it takes ages (like 2 or more hours) to delete one pack

modern sinew
#

How hard would it be to make voice chat such that the voice comes from the player, and the further or closer you are changes the volume? And so that walls and stuff mostly block sound?

kindred orbit
#

Not too difficult I assume

surreal laurel
#

@modern sinew I think it would just be a matter of attaching the audio component to the players character and enabling it's attenuation/occlusion. But then again i've never messed with networked voice chat so idk

lucid socket
#

If you use Vivox it has that out of the box

surreal laurel
#

It's been a stretch since i've used UE and forget some really basic stuff - how do I spawn an actor through BP? Or just spawn a static mesh?

#

Add static mesh? is that it?

kindred orbit
#

SpawnActor?

#

Do you mean spawn into the game or add a component to the bp itself @surreal laurel

modern sinew
#

@surreal laurel Ok

surreal laurel
#

Oh i'm dumb I was in the Construction Script and the node wasn't popping up lol

kindred orbit
#

Lol

surreal laurel
#

Do you mean spawn into the game or add a component to the bp itself @surreal laurel
@kindred orbit It was both. Man I hate losing knowledge just from being away

kindred orbit
#

How long

surreal laurel
#

Few months

kindred orbit
#

Not too bad

#

Considering I take year long breaks with a lot of the things I do

surreal laurel
#

I'm stacking a ton of stuff into my Character BP, i'm trying to figure out if it would be better off (and better optimized) if it was spread out into other BP's somehow. For example, a "building" ability, where the player can choose from a bunch of different actors on certain surfaces. Does it make the most sense to put that directly in the Char BP?

#

I'm sure it's use case specific, but i'm wondering in a general best practices sort of way

thin tendon
#

I would personally create a building component to attach to the player

kindred orbit
#

Agreed@thin tendon

#

Keeps it more organized and also I'd you wanted to add that component to other things it would be much easier

#

@surreal laurel

plush yew
#

@sullen bane nice work on your game btw and sorry for the tag

surreal laurel
#

@thin tendon Ahh that's exactly what I was looking for, thanks

dire coral
#

what is the setting called that when you look at an object is makes the brightness go up

#

i need to disable it

tender pecan
#

'AutoExposure' or 'Eye Adaptation'

dire coral
#

thx

sullen bane
#

@plush yew Thanks 🙂 i just made a new post on the forum for it. https://forums.unrealengine.com/community/released-projects/1797724-usurpator-kickstarter-and-steam-demo-live I hope it is ok to post it here.

plush yew
#

o ok

#

i already downloaded your game too

sullen bane
#

yea we do a playtest everyday for the whole campaign 🙂 so servers should have players on from time to time 🙂

hearty walrus
surreal laurel
#

hmm so I guess my follow-up question would be what's the best way to copy a bunch of code from one BP into a separate BP Component while keeping all the variables and stuff intact

plush yew
#

ah ok daone

surreal laurel
#

@hearty walrus You need to plug the actor into the object pin on the cast node

sullen bane
#

Thanks for checking it out Dessierror 🙂

hearty walrus
#

@surreal laurel what?

thin tendon
#

@hearty walrus What @surreal laurel is saying is correct. When you cast to a Blueprint. You aren't trying to access 1 particular instance of it but the actual saved blueprint. So to pass information (to work) it needs an object. So it knows which "End_Warning" its trying to access.

hearty walrus
#

what object do I use?

thin tendon
#

if the thing your accessing is the "End_Warning" it needs to have a relationship with it. So for example. I want to access and cast to Ball_BP. I need to get a Ball object or actor object to tell it what the ball is

surreal laurel
#

pull a string off of the object pin and when prompted, type in "Get Owner"

hearty walrus
surreal laurel
#

What kind of BP is End_Warning

hearty walrus
#

Widget

thin tendon
#

Get a copy of the widget. Then cast

hearty walrus
#

what.

surreal laurel
#

lol, some tuts might do you better than getting things explained here. just for a better basic understanding of how it works

#

but, if you just want to add a widget to the viewport, then the best way is probably creating the widget from inside the BP, referencing the widget BP, and then adding that to viewport

thin tendon
#

I would personally pre-create it. Then just hide show. And change details on the widget as needed.

surreal laurel
#

both work

#

select your widget from the circled dropdown. the node is called "Create Widget"

hearty walrus
#

I am the biggest dumbass on planet earth.

surreal laurel
#

aw bud

thin tendon
#

Don't even beat yourself up mate. I can't count the amount of times I have been pulling hair out after days and it turned out to be something super simple

hearty walrus
#

same

#

I legit forgot that bloody node existed!

#

😅

#

but hey, progress is progress.

surreal laurel
#

hmm Component BP's are tricky, what's the best way to send a custom event from the parent into the component?

thin tendon
#

parent to component? Just grab the component in the parent character. Drag out and type in the name of a custom event

near iris
#

hi guys

#

I watched a video on YouTube with a guy who was taking 3d models from something called Quixel

#

someone have got an idea about what is it and if it's usable in UE4.25?

plush yew
#

yes ofc

#

prepare for big big project data though

near iris
#

wdym

royal crest
#

so i cant open my level since it uses these materials

#

how does that even happen

compact juniper
#

When I hold down or release the mouse button, I get a value of 1 or 0. But when I hold down the touch it only increments from 1 onwards. What's up?

near iris
#

hi guys

compact juniper
near iris
#

can someone show me his Unreal Engine folder?

#

with main files

#

please

plush yew
#

While most of it as fairly easy, and I am sure I have followed almost every single step of the Tutorial my character refuses to punch XD

near iris
#

Error
Could Not Export Assets. Please Check Log For Details

Error
Could Not Send Data Over Port 13429

#

someone have an idea about how can I fix this?

#

in Quixel

stuck linden
#

can someone explain me this lol

#

same thing

steady zodiac
somber quail
#

Look at your "simple collision" view. It's likely simplified collision causing the issue

#

Either make custom collision primitives or use complex collision as simple

steady zodiac
#

I have the same issue with complex collision as simple :/ the collisions I made in blender (white part of the track blender image is a cube that I've defined as collision (UCX)

stuck linden
#

Does anyone know what to reference on object when casting to a actor

plush yew
#

I have problem with my Side Scroller character. I didn't have any of those Axis mapping like ''MoveRight'' ect. and now I have to add them.. Is this normal or Should I even do that ?

#

Im maybe watching wrong tutorial bc its for normal 3D...

#

I mean Not Side scroller

grim juniper
#

@stuck linden You mean what to plug into the object pin? That'd be a reference to the actor you're wanting to cast to

tired token
fluid lance
#

I know it's an animation question, but that channel is mostly dead so: Is there any way to interrupt a running animation and force-transition into another state (Within the state machine)?
Context: I have ai's which roam around, and in certain situations stop and chat, then go back to roaming around. They stop to chat for a random time (2-7 secs). The State Machine gets passed a bool which is used as condition to transit into the "chatting" state.
The problem: Sometimes, the chatting animations aren't finished by the time the chatting ends, which doesn't allow the state machine to transition until after the animation sequence finishes. I want to force it to transition, otherwise, until the chatting animation ends, the pawn just slides away, stuck in chat animation for awhile before transitioning into the walk state.
-sry for long question 😛

grim ore
#

@fluid lance What are you currently using for your "enter chat" transition rule and your "exit chat" transition rule?

fluid lance
#

@grim ore Overlap>>"blsIsChatty" (on both NPCs) if(true)=>Set "blschatting" for both, delay for 2-7 secs, end chat through the same bools reversed.

#

and the same bool "is chatting" is used in the StateMachine

grim ore
#

why use the delay at all and not transition back when bIsIsChatty is false?

fluid lance
#

how do I control random chat time in some other way?

grim ore
#

how do you set the bIsIsChatty in the first place going to true?

fluid lance
#

sec ill ss

grim ore
#

it sounds like you have it almost right just not in the right places perhaps

fluid lance
grim ore
#

where does this tell the anim bp to play the animations?

#

or does your anim BP get it from the character on event update

fluid lance
grim ore
#

ok so that looks fine, if your transition rules are set up it should stop playing the animation when that is false shouldnt it?

brave grove
#

Hey guys,
is there a way to find the ID of a vertex in a spline closest to a world location?
I know there is "Find Location Closest to World Location" on a spline but I actually want to find the point ID and not location itself.

fluid lance
#

if I could use an event to send the bool to the animbp I would but my experience with animations is fairly poor overall

plush yew
#

In regards to the query that I posted earlier, my anim montage of punching did not play because: I was dumb and used,the Play Montage Node, instead of Montage Play Node.
Yes I am stupid like that XD.

fluid lance
#

@grim ore And this is the stateMachine

grim ore
#

you can send to the anim bp directly from your character if you want to do it that way (I would personally). get the skeletal mesh component -> get the Anim Instance variable -> Cast to your Anim BP Class -> Set/Get/Call Events

#

what is the transition rule back from conversation to walking as that is the issue right?

fluid lance
#

@grim ore Speed >=2

#

basically any movement

grim ore
#

it should be IsChatting = false shouldnt it?

#

so IsChatting -> Not -> exit transition

fluid lance
#

so it starts moving but doesn't go out of the chatting anim until it finished playing...

#

no, it's speed >=2 ---->walking

grim ore
#

yeah but why? if you want it to move back to idle or walking when they are done chatting....

#

make it so it moves back when they are done chatting

plush yew
#

Hmm, how about removing Idle with the Chatting animation

fluid lance
#

@grim ore i'll try it but it should be the same thing really, since while chatting the speed should b 0 so...i'll try

grim ore
#

I gotcha but if the goal is to do the transitions when you stop chatting it seems like you should use that as the rule

fluid lance
#

fair enough 😂

plush yew
#

Question, is the chatting animation only for the upper body and face

#

because if not, Walking------>Chatting--------->Walking should work, why would Idle be needed?

#

Just curious, not criticising the design choice

fluid lance
#

well, idle is for ...idling 😄

#

chatting is for chatting

#

aaanyway, it's not interrupting the anim regardless of rule changes 😐

#

same thing happens...

plush yew
#

So the npcs also Idle, I thought all of them just walked, talked, walked,talked..........

grim ore
#

what happens when you watch the state machine while its playing out in engine? in another window. Perhaps you have the transition time for the rule out too high?

fluid lance
#

it just "waits" for the anim to be finished and it's damn long

grim ore
#

also you have no conversation -> idle which seems like you might need

fluid lance
#

@grim ore can't watch the state machine because...bugs

#

if the AnimBP is open in runtime, it returns accessed none for the NPC class -.-

#

...yep 🙂

grim ore
#

oh hey

#

is your actual class this is on NPC_Base?

#

yep your anim bp is bad your getting a bad variable is the issue

#

have you compared this to the third person example on how it handles updates and getting the controlled pawn

fluid lance
#

well, it ignores basic stuff like not casting/tick which in my case would b nasty...Having 30 NPCs roaming around executing code and the animBP casting/tick to get some vars...I just set the var in the init anim bp then use the vars

grim ore
#

maybe see about transitioning this from the event update then in the anim bp and update those variables directly inside of the anim bp from the character like I mentioned before

#

that would atleast guarantee the anim bp gets the values from its character when it needs it

fluid lance
#

so firstly you really think the accessed none is real? I mean, i have break bp execution enabled on my project and it only breaks if the actual animbp is open, otherwise it works like it should

#

i was 100% it's just a bug

grim ore
#

well you are only setting that value once so if it fails the first time it never gets the valid value

fluid lance
#

then how does it act/work w/o it?

#

if it fails to grab it, it should return none sooner or later...right?

grim ore
#

it should anytime you access it yes. I cant see your flow and since you cant debug it for some reason you cant either for some reason

#

but if your transition rule -> idle to is IsWalking -> Not -> Transition Enter then when the boolean is set it should stop the animation and go back to idle but you say it is not

#

it might be helpful to try and send the boolean updates from the characters directly instead of using the event update and see what happens

fluid lance
#

it does work, so the state machine works fine. But only starts playing the walking/idle anims when the long-ass chatting anim is finished, it's not interrupting it.

grim ore
#

all I can suggest is what I suggested, you need to watch the anim bp running in the editor when you are playing to see what is going on with the flow

fluid lance
#

ill try casting/tick just to see it running

#

sec

grim ore
#

it can be running but you need to watch the flow from each state in real time

fluid lance
#

oh lol ima total moron...ofc it returns none until the world is loaded up and the cast actually succeeds (sice the animbp runs in design-time just the same)...

grim ore
#

yeah there should be a try get pawn owner in an anim bp before any uses and such.

#

but you should also be able to debug this in editor using the anim preview options in the bottom right

#

have the state machine open, toggle on the is chatting and watch it, then uncheck it and make sure its flowing

fluid lance
#

@grim ore yea, it's something else apparently...the animbp/state machine is fine. For some reason, it starts moving sooner than the end of convo, so i must find a way to prevent that. Could it be some AI pathfind command which wasn't finished and it tries to pick back up on?

#

Ok..Two questions:

  1. I can use movementcomponent>disable movement. Where's/what's the name of the opposite function? since movementcomponent>enable movement doesn't exist.
  2. Is there any way to force the AI to cancel it's path and just forget about going anywhere?
grim ore
#

you can use #1, and read disable movemement you will see it sets the movement mode to none. you just set it back to walking probably

#

#2 depends on how you are moving the AI, some nodes have no way to abort but I think you might be able to call stop movement on most types

hybrid light
#

what did he mean

#

as only one animation is working

bleak vault
#

hey, i'm trying to make an option string using the shortcut target and anything after a whitespace as well as the "#" symbol gets ignored. is this because of the Parse Option node or must the argument formatting be different?

hybrid light
#

anyone?

stuck linden
#

is there anyway to make it so everything above the blueline is not seen or something so my world doesnt look like a flat earth

fluid lance
#

@stuck linden 😮 but the earth IS flat!

#

jk 😛

#

look into postprocessing materials

#

but really depends on what you want to do with that. Just hide the sky sphere?

#

@grim ore Thanks! did it, it was some other crap I did in the roam logic and didn't check against the later-added npc-to-npc chat 😐 Thanks for the help! 🙂

stuck linden
#

i want it to look like the water is infinite

fluid lance
#

try playing with fog so it'll "loose" in the horizon@stuck linden

stuck linden
#

will try ty

stray smelt
#

is there a limit to number of scenecaptures?

#

made another one and it seems to overwrite the first even if they have separate textures/material

hybrid light
#

anyone? help

pale token
#

Whaaat is it called when you take like a recording of your ue4 scene

#

I'm trying to figure out how to take a video of my model

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with all the lightiiing and animatioooon

ornate forge
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@pale token Scene capture?

pale token
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YES

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thank you ahhaa

plush yew
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is there any place I can get free terrain alpha brushes?

sweet trout
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can anyone help me uncap the fps in the editor viewport. for me its locked at 120

grim ore
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t.maxfps XXXX in the console to change your max fps

sweet trout
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@grim ore how do i open the console

grim ore
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~ (tilde) key on a US keyboard or go to the output log and the console is on the bottom

sweet trout
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@grim ore whats the max value i can put?

grim ore
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no idea, whatever you want probably. There might be some literal limit at some point as i doubt you could get over 1000 fps in general

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I normally just go with 300 as that tends to be more than enough

sweet trout
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ok

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thanks

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🙂

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it worked

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@grim ore

grim ore
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yay

hardy lynx
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hello, does anybody knows how to set pitch for AIController? I use SetControlRotation, but it affects only for Yaw.

Pitch automaticaly changes before animation blueprint. I think it may be some setting which chould change this behaviour

sweet trout
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@grim ore it was not fun to be stuck in 120 (though even that was overkill)

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lol

grim ore
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is the character set to use control rotation for that variable? @hardy lynx

hardy lynx
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@grim ore yes, but i thought it settings for user controller

exotic thicket
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How do you handle switching between dev/debug settings in your game vs. shipping settings? Eg. we have a bunch of gameplay systems that in their shipping configs are hard to debug so we need to switch a bunch of variables to different values a lot

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(I can think of some ways to do it like having our dev and shipping settings as separate data actors or something and switching between)

grim ore
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do you want to ship with the debug settings in the project just disabled or have them completely stripped out?

exotic thicket
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Doesn't really matter at this point :)

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Mostly just would like to have the production settings in one place so we don't constantly have to remember to switch the values back after working on the systems :P

grim ore
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You can check for a launch/command line option on startup and store that somewhere like say game instance. Then anything that needs to be X or Y can check that value and act accordingly

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then you can just specify that -debug or whatever in editor or on the command line when launching to choose between the 2

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if you want to handle it in editor you dont even need to do that just set the same variable by hand and test accordingly

wispy leaf
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how do I change the material of terrain

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like with a brush or something

exotic thicket
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Ah cool that'll help :) Thanks MathewW

grim ore
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like painting on it?

wispy leaf
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yes

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to change the color and texture

grim ore
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you would create a landscape material that has layers on it then paint down layers

plush yew
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Good time of day. Planning to make weapon craft game. The start of the game should begin from stone age, so we will craft stone weapon. The idea is to make posibility to craft weapon with different shapes by redacting stones, woods and connecting it to each other by ropes.
The problem is that I can't figure out the best way how to make the redactable materials for craft. Have some ideas like using voxel, destructible and maybe procedural mesh component.
Can anybody share by their information how it possible to make?

grim ore
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assuming that is what you are asking

wispy leaf
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alrighty

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thanks

neat forge
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Is there a node I could use to make a static mesh in an actor blueprint smoothly scale up/down?

hybrid light
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still looking for help

hardy lynx
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@grim ore maybe exists some manual for aiming AIController. All what i saw it using SetFocus, but its not smooth

grim ore
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@neat forge you would want to look into interpolating (lerp or interp) the scale over time with something like a timeline

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@hardy lynx you should be able to set the controller if it is using it, if not just change the rotation manually. IF you want to have it face something there is the Find Look at Rotation node that will give you the rotation between one item and another

hardy lynx
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i try to change it manually but it works only in animation blueprint and Pitch all time to want return back to his old value

grim ore
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@hybrid light have you tried debugging the code? What is your value when you land for the Z from the GetLastUpdateVeolocity?

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@hardy lynx maybe you have something else changing it then, like a move to or something else.

hardy lynx
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@grim ore it may works for Yaw but not for Pitch

pale token
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Dumb questiiioonn

hybrid light
hardy lynx
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ok i'l try

hybrid light
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@grim ore this is my value for Z Velocity

grim ore
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@hybrid light that's not debugging or showing the value when you land. When you land your z is going to be a negative number but you are checking for a huge positive number

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so that is one issue

fiery fiber
hybrid light
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so thats not what he meant

plush yew
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does someone know how to get a lot of items, into a new level? just copy pasting won't work right?

grim ore
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yeah he meant to do exactly what I am asking you to do, make sure your Z is what you expect which it is not

hybrid light
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in the character movement

grim ore
hybrid light
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just did that am getting hug numbers -2800

grim ore
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that would be the last update Z velocity then

hybrid light
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now i add it to the float

grim ore
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your code was fine, you just are not checking correctly

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you are asking if it was above 700.0 and obviously it wont be when falling

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it will be negative when falling and it seems like it might be larger than 700

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jump your character off a few short things, then a few tall things. find the value you want then use that as the check

hybrid light
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but why does only one animation is working

grim ore
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because your doing it wrong

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before you where checking if the number was greater than 700, it was not

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now you are asking is 0 greater than 700, it is not

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is your jump Z LESS THAN -whatevernumber is what you want to check

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for example on here Its the same code as before for testing but now I ask if the number is less than -700 and if so I print big jump

hybrid light
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oh i see

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I understand now

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i fixed it

grim ore
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it also seems weird you have the is < node going into an enum, then that out into the animation when you could just use select instead of two

hybrid light
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Well i was told to do it this way

grim ore
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it works just seems like 1 extra step

hybrid light
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thanks again for the help i will remove it then

grim ore
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is the landing from high up? select hard or soft. Based on hard or soft play montage instead of is the landing from high up? select hard or soft montage

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in the select node you can right click on any of the input pins on the left of it and change pin type

hybrid light
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got it now

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👍

grim ore
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🙂

hybrid light
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Thx once again 😁

muted sequoia
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Whenever i open a project on unreal engine it just freezes, and i have reset my whole computer, and reinstall every single app.I have verified my engine and I do not know what i should do.This is happening to all my projects, and the new projects I create.I have use unreal 4.25.3 and 4.24.3, i om currently trying it on the latest unreal engine.

grim ore
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what does the task manager show is happening?

trim tapir
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so i have a bug where the light intensity seems to double at random

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each tile in the purple lake has a point light above it

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I have checked to see if the tiles are duplicating but they are not

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i dont think that the light intensity is edited anywhere

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any1 have suggestions?

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weird thing is is that it appears fine when exported

stuck linden
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does anyone know how to reparent a Blueprint

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pls

grim ore
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its in the default settings for the blueprint when you open it

stuck linden
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Should not have done that smh

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broke the entire thing

grim ore
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try changing it back

zinc girder
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I just downloaded unreal engine and need help with vat number registration. I live in Canada and Vat number registration is something new to me.
help me. I don't know where and how to register for a vat number

weak cypress
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can unreal run on linux?

grim ore
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you shouldnt need to fill out any of that info if just using the engine @zinc girder

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@weak cypress yes

weak cypress
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can you like just

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download ?

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like you do on windows

grim ore
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no, you need to compile it for your distribution

weak cypress
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ughh

zinc girder
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unreal will not allow me to go past the form.

modest agate
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Excuse me, I'm trying to make a block pushable with a projectile, can anyone help me?

grim ore
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which form @zinc girder ?

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@modest agate it would depends on what you mean by pushable? If you just mean like reacting to physics look at the default first person template. It can fire projectiles and moves the boxes in the level.

modest agate
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alright, thank you very much

plush yew
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does someone have experience with a new level, and saving progress?

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i can't figgure out to set it up, i'm scared to delete all my work xD

grim ore
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set up what?

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saving a level you created in the editor? just hit file save current

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or click the save all button in the content browser

plush yew
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I want the player to save progress in the game, i know how to do it in unreal.. haha

grim ore
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have you checked out the docs or live streams on the save game object?

plush yew
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i saw a lot of video's, but i could not figure it out how to get it working for me

grim ore
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well that would depend all on how your project is designed and what you need to save and load

plush yew
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i need to save a level, so the player is in the same level when they closed their game.

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but the thing is, i did not made new levels.. i was making teleportations, but there is no save option for that.. 😦

grim ore
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yes but 'save a level' is differerent for each person and project

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like can you destroy items in the level, can you modify the landscape, can you spawn in items, etc..

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in general there is no "click a button and save the state of the current game' option

plush yew
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i already thought that, but i can't figure out how to save progress. 😦

grim ore
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again what is progress for you

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if its just saving the location of the player, its easy

plush yew
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it is just saving the player's location.

grim ore
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saving a game is keeping track of what you need to keep track of and saving it out, then loading it back in and setting back up items that have changed.

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if its just the location you would create a save game object that has a location or transform variable and then save that out when you want to save and load it back in when the level load or you need to load it back in. a simple variable is the easiest to do

plush yew
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i made teleports, so they will go to a new level.. but i need a way that they can save their progress, or else you will be ad level 1 again

grim ore
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so are these completely different levels, like separate maps?

plush yew
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yes, and i found out later that you can make a new level ( like a new map )
but is there a way to just save their location? ( depends where they standing )

grim ore
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yes you do what I mentioned....

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you just save the location into the save game object you created and load it up when needed as well

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your simple basic tutorial and docs on using it should cover this

plush yew
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where can i find the save game object? this is my first game, and i'm not so good with game developing..

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or do you need to make it as a blueprint?

grim ore
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even searching the official docs for save game would have worked

plush yew
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thank you, i'll have a look. 🙂

stuck linden
stuck chasm
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Should I continue learning UE4 c++ or start projects as a returning developer if UE5 seems to be around the corner?

grim ore
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@stuck linden you have no debug object selected in the current running instance of the project. It will only show up with actual items that are in the level when it is running

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@stuck chasm 4 and 5 should be very similar in terms of how you work inside the engine so learning 4 now will be a benefit if you want to use Unreal Engine in the future

stuck chasm
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All right thanks! @grim ore

grim ore
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and around the corner also means its still about a year out heh

restive eagle
sinful wedge
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hey, I have a quick question

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not sure if this is allowed here or not

snow crown
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thanks for the report

sinful wedge
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but is there a console command for finding the name of a texture you're looking at in an unreal game?

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or something similar

restive eagle
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i might be wrong, but the images he posted look pretty similar

snow crown
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regardless, it's not a looking for work post

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dudes just hawking a product

restive eagle
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okay

stuck chasm
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@grim ore Should I learn BP or C++ of it?

grim ore
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do you know C++?

stuck chasm
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a little and I did alot of c# using unity

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and winform

grim ore
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do you know unreal engine yet?

sinful wedge
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does anybody know or should I go somewhere else

stuck chasm
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i used a for a year a year ago but only blueprints

grim ore
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I would suggest learning how UE4 works with blueprints, so you learn the editor and it's systems then when you feel comfortable expand into learning how C++ works in UE4 by turning blueprint stuff you know into C++ stuff. Every BP node is just C++ on the back end so it's super simple to translate 1:1 and learn how C++ in UE4 works that way. Taking a general "What the hell is c++" course is also good as C++ itself has it's own syntax but once you pick it up you should be good.

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the biggest thing is in the end use both as needed as the engine is designed that way, but learning the engine first is important

stuck chasm
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Alright sounds good! Have a good day!

summer gazelle
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Hello! I want to make a mechanic where the player could draw a shape (with splines or something) and then turn that shape into a 3d mesh (a weapon's blade, to be precise). Could anyone point out some good tutorials/tips on mesh generation? thanks a lot

near iris
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wtf bro

runic fern
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Hey guys how can i make the resolution of this Widget higher its too low

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3D widget

autumn elbow
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Do you guys think Kerbal Space Program has 2 Player Controllers ? (One from the Build Mode, one for the Flight Mode)

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I'm building something similar. I have a map for the build mode, and a test flight mode. Should I use 2 player controllers?

fallen gust
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@autumn elbow Yes. Maybe more.

autumn elbow
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You think it's beneficial for me to have 2 player controllers ?

fallen gust
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Yes.

autumn elbow
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reason? in general for any game... why more than 1 player controller ?

rough knoll
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how can i display an integer inside of a text value with the integer not being all i want

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like i need it to be x/999 but only the x be changed

restive eagle
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append/format ?

fallen gust
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For any game. I find trying to use 1 player controller for even a start screen and a 3rd person mode to be too cumbersome. Go with multiple player controllers.

rough knoll
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thank ya @restive eagle

autumn elbow
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for something like Battlefield, or Call of Duty, GTA ... where you can possess multiple things- character, car, horse, tank... you'd use a separate player controller for each of those ?

restive eagle
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no, you use your gameplay controller

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but you would use a different one for main menu for example

autumn elbow
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I see

restive eagle
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its just a cleaner way, ofc you can put everything into 1

autumn elbow
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I do like cleaner

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😄

restive eagle
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your gameplay controller doesnt need to know anything related to main menu

autumn elbow
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True

restive eagle
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its good that you are even using controllers, a lot of beginners tend to avoid that or simply dont know what its use

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another tip i could give, put all of your widgets into controller. because in most cases if you destroy your character your controller will still exist and will contain all the widget info

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but if you place your widgets inside a character and that gets destroyed then you will loose everything

autumn elbow
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I'm not 100% sure what it's for, but I put all my widgets and inventory on it.

restive eagle
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thats good

autumn elbow
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for things I possess, characters, cars, horses, I put the input binding on them. So the car decides how it would like to be controlled.

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rather than the controller telling them.

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seems like a better system of hierarchy

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Thanks for clearing it up! @restive eagle @fallen gust

runic fern
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Hey guys how can i make the resolution of this Widget higher its too low
anyone xD ?

muted sequoia
#

Whenever i open a project on unreal engine it just freezes, and i have reset my whole computer, and reinstall every single app.I have verified my engine and I do not know what i should do.This is happening to all my projects, and the new projects I create.I have use unreal 4.25.3 and 4.24.3, i om currently trying it on the latest unreal engine.In my task manager if i press end task my computer freezes, i can not do anything in my projects, please some one help, my laptop has 8gb ram, it ssd drive, and an cor i5 10th gen

gleaming lotus
#

Anybody know how to let a player delete a file in the game's folder? I'm using Rama's Victory Plugin which allows writing/reading of text files, but nothing for deletion. I can't tell if this was missed out on purpose because something already exists, or if its just not possible. Second part of the question: Does anyone have Rama's discord? His email/UE forum messages are not getting a response.

long acorn
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I was wondering if anyone could answer a quick question about UE4 (current stable version) for me? If I modify/deform an actor's mesh from its material, does this affect its actual 'shape' for collisions and other raycasting? (like if I flatten a sphere in the material shader will the collision bounds be updated to this new shape?)

hearty walrus
plush yew
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I have the same question:)

rough knoll
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i have no idea what to make the wild card.

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its a widget

plush yew
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You notice everyone is just asking questions not answering any lol

rough knoll
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i would think that sky is probably a custom skysphere made from an image

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unless it moves

plush yew
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Google “custom sky boxes for ue4” or something and you can look at any you see

ebon marlin
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does time dilation of the engine affect the deltatimes passed down to ticks?

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what about timers? what should I do to make sure my game still works as expected even when there's time dilation?

grim ore
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@long acorn if you mean world position offset that is all done in shader and does not affect the mesh or collision

tender pecan
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@hearty walrus you can start with the standard skysphere and start manipulating the pre configured gradients ( there are quite a few to modify ). the clouds are also quite customizable, and you can include your own 'starmap' or background image too to enhance the effects. you could do a mixture of whispy volumetric clouds as well to sell it even further. for a dynamic sky.

hearty walrus
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volumetric clouds

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are these new?

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I swear I saw something about it

tender pecan
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indeed

grim ore
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@muted sequoia I asked this earlier what does task manager show when it’s opening ?

maiden swift
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are these new?
@hearty walrus Volumetric clouds are coming in 4.26.

hearty walrus
#

oh

maiden swift
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☁️

tender pecan
muted sequoia
#

Whenever i open a project on unreal engine it just freezes, and i have reset my whole computer, and reinstall every single app.I have verified my engine and I do not know what i should do.This is happening to all my projects, and the new projects I create.I have use unreal 4.25.3 and 4.24.3, i om currently trying it on the latest unreal engine.In my task manager if i press end task my computer freezes, i can not do anything in my projects, please some one help, my laptop has 8gb ram, it ssd drive, and an cor i5 10th gen

grim ore
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Holy hell why even ask for help if you are ignoring chat

tender pecan
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marv, give mathew some love. 🙂

muted sequoia
#

👍

low brook
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i know: Not the perfect place to ask but im trying to push a change in git. Git says i cant push files larger than 100 mb but the production / high lightmaps are above that.

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what do people do against taht ? i mean i cant just say "oh ill do a medium bake instead"

plush yew
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@hearty walrus

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Get the default sky sphere and change the atmosphere color to purple